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Thor Odinson42
Molon Labe. General Tso's Alliance
5244
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Posted - 2014.11.13 02:34:00 -
[31] - Quote
Henchmen21 wrote:1 swarmer can negate 1 ADS without any real effort, I can do it no problem. Killing it isn't that much harder if they do anything but AB away after the first volley. On the other side of it as an ADS pilot has 3-4 seconds to apply any damage they can before the first volley hits thus driving a smart pilot off. 2 swarmers not even working together can easily down an ADS. Balance is not lurching from one extreme to another alternately making one side useless for extended periods of time. When tanks were OP tanks were here making the case that they were easily counter-able so on and so fourth, now the pendulum as swung against vehicles and AV'ers are hear saying that they are easily counter-able. Neither side wants/wanted to lose their advantage there has to be a middle ground but unfortunately CCP has never been able to come close finding that middle ground in years. AV'ers will once again drive vehicles from the game in quantities that will show in the data and will be nerfed (in likely the worst way of all possible solutions) and vehicles will come back in a vengeance as we've seen time and time again.
Pubs can't handle tanks being strong, but ADS is so easily countered outside of a handful of great pilots.
ADS needs a buff. Any AVer that honestly thinks differently is an uber scrub that needs an asterisk next to their name.
I wish my avatar was Minmatar.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14527
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Posted - 2014.11.13 02:37:00 -
[32] - Quote
Henchmen21 wrote:1 swarmer can negate 1 ADS without any real effort, I can do it no problem. Killing it isn't that much harder if they do anything but AB away after the first volley. On the other side of it as an ADS pilot has 3-4 seconds to apply any damage they can before the first volley hits thus driving a smart pilot off. 2 swarmers not even working together can easily down an ADS. Balance is not lurching from one extreme to another alternately making one side useless for extended periods of time. When tanks were OP tanks were here making the case that they were easily counter-able so on and so fourth, now the pendulum as swung against vehicles and AV'ers are hear saying that they are easily counter-able. Neither side wants/wanted to lose their advantage there has to be a middle ground but unfortunately CCP has never been able to come close finding that middle ground in years. AV'ers will once again drive vehicles from the game in quantities that will show in the data and will be nerfed (in likely the worst way of all possible solutions) and vehicles will come back in a vengeance as we've seen time and time again.
Crying about the past instead of looking to the future.
AV has had its period of OPness
LAV have had their period of OPness
HAV have had their period of OPness
ADS have had their period of OPness
So HTFU and lets look and balancing this crap.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Henchmen21
Planet Express LLC
1104
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Posted - 2014.11.13 02:43:00 -
[33] - Quote
True Adamance wrote:Henchmen21 wrote:1 swarmer can negate 1 ADS without any real effort, I can do it no problem. Killing it isn't that much harder if they do anything but AB away after the first volley. On the other side of it as an ADS pilot has 3-4 seconds to apply any damage they can before the first volley hits thus driving a smart pilot off. 2 swarmers not even working together can easily down an ADS. Balance is not lurching from one extreme to another alternately making one side useless for extended periods of time. When tanks were OP tanks were here making the case that they were easily counter-able so on and so fourth, now the pendulum as swung against vehicles and AV'ers are hear saying that they are easily counter-able. Neither side wants/wanted to lose their advantage there has to be a middle ground but unfortunately CCP has never been able to come close finding that middle ground in years. AV'ers will once again drive vehicles from the game in quantities that will show in the data and will be nerfed (in likely the worst way of all possible solutions) and vehicles will come back in a vengeance as we've seen time and time again. Crying about the past instead of looking to the future. AV has had its period of OPness LAV have had their period of OPness HAV have had their period of OPness ADS have had their period of OPness So HTFU and lets look and balancing this crap.
Only fools don't learn from the past. They need to learn from the past and stop going from one extreme to another. Which is exactly what I just said so telling me to HTFU about as useful as and ADS at this point particularly as I even used the word balance.
Your game f'ing sucks, but I'll still play it, damn you! Turns out I wont.
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lowdevil
Savage Bullet
3
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Posted - 2014.11.13 03:01:00 -
[34] - Quote
And pick one side of the ship for us to exit!!! I'm sick of randomly exiting on the wrong side causing me to fall off a ledge or get crushed or killed
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Powerh8er
The Rainbow Effect
519
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Posted - 2014.11.13 03:01:00 -
[35] - Quote
Lol, i go 3- 0 in madrugar or missile tank getting ****** by enemy av. **** ur ads. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14533
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Posted - 2014.11.13 03:19:00 -
[36] - Quote
Powerh8er wrote:Lol, i go 3- 0 in madrugar or missile tank getting ****** by enemy av. **** ur ads.
Tanking isn't for everyone....but seriously try a Gunnlogi..... they are just better.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1386
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Posted - 2014.11.13 03:20:00 -
[37] - Quote
lowdevil wrote:And pick one side of the ship for us to exit!!! I'm sick of randomly exiting on the wrong side causing me to fall off a ledge or get crushed or killed
I have talked about this so many times but no one else has this problem I guess .
I can hop out ( I've done this just to see what will happen ) and hop back in , in a different area and it will let me out at a point where I'm at the greatest disadvantage .
It's just stupid .
Doubts are like flies and should be treated as such and crushed .
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2533
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Posted - 2014.11.13 03:28:00 -
[38] - Quote
Thor Odinson42 wrote:I just started flying a Python. It is crazy how little time in the air you get to focus on an area before the AV makes you run.
I also have a minmando with swarms prof 5 and reload 5. It's crazy how OP that AV fit is. Minmando with swarms is the easiest thing in Dust, even more so than the gal scout or a heavy HMG. Personally I think the Minmmando should have the swarm bonus removed. It has DPS similar if not greater than an IAFG, not to mention near perfect damage application, equipment slot, extra light weapon, etc.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Joel II X
Bacon with a bottle of Quafe
4550
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Posted - 2014.11.13 03:32:00 -
[39] - Quote
I stopped reading when you mentioned physics. Really? Physics? In Dust? |
137H4RGIC
Bloodline Rebellion Capital Punishment.
286
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Posted - 2014.11.13 03:37:00 -
[40] - Quote
lowdevil wrote:The python is suppose to be the king of Caldari drop-ships, yet, it reacts like a ping pong ball when a missle hits it. In the world of Physics an object with that much perceived weight and velocity should not react the way it does. Now that I have spent 6 months!!! of daily play using 20mil sp to level up the ADS it gets nerfed to the point it's only good for killing droplinks and an occasional straggler. Give me back at least half of the fire rate and all of the power from afterburners. While your at it add two more module spaces and a built in armor repair. I'll use the spaces for pg cpu upgrades (since you won't upgrade that ever) and the fire rate to actually have a chance in hell to kill av dropsuits before they bounce my ship off the nearest building. One AV suit should not be able to drop an "Ass ault" ship from the sky in one volley. I'm fine with Two taking me down. And while we are talking about dropships, Fix the viper so it actually has the power to ascend without an afterburner, it's pathetic, and I would also like to land a viper without losing half my HP. 2 more thoughts and I'm done. Bring back the Turbines, Logi Dropships, and stop letting gorgon collisions bring down anything in the sky. this is dust 514 not dust "the ghad suicide terrorist game"
P.S. The assault dropship fire mechanics are the stupidest part about them, I would be fine with getting rid of them completely and adding a gunship with side guns and speed, oh, and bring back the Logi Dropship!! MinMando mk.0 with ALL Swarm skills at 5, and I can say that my swarms cannot one volley you with wiyrkomis. It takes 3 if your hardeners are on, and by the time I've reloaded for my third trio of volleys, you're already gone, using hills, buildings and anything else at your disposal to keep your dropship from getting hit. I come across many dropship pilots, many of them don't die, unless they make a grave error or miscalculation.
Remember, you're a dropship, not a bomber, not a fighter. A dropship; a transport vehicle with strong offensive capabilities. You are not meant to be a flying HAV.
D.U.S.T. Don't Underestimate Stupid Tryhards...
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Shinobi MumyoSakanagare ZaShigurui
VEHICLEBUSTERS Demolitions and Logistics Corp .
1386
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Posted - 2014.11.13 03:38:00 -
[41] - Quote
ADS's might need a buff but it's not in their offensive capabilities , maybe in their HP's but that even would be too much when you have ground vehicles that have way more adversaries and items to deal with then air vehicles , if anyone should be complaining it should be ground vehicles , when a DS can just hover over a ground vehicle and just pelt them until destruction without the ground vehicle having the ability to counter-fire ... no wonder why ground vehicle pilots hop out armed with AV but it seems that other ground pilots don't like that happening .
I've seen multiple post from HAV users complaining about it but when you have a DS or several ... for that matter , just hovering over you at an angle that would just give you no choice but to run and doing that , they still follow you when they have you at a disadvantage ... no one should have anything to say about how a person approaches their defense of their role and their strategies .
I don't believe that ADS's or DS's need a buff , your working with standard and militia with the exception of the ADS which is the only advanced vehicle , so there's going to be moments where .. if your not aware , you will die and that's rightfully so .
When the next level of vehicles come out I bet most will call for a AV buff but it doesn't need it .
Vehicles don't need a buff either .
They need the rest of their racial vehicles so that we can actually have better vehicle versus vehicle battles and more for those who's role is strictly AV , to have more for them to do as well .
I was and still is on both sides of the fence and I believe that the balance is the best that it's been .
As a pilot , one just have to have their head on a swivel , as much as that might seem like a chore ... it's necessary .
I get hit once and I'm off and out , no questions asked and most pilots just don't do that , they don't use their mobility ( Which is their greatest asset ) to their advantage , they try to swallow damage and when they can't , they come to the forums to complain because they know that they have the backing of people who are like minded because they had their " I-WIN " knocked down to reasonable levels .
I fly and use AV and I understand what to do when I'm in trouble .
People complain about scouts without having knowledge about how to play scout or not even trying out the role to see where the problem , if any .. is .
Same with heavies .
Same with vehicles .
You have those who say that they use multiple roles but their opinions are lead by bias and you can tell by their comments . You just don't have many who care about the overall balance of the game , just the role that they play having more weight then the rest .
Things will never get done that way , even more so ... if you have people relying on your feedback and knowledge but if it's tainted with bias , the problems will still remain and if anything , it will become worst .
Doubts are like flies and should be treated as such and crushed .
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DUST Fiend
Onslaught Inc RISE of LEGION
15046
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Posted - 2014.11.13 03:47:00 -
[42] - Quote
The real problem is the total in-viability of armor compared to shields. Why take almost 50% more damage from almost all AV, when you have a useless hardener, and are slower and easier to hit? Incubus is straight up worthless now. At least before it was decent AV, but the Python is at worst, even with it now, with significantly higher survivability and mobility.
In refusing to bring racial parity, CCP has caused an imbalance that they themselves refuse to acknowledge.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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Bradric Banewolf
D3ATH CARD RUST415
445
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Posted - 2014.11.13 03:56:00 -
[43] - Quote
why do we even bother?!
OK sir how would you like swarms to work? Do you really want swarms with no auto lock? I can see the absolute mayhem now smh?! Scout running around with free fire missiles lol!
You're angry, and I get it?! CCP screwed the pooch again with the double nerf bat?! Anytime you buff one aspect while nerfing it's counterpart you get falling dropships?! However, let's not forget the great 1.7 update sir! I couldn't kill tank and/or dropship to save my life! The reverse happen then. Swarms got nerfed while tanks and ads were virtually invinsible?! The only way to kill them was dedication ( k/d drop), coordination involving your whole squad, stupidity and plain drunkenness on the vehicle pilots behalf, and some serious praying on out part?!
I agree that after burners should have been left alone if the swarms were to become faster. I agree that the python bounces off of everything like a pinball?! Also, the jihad dropship ram is getting to be the go to tactic for scrubs who refuse to spec into anything designed to deal with vehicles. CCP should atleast address this, and that will probably go for jihad jeeps as well. I would agree that if you want to kill a vehicle you should have to get vehicle killing weaponry.
Logi dropships?? I don't know that this won't be OP?! Sure it gives me a significant amount of points for killing it and the tank, but I can see how this could be a nightmare and thus CCP removed it?! I also don't see how they could help other dropships either?! They would really just follow tanks around turning pilots that we respect into rep tool wh*res for points?!
Here's what I would suggest instead:
I would definitely like to see a ammo resupply feature added to the dropship! A mobile supply depot where pilots got points for resupply, pickup, and drop off! The logi aspect can then be added to the transport dropships as well for troops that get picked up and transported. For instance, you saw my positioned getting over ran, and came down gunner in tow firing support fire. I could move to the dropship for healing and resupply, and be moved to a different location as others spawn into the dropship for a re-attack on said objective.
This would be great for heavies and commandos! This would also give CCP a reason to raise CPU/PG of transport dropships in order to fit support ship modules.
As far as the ads goes, I like it as an attack dropship, but you must understand it is NOT a defense dropship. It is built to attack troops and vehicles gaining speed (in the pythons case) and tank (in the incubus' case). I would suggest quick attacks shortly followed by evasive menuevers to safety. CCP has the responsibly of balancing the speed of these vehicles.
I'm no pilot. This is coming straight from an AV merc who understands how difficult it is to down pilots and tankers.
"Anybody order chaos?"
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Ydubbs81 RND
Ahrendee Mercenaries
3429
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Posted - 2014.11.13 05:21:00 -
[44] - Quote
ADS pilots kill me...they want to be able to obliterate infantry and tanks with no effective counter.
They want swarms with no autolock..lol. So, while the ADS is maneuvering at 200+ meters in the air, they expect AV to be able to hit them with rockets....as if forging an ADS isn't hard enough
> Check RND out here
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lowdevil
Savage Bullet
4
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Posted - 2014.11.13 05:27:00 -
[45] - Quote
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)
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Ydubbs81 RND
Ahrendee Mercenaries
3431
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Posted - 2014.11.13 05:47:00 -
[46] - 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
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Blueprint For Murder
Immortal Guides
265
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Posted - 2014.11.13 05:52:00 -
[47] - Quote
Lol we can fly, move at speeds faster anything, else reach places no one else can, can not be countered unless someone weakens and exposes themselves, and can't be touched by small arms fire 20mil sp sounds like a fair price.
5mil to be able to use a ineffectual weapon while lowering our offensive ability and exposing our position to not only the pilot, but every troop in los... sounds like a rip off.
The Impossible Dream and Wizard Talk
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duster 35000
Algintal Core Gallente Federation
98
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Posted - 2014.11.13 06:03:00 -
[48] - Quote
boba's fetta wrote:you get killed by one shot from av 0.o
please do explain why my fully specced out commando + proto swarms shouldnt be able to kill you. He means in 1 clip. atm swarms are ridiculously overpowered vs the python, almost impossible to play domination with a python...
Choo Choo
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Pvt Numnutz
Prophets of the Velocirapture
1947
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Posted - 2014.11.13 06:11:00 -
[49] - Quote
Uhm wow, look buddy you are a product of the misrepresented idea of dropships. You want to be a gunship pilot and that's all well and good, but trying to make the assault dropship a gunship is bad m'kay? I understand its hard to shoot av when they knock you all over, but av is meant to kill or route you. The strength of the dropship is the teamwork aspect (if you didn't know teamwork is op) fit some turrets and get a good gunner or two, I cannot tell you how many times my gunners have saved my python from av. While I'm focusing on flying they are focusing on dropping targets, with the way the camera works for the pythons gun door gunners can do a much better job than you can. There are some issues with this that are worth griping about, namely gunners being able to kill themselves and the horrible rotation speed of turrets.
Because gunners can kill themselves its ideal to have them in fat suits with high reps. This means they can also weild an HMG or forge gun, so even if your gunner isn't the best you have the option of dropping a heavy right next to that SMG wielding av. Again teamwork is op. If you are using the dropship for its intended role you also have a few shocktroopers that aren't on guns that would love nothing more than to jump out and kill anything that moves. Dropping them on av and then having your gunner assist or kill the av is also a good way to not get knocked about while fighting av.
Did you know gunners render infantry and av much better than a pilot? They can give you a much better idea of the situation and even tell you where those invisible swarms came from! For example, I'm covering some blues attacking B, my gunner is killing or suppressing things that I can't even see but he let's me know roughly where they are and if he has a good angle or needs a better one. Suddenly he starts shouting "swarmer! swarmer! Get us out!" I turn out and hit the AB "oh sh-ít two swarms! Floor it!" I get out with half my armor, rep up at supply, he informs me they are at the supply so I do a high orbit and he says he sees them I come in and drop him on them, he deals with them quickly and I pick him back up. Again, teamwork is op.
The last thing we need to do right now is buff dropships in nonsensical ways to promote the false idea that an assault dropship = a gunship. There are legitimate problems that should be addressed and improvements that should be made for the dropships role, not the gunship role. Things like,
Gunners exploding themselves Rendering for swarms (early warning would fix this too) Ridiculous impact damage Control over bay doors Landing gear shutting off engines Being able to control landing gear Ways to signal when its a good time to jump (eg jump light) Sticky turrets Really slow turret turn speed Countermeasures MCRUs that allow a clone to spawn in on before termination Supply depot's not giving ammo Bringing back the health bar for gunners for the pilot Controllable floodlights Rendering for null canons and turrets Balancing damage output/survivability to better suit the dropships role Bring back different small turrets to fit different roles Etc.
The only thing I saw in your OP that was a legitimate gripe was the insane collision damage which every dropship pilot is tiered of at this point. The rest was you complaining about how assault dropships aren't enough like gunships to which the only thing I can say is "yeah, no s*** dude."
Master Skyshark rider
Kaalaka dakka tamer
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lowdevil
Savage Bullet
7
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Posted - 2014.11.13 08:57:00 -
[50] - Quote
YOU JUST DESCRIBED MY IDEA FOR A GUNSHIP ADS ABOVE. THERE' S NO REASON FOR A PILOT TURRET THE WAY THEY HAVE THE MECHANICS SET UP. BUT SEEING HOW THE SHIPS SET UP TO SOLO I WOULD LIKE TO INCREASE THE REALITY OF THE PHYSICS. ALSO YOU WON'T LAST 5 SECOND SPENDING PG/CPU ON MULTIPLE TURRETS AND NOT DEFENSES. i GUESS ITS OKAY IN PUB MATCHES AGAINST NUBES THOUGH. THEY CAN GET RID OF THE ADS ALL TOGETHER AS LONG AS THEY GIVE ME BACK THE LOGI DROPSHIPS. THEY COULD ACTUALLY HOLD UP TO THE CURRENT OP STATE OF AV ATM. THERE'S YOUR GUNSHIP RIGHT THERE. BUT, FOR THE SOLO SHIP I STILL WANT 5%BONUS TO FIRE RATE NOT 3%. THAT'S A FAIR AND REASONABLE REQUEST.
I FLY A DROPSHIP IN EVERY MATCH I PLAY, THATS 100 MATCHES DAILY ON AVERAGE. I'VE CONFIGURED THEM EVERY WHICH WAY AND I PUT SERIOUS THOUGHT INTO THE REQUESTS ON MY POST |
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Pvt Numnutz
Prophets of the Velocirapture
1952
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Posted - 2014.11.13 09:41:00 -
[51] - Quote
No idea how you got a gunship ads from my post but okay. I use my pilot turret for added DPs on hard targets like tanks, sure helps bringing them down. The only time an ads is set up to solo is for PC because lol PC and not having a role for a dropship. I have no idea of what you mean by "increase the reality of the physics." I last multiple games with my triple xt python and have a decent tank thanks to my maxed skills. "They can get rid of the ads all together...." No. Yeah they could give us 5% ROF on our skill, but the ads doesn't need that and if you have a gunner with ads skills you can reach that, but you would be a fool to choose a bad gunner with ROF skills than a great gunner with no skills.
I don't care if you only have skills in ads and you only fly assault dropships and never run on the ground, your ideas make the dropship op and is not what dropships need. That was the point of my post. There are a lot of issues that need to be addressed with the dropship and its role, small quality of life changes that would really help pilots out without making them solo murder machines. What dropships need is an increased suppression ability, lower kill ability and higher tank. Increase splash radius of missiles, lower splash damage, increase direct damage and increase tank. I'm sure you will disagree, but that's because you want to be a gunship pilot and not a dropship pilot.
lowdevil wrote:Give me back at least half of the fire rate and all of the power from afterburners. While your at it add two more module spaces and a built in armor repair. If this is really "serious thought" for you then please, stop. This is about as fair and balanced as fox news.
Also, fix your caps lock, you look silly.
Master Skyshark rider
Kaalaka dakka tamer
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
217
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Posted - 2014.11.13 10:01:00 -
[52] - Quote
Ydubbs81 RND wrote:ADS pilots kill me...they want to be able to obliterate infantry and tanks with no effective counter.
They want swarms with no autolock..lol. So, while the ADS is maneuvering at 200+ meters in the air, they expect AV to be able to hit them with rockets....as if forging an ADS isn't hard enough
forging an ADS is easy as, just not when they are 200m in the air and if an ADS has to be 200m in the air to avoid railguns, swarms and forges then what fun is it? It is just a waste of ISK...they need a buff. AV is over-powered as ****. 1 forge hit and i get knocked around, then the railgun shoots me before i can steady my ship. Swarms are to fast and as a few pilots have said: Get hit by first, 2nd round on there way, activate AB's then 2nd hits you and 3rd is launched
Highest plasma cannon kill: 132 metres
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xavier zor
G0DS AM0NG MEN General Tso's Alliance
217
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Posted - 2014.11.13 10:03:00 -
[53] - Quote
Pvt Numnutz wrote: What dropships need is an increased suppression ability, lower kill ability and higher tank. Increase splash radius of missiles, lower splash damage, increase direct damage and increase tank. I'm sure you will disagree, but that's because you want to be a gunship pilot and not a dropship pilot.
No, ADS is designed for assaulting not suppressing (hence ASSAULT dropship) increased slot modules or base hp and increased missile splash damage radius. They are far FAR to innaccurate
Highest plasma cannon kill: 132 metres
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KEROSIINI-TERO
The Rainbow Effect
1515
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Posted - 2014.11.13 10:11:00 -
[54] - Quote
lowdevil wrote:
. . . it reacts like a ping pong ball when a missle hits it. In the world of Physics an object with that much perceived weight and velocity should not react the way it does.
. . .
Also in the real world, a missile detonation close by an aircraft tends to cripple it's avionic surfaces hydralics etc. That usually hurts the capability to stay in controlled flight.
So, I guess there are approximations both for and against.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Pvt Numnutz
Prophets of the Velocirapture
1952
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Posted - 2014.11.13 10:22:00 -
[55] - Quote
xavier zor wrote:Pvt Numnutz wrote: What dropships need is an increased suppression ability, lower kill ability and higher tank. Increase splash radius of missiles, lower splash damage, increase direct damage and increase tank. I'm sure you will disagree, but that's because you want to be a gunship pilot and not a dropship pilot.
No, ADS is designed for assaulting not suppressing (hence ASSAULT dropship) increased slot modules or base hp and increased missile splash damage radius. They are far FAR to innaccurate Yes its meant for assaulting, but with an assault team that deploys from the dropship and not just the dropship itself. There has to be a compromise, it can't be a tanked murder machine. The increased direct damage would reward accurate gunners.
Master Skyshark rider
Kaalaka dakka tamer
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STYLIE77
KILL-EM-QUICK RISE of LEGION
266
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Posted - 2014.11.13 10:36:00 -
[56] - Quote
Buwaro Draemon wrote:I love how pilots keep saying that Swarms are EZ mode because they have a lock-on feature.
Yo, that's the only good thing Swarms are for. They are not AI since the ability to dumb fire was taken away. So they should excel and be a potential threat against any vehicle pilot.
My tip? Stop trying to kill AV units. You are just asking yourself to get killed if you flight straight towards them.
To be a better pilot/tanker You must:
Be in a squad. The ability to use squad chat can help you by telling your squadmates that there is potential AV threat.
Locate AV player. A thing about AV player is that (for infantry) they can be seen by anyone. Just follow the general direction where the Swarms/Forge round came from.
STOP trying to chase and kill AV. Seriously, how many pilots/tankers have I killed because they decide to be cokcy and take me head on. They get the fire power advantage but I get the mobility, taking cover and speed to out-maneuver them
If you are ADS pilot, stop flying behind enemy lines to farm some kils. There's a huge chance of the AV units being behind the enemy lines. So yeah. Be smart and use the ADS for it's intended purpose. Strafing runs rather than Hover-And-Kill.
Before all you pilots come bashing at me. I am also an ADS pilot. Very first thing I skilled into when Uprising launched.
It takes skill to fly one now. And I like it.
I love your answer bro...
As I remember a while ago, my prof 5 swarms didn't scratch the paint on ADS and Tanks.
It would take up to three swarm launchers to even make an ADS break off the engagement.
5 vehicles on the map, 6 or 7 AV players actively shooting the vehicles in tandem and Tankers/ADS going 25/0 up to 40/0 kdrs against the enemy team.
What was the reply to vehicle OP QQ on the forums...
USE TEAMWORK...
All these solo vehicle players had the balls to get on the forums and tell players that WERE using team work to "get gud" at team work...
Now... 2 AV players can wreck crap tanks... proto fit tanks can still take the DPS and escape... but now the worm has turned...
And now Vehicle players are being told to USE TEAMWORK... to take down the AV.
HAHAHA!!! |
Jack Galen
Knights Of Ender RISE of LEGION
3
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Posted - 2014.11.13 11:40:00 -
[57] - Quote
To be fair, the balance has never been better. To me the only issue is the insane physics of collisions and weapon hits.
ADS are, without question, very powerful. We have the best mobility of any unit, and can output serious DPS. My fellow pilots seem to forget this a lot.
They are now opposed correctly by a real threat of just ONE person having swarms - no SP intensive PROTO or FG required. ADS can't just fly without a care in the world like we used to, which is good. If you stick around in an ADS after the first volley hits then you're nothing short of thick.
Most importantly, people have to think about their vehicle fittings to survive and be useful! SHOCK, HORROR!
If we could just tone down the collisions to, say, 50% of what they are now, it would be golden. My Myron often can't right itself before hitting the floor. |
Mad Syringe
ReDust Inc.
306
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Posted - 2014.11.13 11:51:00 -
[58] - Quote
If you want to avoid swarms, you have to learn the art of the heli pilots, called nap of the earth which not only means to fly low, but also behind buildings and other cover like terrain.
Hitting afterburners and going for the flight ceiling is a scrub move, and should not be rewarded. Good pilots use the terrain to their advantage, if you can't do that, than it's high time for practice bro!
Anyway, since DS are fairly cheap right now, and decent AV fits (with at least wyrkomis) relatively expensive, I think it's fine as is.
Cheers
Dedicated Minmando Masshole with love for Swarmholing...
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Kallas Hallytyr
Skullbreakers
950
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Posted - 2014.11.13 14:39:00 -
[59] - Quote
Mad Syringe wrote:If you want to avoid swarms, you have to learn the art of the heli pilots, called nap of the earth which not only means to fly low, but also behind buildings and other cover like terrain. Hitting afterburners and going for the flight ceiling is a scrub move, and should not be rewarded. Good pilots use the terrain to their advantage, if you can't do that, than it's high time for practice bro! NotE flying is not tenable for evasion, because of impacts causing massive bucking as well as Swarms operating too unlike actual missiles (following the path instead of going direct) to make that sort of flying worth the dangers.
It is unfortunate, but good pilots have tested the limits of Swarms and found that attempting to dodge/use NotE is simply not worthwhile. A further decrease to Swarm turning (as Stefan Stahl suggested elsewhere) would allow that, although manoeuvring a dropship often slows you down such that you are vulnerable to the incoming Swarms.
Mad Syringe wrote:Anyway, since DS are fairly cheap right now, and decent AV fits (with at least wyrkomis) relatively expensive, I think it's fine as is. I agree that DSs have never had a better cost, I do disagree with your AV statement: Wiyrkomis cost 28,000 (less than a normal PRO weapon: fine, it's a specialist weapon) but the point is that AV is plenty effective at STD and ADV. I haven't had more than Swarm Operation 3 since...I don't know when. I use CBR7s and I can drive off vehicles perfectly fine: PRO is not necessary for good AV, and nor is a PRO suit.
On the flip side, an ADS does not require a PRO turret to be effective (my standard Pythons run AT-1s) though I can't say that using lower grade modules is worthwhile, due to the nature of get hit; immediately run, or die.
Jack Galen wrote:If you stick around in an ADS after the first volley hits then you're nothing short of thick.
Most importantly, people have to think about their vehicle fittings to survive and be useful! SHOCK, HORROR! I agree with most of your other points, but I do have to talk about this.
As much as an ADS shouldn't be tanking dozens of hits and laughing them off, but the biggest issue is that AV will almost always hit you without warning, at which point you are forced to run. Whilst you shouldn't be able to just take all AV shots and kill everything (1.7 anyone?) you should have more than two seconds to react, control your ship and maybe fire an ineffectual shot or two. I'd very much like to be able to influence a fight when AV is present and not be immediately and completely made redundant: a change to the operation of small turrets to allow better strafing runs would let us use the style that Rattati has said we should be using without directly increasing our killing power or resilience.
As for fittings, vehicles are in an awful place for fitting variation: every DS needs an AB or has an enormously inflated risk of death. And almost every vehicle needs to slap on as much resilience as possible. I'd very much like to run low tank Pythons that can perform devastating strafe runs for my squad every (X cooldown) but with the way small missiles (and rails for the Incubus) work, I'm lucky to fire three shots and they are likely to be entirely inaccurate.
But anyway, I agree with you for the most part, it's just that we don't really have flexibility in fitting and only have one way of engaging properly (slow movement and low altitude.)
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4940
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Posted - 2014.11.13 15:12:00 -
[60] - Quote
True Adamance wrote:Powerh8er wrote:Lol, i go 3- 0 in madrugar or missile tank getting ****** by enemy av. **** ur ads. Tanking isn't for everyone....but seriously try a Gunnlogi..... they are just better.
The fact that you can say this unironicaly proves my point that going from fit-centric vehicles to hull-centric vehicles was bad for the game.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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