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Thread Statistics | Show CCP posts - 11 post(s) |
Victor Moody Stahl
Amarr Templars Amarr Empire
45
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Posted - 2014.10.24 00:38:00 -
[1] - Quote
La Lore Sleipnier wrote:Let's go to learn maths!!!!
80 degrees - 10 degrees = 70 degrees!!! 70 degress turn radius is awesome!!! Is too much. Turn radius should be increased not reduced. The less turn radius better is the swarm because they dodge buildings and hunt the ADS. Please, take a look to some fly simulators and learn a little bit about it
I think you need to learn angles. I'll get all example-fied here:
---->
The above line is, for the purposes of the example, the direction of travel that our swarm missiles have. By reducing the maximum turn, in degrees, a swarm missile can make, you reduce the maneuverability of a swarm missile.
Going from 90, to 80, and now to 70 degree max turn angle, means that swarms were previously able to directly turn to one side or the other, somewhat like so (the arrow represents the direction of travel):
|__>
Now, however, swarm missiles are unable to make such a drastic turn. I'll admit that I personally think that it isn't quite enough, but that's beside the point.
TL;DR- RTM... or in this case, the hotfix notes.
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Victor Moody Stahl
Amarr Templars Amarr Empire
48
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Posted - 2014.10.24 16:38:00 -
[2] - Quote
La Lore Sleipnier wrote:Ok, but now think in jet figthers, guided missiles and their interaction;
----> this is straight --|__|--> this is 90 degrees turn radius (you know) --/\/\--> and this is an incredible, awesome and amazing spide... Swarm launcher. So if swarm turn radio is now 80 degrees and is impossible to dodge (i tried it man, i dodge missiles in simulators but in dust is ridiculous) when CCP make swarms turn 70 degrees they could change drastic changes of direction and dodge buildings; no matter how you do they only hunt you. Take a look in google, the less degrees turn radius better the swarm is
So really you just need to RTM/hotfix notes, because nowhere does it say "TURN RADIUS". What it actually says is "max turn degrees". As such, yes, I do in fact understand that reduced turn radius is in fact better. Unfortunately for you, that's not what was changed- it was the max turn angle. Which means that swarms can no longer turn that tightly.
So what you're really doing is making yourself look illiterate. In which case you should probably stop talking, because your continued babbling just makes you look bad.
Also, as to the part that I bolded, well no duh you can't dodge guided missiles in DUST. The control schemes are either terrible for derpships (KB/M) or simply don't support that kind of fine control (DS3). Quite frankly, I'd even contend that KB/M doesn't support that sort of control capability, and you'd just need a joystick- or a game that has mechanics designed to allow that possibility.
Zaria Min Deir wrote:Um, I think you might have missed the point. I believe most people who have used swarms have previously run into the issue of a vehicle dodging behind a building, at which point, the swarms instead of following around, turn too sharply and hit the building. The turn radius 'nerf' was in fact, somewhat of a buff to swarms, as they now turn less sharply and are more likely to actually follow a vehicle instead of uselessly hitting any obstacle on the way.
In the case of trying to hit an ADS flying completely in the clear and not using any buildings etc to maneuver around to escape from swarms, then yes, you are right, higher turn radius would probably be better. But such situations are actually the rarer case. In majority of situations on the maps we have in dust, there are buildings of various kind that pilots, both in air and on the ground, use to get away from swarms following them. In which case, lower turn radius is actually better.
I'm doubtful that I missed the point, considering I seem to be the only one who RTM'd the hotfix notes. The swarm changes explicitly say "Swarm missile max turn degrees", and makes no reference to turn radius. With that said, vehicles tend to be very fast, which limits the ability of swarm users to get multiple volleys in-air as soon as the pilot notices what's going on.
Granted, this is just my experience, and I fully admit that I don't tank very often, and I am a wannabe ADS pilot. The former results in me mostly using militia HAVs (generally Sicas right now), while the latter is due to the cost of an ADS as well as the horror of trying to fly with KB/M driving me into using a DS3.
Most of the time, when swarms are firing on me, I generally hit the afterburner and fly mostly up, and then mostly away. Maybe it's just me, but this generally allows me to outrun the swarms- either because I somehow outran the missiles, or just because I jetted out of lock range fast enough that the swarm user couldn't get more shots off.
John Demonsbane wrote:Hey, can we get a lower seize time on the LR too? Pretty please?
YES, we must have reduced seize time on the laser rifle! Do it CCP!
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Victor Moody Stahl
Amarr Templars Amarr Empire
48
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Posted - 2014.10.24 17:07:00 -
[3] - Quote
Commander Noctus wrote:However, do take into consideration that, while you do move slowest of all the races, you have very large stamina on all your suits, allowing you to basically catch up to every other race. That's still one unique feature you have over the other races.
I just wanted to comment on this part about Amarr having lots of stamina allowing them to catch up to everyone else. Unfortunately, this is wrong. It was, in fact, mathematically proven to be wrong way back when the Amarr scout bonus was merely "oh, hey, you get some more stamina".
All the stamina in the world is useless if you do not have the speed to take advantage of it. Now, this difference is likely not as noticeable between the medium and heavy frames, but it was a very stark thing with the scouts that very easily demonstrated that the "lots of stamina" bonus was actually useless.
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Victor Moody Stahl
Amarr Templars Amarr Empire
49
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Posted - 2014.10.24 17:24:00 -
[4] - Quote
I'll see what I can dig up, but I can't make any promises.
Insofar as suit balance goes, I'd wager a million ISK that CCP gave Amarr suits more raw stamina as compensation for their slower speed, the idea being that they don't end up so much slower.
Personally, I'd rather that they have just given us an Amarr LAV instead, because then I could cruise the battlefield and pick up hot babes in my golden swagmobile and awesome battlecoat of swag.
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Victor Moody Stahl
Amarr Templars Amarr Empire
53
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Posted - 2014.10.25 05:00:00 -
[5] - Quote
SponkSponkSponk wrote:In essence, the ak.0 moves so slowly that by the time it runs out of stamina, all the other scouts have already sprinted, ran out of stamina, kept walking, and are still further ahead.
Yeah, as someone who's got L5 Amarr Scout, I can confidently say that the only time the bonus actually feels nice is when I outrun all those assaults and medframes... except for some of those Minsalts. They still outrun me, for some reason ridiculous reason.
Incidentally, this is why I find the current Amarr Scout precision bonus to be... unsatisfying. Sure, sure, it's nice to be able to scan stuff that thinks it's invisible without having to fit precision mods, but I'd much rather that they simply have retooled the Amarr scout stamina bonus into a general biotic mod efficacy bonus.
The description (and previous/part of the current bonus(es)) says the Amarr scout is supposed to be all biotics-oriented. Why not really emphasize that with a biotic mod efficacy bonus? But then again, nobody seems to listen to me... though it would obviously help if I said these things in the first place. Oh well, what can you do.
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Victor Moody Stahl
Amarr Templars Amarr Empire
54
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Posted - 2014.10.25 15:41:00 -
[6] - Quote
As usual, Breakin is correct. Moreover, for equal SP investment into a logi and assault suit, an assault's light/sidearm weapons, as well as grenades, will suck down significantly less CPU, and more helpfully less PG.
Which means that they can devote more resources to fitting plates and/or extenders, on top of the native health bonuses the assault suit has.
Which also means such a suit would probably be ripped up by a regen-built assault who's dipping in and out of cover a whole bunch, but that's beside the point.
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Victor Moody Stahl
Amarr Templars Amarr Empire
74
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Posted - 2014.10.30 00:40:00 -
[7] - Quote
I just love how there's all these people who can't read in this thread, complaining about the swarm changes.
Because if you could read, then you'd understand that there is no reference to turn radius in the patchnotes. In fact, I believe I explained it in this very thread why it was indeed a nerf to swarm tracking.
But hey, you can't fix stupid through the Internet.
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