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Cass Caul
1238
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Posted - 2014.10.20 22:29:00 -
[1] - Quote
Benjamin Ciscko wrote:Useless? Is that why it's used widely in some of most competitive PC matches. Because rail guns are more effective than taking out tanks instead of missiles. And Missiles, especially on the python, still dominate infantry because of the ludicrously high amount of splash damage it does.
Missiles aren't insta-gibing tanks
Iignore their performance against infantry
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Cass Caul
1240
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Posted - 2014.10.20 23:39:00 -
[2] - Quote
True Adamance wrote:
I would also like to talk vehicle balance.....more specifically making HAV feel like tanks and not having them continue to dominate infantry like they continue to do.
....unfortunately not able to make it to the console as of the moment.
See the problem with that is, it would require something like not allowing the pilot to also use the large turret.
And speaking of Missiles as AV. I haven't had a single issue with the past update effecting my Incubus. It did before and still does take out tanks. Oh, wait. That's right. It neither had nor lost a RoF bonus to the missile turrets I used.
Fancy that, I could still kill a tank without the RoF bonus.
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Cass Caul
1252
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Posted - 2014.10.21 18:21:00 -
[3] - Quote
CommanderBolt wrote: Also different suit sizes have different turn speeds, something you might not notice with DS3. Scouts can turn real fast, heavies actually cannot turn as fast as a scout for instance, the difference is quite noticeable with KB/M.
I also believe a higher sensitivity option should be available for controller users should they want it.
LOL, dude.This is false. Turn radius is based on X-axis sensitivity. It's in the patch notes from either Uprising 1.1 or Uprising 1.2 when they did away with Frame size determining turn speed.
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Cass Caul
1253
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Posted - 2014.10.21 18:50:00 -
[4] - Quote
Breakin Stuff wrote:And bluntly if we, the AV players who enjoy a violent, white-knuckle firefight with vehicles that is challenging and rewarding want to see those fights again, not the tug 'a war of superiority we need to start helping the vehicle drivers provide feedback that is more useful than "too powerful, needs nerfing."
I used to log in for the joy of exploding vehicles. It's not as fun anymore.
The vehicles feel less a threat and more a chore right now for me. Dunno how others feel. But I miss marauders in all of their horrible glory.
So, your idea of Vehicle vs Anit-Vehicle balance should be wholly determined through who is more obstinate. Vehicles all have much improved acceleration than when Marauders existed. So long as something can zip in an zip out of a conflict zone that isn't going to happen
The part where "ADS's are OP" comes from is their ability to 2-3 shot most suits with missiles (entirely because of splash damage) and as soon as they start taking fire they just leave. Then they set upon for another section of the map and rain down fire from above unimpeded. Again: Missiles vs Infantry are overpowered as **** and it's directly due to splash damage.
Swarms VS ADS did sit in a nice "Thunderdome" style balance where if they fought to the death only 1 would come out. But that rarely happened because Vehicles are no longer forced into that situation. They can disengage from combat with far too much ease.
Alright. after last update. Maybe not "far too much" as the cooldown on afterburners means the pilot actually needs to be paying attention to their modules
your desired " violent, white-knuckle firefight with vehicles" isn't a possibility as long as they have the mobility that they do.
@Killer-12, What should an ADS's role be?
They should be at the zenith of hit-and-run tactics. They shouldn't have the HP to tank damage like an HAV (be it active or passive). They shouldn't have bonuses to turrets that allow their small turret to outperform large turrets.
They should perform against roof-top forgers as they do now. Swoop in, take out nanohive and uplinks, and come back later. Battle of attrition to kill the FG'ers. wait till their ammo is gone and take them out.
If the pilot is dumb enough to let it happen, a full clip from a forge gun should kill them, even with modules active.
If any of you guys playing in PC before the Flaylock got nerfed, imagine how InsidiousN played. He had dual Core Flaylocks. His primary activity was going around and taking out EQ. He was in a Scout suit so if he got caught he was in deep ****. However, if he spotted them first, using that OP weapon, he would take them out.
This was before cloaks, before team-shared-LoS scans were taken out, before scouts had their 6th module slot restored
The ADS shouldn't be looking for direct confrontation.
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Cass Caul
1257
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Posted - 2014.10.21 20:13:00 -
[5] - Quote
Killar-12 wrote: I know about Core Flaylocks... I was playing PC back in the day, do you remeber when EoN and LoI banned them in the Weekend war and Fused Nades?
Yeah, I remember that. As I was in those fights... It was. . . disappointing for me. The Flaylock was my best (and really only) defense against dropships. Be them ADSs which were basically for faster transport or clearing snipers and regular dropships that wanted to land on my head. It was a nerf to Gem Cutter who would use the Core Flaylock to kill anyone that was trying to hack the point we would snipe from. It ******* sucked for Shilzy, That was his go-to weapon. He didn't have another proto one so the "deal" basically said one of our most frequent players couldn't participate in PC.
*sigh* Flaylock is still useless. . . in the same way the Python is still useless. All I want is to destabalize those ******* pilots trying to shoot/squish me. All Rhada wants to do is take out HAVs with missiles.
lol, p.s. Dropships should be good at kill tanks, only for the fact that they basically get to go "neener neener neener you can't touch me."
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Cass Caul
1258
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Posted - 2014.10.21 21:10:00 -
[6] - Quote
Operative 1125 Lokaas wrote:[
You go near any activity on the map with a dropship and you are getting pummeled now by a swarm if not a forger. There can't be any hot and run with that kind of acrion. The third swarm shot is hitting my ship when I have flown well out of range.
Hmm, really? That's strange. I've got an Incubus and Python and my experience hasn't been like that at all.
Have you been looking for the AV people before you swoop in. Swarm users are easy to take out. They're either on the ground and inhibited by buldings and whatnot or they're up high and easy targets. Boost in on a direct collision course, once in range 3 missiles kills them (as I said, missilebus FTW) while they can't get off a full clip. because initial lock-on time is kinda annoying given that their range is so short.
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Cass Caul
1276
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Posted - 2014.10.22 18:46:00 -
[7] - Quote
. . . did any of you see Rattati's "post Delta Dropships" post?
Python is very strong. Myron sucks Grimsnes is good Incubus is alright.
"something" needs to change on the Incubus. Myron needs a few tweaks.
Either way, you'll never find a pilot with maxed out turrets destroying less isk than the cost of their ship
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