|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2425
|
Posted - 2014.10.31 05:34:00 -
[1] - Quote
Since 1.8, there have been some issues with the ADS that I, Rattati, and others in the community have brought up and I thought I'd try my hand at fixing them.
Some issues I'll try to address:
-Better bonuses -More AV potential -Splitting missile's AI / AV potential -Scaling with levels
As far as AV aggression goes, I think everything is fine. I've personally witnessed first and second hand ADSs surviving and being killed by all manners of AV regularly, so I don't see any changes being necessary to AV offenses or ADS defenses (though I would like a small Python shield increase to be considered, or a skill that increases shield resistances).
So here's the DPS we have now, as a reference (all values will be with lvl5 skills, proto turrets, and firing as fast as possible until empty mag plus reload for missiles, rails until almost overheated and completely cooled down, unless otherwise stated):
Python Missile Direct: 316.772
Python Missile Splash: 249.241
Incubus Rail: 412.409
The splash on missiles is pretty good, but both the other ones are pretty bad for AV, considering this is perfect damage application and a Maddrugar could potentially fit over 200reps/sec.
Anyway, on to my suggestions:
Bonuses
Python: 2% RoF (10%), 10% Splash Radius (50%) Incubus: -2% Heat Buildup (-10%), -6% Cooldown (-30%)
So yes, I've decided to keep the Python bonus to RoF the same and yes, that's a 50% bonus to splash radius. Before I get pilots and infantry get up in arms against me, most of the rebalancing is coming from the turrets themselves, be check those out below. These bonuses reflect the true nature of the Python: Damage application/ glass cannon.
The Incubus will really benefit from this bonus. The focus is for the rail but it has a great application for blasters if you wish (I just haven't ran any of the numbers for them). The idea being that you can provide a near reliable stream of shots so long as you don't overheat. Notice also that there is no bonus to overheating, so it will still be pretty severe. I would love to give it a 50% bonus (and reduce some damage a bit), but I don't know how skill stacking will effect it (giving it a negative value), so I compensated with a slight damage buff (DPS should be around 600 either way).
I am sad to suggest removing the ammo bonus, but I think it'd also play a role in balancing the ADS (just as long as we get safe Supply Depots in all the redlines).
(Note: all DPS values are with proto missiles, perfect skills, and perfect damage application, meaning all missiles fired and hit and reloaded immediately after, and rails fired until almost overheated with a pause until completely cooled down before resuming, reload disregarded)
MISSILES
The biggest problem with missiles on an ADS is that they make the Python exceptional at both anti-infantry and anti-vehicle (the Incubus to a lesser extent). The incubus doesn't have this problem as much with hybrid weapons since they're split into AV (rails) and AI (blasters). This was the inspiration I had to split the missiles into two variants: Accelerated and Fragmented.
Accelerated XTs (lvl5):
Damage = 525 Splash Damage = 125 RoF = 1 (0.9) Clip = 8 Radius = .5m (0.75m)
Direct DPS: 474.51 Splash DPS: 107.843
As you can see, these missiles are tailored to AV. The large direct DPS makes taking out all vehicles more doable (and still a bit of a nerf since it's ~90% of pre-Delta DPS), yet still limiting AI in both damage and splash radius. There is still some potential for AI if you're a good shot, but the same could be said for the rail as well. I would, however, suggest adding a -20% direct damage nerf to infantry. The higher RoF makes air-to-air much easier, as well as unstated increases to missile velocity and range.
Fragmented XTs (lvl5):
Damage = 300 Splash Damage = 300 RoF = 1.2 (1.08) Clip = 10 PRBNew = 2.75 (4.125)
Direct DPS: 239.13 Splash DPS: 239.13
The Fragmented missile is the AI missile. The 4.125m blast radius is roughly the side of a standard nanohive pulse, for scale while the current 2.5m is 1/4 larger than a compact nanohive. Note that this is also a slight nerf in DPS (the only increase comes from the two extra missiles in the magazine). This turret will be excellent for clearing links and crowd control (i.e. killing a bunch of people standing together). To be honest, in a 1-on-1 engagement vs an infantry player, the current missile, with a 2.5m radius, will just as easily kill you as this 4.125m radius missile, so the only real buff is its crowd control potential. I would also suggest reducing the max range to about 150m to prevent people sniping out of swarm range.
These should be the only two missiles available. I know cycled are a favorite by some, but I don't really see how they could fit in this outline of turrets. Personally, I think more pilots would be comfortable with a single shot missile than being forced into a cycled for AI. They could possibly be introduced as a redundant AI type missile, so if you want to provide with stats, be my guest. Standard missiles that are good at both AV and AI shouldn't be allowed, even if they are inferior to both in each trait.
RAILS
The biggest changes I've made to rails come through the Incubus bonuses.
Particle Cannon (lvl5):
Damage = 450 Max Heat = 99.9 (just before overheating) Heat Per Shot = 10 RoF = .5 CoolDown = 5
Shots to Brink-Overheat: 9 (12) Cool down: 5s (3.5s) Seize: 8s
DPS: 614.706
The only changes are to overheat and cool down, but these two play a huge factor in the damage application, making the Incubus skill dire for optimization. Interestingly enough, the math works out so that you get an extra shot at level 1,3, and 5. The DPS will be very useful, and it's still a nerf from pre-Delta by almost 15%.
Well, that's it. Thanks for reading. Please correct if any math is wrong. I'm out ofspac
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2425
|
Posted - 2014.10.31 05:34:00 -
[2] - Quote
[Reserved]
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2425
|
Posted - 2014.10.31 05:48:00 -
[3] - Quote
Oh, and for everyone's information,
this is how you really play Dust514.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2432
|
Posted - 2014.10.31 19:40:00 -
[4] - Quote
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
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 1. It's not useless, you actually get a fairly significant increase to DPS at all 5 skills over someone without (comes to like 15-20% iirc). The low value also lessens skill stacking. Not to mention that with a fragmented missile, you'll have the same RoF as currently but a higher blast radius, meaning you're more likely to hit.
2. Actually the math comes out that you'll get a 12 max, one every 1,3, and 5th level and when it comes to fighting vehicles, that extra 500-1k damage per volley matter a lot. The cooldown only applies to regular cooldown, to discourage overheating.
3. Well, you get both, so that's more than useful imo.
Derrith Erador wrote:Concerning Python:
I can't agree with adding splash radius. It becomes a point where it gets far too forgiving with the shot. Shot's from an ADS should take skill to use, just my opinion.
And I'll also have to disagree with that ROF because I don't like the thought of the extra splash. It's not that it wasn't a bad idea, it's just that I don't agree with it.
Concerning Incubus:
I personally would like to see ROF bumped by 5%. Your idea is also good too. I somewhat agree with ypthat opinion, but I figured that if I'm taking away its vehicle potential, I may as well make it better at anti-infantry. There are nerf in there for balance: shorter range and slightly lower DPS, so it will still need some skill to survive. As for RoF, it really benefits the Accelerated more, making anti air more feasible against an incubus (the more you hit it the harder it is for the enemy to aim) while keeping the Fragmented more or less the same as missile currently, which I think are alright in that respect.
I wanted the incubus to be able to provide consistent damage with little interruption, and I think I accomplished this with these bonuses. CCP Rattati has stated that rails should be low RoF, so I tried to stick with that. Believe me, I miss the pre-delta RoF, but I think this is a fair and worthy compromise.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2510
|
Posted - 2014.11.09 15:06:00 -
[5] - Quote
Decided to add burst DPS values to missiles (that is, not including reload):
Current:
Direct: 463.426
Splash: 364.63
Proposed:
Acc Direct: 672.222
Acc Splash: 152.778
Frag Direct: 305.556
Frag Splash: 305.556
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2515
|
Posted - 2014.11.10 00:27:00 -
[6] - Quote
(GùòGÇ+GùòG£+)
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2517
|
Posted - 2014.11.10 06:12:00 -
[7] - Quote
Tesfa Alem wrote:First of all, +1 for your diplomatic approach. I am not so diplomatic, but I am sound harsh, its just critque, nothing personal. Smarter people than i have proposed much more than me. Though i strongly disagree with your AV assertion as well as the overwhelming majority of ADS community, (including you, buff pythons shields eh? surely you mean nerf ) ratatti aint gonna budge an inch, and literally troll us. And by AV i mean just swarms because i dont have a problem with a wyrokami breach 2 shotting me, but i have a massive problem with swarms having zero counters besides take your hits) Not sure if I'm following this quite right, but it seems that you think swarms are a bit unbalanced. I wrote this at college after only playing a few matches that week. I must say that the more I play, the more I'm tempted to believe there's something unbalanced with swarm damage application. But that's for another thread. this is just focusing on ADSs doing damage.
Tesfa Alem wrote: AV Missiles On the missiles, if we are going to give them the Python the Anti Vehicle role of the incubus then this is the way to go.
It would have a higher rate of fire than the incubus, does roughly more damage as my proto rail turrets currently, plus splash to kil any body who landed and jumped out, as well as the ability to kill any uplinks placed in precarious positions. The python becomes the replacement for the incubs at all levels.
The reason behind the change is because Pythons are too good at both AV and AI at the same time (which CCP Rattati himself brought up), and this is probably the best way to bring it about since it keeps the Python good at both AV and AI, but not at the same time.
The RoF of the Incubus is much higher and the sustained DPS is also much higher (by over 100dps). Acc. missiles give a decently high burst DPS that is slightly higher than rails, but when killing things like tanks or dropships that can take a while, it's the sustained dps and accurate damage application that makes the rail outshine missiles.
The splash radius is also incredibly small (0.5m base, 0.75 ADS5, less than a third of a compact hive radius), you might as well be hitting the person (which is like using a rail turret for AI). I have also suggested that AV specific turrets receive an anti-infantry damage reduction. While it is better for destroying links, the rail Incubus would be much better at AV, so it's a little give and take.
I currently choose the Incubus for AV over the Python, and this is a huge boost for it so I'd still use it over the AV Python in most cases, I'd imagine.
Tesfa Alem wrote: AI missiles
Redundant: 2 shot kill any suit with the your AV variant, really the fragemented is a PC specialist weapon. Lots of damage over a wide area, like logis and heavy chains perhaps. It would absolutley mureder in pubs with that splash.
I want it to be very effective as an AI weapon since I'm removing it's AV potential. To be honest, it won't make much of a difference (the proposed max radius is about the size of a standard nanohive and isn't much of an improvement over the current 2.5m, at least for the SP cost). Currently, a regular infantry one-on-one with an ADS is going to die, almost no contest. The larger splash radius really just helps in crowd control, and actually is a nerf in TKing environments where teammates might get caught in the crossfire.
There's also a slight missile Incubus buff since you get 2 more rounds and a base radius increase from current missiles.
Tesfa Alem wrote: Incubus rail: This proposal does nothing to improve the incubs because currently i already do have more shots per level, and with your buff its still weaker than a python with your AV missiles on it.
bonus: 10% buildup is useless, look at the amarr assault bonus, its at least 5% per level to make any difference to the laser rifle. I'd tak ROF and more damage application than heat build up anyway.
Uh, you didn't do the math and didn't read my post.
Currently, an Incubus will get 9 shots before overheating and cool down in about 5sec. With my bonuses, the Incubus gets 3 extra shots (coincidentally one at the first, third, and fifth level, which is an extra 1350 damage per volley) and cools down in 3.5 sec. This doesn't seem like a whole lot, but it actually increases the potential sustained DPS substantially (by almost 200dps).
This will also have a good effect on Incubus blasters, though I haven't don't the math because, personally, I don't like blasters on ADSs. You can do it yourself with this equation:
DPSSus = (Damage* ADS5*(Floor[HeatT/(HeatPS*HeatPSBonus)])/(RoF* (Floor[HeatT/(HeatPS*IHeatPSB)]) + CoolDown*CoolDownBonus))
Overall, this equates to a Python AV buff, Python AI dps nerf but slight application buff, and a huge Incubus AV buff.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2520
|
Posted - 2014.11.10 14:24:00 -
[8] - Quote
So as far as the rail goes, I kind of misinterpreted the data. From this chart in the 1.7 DevBlog, which I believe has unchanged stats for turrets bar the recent rail RoF nerf, it says rail turrets have 100 max heat and 10 heat PER SECOND, not per shot as I had believed. This would make sense that a lvl5 Incubus would get more shots with a higher RoF.
But still, that doesn't make sense, since the railgun has a 0.5RoF (or 2 shots per second), it should get 20 shots before overheating base (which wasn't the case even during 1.7-1.8), so I don't really know how the rail heat is calculated.
Still, I'm going to go with my data since it makes more sense for heat to build up per shot rather than per second.
In any case, I don't want numbers to get in the way of my overall points. I'm almost certain that if CCP even considers using these ideas, the numbers will get changed in some way. What I'm trying to suggest are some better ideas for bonuses besides straight damage or RoF and splitting the Python's AV and AI potential while keeping both role viable. If it's only a matter of numbers you're disagreeing with there's really no point to debate.
AV:
I really fail to see how the rail is lacking behind the Acc missile in a purely AV sense. The rail has HIGHER sustained DPS (474 vs 625), virtually NO DIFFERENCE in burst DPS (~40dps), HIGHER damage per volley (3600 vs 4050), more volleys over time (3.5s intervals), and instant damage application even at extended ranges (meaning it's more reliable). It actually gets a tremendous RoF bonus when you consider that it can fire more often (not waiting for cool down). It will be undeniably better at AV while sacrificing a lot of AI. (Believe me, if it's anything like rails pre-nerf, it will wreck Pythons).
The Acc missile's splash radius is pathetic, even at Python 5. Remember, it's less than half the size of a compact hive, so it may have some ability to break links, but as far as AI, you may as well be getting direct impacts, not to mention that the splash DPS is awful (similar to rails).
The rail won't get a RoF bonus because Rattati has stated that it should be a low RoF weapon and I've tried to compensate for that. Neither should get any high RoF bonus to prevent skill stacking.
The goal was to make viable AV variants of both ADS platforms. Both have their benefits and drawbacks, but both can fulfill the role well.
AI:
If you didn't notice, I actually DECREASED the splash damage of the Frg missiles (from about 360 to 300), and increased the clip size to 10 from 8 (which kept DPS to just under current levels). What this means is that a Python can put out the almost the same amount of damage, but it must do it with more shots.
I believe that the splash radius bonus will only help with crowd control (i.e. when enemies are close together) since 1v1, a missile turret will ultimately kill anything with little problem (1.675m isn't going to make a huge difference in that situation). This is also a stealth nerf, as Derrith pointed out above, since it means more potential for friendly fire in CQB environments.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2556
|
Posted - 2014.11.15 21:30:00 -
[9] - Quote
DUST Fiend wrote:Python definitely does not need even more survivability over the Incubus. I can absorb so much damage in a Python compared to an Incubus. Far enough, though I just wish damage application of swarms was hampered a bit.
DUST Fiend wrote: Small rails in practice dont seem to do any better damage than small missile simply because skilled targets break your LoS and force you to turn and re aim. In that time, missiles are reloaded. Also, missiles never overheat. Theyre ok as side guns but a 15% RoF is negligible so fitting one to the side of a python isnt really any worse than on an Incubus.
The problem with balancing strictly around data is that you lose sight of how it actually plays out in game with skilled players. No good ADS pilot is going to let you maintain LoS for very long
I actually put a lot to thought into practical damage application rather than just DPS, that's how I came up with the bonuses for the Incubus.
I don't see how a target getting out of LoS makes missiles any better; it may actually make missiles worse due to travel time and being forced to reload missed shots (a rail has more ammo in its mag and only has to wait for cool down, which after a few shots isn't really that long, much less than reloading). The RoF isn't much of a bonus, but the cool down is what really helps the rail, meaning as long as the pilot can not overheat and keep up, he can effectively wall the enemy ADS.
Rails were, and imo still are, the best air-to-air turret. The higher RoF means more shots in the short engagement times. Instant damage means they're just point and shoot without having to consider trajectory, leading, etc. Longer range (on top of instant damage) means you can engage sooner as well as when the enemy is attempting to get away (I've gotten many kills on the edge of my effective range while a Python was fleeing). All in all, the rail is just better, and I can only see it getting better with the bonuses I've suggested.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2574
|
Posted - 2014.11.17 20:26:00 -
[10] - Quote
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.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
|
|
|
|