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Thread Statistics | Show CCP posts - 4 post(s) |
XxGhazbaranxX
Eternal Beings Dark Taboo
1779
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Posted - 2014.10.30 02:19:00 -
[1] - Quote
Hello CCP,
The incubus feels a lot more reliable with that overheat fix. That being said, it still feels like it steel needs a bump to the bonus from 3 to 5%. That would make it feel a bit more reliable and not make it overpowered.
This being said, the blaster is still less efficient than the rail or the missiles at killing infantry. Somethingnneeds to be done since blasters are supposed to be anti-infantry. So much so that they have a huge penalty againts vehicles.
CCP must increase damage by 15% ( same as adv damage mod ) and reduce the spread by a significant amount since the reticule is still pretty big.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Dark Taboo
1779
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Posted - 2014.10.30 02:31:00 -
[2] - Quote
DUST Fiend wrote:Blaster will neverbe adequate for anything as a front gun unless it gets a massive AV buff, or the ADS gets a swiveling turret camera, as opposed to the obnoxious fixed camera that they forced on us.
As a side turret. Rails are still better by a large margin as a side turret.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Dark Taboo
1782
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Posted - 2014.10.30 14:18:00 -
[3] - Quote
CCP Rattati wrote:XxGhazbaranxX wrote:Hello CCP,
The incubus feels a lot more reliable with that overheat fix. That being said, it still feels like it steel needs a bump to the bonus from 3 to 5%. That would make it feel a bit more reliable and not make it overpowered.
This being said, the blaster is still less efficient than the rail or the missiles at killing infantry. Somethingnneeds to be done since blasters are supposed to be anti-infantry. So much so that they have a huge penalty againts vehicles.
CCP must increase damage by 15% ( same as adv damage mod ) and reduce the spread by a significant amount since the reticule is still pretty big. Excellent. Thanks for the feedback. Have you experienced a change in Swarm efficiency, now that we nerfed their turn radius by another 10%?
Swarms still hit behind cover. I think the old radius, before messing with the radius stat, was better because we coul actually hide behind buildings and they would hit the obstruction instead of going around and whipping me silly. But i dont know what is trying to be achieved:
using up distance in the turn?
giving the ads a chance to use agility?
Either way, swarms feel like they are flying longer distances than intended and ive been killed at 485 meters which is 85 meters too far.
Ads and ds are dropping pretty quick, with my 6500 hp grimsnes being three shot by fully specced mimmandos. Ads feels like a glass cannon without the cannon part so if we could just get a bit more of a bonus that would be great, maybe even switch the bonus to damage and not RoF.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Dark Taboo
1782
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Posted - 2014.10.30 14:33:00 -
[4] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote:CCP Rattati wrote:Excellent. Thanks for the feedback.
Have you experienced a change in Swarm efficiency, now that we nerfed their turn radius by another 10%? Heat fix has made the Railgun Incubus more useful, can actually shoot down dropships again. Swarms: no appreciable change. They still circle buildings. The biggest issue is that by the time you can react to a swarm volley, they are usually too close for any so of manoeuvre to make any difference. Edit: out of curiosity, have you had a chance to look at This Thread? I think there are some thoughts in there that are worth considering (but then I'm biased ) Seems exaggerated, you get hit by the first, the second may be in the air but by the third you should be actively avoiding it. If the third swarm is not as maneuverable, it may be a big factor in survivability. Even just losing 1 or 2 of the missiles from the swarm into a building or hill. Now I have, and stored the link on our Crowdsourcing Trello board.
I think i got it. We are not losing swarms behind cover because they swerve more openly. The higher the radius the bigger the ark, the more they evade builings and hit you. Make then have tighter turns like before. Before this whole radius business i used to be able to make them hit buildings. Both changes to radius have to be changed back and another 10% reduction to turn radius. So instead of the + 10 you were doing i think we have to go -10 for a total of -30. -30 because you gave it two consecutive + 10 on different occassion so we need to bring it back to the old turning radius and then subtract 10 from it.
REASONING
Just like the hmg where everyone thought it needed to be more accurate and it turned out being that it needed to be less accurate, the same is happening with the swarms. CCP and the community think they need to turn less agressively when the opposite is needed. If the swarms turn more agressively they will hit beuildings more often instead of flying around them.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Dark Taboo
1784
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Posted - 2014.10.30 14:39:00 -
[5] - Quote
DUST Fiend wrote: Small rails have always been an AV weapon
Yup, but they still outperform small blasters as AI for gunners.
Some people are calling for reduced damage against infantry but the reality is that this would still not make the blaster a better choice against infantry. If rails are nerfed against infantry, people will just use missile because they too are better at anti infantry work than blasters.
Blasters need a decent buff if CCP want players to consider them anti infantry
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Dark Taboo
1813
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Posted - 2014.11.02 16:35:00 -
[6] - Quote
CCP Rattati wrote:Matlab, my all time favorite software I am more than willing to try further reductions of swarm radius. I would even want ADS pilots to be able to outrun/last them without AB. Those who want an easier way out and lose a slot can use the AB, but the ones that fancy their chances might throw something else in that slot and try their luck at outmaneuvering them with higher skill.
If you make us ads pilots outlast the swarms without turning the ab on you are going to have a full blown riot from the Swarm users. Keeping that ab necesary is a must to apease the masses. Lets keep the ab necesary and keep tweeking the turning radius maybe tweek the acceleration/deceleration while turning, fuell loss, momentum loss. Stuff like that. Anything that is done, for the sake pf balance the ab should remain necesarry.
Plasma Cannon Advocate
Dust 514 Survivor
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