Ydubbs81 RND
Ahrendee Mercenaries
3431
|
Posted - 2014.11.13 05:47:00 -
[2] - Quote
lowdevil wrote:Your swarms that requires 5mil sp to spec into should not easily take down a python the king of dropships that requires 20mil sp to proto out, not to mention the fact that it's an armor based weapon. The ads should be able to sit and take at least 3 volleys, you should have to reload and finish a second into a fully fitted Python. What you may not understand is that the ADS has been nerfed to the point that it can't even use any proto modules without a PG upgrade which uses up the 1 and only low slot on the ship. HOW DOES A VIPER HAVE MORE SLOTS THAN A PROTO PYTHON???? If you're going to take on a python one on one it should be with the plasma cannon or other SHIELD based weapon because that's all it is. I like the RACIAL differences in this game and agree with the added intelligence requirement in strategically using the right TOOL for the job. YOU swarmers should not be able to knock around my ship like a redheaded trailer queen at closing time, and you should have to work a lot harder to knock down my shields with a missle. HONESTLY THE ARROGANCE THAT A 47k HANDHELD WEAPON (NOT HEAVY WEAPON) SHOULD JUST BE ABLE TO EASILY DESTROY A 600K PROTO SHIP THAT TAKES 6MONTHS TO SKILL UP INTO IS ASTOUNDING. The ADS should have enough time under fire to aim and release it's payload. Right now my python can be shot down by one wyrkomi swarm before I even get a chance to aim and fire 3times which is what it takes to kill a commando. I end up hurried and guessing at a few shots and running away. I would really like to sit outside the lock on range of a swarm but its nearly impossible to judge the 25m difference between missle range and swarm lock on range. In conclusion: MORE MODULES, MORE PG/CPU, DEVELOP COUNTERMEASURE FLARES, BUFF FIRE RATE BONUS 2%.
P>S. DEVS (ON THE REAL) I want more module spaces and PG/CPU than the viper on my python I want less movement when hit by AV I want countermeasure modules that release flares for the lock on missles and I want my tubines and afterburners back to where they were at least Actually you could just return the ship to chromosome spec and I'd be ok, do it with the tanks
P>S>S I honestly believe that if I have an entire years worth of SP sunk into vehicle specs my tanks and ADS should be nearly indestructible unless attacked by a similarly upgraded vehicle or multiple AV. Keep them very expensive, keep the repair modules active to allow for pilot errors, and only allow one ADS on the field at one time per team (idk)
First of all....it requires more than 5M to spec into. For the swarms alone, it may be a little over 5M sp. But what about the 3M sp it cost for the dropsuit? Or, the 5x multiplier core skills required to fit them? The electronics and engineering skill, the light weapon usage skill, the handheld weapon upgrade skills (for damage mods). Not to mention, the other skills required to survive while we are trying to use AV.
Second of all....you want the ADS to absorb 3 volleys of swarms. But that was the problem before....ADS would take one or two hits and escape. They would use a few secs to rep and come back and obliterate everything. ADS were just as annoying as cloaks but worse because there wasn't an effective counter besides 5 guys trying to take it down.
> Check RND out here
|