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Thread Statistics | Show CCP posts - 4 post(s) |
Nothing Certain
Bioshock Rejects
1257
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Posted - 2014.11.01 23:51:00 -
[61] - Quote
manboar thunder fist wrote:What is the point of redline rail turrets with 12000 HP with blaster turrets covering them....
On the line harvest/tower map they are constantly manned by noobs who make life hell for dropships.... From the comfort of their own redline..: they run forge gun heavies so I can't even fly over and shoot them off!
Remove them or move the turrets!
I use them, I am AV and I agree. On a couple maps they are way too low risk high reward.
Because, that's why.
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Imp Smash
Molon Labe. General Tso's Alliance
306
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Posted - 2014.11.02 07:25:00 -
[62] - Quote
Tesfa Alem wrote:Imp Smash wrote:
Hence a lower turn radius on the missles allow DS to avoid missles much like a fighter jet would in real life.
^^ Not a good analogy; Fighters deploy heat and electronic countermeasures to confuse missile systems, and do not rely on turning speed alone. Back to Dust though In order to out turn a missile you have to pull off manuevers tighter than 70 degrees. "Skill" here is a moot point, getting a dropship to change momentum (very different from fliping the nose around) at turns tighter than that causes one to lose speed (pretty mcuh stop dead in its tracks, thats what i use when i want to stop not out turn a missile) and boom missile hits. Tight turns are at low speeds, yet this only applies to the dropship and not the missile chasing it. Missiles make 70-¦ turns at maximums speed, whereas i can barley manage to keep top speed up at turns under 45-¦ Currently, missiles move much faster than a dropship (especially vs the incubus with the 12% speed penalty for 120Mmm complex plates, and turns tighter than one. The countermeasure for pilots vs swarms is to get out of lock on range before the swarmer gets off volley either 3 or 4, missiles in the air will consisntently nail you; TL;DR No matter how hard you turn, you will never lose a lock, no matter where you choose to fly, the missile will get there before you do.
Then obviously the way forward is to nerf swarm turn radius more. So that dropships can outmanuever them but have to stop shooting at people for a bit while they dodge, dip, duck, and dodge. |
Juno Tristan
Namtar Elite Gallente Federation
133
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Posted - 2014.11.02 11:32:00 -
[63] - Quote
Can we get an active module that jams lock-ons, nothing excessive but 10 seconds (basic/no skill) to clear rooftops and escape |
Stefan Stahl
Seituoda Taskforce Command
820
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Posted - 2014.11.02 12:01:00 -
[64] - Quote
I twiddled around with matlab a bit to see how maneuverable a DS has to be to be able to dodge a missile. As the basic scenario I chose a SL in the center of the coordinate system and a static DS 150 east of it at the same height (to facilitate visualization in 2D). The swarmer launches a missile that tracks at a given maximum turn rate. The DS has the task of maneuvering such that it maximizes angular velocity towards the missile at any moment. Notice that this is not optimal behavior. Ideally you'd want a combination of dodging until the SL passes you and then fleeing to outlast it's fuel reserve. This test is merely looking into how well a DS can outmaneuver swarms, not on optimal flight strategy.
I plotted three scenarios: A) - The missile has a maximum turn rate of 70 -¦/s (as of right now) - The DS has a maximum acceleration of 10 m/s (as of right now without AB) B) - The missile has a maximum turn rate of 70 -¦/s (as of right now) - The DS has a maximum acceleration of 25 m/s (I think that's how the 150% bonus of the AB works) C) - The missile has a maximum turn rate of 48 -¦/s (fantasy number) - The DS has a maximum acceleration of 25 m/s
In C I chose the maximum turn rate like that because that's the first time I don't get an impact on the DS. For reference, I count as an impact when the missile is within 10 m of the DS center of mass, which I think is reasonably close to how it works in the game.
Anyway, here are the plots. A-B-C are left to right. We're looking top-down on the battlefield. In each plot the missile starts in the center and the DS starts on the right. Impact is indicated if it happens, in C you can see there is no impact. I can share that A and B are pretty much what it looks like from a DS perspective with and without the afterburner. I managed to test this for a while thanks to a couple of stubborn MLT SL users yesterday evening (no redberries where harmed during this particular experiment ).
I did this mostly for the fun of it. There's some neat math involved that'll be helpful to me in other projects. I'm sharing though to show how you can design the gameplay using a quick mockup simulation. This reduces turn-around times significantly. I can show you the approximate effect of 100 combinations of values within an hour. On the live server you'd have to test each combination for two weeks to get conclusive data.
Anyway, if my assumptions turn out to be true (1. we're discussing maximum SL turn rate and 2. that's actually how afterburners work) I've shown that even if right now a successful dodge is unlikely (confirmed ingame), we aren't far away from a point where this may become possible. However I can't say anything about whether attempting to dodge three consecutive swarms is ever going to work or what the effect of this is going to be on the SL's effectiveness against HAVs and LAVs. |
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CCP Rattati
C C P C C P Alliance
9933
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Posted - 2014.11.02 12:50:00 -
[65] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Stefan Stahl
Seituoda Taskforce Command
822
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Posted - 2014.11.02 14:24:00 -
[66] - Quote
CCP Rattati wrote:Matlab, my all time favorite software You know things get serious when during a discussion someone pulls out his laptop and boots matlab. That's an engineer's version of raising your fists.
Anyway, regarding ABs and out-maneuvering missiles: Trouble is that the AB increases acceleration, not top speed. So right now ABs are what you'd use to out-maneuver missiles.
We could change that and get a very different game where a pilot has two options: A) Have ABs grant a straight line speed bonus so you can outrun swarms in a straight line Right now a 20% speed bonus would be sufficient. It'd take a DS 6 seconds to get to missile speed and be safe forever. If it is deemed necessary to have ABs grant an acceleration bonus it could be worthwhile to think about it also conveying a malus to moment of inertia. That way you accelerate fast in a straight line but can't really turn all that well. B) Fit engine upgrades (the old ones with the torque bonus) and nanofibre structures (the old ones with the mass reduction) to outmaneuver swarms We'd have to go comparatively low on the missile turnspeed unless we want such a DS to feel like constantly having a current AB on. At 70 -¦/s a swarm does a full circle in about 5 seconds. That means you'd have to dodge every missile volley twice. At 40 -¦/s a missile would be capable of doing exactly one circle in it's 9 second lifespan.
[Edit] Also, you go and have Sunday. Sundays are not the time where you do work related stuff. |
XxGhazbaranxX
Eternal Beings Dark Taboo
1813
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Posted - 2014.11.02 16:35:00 -
[67] - 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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crazy space 1
K-A-O-S theory
2570
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Posted - 2014.11.02 18:48:00 -
[68] - Quote
XxGhazbaranxX wrote: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 appease the masses. Lets keep the ab necessary 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 necessary.
How about a middle ground? Each missile fired in a single volley travels at a slower velocity. All swarms have the same turn rate. This makes the 1st missile faster than a dropship, but the 2nd and 3rd swarms can be outrun. Single shot swarms on the otherhand could be introduced with faster velocity and better turn radius, but single shot.
Remember during Skirmish 1.0 when you could blow people up with free fire swarms? Dumb fire missiles should be a thing, why can't I go out with an AV weapon that is non-homing? i suppose it may overshadow the role of the Forgegun, but if that weapon was made to do more damage the close the projectile impacts both weapons could have a niche.
Also when will you let us fire from dropships ;_;
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manboar thunder fist
Dead Man's Game RUST415
195
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Posted - 2014.11.02 19:03:00 -
[69] - Quote
Heavys should be able to fire hmgs from the passenger seats of dropships ;)
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Spectral Clone
Abandoned Privilege Top Men.
3000
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Posted - 2014.11.02 20:15:00 -
[70] - 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.
+1 for Matlab, I work in it daily.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
136
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Posted - 2014.11.02 22:37:00 -
[71] - 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.
I would really love it if the afterburner was not absolutely necessary, though risky to not use it. (I actually already do not run an afterburner with great success).
I JUST played a match where I was out about 350 meters away from the swarmer, and was into armor in a myron. I ducked behind a building in my red line, but the swarms had flown so wide they were not coming from the swarmer's original location, and hit me from the side for the kill.
This leads me to an interesting thought, we were discussing a lock warning earlier this month. Well in many other games the missile warning also tells you where the missiles are coming from. Since we can't turn our heads in game to look behind us (perhaps a look behind button is a feature idea???), the missile warning could also have a directional indicator so we know what angle to take cover at. Alternatively, if we could look behind us, we could also see what angle the swarms are coming in from. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
136
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Posted - 2014.11.02 22:39:00 -
[72] - Quote
crazy space 1 wrote:
How about a middle ground? Each missile fired in a single volley travels at a slower velocity [...]
I am not really a fan of this idea, no reason for the missiles to fly at different speeds, and a minmatar commando would even be able to overlap two volleys where the first missiles would end up hitting together and then the rest would lag behind, it wouldn't be very good. |
Gabriella Grey
THE HANDS OF DEATH RUST415
206
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Posted - 2014.11.03 02:52:00 -
[73] - Quote
CCP Rattati wrote:Darth-Carbonite GIO wrote:The swarm changes are not noticeable. Afterburning straight up is still a better tactic than actually performing evasive maneuvers, unfortunately.
The Rail Incubus, however, has been vastly improved. It is once again viable in PC, and flying with a gunner is no longer suicide. Thanks, Rattati o7 Very good to hear. Swarms have two balancing factors, "travel distance" and "max radius from origin", so there are two ways to escape, get out of the max radius, or evade it long enough. By decreasing turn radius, the theory is that if the ads manages to swerve/slalom around, the missile needs to travel a longer distance to keep up and will eventually run out of fuel (exceed max travel distance).
Swarms shooting at the dropship from a 90-Ü angle while moving should be a great starting point.Swarms should also be able to be passed head on, but shouldn't be the easiest. Something that can make all of this possible could be adding somewhere in the programming where time needed to adjust can cause the missiles to loose the lock, forcing them to continue in the direction of where they lost their lock-on.
Then from there I believe the business of adding different variant of swarms should be open for business. You can add swarms that have stronger pay load but bad steering, swarms that have great turning/homing but do not work well in long range, and a generic type that is between the other two. That way the different variants will make it challenging for swarm users and the pilot to escape damage or change their engagement according to the type of swarms.
*** Don't forget about turrets Rattati ***
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
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Maken Tosch
Dust University Ivy League
10058
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Posted - 2014.11.03 03:34:00 -
[74] - Quote
The problem with this idea is that it will require overhauling all of the bonuses of all of the vehicles that can be affected by the suits so that balance is maintained. This is because the vehicle bonuses we see today have been balanced under current conditions. I don't think they were balanced with suits affecting them later on in mind.
So if we seriously want pilot suits affecting vehicles, which I'm ok with as well, then everyone here is in for a long wait.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5384
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Posted - 2014.11.03 13:34:00 -
[75] - 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%? The Small Blaster is currently suffering from the same issue that the HMG used to have of only shots centered on the center dot of the reticle hitting the target.
I've been shooting at infantry with an Incubus in First-Person to make sure of this, and all the shots rendered as landing somewhere inside of the circle do no damage unless the tiny center dot is directly on the target.
Effectively, the dispersion isn't applying properly.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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manboar thunder fist
Dead Man's Game RUST415
198
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Posted - 2014.11.03 15:09:00 -
[76] - Quote
In battlefield three the only way to avoid a missile lock was to estimate the position of the lock and fly low and fast spiralling directly towards it, so the missile did not have it's momentum built up and missed barely. This may not be viable for DUST but one thing we can conclude is that the turning radius for swarms needs to be chopped by atleast half, their greater speed means once they have turned, they will catch up to a dropship. i suggest we try this reduced drastic number to see whether the change really makes a difference or not, if it is too much we can always revert it in a midweek hotfix patch.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Lazer Fo Cused
Shining Flame Amarr Empire
61
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Posted - 2014.11.03 15:25:00 -
[77] - Quote
XxGhazbaranxX wrote: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.
1. Swarm users will cry anyways 1a. Swarm users cried when we used the AB to escape swarms in the 1st place, problem is that we have no other way of outrunning them or escaping the danger
2. Swarms have mulitple problems, turning 270deg on the spot and instant top speed, avoidng cover and tracking to where the vehicle was and not where it is now, invisible missiles, broken lock on ie through cover 2a. Recent swarm buff means if you are hit by the 1st the 2nd is in the air and the 3rd is being launched/in air, even worse when invisible and that 3rd volley 99% of the time hits 2b. I dont expect invisible swarms to be fixed on the 4th of Nov, this problem has been with us for well over a year back in the 1.0 days
3. No countermeasures for vehicles
4. Rattari idea of ADS and possibly other DS being able to outrun/last swarms with no AB is actually a good idea 4a. It means we do not have to rely on 1 module all the time 4b. It means that evasive manouvers coupled with less agile swarms means that ADS/DS could pull tight turns and throw off swarms to an extent causing them to take longer turns 4c. The python suffers from having 1 slot always being the AB |
Spkr4theDead
Red Star. EoN.
2315
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Posted - 2014.11.03 15:29:00 -
[78] - Quote
Harpyja wrote:Vulpes Dolosus wrote:If CCP is so worried about the rail being used as an AI weapon, why don't they just nerf the damage it does against infantry? They've already shown that they can do it against vehicles, would it be so hard to just reverse this?
The damage needs to be much higher on the rails, and by reducing their effectiveness on dropsuits it allows the rails to be tailored to attacking vehicles.
Personally, I'd rather see a base damage buff and change the Incubus skill to a heat build-up/cooldown bonus. So whatever happened to the whole idea of having small turrets for AI and large turrets for AV? People complained that the large blaster was too good at AI (personally I thought it was fine, except that it was too good at AV) so they had it nerfed. People told us to fit small turrets on our HAVs if we wanted AI. We did. And people still complained and got the small rails nerfed. Now you want to make small rails AV focused? Either keep small turrets AI focused or make each turret type have a certain focus (i.e. large and small blasters for AI). Choose one and stick with it, and don't get butt hurt when people adapt to changes (not talking to you Vulpes, just people in general). You know what these people are like.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4367
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Posted - 2014.11.03 15:44:00 -
[79] - Quote
I will admit there has been some straight stupidity in demands for vehicle nerfs in the past.
Back to my regularly sceduled bashing of vehicular losers... I mean pilots of course.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Imp Smash
Molon Labe. General Tso's Alliance
310
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Posted - 2014.11.06 00:57:00 -
[80] - Quote
Kaeru Nayiri wrote: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. I would really love it if the afterburner was not absolutely necessary, though risky to not use it. (I actually already do not run an afterburner with great success). I JUST played a match where I was out about 350 meters away from the swarmer, and was into armor in a myron. I ducked behind a building in my red line, but the swarms had flown so wide they were not coming from the swarmer's original location, and hit me from the side for the kill. This leads me to an interesting thought, we were discussing a lock warning earlier this month. Well in many other games the missile warning also tells you where the missiles are coming from. Since we can't turn our heads in game to look behind us (perhaps a look behind button is a feature idea???), the missile warning could also have a directional indicator so we know what angle to take cover at. Alternatively, if we could look behind us, we could also see what angle the swarms are coming in from.
This is pretty good though. A directional warning indicator denoting lock (present to great success in other games) would give pilots the ability to decide fight or flight. Then you wouldn't need to nerf swarms at all as it'll become more an issue of pilot skill. |
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Kallas Hallytyr
Skullbreakers
898
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Posted - 2014.11.06 02:36:00 -
[81] - Quote
Personally, I'm fine with Swarms being powerful; being faster than me; being easy to use and cheap to boot.
What I want is to be able to fight. Currently, a strafing run is a high speed way to fire one or two missiles pathetically inaccurately. Even with the target scanned, when you're screaming in at 200km/h and have to hit within 2.5m while still at 60-100m it's not easy: and when you only get one/two shots in that window, you're basically doing nothing.
If my missile turret was 40 missiles, firing like the Large Missile turret and with the corresponding reduction in damage, then I'd be able to saturate an area as I fly past.
Hell, make me even more fragile, I don't care as long as I can actually do what I'm supposed to be doing. With that kind of turret I can actually perform a strafing run whilst simultaneously deploying shock troops into the blitzed and bombed area. Then turn around, provide more firepower and pick them up afterwards.
Alt of Halla Murr. Sentinel.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
146
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Posted - 2014.11.06 18:59:00 -
[82] - Quote
Kallas Hallytyr wrote:Personally, I'm fine with Swarms being powerful; being faster than me; being easy to use and cheap to boot.
What I want is to be able to fight. Currently, a strafing run is a high speed way to fire one or two missiles pathetically inaccurately. Even with the target scanned, when you're screaming in at 200km/h and have to hit within 2.5m while still at 60-100m it's not easy: and when you only get one/two shots in that window, you're basically doing nothing.
If my missile turret was 40 missiles, firing like the Large Missile turret and with the corresponding reduction in damage, then I'd be able to saturate an area as I fly past.
Hell, make me even more fragile, I don't care as long as I can actually do what I'm supposed to be doing. With that kind of turret I can actually perform a strafing run whilst simultaneously deploying shock troops into the blitzed and bombed area. Then turn around, provide more firepower and pick them up afterwards.
This also sounds like a great option, though radically different, +1 |
manboar thunder fist
Dead Man's Game RUST415
215
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Posted - 2014.11.06 23:19:00 -
[83] - Quote
Completely change ads. Or add a hit and run variant, higher speed lower survivability +bomb bay. For this Remove small turret bonuses Add a bomb bay that can drop different types of bombs at speed in a strafe dive.
Precision bomb- 2500 dmg in a 2.5 m range Cluster bomb- 5000 dmg spread over 20 m (random areas f high dmg concentration) Flux bomb- 5000 flux damage over 30 m
For the "fighter" ads add more HP (500 more) and give an ammo and damage bonus.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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