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Breakin Stuff
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Posted - 2015.01.24 10:51:00 -
[1] - Quote
This thread is intended to be a living document for review of AV weapons.
Both Infantry AV and heavy and small turrets can be discussed here. It is intended to discuss where AV is overperforming and where it is failing.
This is a discussion of the weapons and the weapon mods.
It is not intended at any point to discuss HAV hull rebalance, or particular dropsuits.
The objective is to provide rattati input on the ways and hows vehicles come to destruction.
I'll open the discussion with a few points:
1: Light weapon AV values are all over the map. Swarms are almost 400 DPS ahead of the IAFG and the PLC is one of the lowest applied DPS weapons in DUST.
2: Heavy weaponare hamstrung by poor damage mods which add nothing to TTK in most cases.
3: Standard and breach forge guns are inferior in application to the Assault Forge Gun in almost every possible way and are poor choices for AV.
4: Lacking Racial parity in both turrets and infantry AV is creating poor interactions allowing one weapon or one chassis to always be clearly superior.
5: Heavy missile turret burst DPS negates any utility armor vehicles might otherwise have.
6: The railgun maintains the highest alpha, range and sustained DPS among vehicle turrets.
7: the blaster has the worst range, alpha and sustained DPS of all the heavy turrets. It's dispersion is too wide to be of much utility vs. Infantry. Blasters are the worst choice for a heavy turret in all situations.
I am quite sure there are more issues.
Also where there is a good balance struck we need to look at. While we're fixing what is wrong let's not overlook or lose what is right.
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Breakin Stuff
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Posted - 2015.01.24 11:20:00 -
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I disagree on the range of swarms. I believe it's a rate of fire problem.
They would be easier to balance around average flight time to target with the time it takes to travel the full 200m being the refire delay time.
This would allow the longer lock ranges Without having vehicles hhammered by three shots in under 3.5 seconds.
That ungodly DPS rate needs to be slowed.
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Breakin Stuff
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Posted - 2015.01.24 12:12:00 -
[3] - Quote
Let me clarify something:
This thread is DIRECTLY related to Rattati's bring back the HAVs initiative.
It is not a gripe thread.
It is not a general complaint thread.
It is not in relation to anything but the HAV thread.
A statement that "swarms will be difficult to balance around with the HAVs because (insert numbers here) this is what I think might sosolve the problem." Is perfectly applicable.
Generically saying "too much range" or "no skill" Are not helpful.
this is not a gripe at the devs thread.
This is us providing actionable information to aid ratrati and insure that the HAVs will neither be invulnerable to enemy infantry AV and turrets, nor will they be easy meat.
I will not be adding any complaint posts to the OP. Only watch points backed by numbers.
again. This is NOT a gripe thread.
This is an information consolidation thread.
If we can't play nice I'll give my advice without your help.
But I'd much rather see cooperation.
The points will be expanded as the HAV rebalance progresses and new things come to light.
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Breakin Stuff
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Posted - 2015.01.24 12:48:00 -
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Lazer your input is neither wanted or needed unless you have something useful to add.
Stop trying to push me out of the process. I'm not going anywhere.
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Breakin Stuff
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Posted - 2015.01.24 13:41:00 -
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Lazer Fo Cused wrote:Breakin Stuff wrote:Lazer your input is neither wanted or needed unless you have something useful to add.
Stop trying to push me out of the process. I'm not going anywhere. 1. You always sort out vehicles and there fits first and AV is always left last because vehicles can exist without AV but not the other way around 2. I can say the same thing since you are trying to force AV into a HAV only process where even HAVs are far from finished The point. It has flown over your head.
Quit trying to get vehicles buffed and AV gimped.
Further this is not solely a thread for infantry AV.
Turrets are rather important as well I think.
I could be wrong.
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Breakin Stuff
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Posted - 2015.01.24 13:42:00 -
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Cyzad4 wrote:I can't really add too much numbers wise, but one thing I would like to see is some tweaks to movement penalties correlated to added magnification on FG. BFG, high damage with terrible charge and you're locked in place so much higher magnification, I'm not saying SR level or anything that silly but some payoff to being a sitting duck. FG, honestly I think is in a decent place, reduced movement but you can hold a charge so it balances out, I would like to see at least marginal magnifaction thogh. AFG, reduce movement penalty by half at least, no magnification. There is no upside to mobility lock.
Stationary charge plus long charge time means the only vehicle that will get hit twice is one driven by an idiot.
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Breakin Stuff
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Posted - 2015.01.24 14:11:00 -
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Lazer grow up and quit trying to derail ythreads.
You saying this thread is useless Isn't useful feedback.
Rattati said to go ahead and pull the AV data together which I am doing.
I really have zero interest in your opinion on the matter.
If you have numbers and real feedback great. If not, I will pretty much ignore your lack of input from here on out.
Your usual tactic of spamming negative feedback until the OP gives up and the thread dies will not work.
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Breakin Stuff
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Posted - 2015.01.24 14:16:00 -
[8] - Quote
Thank you.
Like I said. This is an information gathering thread not a complaint thread.
READ.
If your input has been covered already In another post repeating it over and over will not help.
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Breakin Stuff
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Posted - 2015.01.24 14:30:00 -
[9] - Quote
As far as the PLC goes:
How badly will it break if we buff it via reload/charge rather than damage?
I got the PLC numbers close to AFG efficiency in my other proposal.
Will this break it?
My gut says no due to the AFG also being direct fire splash.
Not going to plug any numbers together till I actually SEE the finalized HAV stats and example fits.
So beyond discussing where they crap out and traits to look directly at we're theorycrafting.
For swarms:
The raw Dps needs to drop. The ability to machinegun missiles is a bit much.
My thought is it wasn't the range. Its the rate of fire.
Current lock time is base 1.4 modified by skills. Lock can be achieved in 0.85 seconds. That's three shots in under 3 seconds. Faster by far than any alpha weapon.
Swarms are a delayed DPS weapon. This means, like in EVE you can literally have all three flights in the air before the first impact.
Swarms travel at 60m/sec. They hit 200m in 3.3 seconds.
what if 3.3 seconds, the travel time to 200m was it's base lock time with extended lock range? That way you could change the damage values, and the proto lock time would be 2.5 seconds.
This would give pilots a chance to react and evade, while giving a swarmer a reason to get close, or alternatively position to be able to volley multiple shots from long range.
Damage can be adjusted to keep overall DPS reasonable.
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Breakin Stuff
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Posted - 2015.01.24 15:00:00 -
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MINA Longstrike wrote:^I'm not an avid PLC user I just squad with the guy who came in 3rd for PLC kills during officer event. I don't think having 'dps' similar to or potentially even higher than an AFG would be 'broken' due to the skill required for use.
I would also agree that lock time is an issue for the swarm launcher. I would also say that direct damage per shot is a bit low for the forge gun. Breach should be highest damage per shot, assault should be highest dps, std should be somewhere in between.
Given that the PLC is the shortest range weapon at minimum matching it to AFG. It has bigger splash so more infantry utility.
As far as swarms go.
Because of the 150m lock limit swarms cannot be nerfed in any meaningful way without making them worthless.
A dropship travels 150m in 3 seconds at speed. This means swarms HAVE to drop a killing payload in under three seconds, no margin for error.
Balancing it as a long range, long flight time weapon would give pilots more reaction time and minimize reliance on the commando for effective use.
The three seconds of opportunity has created more problems than it solved
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Breakin Stuff
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Posted - 2015.01.24 15:01:00 -
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Shamarskii Simon wrote:The PLC's charge time + reload speed determines the ROF, 0.375 is the charge time at proto ( 0.5 x (1-25%) = 0.375)
Check my sig. I have all the PLC numbers loaded.
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Breakin Stuff
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Posted - 2015.01.24 15:50:00 -
[12] - Quote
This is why I don't consider his input useful. He automatically assumes sinister motives regardless of evidence to the contrary.
On that magical note I'm blocking his posts. If he makes a point worth looking at someone pipe up an I'll add it to the OP.
Im not interested in reading the same repetitive message over and over again while he refuses to allow anyone a dissenting opinion.
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Breakin Stuff
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Posted - 2015.01.24 16:26:00 -
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Atiim wrote:Despite having ~400 more DPS, the engagement range is literally half of what the Forge Gun is. Given how CCP's weapon philosophy is [Range <-> DPS] this is balanced. It's not really working though.
And it's alpha vs. dps.
Higher alpha TENDS to have longer range in CCP logic. But this is not an absolute.
Mostly my problem with the swarm logic is there is no margin for error on either side. If swarms were more flexible and pilots could actually use buildings to evade as often as not we would have less whining.
Did you look at my flight time thing? It's a thought. I think it's better than todays blow your wad NOW meta.
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Breakin Stuff
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Posted - 2015.01.24 17:01:00 -
[14] - Quote
Breach is not a viable AV weapon by itself.
Heavy mods weren't rebuffed solely because of the HMG. Rattati mentioned that once.
I should have clarified and said single shot alpha for rails.
The burst DPS of the missile turret is beyond excessive. There's no other weapon that can hit 3000+ DPS.
And I have yet to encounter any situation in my madrugar where a rail hasn't been the superior option to the blaster to date.
Right now the rail is the best all round weapon for heavy turrets.
Finally the dispersion for blasters vs. Infantry is horrendous.
All of my OP assertions are tested in game and crosschecked with numbers.
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Breakin Stuff
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Posted - 2015.01.24 17:05:00 -
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DDx77 wrote:
As a tank hater I would not be against this but I would like either increased ammo supply or further reduced efficiency of the vehicles main blaster
An increase in the distance you can get a lock might also balance lower dps
I don't hate HAVs I hate the drivers.
further, nerfing the blaster further only makes it worse at AV, where it remains the worst weapon.
Every nerf taken to protect infantry has simultaneously gimped it further vs. Vehicles.
And the premise of slowing swarm RoF REQUIRES extending lock range. The tolerances on swarms are too tight to nerf anything without a fundamental rethink on what needs poked at.
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Breakin Stuff
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Posted - 2015.01.24 17:34:00 -
[16] - Quote
Right now dodging swarms is more a matter of circumstance than intent
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Breakin Stuff
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Posted - 2015.01.24 17:43:00 -
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Lazer Fo Cused wrote: 1. Missile turret is made for high alpha and the SL in uprising could hit 3k per volley from 6missiles
2. If the missile turret did any less then why pick that over the rail?
the problem with the missile turret is the high adds vs. armor tanks. You can get close and shotgun an armor tank, a point you have made before and I have experienced firsthand. And the Swarm Launcher from uprising doing 3k a shot ticked me off righteously. It made running a forge gun the idiot option, because easy street was a couple million SP away.
Rails being highest single shot Alpha and longest range should have the lowest DPS out of all of the turrets.
If Missiles were more between rails and blasters for efficacy we could make a case for the projectiles moving faster so you could hit the targets more accurately further out than a blaster can clip optimally.
My problems with heavy turrets are that the Railgun is hands down the most efficient in all situations, and is more likely to kill infantry in blaster optimal than the blaster, and the missile turret can blap any armor tank you can field because 3,000+ DPS not including damage mods, skills or the profile bonus vs. armor.
Are there highly skilled blastermobile drivers? Yes, and my hat's off to you.
However, until the heavy turrets conform to the standard progression of High alpha = Lower DPS and High DPS meaning lower alpha across the board, HAV vs. HAV fights are going to remain the short, brutal affairs better reserved for those charming times when a scout meets a sentinel.
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Breakin Stuff
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Posted - 2015.01.24 18:09:00 -
[18] - Quote
Basically IMHO turrets orverall are a clusterf*ck. There's no guiding principle, just a lot of non-consistency.
Infantry Av is better laid out and even then from a balance perspective you might as well be using a shotgun to hit a bullseye at 50m.
I prefer a more methodical approach to balancing turrets and AV, which is one of the reasons I made the thread.
I can do this on my own, easily. I prefer to do it so that everyone gets to have a word in.
The only thing I'm really NOT interested in is assumptions that core mechanics can be changed. If Rattati says "I will fix (insert stupid thing here)" then I'm more than happy to account for it. For now this theorycrafting is under the assumption that we're stuck with the mechanics we have.
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Breakin Stuff
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Posted - 2015.01.24 18:32:00 -
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Stefan Stahl wrote:Let's assume we gave the SL an increased lock-on-time (~2.5 secs) while increasing lock-on range (~250 m) and adjusting for DPS. Would it then not infringe on the purpose of the FG?
Other than that I do think the PLC should be the 0-75 meter AV weapon of choice. For that it mainly needs a direct damage buff of about 30%. it never infringed on the purpose of the FG even with 400m range.
and no, for swarms to balance out they need to be able to have full lock range in exchange for severely nerfed lock time. otherwise we're waving pissin in the wind.
the swarms balance tolerances are far too tight
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Breakin Stuff
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Posted - 2015.01.24 19:15:00 -
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Shamarskii Simon wrote:But if swarms have full range, wouldn't that means swarms can control a great distance, rendering an entire 400m sphere vehicle-less?
Or am i understanding you wrong breakin?
slower rate of fire means pilots still have more time to react and get to cover. I have a theory about how swarms track, and if I'm right I'm going to facepalm.
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Breakin Stuff
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Posted - 2015.01.24 19:24:00 -
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I think swarms update the target's last location based on a timer. So every... we'll say half second it updates the target location. So it bombs along on the last valid trajectory and THEN updates 30m later.so your dropship bolts around a corner where they should turn and ram.
But they overshoot and turn the corner because they had not hit their update tick yet. It's a way to save processor speed by not having them update constantly and having swarms eat all of the calculation time.
basically to fix tracking the algorithm needs to be reset to always zero in on the target rather than follow it's pathing.
so the longer the flight time the more chances a dropship has to get behind something solid
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Breakin Stuff
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Posted - 2015.01.24 19:57:00 -
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MINA Longstrike wrote:Breakin Stuff wrote:I think swarms update the target's last location based on a timer. So every... we'll say half second it updates the target location. So it bombs along on the last valid trajectory and THEN updates 30m later.so your dropship bolts around a corner where they should turn and ram.
But they overshoot and turn the corner because they had not hit their update tick yet. It's a way to save processor speed by not having them update constantly and having swarms eat all of the calculation time.
basically to fix tracking the algorithm needs to be reset to always zero in on the target rather than follow it's pathing.
so the longer the flight time the more chances a dropship has to get behind something solid What about increasing the amount of time it takes for swarms to update and reducing the rate that they turn? Ie make them clumsier. I don't think this would change too much for ground game as it's not terribly hard to get them to smash into cover etc, but it could make worlds of difference for air. if you want to crash them into walls the solution would be to do the exact opposite.
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Breakin Stuff
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Posted - 2015.01.24 20:39:00 -
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Nothing Certain wrote:Although it is out of the scope of your post, HAV/AV "balance" can't be achieved without changing the expectations of vehicle users. If they pay 500K for a vehicle and can only make 150K a match they understandably think that they should rarely be killed. You can't balance around that, they must be OP to achieve that. The price of well fitted vehicles should drop drastically, and they should expect to be roughly equivalent to a proto dropsuit in survivability.
Second, the "swarm problem" is less a problem with swarms themselves and more a problem of how easy it is to fit a SL at a SD and then go back to whatever. Remove this ability and only let those in dedicated swarm fits have them and almost all the problems are solved. Increased turn radius for swarms against DS is in order. A small change in profile damage making them more effective against shields and less effective against armor seems like it would help the armor/shield imbalance. Forge guns remain Ok, but with the Gunnloggi being prominent struggles. I personally found that BW eliminated my ability to play forge. I do not camp with the blues, I would set up nests in unlikely spots to ambush vehicles. This is no longer possible. If I play forge I spend the whole match looking for a hive.
Small turrets need some love across the board. Large Missile turrets seem to need some toning down.
What is needed is some data to look at to see how things are actually performing. Tankers say blasters are useless against infantry now, as infantry it seems to me that they are still overperforming. Who is right? The data knows.
Without it we are all just throwing darts with our bias blinders on.
the BW change didn't affect my ability to assault vehicles even slightly. There's a knack to it, and playing it safe means less fun violence
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Breakin Stuff
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Posted - 2015.01.24 20:46:00 -
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Shamarskii Simon wrote:I'm getting on dust now, if you guys would like to squad up/sync against each other for in game data? I'm on. go ahead and invite me
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Breakin Stuff
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Posted - 2015.01.24 20:51:00 -
[25] - Quote
assault swarms are functionally identical to standard. the only difference is the ability to lock two targets, which is functionally as useful as a football bat.
AV spreadsheet has been updated, check the link in my sig, again as a reminder this spreadsheet only has CURRENT Av numbers.
There is nothing theoretical in the sheet (yet) so this is all current hard data.
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Breakin Stuff
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Posted - 2015.01.24 21:25:00 -
[26] - Quote
Given the numbers I have seen from the mass driver I'm expecting the actual AV numbers for NK and flaylocks to be hilariously bad
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Breakin Stuff
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Posted - 2015.01.24 22:10:00 -
[27] - Quote
Meh. F&F is a righteous pain in the rear
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Breakin Stuff
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Posted - 2015.01.25 02:43:00 -
[28] - Quote
If you can find tge unlisted shot delay on the PLC I'd appreciate it.
And please see if it's duplicated on any other weapon.
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Breakin Stuff
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Posted - 2015.01.25 11:25:00 -
[29] - Quote
Thundergroove:
The 0.5 second delay between shot fired and reload on the PLC. And if there is an iidentical trait on any other weapon.
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Breakin Stuff
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Posted - 2015.01.26 12:54:00 -
[30] - Quote
I think you're missing my intent on the swarms.
I'm not advocating a blanket nerf.
I'm advocating a rethink on how we use their existing mechanics. I think we can do better than giving a three second kill window overall.
Unfortunately any attempt to nerf anything with the current lock range limit will render swarms untenable unless fired en masse.
And bluntly I don't accept any argument based on "well it's unfair because three of them can gang up on me" as valid, so while I dislike the current mechanics, unless we find a better balance fulcrum they have to stay as-is.
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Breakin Stuff
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Posted - 2015.01.26 14:24:00 -
[31] - Quote
If it's hardcoded then it cannot be hotfixed.
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Breakin Stuff
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Posted - 2015.01.26 15:31:00 -
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Shamarskii Simon wrote:If it's hardcoded, i hope they (CCP) used a constant. If they used code conventions you'll see a constant (ALL CAPS) at declaration. You nerds have exceeded my nerd knowledge threshold.
You should feel bad.
But if you find it let me know.
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Breakin Stuff
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Posted - 2015.01.26 15:48:00 -
[33] - Quote
Haye to say it, but that's not a solution unless it comes in the form of an active module.
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Breakin Stuff
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Posted - 2015.01.26 16:59:00 -
[34] - Quote
Stupid Blueberry wrote:Haven't read the whole thread yet but I want to talk about doing something to the standard forge variant to give people a reason to use it over assault. I was thinking maybe let people actually store a charge without holding r1? Faster projectile speed? Something, I dunno.
working on it. I'll spring my ideas on Rattati once I get a feel for how powerful the new HAVs are going to be
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Breakin Stuff
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Posted - 2015.01.26 17:04:00 -
[35] - Quote
Shamarskii Simon wrote:The assault forge gun should be weaker than the standard version. I understand it's not a big difference but... It's an assault weapon (lower damage, higher rof) it shouldn't be both stronger and quicker charge.
That's just a thought though. Actually I wanted to set the alpha strike of the standard directly between the breach and assault.
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Breakin Stuff
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Posted - 2015.01.26 22:16:00 -
[36] - Quote
Shamarskii Simon wrote:Breakin Stuff wrote:Shamarskii Simon wrote:The assault forge gun should be weaker than the standard version. I understand it's not a big difference but... It's an assault weapon (lower damage, higher rof) it shouldn't be both stronger and quicker charge.
That's just a thought though. Actually I wanted to set the alpha strike of the standard directly between the breach and assault. Works out. In the sense of stronger tanks, does that mean stronger dropships? in the sense of slots, ehp or both? too early to tell.
if HAVs get buffed to where AV has to spike up to counter then yeah dropships will natively have to follow. If HAVs get properly unf***ed then we have a solid basis to iterate dropships into the system.
But until I see the final numbers on HAVs?
It's all a giant guessing game.
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Breakin Stuff
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Posted - 2015.01.27 05:29:00 -
[37] - Quote
Baal Omniscient wrote:Breakin Stuff wrote:I disagree on the range of swarms. I believe it's a rate of fire problem.
They would be easier to balance around average flight time to target with the time it takes to travel the full 200m being the refire delay time.
This would allow the longer lock ranges Without having vehicles hhammered by three shots in under 3.5 seconds.
That ungodly DPS rate needs to be slowed.
Somebody break out a stopwatch and a youtube clip, I've ran swarms since closed beta and I've not been able to fire swarms that fast since pre 1.7..... when did this happen? Because when I fire, at all maxed swarm skills, it's nearly 2 seconds just to lock, then you have to wait about 1.5 seconds before you can lock again. If you press the lock button again too fast it does nothing. You know I've been behind you on AV since we used to bash balance over Mr. Zitro's head daily, but 3 shots in under 3.5 seconds? ....lets just say I've personally not managed that stat on the best of days.... Do you have a video of this feat? Ok 3.15 exactly according to the math with level 5 swarms. The weird little shot delay at the back end of the PLC was apparently removed from swarms.
It's a full second delay on the forge hilariously
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Breakin Stuff
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Posted - 2015.01.27 18:01:00 -
[38] - Quote
Baal Omniscient wrote: Does the math include the time you are releasing a volley and the down time it takes before you can make a lock again?
I trust your math, but I'm not sure it's all inclusive. I will be testing this later just to be sure.
What you are talking about is the refire delay I was talking about.
I can't find it.
We've found the values for the PLC and the forge gun, but cannot locate any of the others as yet.
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Breakin Stuff
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Posted - 2015.01.28 10:36:00 -
[39] - Quote
Baal Omniscient wrote:Breakin Stuff wrote:Baal Omniscient wrote: Does the math include the time you are releasing a volley and the down time it takes before you can make a lock again?
I trust your math, but I'm not sure it's all inclusive. I will be testing this later just to be sure.
What you are talking about is the refire delay I was talking about. I can't find it. We've found the values for the PLC and the forge gun, but cannot locate any of the others as yet. I'm not certain of the exact value either, but my partner and I just finished recording a video for this. Our best attempt at firing them as fast as we could begins: (exact times pulled from the video editor)01:36:00 Start first lock 01:37:73 First lock complete 01:38:60 First swarm finishes firing 01:40:93 Second lock completes 01:41:63 Second swarm finishes firing 01:44:53 Third lock completes 01:45:47 Third swarm finishes firing This was at 170ish meters. Between the start of the first lock and firing the last lock is a lot more time than 3.15 seconds. In fact, it takes longer than 3.15 seconds from the start of the first lock to the end of the second lock. Even without the milisecond data from the editor you can easily tell that it takes longer than 3.15 seconds to even lock the second volley, let alone lock and fire the two shots. Also, my partner shooting at me in this video has Prof. 4 swarms and was using a STD 'Dren' swarm launcher with no damage mods, and the tank I'm in is a MLT Soma with 2 MLT BPO heavy armor repairs, a MLT scanner and a MLT fuel injector if you are curious about the damage I was taking. I would also like to note that the poor blue who's dropship was killed in this video at just after 2:50 (and who later attacked my partner once or twice) was sent 2 million ISK for his trouble. Lastly, my partner wishes to apologize for the video quality. And she say's if you don't like it, 'Up yours'.
which swarm launcher are you using? The Wiyrkomi Swarm Launcher or the Wiyrkomi Specialist Swarm Launcher? The wiyrkomi specialist is identical in all ways except it has a longer lock time at 1.96 then combined with a 0.3 second refire delay penalty that isn't documented for a baseline fire time of 2.26, of which only 1.96 is counted for the lock reduction skill.
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Breakin Stuff
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Posted - 2015.01.28 11:49:00 -
[40] - Quote
Baal Omniscient wrote:Basically if you knock off the last 0.47 seconds, call it a margin for human error if you like, you still take 9 seconds from the start of the first lock to when the last swarm leaves the barrel. That's still well over 2 times as long as the proposed 3.15, and it's just over 3 times as long if you don't knock off that last 0.47s. Non variant swarms, OP 5. Also note how even though I'm still a huge target in plain view in that tank, an easy target for a forge or even a PLC if I don't move, 3 steps back and you can't even lock anymore. yeah I know, something is fishy with the numbers here
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Breakin Stuff
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Posted - 2015.01.28 15:17:00 -
[41] - Quote
Jack McReady wrote:Breakin Stuff wrote: yeah I know, something is fishy with the numbers here
there is nothing fishy, most pilots are just whiny wimps exaggerating. with fire interval, burst interval, lock on delay (not lock on time which is also additionally to that) you will at best fire a volley per 2,55s and that is not accounting any UI delays we currently have. that is 489 base dps with proto swarms before reload and 326 base dps factoring in reload. his video shows it perfectly how reality is vs the blurred vision of whiny pilots. in comparision: PLC has 0.5s fire interval additionally to charge up. with max reload skill and proto PLC that would be ~294 base dps. forge guns has 480 dps without reload and 365 dps with reload. it appears to have no fire interval at all, only charge up. in short: swarms are currently, performance wise, in line with all other AV options we have they have a 1 second fire interval for forges.
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Breakin Stuff
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Posted - 2015.01.29 08:51:00 -
[42] - Quote
Jack McReady wrote:THUNDERGROOVE wrote: It takes only three volleys of proficiency two prototype swarms to kill a complex 60mm plated Incubus.
.
if you dont fit your ship properly, dont use your modules and dont react accordingly you die, who would guess. beside that, if swarm would kill you in that "scrub pilot scenario" then a forge would too. This is not helpful feedback.
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Posted - 2015.01.29 12:35:00 -
[43] - Quote
I haven't actually encountered the need to drop infantry skills on my HAV alt. I do all my infantry scutwork on this character.
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Breakin Stuff
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Posted - 2015.01.29 12:45:00 -
[44] - Quote
Baal: I can tell you that answer.
If AV gunner has been playing more than two years AS an AV gunner?
Odds are good he can break that power curve.
Anyone else is dogchow.
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Posted - 2015.01.29 13:27:00 -
[45] - Quote
No nerd Mina is saying she should get equivalent payout from 25 million SP in HAVs as I get from 25 million in SP dumped into my fatsuits.
It's a valid complaint given that half the problem is that at any given time half the vehicle lineup is urutter trash and the other half borders or is OP combined with limited utility maps that are nothing more than killboxes that eat vehicle drivers.
I know this because I use those killboxes.
Mina is absolutely correct when she says that building maps torch HAV utility.
However on my fatsuits if I'm stuck on an open ground map I can swap yo a forge fit and play Zeus, god of lightning and act as area denial to anything that moves. AND be good at making vehicles **** their pants.
If you drop an HAV in the gallente lab there is a countdown timer effectively. You WILL lose your HAV unless you engage in skirmish attacks that accomplish nothing but picking off stragglers.
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Posted - 2015.01.29 14:17:00 -
[46] - Quote
MINA Longstrike wrote:^honestly Baal, I'd be against the 'less missiles fired' simply because it would screw with using a swarm optimally. And it turns swarms back into things that cover multiple objectives, even if they don't do it well.
I'm not fond of the thought of returning to 1.6 where no matter where I am on the map, swarms will constantly be flying after me from rooftops. There needs to be a reliable way to flush rats off rooftops.
I prefer my AV brawling, bloody and risky. Forge snipers on towers are entirely too difficult to dislodge in my opinion. Even a one shot hybrid OB drop on their heads.
Same with swarms. It's a pain in the ass to do the setup to get up there but you can effectively dig in like a tick once you do.
Forcing more ground fights or having LADDERS to campable rooftops would be amazing.
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Breakin Stuff
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Posted - 2015.02.01 02:49:00 -
[47] - Quote
MINA Longstrike wrote:It's not 1/4 dmg when enemy has been beaten back from [objective] and 3-8 players with nothing to shoot switch over to swarms. That still ends up being a lethal threat albeit a technically inefficient one.
I hate autocorrect. Any argument predicated on multiple people focusing fire being a balance concern isn't one I take seriously.
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Breakin Stuff
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Posted - 2015.02.01 04:15:00 -
[48] - Quote
Casually swapping out instantly at a depot is a thing I feel needs to change.
I am that guy who will actually suicide a clone to load AV RIGHT NOW.
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