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Thread Statistics | Show CCP posts - 1 post(s) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
129
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Posted - 2014.10.31 18:18:00 -
[1] - Quote
Really love the thought you put into this, as always.
I somewhat preferred missile travel speed over splash damage as a bonus for the python. I'd rather see splash adjusted strictly by missile variant. My reasoning being a python could shoot from further away, more accurately, because it would need less of a lead on the target. Especially if rendiner improves, using missiles at longer ranges could be really interesting. Thoughts?
More people need to read this OP |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
129
|
Posted - 2014.10.31 18:44:00 -
[2] - Quote
Lazer Fo Cused wrote:1. 10% ROF - Useless in most cases, try dualing AV and with the FG there is the chance of them missing but with swarms or any kind of AV hit on the Python it will rock and roll causing your ability to aim to be nonexistant which makes you lose precious seconds on trying to hit the target - The Python isnt used that much in general now because its softer than the Incubus which has no bonus for the missile but performs better due to the different in ships 1a. Splash is fine since direct hits aint always easy and missiles should have splash
2. -10% heat build up - That means instead of 10shots i get 11, that expensive for one shot 2a. -30% cooldown - Faster cooldown when overheating or just heating in general does allow more shots off if timing it right
3. The 1st python & incubus skills do not offer much for that hefty 2.4mil SP, the 2nd part of the skills are much more useful
10% more rof is good if the skill ALSO boosts something else. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
156
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Posted - 2014.11.11 19:29:00 -
[3] - Quote
Vulpes Dolosus wrote:Kaeru Nayiri wrote:Really love the thought you put into this, as always.
I somewhat preferred missile travel speed over splash damage as a bonus for the python. I'd rather see splash adjusted strictly by missile variant. My reasoning being a python could shoot from further away, more accurately, because it would need less of a lead on the target. Especially if rendiner improves, using missiles at longer ranges could be really interesting. Thoughts?
More people need to read this OP I mentioned that most of the Python changes would come through missile changes: the Accelerated missile got a longer range and higher speed to improve anti-air/ vehicle capabilities. The Fragmented didn't get this because I don't want people sniping infantry out of swarm range
Shameless Bump and...
What I was trying to say earlier is that I agree with you about the python bonus needing to be "damage application" based, but I disagree that the best way to do that is splash.
Your missile turret variants are all amazing. I love all of them. I would want each of them to have a set splash radius to avoid making any of them OP off the bat. Take the fragmented which already would be anti-infantry and with lots of splash, add a splash bonus to it and we could easily have too much.
However, if the python bonus was rate of fire and missile travel speed, damage application also goes up, and all missile variants can benefit without necessarily becoming OP.
This has a lot to do with people's perception of the problem. Infantry notice when splash is too much and complain. They don't notice how faster missile speed makes an ADS pilot's life a little easier. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
181
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Posted - 2014.11.17 20:18:00 -
[4] - Quote
There are details about the assault dropship that have been bothering me more lately than before.
I am going with the assumption that the Incubus was intended to have more staying power in an engagement and that the Python was intended to have more of an ambush, hit and run role.
Right now the strategy for either ship is very similar, depending on pilot of course. It can be summed up in a flow chart, rather easily.
-Move to an area, acquire targets -If AV is present -> use defensive modules -If defensive modules can tank AV >- Neutralize the AV, IF NOT >- use them to buy time and get out of range of AV
Due to the high alpha power of every form of AV that a drop ship needs to worry about, the only option that can tank and attempt to neutralize av is ACTIVE TANKING. In other words, shields.
No amount of armor rep or armor HP can offer STAYING POWER to a dropship anymore. Right now the meta is reversed, with the python having "staying power" and the incubus needing to use every resource possible to get away whenever AV is present.
I am a Python, Incubus and Myron Pilot. |
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
182
|
Posted - 2014.11.17 20:35:00 -
[5] - Quote
Vulpes Dolosus wrote:Kaeru Nayiri wrote:There are details about the assault dropship that have been bothering me more lately than before.
I am going with the assumption that the Incubus was intended to have more staying power in an engagement and that the Python was intended to have more of an ambush, hit and run role.
Right now the strategy for either ship is very similar, depending on pilot of course. It can be summed up in a flow chart, rather easily.
-Move to an area, acquire targets -If AV is present -> use defensive modules -If defensive modules can tank AV >- Neutralize the AV, IF NOT >- use them to buy time and get out of range of AV
Due to the high alpha power of every form of AV that a drop ship needs to worry about, the only option that can tank and attempt to neutralize av is ACTIVE TANKING. In other words, shields.
No amount of armor rep or armor HP can offer STAYING POWER to a dropship anymore. Right now the meta is reversed, with the python having "staying power" and the incubus needing to use every resource possible to get away whenever AV is present.
I am a Python, Incubus and Myron Pilot. This is actually only true for Swarms, and is the biggest reason I'm so displeased with them. With forges, it is possible to dodge incoming fire by orbiting and maneuvering around and above the enemy forger. It then becomes a contest of skill between an ADS flying and a forger forging (which I would argue the forger has the advantage in most cases). This means that there is more than just numbers at work, actual player skill plays a much larger part in surviving the engagement on both sides, and, I think, makes the game more fun for both parities. This is not the case with swarms. With swarms, all player skill goes out the window since they're impossible to dodge and virtually guaranteed to hit for every lock (unless the ADS is a good distance and is actively running away at the time of launch). This, on top of doing near forge-level damage and a myriad of bugs, makes them very potent, and the only real way to deal with them is to run away and hope you can find the swarmer before the finds you, surprising him and killing him. But this thread should only be about ADS turrets and bonuses, so I'd like to focus on that here.
Sorry Vulpes, you are right, that was off topic.
All the constructive posts in this thread are great and we've discussed them down thoroughly. All that's left is to implement them, so we can test, tweak and balance. |
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