Kallas Hallytyr
Skullbreakers
1024
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Posted - 2014.11.27 15:20:00 -
[2] - Quote
DUST Fiend wrote:The problem is that DUST no longer has a development team, so if it doesn't already exist in the assets, it likely never will. For the foreseeable future, we can only rely on numbers to achieve balance, rather than mechanics or new assets We got new art assets, maps and sockets. It is not out of the realm of possibility to get a rework of mechanics. Yes, we can only rely on numbers right now - that does not mean that we should completely shut down talks about fixing the underlying issues.
Again, not everything can be solved with the numbers we have, so discussing ways to improve the game in other ways is not a waste of time, it is preparation for when we are granted additional resources (as we saw when the 1.9 update was announced.) Perhaps for future client updates, we will be consulted about what needs to be fixed, or they will take from what we have already discussed.
So please, stop trying to shut down discussion about alternatives.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1025
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Posted - 2014.11.27 19:10:00 -
[3] - Quote
ImIvan wrote:ADS are underwhelming? Seems fine to me, sure the incubus is crap, but a python with a hardener can easily dispatch of a swarmer or flee.
ADS are also great for taking out tanks, I fail to see what's wrong with them. Issue is that ADSs have little to do but kill non-AV infantry due to several factors: - communication with non-squadmates is limited by individual mics and the fractious nature of the voice comms (also because of the length of time we've had where comms have been bad, people just don't care beyond squad) - lack of signalling: we're incapable of deploying nerfs without voice comms; too often will people either remain in your vehicle well after you've hovered over a suitable area, or otherwise deploy entirely too early - our role (strafing runs, according to Rattati) is impossible due to the turret functionality and our bonuses being torn away: we have a very limited ability to engage, and our ability to supress a landing zone for our infantry is entirely insufficient - our resilience is entirely at odds with the description: we are supposedly able to take heavy fire while extracting infantry; this is simply not possible unless a Python is double hardened against STD/ADV Swarms. Even then, the impulse effects are liable to toss you about and into terrain.
Quite frankly the role of the ADS is a shambles: we previously had the firepower to dominate a landing zone, but too much resilience to go along with it. Now we lack either (except one fitting designed to specifically counter the opposite end of the damage spectrum: shield hardeners vs explosive AV) and are told to do something (strafing runs) we are incapable of performing.
If the ADS is to remain a useful part of the game, it needs to be properly focused: if strafing runs and deployment are to be its fort+¬, then we should build the hull around it, while standard dropships remain a jack of all trades. So what do we need to do: - lower tank capability: an ADS should not be as resilient, such that it relies upon high speed, high impact passes to destroy or evade AV fire - higher power projection: an ADS should be able to turn areas that it dives upon into deathtraps for infantry or vehicles (depending on the turret/specialisation) - off that to happen we will likely need different turret functionality through the ADS skills (higher ROF, bigger clips, lower spare ammo, longer reloads, etc)
Bah, I'm getting to involved in my point. Point being,what we have now are just flying killers. When fully utilised as transports they are plenty capable of turning the battle around, but the ship itself can only remain for a few seconds if AV is present at all,meaning it is entirely incapable of supporting its deployed infantry. Speed and power should be the weapons of an ADS, but at the moment we have a little too much resilience and not enough power (aka, ROF) to function as intended.
Alt of Halla Murr. Sentinel.
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