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Tebu Gan
Molon Labe. General Tso's Alliance
1226
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Posted - 2014.11.17 19:36:00 -
[1] - Quote
Hey look, it's a Tebu back on the forums. Now I have been stuck on destiny for the last month or 2 (Love me some destiny) and considering I can't log on destiny due to some PSN maintenance going on, I figured I'd try dust for the second time since destiny came out. My last experience, about a week or so ago can be summed up in just one word__________DISGUSTING.
For those that don't know, I've been a tanker since the "official" release of this game. I've provided a lot of detailed feedback in the past, but gave up on it all as it was becoming apparent that CCP would continue to keep making "Balance decisions" without accounting for unforeseen variables or the unintended consequences of those changes. Now I've somewhat kept up with the recent changes, namely the ADS changes that went into effect before I quit playing so I'll start there.
How I feel about the ADS changes
Let me start by agreeing that ADS were a bit imbalanced when it came to infantry, and big time when it came to tanks (tank driver namely myself). Last I saw, head DEV of the dust 514 team announced he was making a change to the ADS ROF based purely on statistical data.
I'm cool with using statistical data to reach a conclusion, such as the ADS is overperforming. But what I couldn't understand is why that warranted a change to swarms ( swarms are FAR more effective chasing down the ADS), and nerfs to the afterburner AND a severe reduction to the ADS bonuses (IE Rate of fire). I had read that how they intended you to use the ADS was through strafe runs.
No longer could you remain still and shoot at infantry, as a full volley of swarms will most likely make connection. What they didn't take into account was just how effective they were at taking on infantry. For example, missiles generally require at least 2 shots to neutralize one guy. Direct shots are extremely hard to maintain consistently, so for the most part you were looking at killing with splash damage. So the heavier the suit, the more shots it will take to drop.
As it stand now, from my limited use of the ADS not to mention being out of practice, I notice right off the bat that it requires a LOT MORE TIME to make these kills. Some might say this is good, but I wholly disagree. When AV isn't present on the field, sure I was able to fly around and get a few kills (VERY FEW). Typically infantry was able to get out of sight before I could even consider killing them. I noticed right away that it requires a lot of more precision to make the kills, as you can't simply drop the 3 to 4 missiles needed to apply enough splash to kill something like a scout for instance. (exaggerating just a bit)
But the next match I tried, I encountered that oh so dreaded swarm. As I swept in from up high, to attempt to clear some uplinks up high, I heard the tale tell sound of swarms going off, and being somewhat familiar with the swarm changes, I knew I should probably just keep moving. AB on, and away I go. What was crazy was how EVERY volley made contact, no matter what I did.
That ONE LONE SWARMER, on his own (with a nano hive) could have easily denied any ADS that came in, as actually sticking around means certain death. So I decided to try out these new changes to the fullest and attempt to engage that lone swarmer.
Of course, as I swept in, he had already had a volley out before he even rendered for me. Deciding to stick it out though and make the kill I dropped a few missiles ( like 2 as that's all I could get out) damaging the swarmer, but at that point I had ate one clip from him. I get a 3rd or 4th missiles out, missing as the swarms are knocking me around, he gets reloaded and I attempt to make my escape.
It felt like I was flying for an hour, as one volley hit, then another, and still yet the third made it's way to me eventually. I was disgusted, while increasing swarm effectiveness, you also severely decreased ADS effectiveness. You have completely shifted the balance from the ADS to the swarmer. You didn't BALANCE anything, just shifted it from one to the other.
I really don't understand why you at CCP would go back to making drastic changes, that always overshoot the intended results. Why couldn't you first see how the AB and Swarm change worked out, and maybe tweaked the ROF bonus gradually at first, like 30%. This is my experience with a python of course.
I'm still amazed at how much more effective (as far as survival goes) the armor version is. Why not just put missiles on that as the ROF bonus is negligible for the python. It's frustrating to see things like this. So much SP, simply wasted I feel with vehicles. I mean do you even understand how easy it is for infantry to switch out swarms, or how little SP investment it takes to get them. There will always be a greater SWARM TO ADS ratio, at least in potential.
Tanks (possible expanded on in future) I had intended to include a bit on tanks in here but it seems I got stuck with those ADS. As it stands now, I see the tanks role VERY limited on the field. There isn't a single thing a tank can do that isn't trumped by the infantry on the ground. You stripped away a tanks purpose on the field, so they are stuck, novelties at best.
Quick suggestion ( as I'm running out of words), consider incorporating heavy or medium vehicles designed for killing infantry. Yes AV would be able to deal with them, but it would give these new "AV tanks" you made an actual purpose.
TL;DR - Don't read, I know how some hate words.
Tanks - Balancing Turrets
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hfderrtgvcd
1190
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Posted - 2014.11.17 20:49:00 -
[2] - Quote
So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him.
You can't fight in here! This is the war room.
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Kallas Hallytyr
Skullbreakers
972
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Posted - 2014.11.17 20:55:00 -
[3] - Quote
hfderrtgvcd wrote:So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him. As much as that is a fairly reasonable statement, the implication is that you can do your role by strafing. Which is a bold faced lie.
Alt of Halla Murr. Sentinel.
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Tebu Gan
Molon Labe. General Tso's Alliance
1231
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Posted - 2014.11.18 00:43:00 -
[4] - Quote
hfderrtgvcd wrote:So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him.
Would you mind describing some other "hard counters" as I was under the impression that there really wasn't such a thing. Or are dropships special?
Additionally, should I have "snuck" up on this swarmer. I find that approach rather laughable.
The fact of the matter is our lead DEV made a lot of changes at once that put the ADS at a disadvantageous position. When they swung the nerf bat, they knocked the ADS back to pre 1.6 levels. Continually they go in circles.
Also consider the swarms are fire and forget missiles, it takes no skill or aiming, just a minor SP investment to be "good" with them. I find that in itself foolish.
The change to swarms coupled with an AB nerf were probably enough to alleviate many of the problems. Instead they choose to severely nerf ADS dps as well, resulting in a laughable vehicle (AGAIN). Flying straight at him, haha. Yeah, aren't we supposed to make "strafe runs"? You do realize dropships are rather large targets in the sky right.
Tanks - Balancing Turrets
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Atiim
Heaven's Lost Property Negative-Feedback
13779
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Posted - 2014.11.18 02:20:00 -
[5] - Quote
Well your first problem, is that for some strange reason you decided that it would be a good idea to engage an AVer who's clearly prepared to engage you.
Your second problem is that upon the engagement, you thought it would be a good idea to stay there and eat an entire mag from a Swarm Launcher as opposed to escaping sooner, which you had plenty of time to do since 3 rounds impacting takes at least 4s.
The Afterburner change wasn't made because of Swarm Launchers, it was made because the super low cooldown meant that any ADS could escape virtually all engagements without risk 24/7, thus creating an imbalance between HAV/FG vs. ADS engagements.
Tebu Gan wrote:The fact of the matter is our lead DEV made a lot of changes at once that put the ADS at a disadvantageous position. When they swung the nerf bat, they knocked the ADS back to pre 1.6 levels. Continually they go in circles. You're on crack. Before Uprising 1.7, a Swarm Launcher could kill ANY vehicle in DUST other than an LLAV by simply looking at it. You could have the best fit in DUST and it would still go down in flames if you didn't have an LLAV or other vehicle repping you.
Now? Any ADS with common sense and the ability to resist the urge to consume cheese curls and soda whilst flying can evade a Swarm Launcher provided that your fit isn't garbage.
Tebu Gan wrote: Would you mind describing some other "hard counters" as I was under the impression that there really wasn't such a thing. Or are dropships special?
*Remote Explosives are hard counters to Sentinel & Logistics combos *Combat Rifles are hard counters to Armored Frames *Scrambler Rifles are hard counters to Shielded Frames' *Sniper Rifles are hard counters against players in open fields or on certain towers. *20GJ Incubi are (well, were at least) hard counters against Pythons *Well positioned Assaults and Commandos are hard counters to Sentinels *Assaults on level terrain are hard counters against Commandos
Do I need to list any more examples of "hard counters" or is this enough?
Tebu Gan wrote:Also consider the swarms are fire and forget missiles, it takes no skill or aiming, just a minor SP investment to be "good" with them. I find that in itself foolish.. It doesn't take skill to aim with an ADS either, as you aren't actually aiming the turret but rotating the ADS to align the reticule in a position where it will hit the target.
That in mind, the skill of operating an ADS is that of movement, not aim. Given how using a SL against a vehicle requires that you can strafe and evade their fire, it also requires movement skill as opposed to traditional aiming.
That aside, if you're killed by any Swarmer with a minor SP investment, you need to stop operating an ADS.\
edit: That's not to say however, that landing hits with an ADS doesn't require skill. However, the skill it requires is not actual aiming, but instead maneuvering.
The 1st Matari Commando
-HAND
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Kallas Hallytyr
Skullbreakers
972
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Posted - 2014.11.18 04:15:00 -
[6] - Quote
Atiim wrote:Well your first problem, is that for some strange reason you decided that it would be a good idea to engage an AVer who's clearly prepared to engage you. Well, considering that an ADS is supposed to perform strafing runs, and also considering that strafes are entirely untenable at the moment...how else would you suggest engaging them? 'Hard' counter or not, nothing is this game can't fight its nemesis; except swarm launchers (ironically) though we know that they cannot engage infantry because show OP it was back in beta.
So, without the ability to do what we're supposed to do, how are we supposed to engage anything even vaguely aware of our presence?
Atiim wrote:You're on crack. Before Uprising 1.7, a Swarm Launcher could kill ANY vehicle in DUST other than an LLAV by simply looking at it. You could have the best fit in DUST and it would still go down in flames if you didn't have an LLAV or other vehicle repping you.
Now? Any ADS with common sense and the ability to resist the urge to consume cheese curls and soda whilst flying can evade a Swarm Launcher provided that your fit isn't garbage. Yep, back with 400m swarms, vehicles were utterly pointless.
By evade, I'm going to assume you mean escape (since actual evasion of swarm missiles is nigh impossible) which is still a pretty steep statement to make. At Op3 I can have all three volleys in the air by the time the first volley hits; the ease of application of swarms make flight mandatory the moment you come under fire.
Atiim wrote:It doesn't take skill to aim with an ADS either, as you aren't actually aiming the turret but rotating the ADS to align the reticule in a position where it will hit the target.
That in mind, the skill of operating an ADS is that of movement, not aim. Given how using a SL against a vehicle requires that you can strafe and evade their fire, it also requires movement skill as opposed to traditional aiming. Um..seriously? Simply moving in a dropship requires more skill than operating a swarm launcher at all. Every single touch of the sticks requires constant monitoring and in a fight the dropship requires moment stop moment readjustment simply to remain aloft.
The Swarmer...simply doesn't. The only facet of skill the Swarmer requires is knowing when to fire and the extremely ridiculous 'strafing herp-derp gun gamr' that plagues this game.
Let me ask you a question: does a Mass Driver, Flaylock or Plasma Cannon require skill to use? If so, the missile turret needs skill - less than any of those mentioned, due to high damage output, but still inordinately more than any Swarm Launcher.
Atiim wrote:That aside, if you're killed by any Swarmer with a minor SP investment, you need to stop operating an ADS.\
edit: That's not to say however, that landing hits with an ADS doesn't require skill. However, the skill it requires is not actual aiming, but instead maneuvering. Considering that the turret still has to deal with Y-axis aiming and that the X-axis is still more than simply 'manoeuvring' like you seem to make out, not to mention the anticipation of motion that requires you to learn your target.
The swarm has a lock on box that takes up about 75% of the screen and requires minimal adjustment, and only the most up-close and extreme dropship movements will cause any possible lock-on issues.
Atiim, your assertions that swarms require even vaguely as much skill as piloting, and shooting with, an ADS is frankly offensive.
Alt of Halla Murr. Sentinel.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14743
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Posted - 2014.11.18 08:50:00 -
[7] - Quote
Kallas Hallytyr wrote:Atiim wrote:Well your first problem, is that for some strange reason you decided that it would be a good idea to engage an AVer who's clearly prepared to engage you. Well, considering that an ADS is supposed to perform strafing runs, and also considering that strafes are entirely untenable at the moment...how else would you suggest engaging them? 'Hard' counter or not, nothing is this game can't fight its nemesis; except swarm launchers (ironically) though we know that they cannot engage infantry because show OP it was back in beta. So, without the ability to do what we're supposed to do, how are we supposed to engage anything even vaguely aware of our presence? Atiim wrote:You're on crack. Before Uprising 1.7, a Swarm Launcher could kill ANY vehicle in DUST other than an LLAV by simply looking at it. You could have the best fit in DUST and it would still go down in flames if you didn't have an LLAV or other vehicle repping you.
Now? Any ADS with common sense and the ability to resist the urge to consume cheese curls and soda whilst flying can evade a Swarm Launcher provided that your fit isn't garbage. Yep, back with 400m swarms, vehicles were utterly pointless. By evade, I'm going to assume you mean escape (since actual evasion of swarm missiles is nigh impossible) which is still a pretty steep statement to make. At Op3 I can have all three volleys in the air by the time the first volley hits; the ease of application of swarms make flight mandatory the moment you come under fire. Atiim wrote:It doesn't take skill to aim with an ADS either, as you aren't actually aiming the turret but rotating the ADS to align the reticule in a position where it will hit the target.
That in mind, the skill of operating an ADS is that of movement, not aim. Given how using a SL against a vehicle requires that you can strafe and evade their fire, it also requires movement skill as opposed to traditional aiming. Um..seriously? Simply moving in a dropship requires more skill than operating a swarm launcher at all. Every single touch of the sticks requires constant monitoring and in a fight the dropship requires moment stop moment readjustment simply to remain aloft. The Swarmer...simply doesn't. The only facet of skill the Swarmer requires is knowing when to fire and the extremely ridiculous 'strafing herp-derp gun gamr' that plagues this game. Let me ask you a question: does a Mass Driver, Flaylock or Plasma Cannon require skill to use? If so, the missile turret needs skill - less than any of those mentioned, due to high damage output, but still inordinately more than any Swarm Launcher. Atiim wrote:That aside, if you're killed by any Swarmer with a minor SP investment, you need to stop operating an ADS.\
edit: That's not to say however, that landing hits with an ADS doesn't require skill. However, the skill it requires is not actual aiming, but instead maneuvering. Considering that the turret still has to deal with Y-axis aiming and that the X-axis is still more than simply 'manoeuvring' like you seem to make out, not to mention the anticipation of motion that requires you to learn your target. The swarm has a lock on box that takes up about 75% of the screen and requires minimal adjustment, and only the most up-close and extreme dropship movements will cause any possible lock-on issues. Atiim, your assertions that swarms require even vaguely as much skill as piloting, and shooting with, an ADS is frankly offensive.
It's all subjective mate. Using swarms to take down a competent vehicle user is damn near impossible but given I've seen Atiim in action I don't doubt he could.
However to be fair there isn't nearly as much skill in ADS or tank use as Vehicle pilots claim there is. It's all a matter of rolling up, shooting stuff, and running the **** away like a ***** when things seem to get too hot.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5099
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Posted - 2014.11.18 09:00:00 -
[8] - Quote
The fact that you find Atiim's assessment of skill offensive tells me everything I need to know.
Came hoping for reasonable posting.
Left disappointed.
Nothing useful here. Just ranting.
Assault forge still beats swarms for vehicle decimation. Will continue not skilling swarms
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Blueprint For Murder
Immortal Guides
319
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Posted - 2014.11.18 10:00:00 -
[9] - Quote
They are currently forming 2 versions of the missile turrets one for av and the other of ai. av has high dmg and ai has high radius and short range. I av very often and get one shot by adds on a regular basis unless my swarms happen to stagger them. So any boob will be able to kill ai close to the ground or control the av on a map should they win the first battle.
The Impossible Dream-Wizard Talk @MMoMerc
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14747
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Posted - 2014.11.18 10:31:00 -
[10] - Quote
Blueprint For Murder wrote:They are currently forming 2 versions of the missile turrets one for av and the other of ai. av has high dmg and ai has high radius and short range. I av very often and get one shot by adds on a regular basis unless my swarms happen to stagger them. So any boob will be able to kill ai close to the ground or control the av on a map should they win the first battle.
What are your sources on this?
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Kallas Hallytyr
Skullbreakers
973
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Posted - 2014.11.18 14:32:00 -
[11] - Quote
True Adamance wrote:It's all subjective mate. Using swarms to take down a competent vehicle user is damn near impossible but given I've seen Atiim in action I don't doubt he could. Thing is, downing a pilot isn't the only thing that is rewarded and the infantry can fit and operate in other roles without penalty (especially Commandos) to be useful. An ADS has limited transport/fitting capacity compared to the NDS and, as an assault vehicle, has a focus on attacking.
AV roles get WP for damaging and driving off vehicles: getting a heap of WP and forcing the pilot to run or die is not difficult. Conversely, getting a kill is pretty insane when a single AV player is present and active.
True Adamance wrote:However to be fair there isn't nearly as much skill in ADS or tank use as Vehicle pilots claim there is. It's all a matter of rolling up, shooting stuff, and running the **** away like a ***** when things seem to get too hot. There is a ton more skill in operating an ADS than operating a swarm. FGs, PLCs and turrets have respect because they actually have drawbacks and have to work (read: aim) to get anything.
As an ADS pilot, getting kills when the enemy is looking askance at you is pretty damn difficult as every shot knocks you around. I'm not saying that vehicles are the hardest thing in the game, or that nothing else uses skill, but swarms require next to none to be effective, and a Swarmer with half a brain is almost as effective as the most amazing Swarmer.
Breakin Stuff wrote:The fact that you find Atiim's assessment of skill offensive tells me everything I need to know. Came hoping for reasonable posting. Left disappointed. You disagree that swarms require next to no skill to use? You think it reasonable that ADS can slaughter unprepared infantry, but the moment an AV is brought out the 'balance' is entirely flipped?
I'd much rather be fragile but able to contribute in short bursts then stomp on MLT infantry until some random, invisible swarm pops up and gets 150WP. Give me the ability to perform the strafing runs that Rattati said I should be doing and an make me more vulnerable to AV... I just hate this limbo of roles.
Breakin Stuff wrote:Nothing useful here. Just ranting. Assault forge still beats swarms for vehicle decimation. Will continue not skilling swarms Good for you. I hate but respect a good forger. Forging requires effort, practice and actual fitting sacrifice.
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5113
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Posted - 2014.11.18 15:04:00 -
[12] - Quote
The fact that disagreement was had with Atiim's assessment was found isn't my problem.
I consider the assertion that atiim disagreement with your no skill assessment being somehow offensive to be arrogant in the extreme and contempt-worthy at best.
Keep making comments on that vein if you want to be a jackass and a troll, not if you want your opinion to be taken as more than akin to a five year old throwing a tantrum.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Bethhy
Ancient Exiles.
2487
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Posted - 2014.11.18 15:06:00 -
[13] - Quote
Tebu Gan wrote:hfderrtgvcd wrote:So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him. Would you mind describing some other "hard counters" as I was under the impression that there really wasn't such a thing. Or are dropships special? Additionally, should I have "snuck" up on this swarmer. I find that approach rather laughable. The fact of the matter is our lead DEV made a lot of changes at once that put the ADS at a disadvantageous position. When they swung the nerf bat, they knocked the ADS back to pre 1.6 levels. Continually they go in circles. Also consider the swarms are fire and forget missiles, it takes no skill or aiming, just a minor SP investment to be "good" with them. I find that in itself foolish. The change to swarms coupled with an AB nerf were probably enough to alleviate many of the problems. Instead they choose to severely nerf ADS dps as well, resulting in a laughable vehicle (AGAIN). Flying straight at him, haha. Yeah, aren't we supposed to make "strafe runs"? You do realize dropships are rather large targets in the sky right.
Dropships are relics. It was a cool idea that has never been implemented to the Concept that CCP sold us on them in Fanfest.
The average Dropship user of today uses them for two purposes. 1) A Glorified Fighter jet 2) Means to get to an elevated position.
That is it.
This is why dropships have and will always be a massive Pendulum of Nerf/Buff.
The DUST Community has to figure out what Dropships are even for in DUST. Because roaming single pilot slayers makes no sense to the overall game and hurts it.
The Main vehicle used for troop transport in the Everyday DUST is an LAV..... This is a massive problem seeing how it has only 3 seats and a squad is composed of 6.
Spawning in the redline after all your points get wiped when your team has 2-3 dropships in the air? Even running out of the redline when you could be carrying a load of troops to assault an objective?
Dropships could facilitate fights and constant action for the entire battlefield...
Instead? Dropships kill every suit in the game in 2-3 shots.. And are wet paper bags for defense and have to run away when someone breathes on them.
Instead of a dropship that can return fire and defend itself with turrets while dropping off a load of troops at a height that doesn't require an inertia dampener activation.. Gets paid 50 war points each mercenary for transporting them safetly over 200-300m, Mobile CRU to keep an active spawn place out of the redline, helping to perpetuate action and competition.
Dropships and how they work is like a giant joke played on the DUST community, and a monument to CCP Lazyness to fix obvious in your face problems that have existed for years. |
Kallas Hallytyr
Skullbreakers
973
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Posted - 2014.11.18 15:22:00 -
[14] - Quote
Breakin Stuff wrote:The fact that disagreement was had with Atiim's assessment was found isn't my problem.
I consider the assertion that atiim disagreement with your no skill assessment being somehow offensive to be arrogant in the extreme and contempt-worthy at best.
Keep making comments on that vein if you want to be a jackass and a troll, not if you want your opinion to be taken as more than akin to a five year old throwing a tantrum. At this point, vehicle pilots have had their opinions ignored even while lambasted by Rattati for not contributing; especially considering the huge amount of feedback given in the past month or two (even more so when we have no contact with Rattati, who simply ignores vehicle threads.) Frankly, the idea that swarms require skill is offensive: I'm a tourist Swarmer and I perform more than averagely any time I pull one out, which is one of the reasons I use PLCs and my railbus most of the time (it's more interesting.)
There is no weapon in the game that requires less skill to utilise as effectively as the swarm launcher. That is a pretty simple statement and one I feel very confident in maintaining, because I have yet to see anything to disprove the notion.
At the end of the day, my disagreement stems from the fact that the counter to my preferred role (DS, primarily ADS, pilot) is both powerful and incredibly easy to operate while my role is difficult to even begin. If I were allowed to do the things I am told to do and they actually helped, I wouldn't have an issue, even if nothing changed about the swarms.
I run ADS in almost every combination: as a solo pilot; as a pilot with gunner(s); as a gunner - nothing helps against that Swarmer unless they spawn in directly in the line of fire, or straight into a missile. The reason it is offensive to say that swarms require as much skill is because it belittles how much effort is put into flying a dropship effectively: it takes a small measure of skill to simply stay aloft, and shooting while flying is harder than most make out; shooting while under fired even more so.
Call it a tantrum, fine. Think less of me, fine; I don't need your favour or high opinion, I just want to find balance for my ships as their ascribed role has been determined.
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5117
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Posted - 2014.11.18 15:39:00 -
[15] - Quote
That whole post reeks of reaching for excuses rather than offering suggestions for improvement to the situation.
Thus far there have been three. One with a spreadsheet.
My assessments of the ADS vs. AV and I'm pretty sure that there was another.
So... what's your excuse?
Getting buttmad and offended instead of actually posting with suggestions on how to repair a percieved problem is pretty much normally my signal to see just how mad you can get. Same for every other AV gunner posting on the forums.
It's not hard: be constructive, act like a grownup, get treated like you actually dress yourself in the morning. Act all buttmad and offended because someone disagrees with you and it's basically holding up the neon sign reading TROLLS COME TO ME.
This has been by yearly PSA on how not to post and be taken seriously.
It's very simple:
Man up and do the legwork like the rest of us. Perhaps you too can achieve the power of posting constructively and trolling with a single statement.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Tesfa Alem
Death by Disassociation
400
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Posted - 2014.11.18 15:43:00 -
[16] - Quote
To hit a target in a dropship you have to factor in DS height, DS speed, pitch, yaw, distance, projectile speed, projectile travel time, target direction of movement and target speed.
To land a hit with a rifle, side arm or FG you have to factor in distance, projectile speed, projectile travel time, target direction of movement and target speed
To land a hit with a swarm, look at target, wait for lock, release.
Keeping alive in either a DS or Min commando takes some skill, but lets not kid ourselves, in terms of actual ease of use there is no weapon easier to use than swarms.
Redline for Thee, but no Redline for Me.
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Kallas Hallytyr
Skullbreakers
975
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Posted - 2014.11.18 15:48:00 -
[17] - Quote
Breakin Stuff wrote:Getting buttmad and offended instead of actually posting with suggestions on how to repair a percieved problem is pretty much normally my signal to see just how mad you can get. Same for every other AV gunner posting on the forums.
It's not hard: be constructive, act like a grownup, get treated like you actually dress yourself in the morning. Act all buttmad and offended because someone disagrees with you and it's basically holding up the neon sign reading TROLLS COME TO ME.
Man up and do the legwork like the rest of us. Perhaps you too can achieve the power of posting constructively and trolling with a single statement.
I'm sorry, I couldn't hear you over how I did that already.
You seem to think I haven't done the legwork that I haven't contributed, that I don't provide feedback on AV/V threads as they pop up. I do, I have, I will.
Again though, I haven't seen anything that disproves the 'swarms are ridiculously easy to use' point, and considering that whenever I get AV'd the primary culprit is swarms...because every merc and their dog pulls one out any time a dropship dares to try to help their team. I got mad at Atiim, because I see the same sentiment posted repeatedly that swarms require skill.
There is little wrong with the balance of AV doing damage, and the application of damage by FGs and turrets is fine. Swarm application is insanely easy; PLC application (unless poi t blank vs a HAV) is hard. There is something wrong with the application of ADS in general: it's either farm helpless infantry or run in fear of a half-awake STD Swarmer.
Alt of Halla Murr. Sentinel.
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Fox Gaden
Immortal Guides
4882
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Posted - 2014.11.18 16:41:00 -
[18] - Quote
Tebu Gan wrote: ( as I'm running out of words) Next time reserve a second post for editing later.
I am not saying I entirely agree with you, but I do like to see a well thought out and well-articulated argument.
I also like your AI tank idea. Just allow Tankers to fit small turrets in Large Turret slots.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
87
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Posted - 2014.11.18 17:05:00 -
[19] - Quote
Dude if they didn't buff the counter to whatever op thing they were nerfing they wouldn't be ccp
Yet another slave of Mortedeamor
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Tebu Gan
Molon Labe. General Tso's Alliance
1232
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Posted - 2014.11.18 20:05:00 -
[20] - Quote
Fox Gaden wrote:Tebu Gan wrote: ( as I'm running out of words) Next time reserve a second post for editing later. I am not saying I entirely agree with you, but I do like to see a well thought out and well-articulated argument. I also like your AI tank idea. Just allow Tankers to fit small turrets in Large Turret slots.
Generally I do, yet I didn't know how quickly I would get back to this. As I said, destiny consumes me now (and looking at what was data mined from the recent patch, it will still consume in the future!) Just figured I'd get that idea out of my head, actually one I've been pushing for a LONG time, but it rarely gets any attention (the tank idea, I am a tanker at heart after all).
But I know you Fox, and I know your threads. I can very easily say the same of your threads, always a good read they are (even if I'm not big on ground poundin). I would very much like to hear what you have to say in the matter, your disagreements that is. It would be nice to have a less biased opinion on the matter (cough cough, attim).
To kind of sum up my main point of the thread, the nerfs were WAY over the top in my opinion. The idea behind making strafe runs in my mind made a lot of sense when you had the ROF to accomplish that goal. As it stands now though, the idea of a "strafe run" with such a weak rate of fire just doesn't pan out as well as I feel that it should.
I mean honestly, flying and shooting is NOT as easy as some would make it out to be. It can be very hard maintaining a bead on your enemy when you are fighting things like sight being obstructed by your ADS, your pitch and yaw, horizontal rotation, and combining all of this to follow the movements of said enemy. It's a very tough thing to do and it's not something that happens instantly.
You need a certain amount of time to set up on somebody, but this is somewhat mitigated by having a decent ROF (as far as missiles are concerned). Understand I'm not the greatest pilot, but I have practiced A LOT in my time playing dust. To me, making a strafe run means you need to be equipped to drop your payload quickly then get out. The ADS is already at a disadvantage going into an engagement, considering the range needed to render, range needed to effectively aim and hit, and the knock back caused by swarms making contact (which many claim is negligible but in my experience it was a difference between a kill and being forced off).
And now you have the fact that the last volley of swarms fired, as you are making your strafe run, will make contact. Meaning in my mind having a higher ROF is more crucial than ever before to having any success in a hostile AV environment. Or just against a single swarmer. I'm not saying I have to engage that swarmer, but I should at least be able to work around him getting a kill here and there.
Basically, I should be able to actually make a decent strafe run. Not these runs where I fly in, hear missiles going off and immediately have to fly off or risk destruction. As I'm flying through, I should have the chance to fire more than just 2 missiles before being forced off. Only to come back in to a guy with full health.
I also understand there were other reasons for nerfing the ROF, namely ADS and Tank interactions. Yet this could have been worked around by making small turret do greatly reduced damage against heavy vehicles, putting a focus on AI for small weaponry as opposed to AV.
In the case of the railgun the ROF on a maxed incubus was yes, utterly insane. Yet I see no other role for a weapon such as this other than AV work from the skies (there is still that problem of being untouchable by tanks therefore unfair in that aspect but that could be worked around with some new toys for tanks). But I feel the problem was they lumped (yet again) the incubus and python together, as they mirrored one another with a ROF bonus.
It should be fairly obvious that while a ROF bonus works for small missiles, it won't work for rails or even blasters for that matter. A different bonus should have been given to reflect the differences in how they would be used, something like increased splash radius / damage, less heat build up, ect.
It's like assuming that all tanks are the same, as I've wrote about before, they are nothing alike. And treating them like they are leads to serious balance issues within themselves. Like the over the top maddie, or the king of the skies incubus that insta popped pythons. A tank simply isn't just a tank and a dropship simply isn't just a dropship.
Tanks - Balancing Turrets
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Tebu Gan
Molon Labe. General Tso's Alliance
1233
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Posted - 2014.11.18 20:16:00 -
[21] - Quote
Bethhy wrote:Tebu Gan wrote:hfderrtgvcd wrote:So in essence, you're complaining because you couldn't kill your hard counter by flying straight at him. Would you mind describing some other "hard counters" as I was under the impression that there really wasn't such a thing. Or are dropships special? Additionally, should I have "snuck" up on this swarmer. I find that approach rather laughable. The fact of the matter is our lead DEV made a lot of changes at once that put the ADS at a disadvantageous position. When they swung the nerf bat, they knocked the ADS back to pre 1.6 levels. Continually they go in circles. Also consider the swarms are fire and forget missiles, it takes no skill or aiming, just a minor SP investment to be "good" with them. I find that in itself foolish. The change to swarms coupled with an AB nerf were probably enough to alleviate many of the problems. Instead they choose to severely nerf ADS dps as well, resulting in a laughable vehicle (AGAIN). Flying straight at him, haha. Yeah, aren't we supposed to make "strafe runs"? You do realize dropships are rather large targets in the sky right. Dropships are relics. It was a cool idea that has never been implemented to the Concept that CCP sold us on them in Fanfest. The average Dropship user of today uses them for two purposes. 1) A Glorified Fighter jet 2) Means to get to an elevated position. That is it. This is why dropships have and will always be a massive Pendulum of Nerf/Buff. The DUST Community has to figure out what Dropships are even for in DUST. Because roaming single pilot slayers makes no sense to the overall game and hurts it. The Main vehicle used for troop transport in the Everyday DUST is an LAV..... This is a massive problem seeing how it has only 3 seats and a squad is composed of 6. Spawning in the redline after all your points get wiped when your team has 2-3 dropships in the air? Even running out of the redline when you could be carrying a load of troops to assault an objective? Dropships could facilitate fights and constant action for the entire battlefield... Instead? Dropships kill every suit in the game in 2-3 shots.. And are wet paper bags for defense and have to run away when someone breathes on them. Creating next to no competition between AV'ers and Dropships. Instead of a dropship that can competitively return fire and defend itself with turrets while dropping off a load of troops at a height that doesn't require an inertia dampener activation.. Gets paid 50 war points each mercenary for transporting them safety over 200-300m, Mobile CRU to keep an active spawn place out of the redline, helping to perpetuate action and competition. Dropships and how they work is like a giant joke played on the DUST community, and a monument to CCP Shanghai's Lazyness to fix obvious in your face problems that have existed for years.
Agreed, this has ever been the problems with vehicles in the first place. They have no viable role on the field. Since tanks have been moved to an AV role, their use has diminished greatly as they no longer can make any viable contribution to the field.
And the same can be said of dropships as well, they are lost and confused on what they should be doing. But even I admit, dropships are a bit complicated as having unlimited mobility can be a very large advantage when a gun is attached to the front.
Perhaps the ADS should have their damage reduced, increasing the TTK against infantry, while buffing their damage mitigation. This gives infantry a larger window for engagement. I really don't know that insta popping infantry is a way to go with something that flies. Be like a flying tank, yet stings like a bee, a nuisance at times but if ignored, it could potentially become a problem.
Tanks - Balancing Turrets
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14770
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Posted - 2014.11.18 21:43:00 -
[22] - Quote
Fox Gaden wrote:Tebu Gan wrote: ( as I'm running out of words) Next time reserve a second post for editing later. I am not saying I entirely agree with you, but I do like to see a well thought out and well-articulated argument. I also like your AI tank idea. Just allow Tankers to fit small turrets in Large Turret slots.
If this is to be a thing then we have to push for Large Turrets to become AT guns.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Finn Colman
Immortal Guides
57
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Posted - 2014.11.19 00:26:00 -
[23] - Quote
This is why I go play War Thunder instead of getting in my ADS most of the time that I want to fly. Unfortunately I lack ideas for how to fix this problem. This is more relevant than it may first appear, as I usually use assault/attacker planes in War Thunder so in both cases I am firing on ground targets.
No matter what turret you use, strafe runs are (sadly) impractical. I tried this with blaster turret, and I'm fairly certain that once some FGs spawned in they were either laughing at the thought process that made me think this could be effective at all, or swearing profusely as they could only hit me twice (both times with my hardner on) before I ran safely out of range. One bad maneuver and the addition of a red ADV swarmer was enough to stop this awful performance.
I probably hit them twice as many times as they hit me, sadly this was with a turret that does about 39 damage per hit and probably didn't even do full damage due to distance from which it hit them, I don't use missile turrets out of simple refusal to do so and rail turret strafing is just a ridiculous idea to begin with. I wish strafe runs were viable, but they simply aren't.
Oh, and a side point, blaster turrets still suck on the nose of an ADS, you might as well land on someone instead of shoot them with a blaster since it will be much more effective.
The little Min with the little voice.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14791
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Posted - 2014.11.19 00:28:00 -
[24] - Quote
Finn Colman wrote:This is why I go play War Thunder instead of getting in my ADS most of the time that I want to fly. Unfortunately I lack ideas for how to fix this problem. This is more relevant than it may first appear, as I usually use assault/attacker planes in War Thunder so in both cases I am firing on ground targets.
No matter what turret you use, strafe runs are (sadly) impractical. I tried this with blaster turret, and I'm fairly certain that once some FGs spawned in they were either laughing at the thought process that made me think this could be effective at all, or swearing profusely as they could only hit me twice (both times with my hardner on) before I ran safely out of range. One bad maneuver and the addition of a red ADV swarmer was enough to stop this awful performance.
I probably hit them twice as many times as they hit me, sadly this was with a turret that does about 39 damage per hit and probably didn't even do full damage due to distance from which it hit them, I don't use missile turrets out of simple refusal to do so and rail turret strafing is just a ridiculous idea to begin with. I wish strafe runs were viable, but they simply aren't.
Oh, and a side point, blaster turrets still suck on the nose of an ADS, you might as well land on someone instead of shoot them with a blaster since it will be much more effective.
I do the same thing but for Tanks.
That Kwpf VI H1 Tiger is a beautiful armoured monster.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1304
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Posted - 2014.11.19 02:52:00 -
[25] - Quote
wat. you can strafe an ads
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14800
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Posted - 2014.11.19 03:15:00 -
[26] - Quote
Zindorak wrote:wat. you can strafe an ads
The term strafe means something a little different when you talk about aircraft.......
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Tebu Gan
molon labe. General Tso's Alliance
1236
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Posted - 2014.11.19 18:21:00 -
[27] - Quote
Atiim wrote: *Remote Explosives are hard counters to Sentinel & Logistics combos *Combat Rifles are hard counters to Armored Frames *Scrambler Rifles are hard counters to Shielded Frames' *Sniper Rifles are hard counters against players in open fields or on certain towers. *20GJ Incubi are (well, were at least) hard counters against Pythons *Well positioned Assaults and Commandos are hard counters to Sentinels *Assaults on level terrain are hard counters against Commandos
Do I need to list any more examples of "hard counters" or is this enough?
Yes, you can start by actually listing a "hard counter"
Remotes can be a "hard counter" to just about anything in game, including vehicles. Therefore I don't see them so much as a hard counter. They simply one shot just about ANYTHING in game. So calling it a "hard counter" just doesn't fit with what a hard counter is or supposed to be. IE: A beats B, B beats C, C beats A.
Weapon bonuses to armor and shields - I don't see this as a "hard counter" either considering just about any weapon in the game will kill, and also considering the diversity of suits out there (not to mention variety in fitting) you don't simply pull out a weapon because of it's bonus, as you will always run into something, a suit or fit, that doesn't match up. You go with what you like, and don't base it on whether it kills shields or armor. I don't know that I have EVER heard of a player switching out weapons because they need it to counter one suit type, or build. Generally players go with what they like best (or the FOTM).
Sniper rifles - again is a matter of preference in play style and not so much a hard counter, though yes they are used and switched to to deal with long distance targets. But you also have dropships that drop people off to deal face to face with those enemies, or railguns, or any number of other possibility. (see where I'm going with this)
Well positioned, I can just stop right there. If it has to be "well positioned" then it is NOT a hard counter. Tactics account for 90% of whether you succeed or fail, or are we going to call tactics a "hard counter" as well.
Assaults as counters to commandos? Really?! So are scouts, sentinels, other commandos, or any other suit type, or weapon for that matter. You also again mention a tactical situation, level terrain. So are you saying that an assualt in a high position will falter against a commando below them??
The fact of the matter is, it doesn't work by A beating B, B beats C, and C beats A. If it were that simple things would be balanced at this point. The issue is far more complex than that, and assuming it's not is just foolish. You are more intent on having an "argument" then you are on actually having a rational disscussion. And your continued bias towards swarms in wearing on my patience. If you want to troll, I suggest you go somewhere else, but if you want to actually discuss the potential problems created by some recent changes then stick around.
Atiim wrote:Well your first problem, is that for some strange reason you decided that it would be a good idea to engage an AVer who's clearly prepared to engage you.
Your second problem is that upon the engagement, you thought it would be a good idea to stay there and eat an entire mag from a Swarm Launcher as opposed to escaping sooner, which you had plenty of time to do since 3 rounds impacting takes at least 4s.
The Afterburner change wasn't made because of Swarm Launchers, it was made because the super low cooldown meant that any ADS could escape virtually all engagements without risk 24/7, thus creating an imbalance between HAV/FG vs. ADS engagements.
You have clearly missed the point. AV running an AV role should be actively looking for targets, duh. So you should always assume they are prepared. And the fact is, by the time you get in postion with an ADS, you will have ate a full mag, so it's either attempt to deal with the threat or flee at FIRST SIGN OF THE MISSILES (as being that close, ALL MISSILES NOW REACH THE TARGET as you flee). Meaning AV will ALWAYS have the upper hand. And yes, the AB change was to address AV and ADS imbalances, how the hell can you say it wasn't for that purpose??? You actually just said it there yourself!
Atiim wrote: It doesn't take skill to aim with an ADS either, as you aren't actually aiming the turret but rotating the ADS to align the reticule in a position where it will hit the target.
That in mind, the skill of operating an ADS is that of movement, not aim. Given how using a SL against a vehicle requires that you can strafe and evade their fire, it also requires movement skill as opposed to traditional aiming.
That aside, if you're killed by any Swarmer with a minor SP investment, you need to stop operating an ADS.\
edit: That's not to say however, that landing hits with an ADS doesn't require skill. However, the skill it requires is not actual aiming, but instead maneuvering.
Wow, sure attim, it takes no "Skill" to fire and fly. It's so easy that ANYONE CAN DO IT SUCCESSFULLY! Oh wait, most can't, so maybe it DOES require a bit of skill. Assuming AV takes skill, sure it takes skill to survive, map positioning, ect. Yet as far as using the swarm launcher, it's as easy as looking at your target, and releasing a button. Fire and forget, and the dropship has NO way to avoid it, much unlike the forge gun.
Look just because you are using "Logic" does not make you right. Take some time and read the boy and the fur coat (forget the name). I can make all kinds of logical assumptions, like the earth must be square, because everythings flat around me. But that doesn't make me "Right".
Tanks - Balancing Turrets
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Tebu Gan
molon labe. General Tso's Alliance
1236
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Posted - 2014.11.19 18:27:00 -
[28] - Quote
Finn Colman wrote:This is why I go play War Thunder instead of getting in my ADS most of the time that I want to fly. Unfortunately I lack ideas for how to fix this problem. The first statement is more relevant than it may first appear, as I usually use assault/attacker planes in War Thunder so in both cases I am firing on ground targets.
No matter what turret you use, strafe runs are (sadly) impractical. I tried this with blaster turret, and I'm fairly certain that once some FGs spawned in they were either laughing at the thought process that made me think this could be effective at all, or swearing profusely as they could only hit me twice (both times with my hardner on) before I ran safely out of range. One bad maneuver and the addition of a red ADV swarmer was enough to stop this awful performance.
I probably hit them twice as many times as they hit me, sadly this was with a turret that does about 39 damage per hit and probably didn't even do full damage due to distance from which it hit them, I don't use missile turrets out of simple refusal to do so and rail turret strafing is just a ridiculous idea to begin with. I wish strafe runs were viable, but they simply aren't.
Oh, and a side point, blaster turrets still suck on the nose of an ADS, you might as well land on someone instead of shoot them with a blaster since it will be much more effective.
That does stir up some ideas. What if you could lock in your reticule, as you swoop down from up high, actually making a strafe run without worry of attempting to aim and fire, WHILE flying. Simply swoop down, fly, and shoot. No worry of the up and down motion of aiming. Just side to side motion and control of your pitch. Making flying down, laying down shots, and moving along more viable.
Tanks - Balancing Turrets
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14825
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Posted - 2014.11.19 19:41:00 -
[29] - Quote
I think Judge's fallacy
"The arguer claims that they can always recognize when something is present. This is likely a fallacy because the arguer is not aware of all of the times that he/she did not recognize it."
I so overly potent in this thread...... especially so between vehicle and AV users its not even funny.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Tebu Gan
molon labe. General Tso's Alliance
1237
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Posted - 2014.11.19 22:52:00 -
[30] - Quote
True Adamance wrote:I think Judge's fallacy
"The arguer claims that they can always recognize when something is present. This is likely a fallacy because the arguer is not aware of all of the times that he/she did not recognize it."
I so overly potent in this thread...... especially so between vehicle and AV users its not even funny.
Logical fallacies are not meant to be used to win arguments and add nothing to the discussion as it stands. You don't USE fallacies in an attempt to win an argument or prove your point. It's the understanding of fallacies that leads to deeper more meaningful discussions.
I know attim (and you since I've noticed you gang up with him to berate people, which in itself is a fallacy) is a big fan of trying to use them to further his argument. But when you go about bringing them up, you are no longer having a discussion on the topic, but a discussion on how to have an argument. Can you see the flawed logic in that?
You can either come up with rational and well thought out ideas or arguments to how others see the situation. Or you can be like attim, picking apart others postings, pulling things out of context, in an attempt to win what he sees as an argument (aka fight).
So how about some rational reason as to why a swarm is or isn't balanced in comparison to the AV they fight, and enough with changing the topic of discussion into an argument. Lay out your ideas, and I WILL listen. You don't have to agree with someone, just LISTEN and understand, attempt to see it through their eyes. There are no "winners or losers" in a discussion, quit making it out like there has to be.
So put on your big boy pants, wipe that snot off your nose, and add something meaningful to the topic. There is no right or wrong, just the meshing of ideas.
Tanks - Balancing Turrets
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