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Foxhound Elite
Negative-Feedback. Negative-Feedback
708
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Posted - 2015.02.09 14:41:00 -
[1] - Quote
It's simply ridiculous that one AV user with a forge gun or a swarm launcher can single handedly force (or even destroy) a MAV out of action. The dropship is a vehicle for troop transport and close-aerial support, yet one commando with a swarm as a back-up weapon can fire one volley and do a staggering amount of damage, enough to force the pilot to run. AV should be a co-ordinated effort, taking maybe 2-3 forge gunners or 3-4 swarm launchers to effectively take down a dropship. There are a number of key issues that make the need for an urgent change in the Vehicle v Anti-Vehicle game, such as;
1. The visual impairment of a pilot vs smaller targets that sometimes do not render on the ground. It's difficult to see your enemy when they are unmarked, while a dropship is a pretty bigger target, that of course can be locked on to.
2. Rendering issues. A pilot can be flying his/her ship, completely unaware that dead ahead is a volley of swarms incoming, moments away from slamming into the craft. Why is the pilot unaware? There are no warning systems, no alarm, no heads-up red text, and most of all, a lot of the time the missiles simply do not render. They're completely invisible. So, how are we meant to kill the attacker before he kills our ship when we cannot even see the his ship-seeking-swarm from hell? The forge gun rounds are visible, but the HUD still doesn't give you a direction from where the blast game from if it slams you from an unseen angle.
3. Speed difference. Swarm missiles, forge gun rounds, large rail rounds and missiles travel faster than the max speed of all dropships, even with an afterburner equipped. Is this an issue in itself? No, it's absolutely fine. However, the speed advantage of these anti-vehicle weapons combined with their high damage output, makes a single AV user in close proximity of the craft highly-capable of single handedly destroying a ship on their own, especially combined with the two other points above. This should not be the case.
4. SP and ISK difference is huge. It doesn't take all that much SP to skill into swarm launchers, let alone proto-level, ... the same goes for forge guns. A dedicated pilot will roughly spend 20 million in total for a maxed-out, effective Assault-variant, as well as an expensively fitted standard dropship. The price tags for vehicles are quite fair, because the fact that they are vehicles. Not items. Of course they'll be more expensive. But right now, the risk vs. reward is way out of balance.
The answer? I don't know, my best idea I can come up with is allow a PG/ CPU Increase on all MAV's (Dropships) to allow for larger defensive modules to cope in the unbalanced envionment, or maybe a simple base HP increase. A well-fit Python will have a total HP of around 3600 HP. That, in my opinion, to counter the issues above / high-damage levels, should be doubled. It would give the pilot time to decided "should I run away before this gets worse, or can I take on those two swarm launchers?" Instead of getting hit by one volley , frantically turning on all modules and going "****,**** NONONO" and flying as far away as possible.
TL:DR Small HP increase for dropships desperatley needed for bugged AV.
As always, thanks for reading and hope you see my points.
Python pilot, troop-transport specialist and an all-round ballbag.
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Atiim
Titans of Phoenix
15525
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Posted - 2015.02.09 14:44:00 -
[2] - Quote
Reserved.
The 1st Matari Commando
-HAND
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TheSneakyDolphin
DROPSHIP ONE OPERATIONS
6
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Posted - 2015.02.09 15:08:00 -
[3] - Quote
Oh please! Stop the anti-AV posts. One guy running swarms can't take down a Dropship if you fly away scared after getting hit and know how to fly. I run proto swarms and w/ 3 damage mods and most Dropships get away. You are probably getting hit by more than one person or an installation without knowing it. Most of all, don't call in a vehicle if you don't want it destroyed.
SQUEAK! SQUEAK!
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Roy Ventus
Axis of Chaos
1865
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Posted - 2015.02.09 15:20:00 -
[4] - Quote
The age old question. Probably have been arguing this since Chromosome.
Yeah, just buff the defense for support dropships. They DO have to get into the conflict sometimes to drop off mercenaries.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
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Alaika Arbosa
Minmatar Republic
2477
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Posted - 2015.02.09 15:24:00 -
[5] - Quote
Dropship roughly equals a helicopter right?
Just be glad you can't be brought down with small arms fire (which AFAIK, real helicopters can be).
Another thing to be glad about?
You can actually flee after getting hit with a single Swarm volley, I don't think many real helicopters would survive 2 missiles let alone 6.
We the pc players make up a huge majority of active players. --Roman837
^^ROFLMAO
OMG I need to catch my breath now..
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Lorhak Gannarsein
nos nothi
4258
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Posted - 2015.02.09 15:25:00 -
[6] - Quote
so...
how many AV = HAV, then? Or, more pertinently, 'MAV' = HAV?
Also, I want to point out that DSes are a pain in the arse to kill, probably harder than tanks, to be honest - the difference between dropships and tanks, though, is that everyone tries to kill a dropship. I've soloed a few tanks today, not managed to solo a single dropship. But I was involved in killing every single one I saw.
Well, here goes nothing!!!
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2954
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Posted - 2015.02.09 15:35:00 -
[7] - Quote
Only changes I want to see to AV:
1) Remove swarm bonus to Minmando.
2) Reduce AV effectiveness against STD LAVs (note: not BPOs; increased lock time for swarms and/or decreased damage from forges and swarms, AV nades the same though).
3) Smaller swarm lock box, decrease lock-break time once out of the box. (Just enough time to angle shots)
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7030
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Posted - 2015.02.09 15:50:00 -
[8] - Quote
Vulpes Dolosus wrote:Only changes I want to see to AV:
1) Remove swarm bonus to Minmando.
2) Reduce AV effectiveness against STD LAVs (note: not BPOs; increased lock time for swarms and/or decreased damage from forges and swarms, AV nades the same though).
3) Smaller swarm lock box, decrease lock-break time once out of the box. (Just enough time to angle shots)
1. It's not a swarm bonus, explosive applies to the mass driver. plus the Minmando TTK is the same as a galassault with three damage mods unless reloads come into play. learn math. the difference between a max-modded minmando and a max-modded galassault is less than 5% DPS. Math is awesome. I've tested TTK to death, and minmandos don't have the advantage you claim they do.
2: Get out. No.
3. eh. I don't use swarms unless I'm trolling so I can't comment here.
AV
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Iron Wolf Saber
Den of Swords
18652
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Posted - 2015.02.09 16:16:00 -
[9] - Quote
My main belief of the most major portion of the problem is
The time it takes to kill a vehicle verses the time its available to be shot at is highly disportionate.
Solutions may include -Redesigning maps is the most expensive option and wrong as it takes away the idea of gameplay stories. -Increasing the alpha of AV weaponry; which is wrong as it would frustrate the hell out of AVers inability to react to what is going on in any meaningful manner. -Significantly slowing down vehicles in question of the imbalance. This option is most favorable because it allows for an HAV to actually require not only multiple people to kill in a reasonable manner BUT it still lets a single person able to kill the same vehicle if given the persistence and inefficiency. This of course means increasing the HP of the vehicle and encourage the use of modules. while biting into its abilty to kill infantry with large guns and have it rely on smaller guns to kill small targets.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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MINA Longstrike
Kirjuun Heiian
2135
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Posted - 2015.02.09 16:17:00 -
[10] - Quote
Alaika Arbosa wrote:Dropship roughly equals a helicopter right?
Just be glad you can't be brought down with small arms fire (which AFAIK, real helicopters can be).
Another thing to be glad about?
You can actually flee after getting hit with a single Swarm volley, I don't think many real helicopters would survive 2 missiles let alone 6.
Many infantry in real life cannot survive getting shot with bullets several hundred / several thousand times in the periods of fifteen minutes, but hey as long as it take all ten of your clones HP, you're fine. You're fine even if someone has a needle.
Real life helicopters are not part of a science fiction setting, nor are they provided with 'shields'.
Using 'real life' is poor argumentation.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Sinboto Simmons
Dead Man's Game RUST415
7676
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Posted - 2015.02.09 16:19:00 -
[11] - Quote
1: That's a price you pay as a tanker yes, biggest thing in the battle, of course your target seems smaller.
2:Personally never have this problem, but that's a game flaw not a balance problem.
3: As a tank, where's your infantry? As a dropship, why are you so close? And two of the weapons you mentioned are railguns, they are quite slow all things considerd. And I'd not say missile from tank or infantry are over fast either. And the only way to be killed by a single AV guy is to remain in one area for two full clips.
4: I agree, needs to be more expensive to AV isk wise.
No, dropships do not need more HP.
Also a dropship, as a medium aerial vehicle, should in fact be swatted by heavy AV but be resistant to small. (Plasma and swarms)
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 2
Born of the Brutor tribe
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Alaika Arbosa
Minmatar Republic
2479
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Posted - 2015.02.09 16:21:00 -
[12] - Quote
MINA Longstrike wrote:Alaika Arbosa wrote:Dropship roughly equals a helicopter right?
Just be glad you can't be brought down with small arms fire (which AFAIK, real helicopters can be).
Another thing to be glad about?
You can actually flee after getting hit with a single Swarm volley, I don't think many real helicopters would survive 2 missiles let alone 6. Many infantry in real life cannot survive getting shot with bullets several hundred / several thousand times in the periods of fifteen minutes, but hey as long as it take all ten of your clones HP, you're fine. You're fine even if someone has a needle. Real life helicopters are not part of a science fiction setting, nor are they provided with 'shields'. Using 'real life' is poor argumentation. Yeah, well, OP asking to be an Aerial HAV is just as bad form.
I was simply attempting to illustrate that it could be much, much worse.
We the pc players make up a huge majority of active players. --Roman837
^^ROFLMAO
OMG I need to catch my breath now..
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DeadlyAztec11
Ostrakon Agency
7415
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Posted - 2015.02.09 16:27:00 -
[13] - Quote
Nope, things aren't fine but they are the best since Chromosome.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7033
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Posted - 2015.02.09 16:32:00 -
[14] - Quote
Foxhound I pretty much disagree with you on every point except the rendering issues and the fact that the hit indicator is trash.
When they "improved" it in chrome it seems to randomly decide where the shot actually came from by which way is purple or something.
But bluntly HAVs, ADS, DS and LAVs should absolutely be vulnerable to AV fire.
Your "Less skillpoint investment argument is bullsh*t, because the whole dropsuit matters, with fittings. If you're going to go that route it's unfair that you can casually kill my dropsuit when it takes far less Sp to skill into the turret you're using than it does to skill into my proto AV fit.
the hollow and anecdotal argument thing is getting old.
You want to win, we get it. But you don't always get to win.
AV
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Cody Sietz
Random Gunz RISE of LEGION
4383
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Posted - 2015.02.09 16:33:00 -
[15] - Quote
Vulpes Dolosus wrote:Only changes I want to see to AV:
1) Remove swarm bonus to Minmando.
2) Reduce AV effectiveness against STD LAVs (note: not BPOs; increased lock time for swarms and/or decreased damage from forges and swarms, AV nades the same though).
3) Smaller swarm lock box, decrease lock-break time once out of the box. (Just enough time to angle shots) Yeah, AV nades are already messed up vs LAVs. The 2nd will not do Dmg to a Armour LAV.
People running around in armour LAVs with particle accelerators are impossible to take down with AV because they out run your swarms/PLC round every damn time.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2954
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Posted - 2015.02.09 16:38:00 -
[16] - Quote
Breakin Stuff wrote:Vulpes Dolosus wrote:Only changes I want to see to AV:
1) Remove swarm bonus to Minmando.
2) Reduce AV effectiveness against STD LAVs (note: not BPOs; increased lock time for swarms and/or decreased damage from forges and swarms, AV nades the same though).
3) Smaller swarm lock box, decrease lock-break time once out of the box. (Just enough time to angle shots) 1. It's not a swarm bonus, explosive applies to the mass driver. plus the Minmando TTK is the same as a galassault with three damage mods unless reloads come into play. learn math. the difference between a max-modded minmando and a max-modded galassault is less than 5% DPS. Math is awesome. I've tested TTK to death, and minmandos don't have the advantage you claim they do. 2: Get out. No. 3. eh. I don't use swarms unless I'm trolling so I can't comment here. 1) First off, it doesn't make sense lore-wise. Cal should get it, if anyone, and even Amarr have almost as many missile ships in Eve. Gal assault need to be proto to match Minmando, where a Minmando can be maxed at ADV. Minmando also gets a bonus and shares the damage mod application with the CR, making it much more viable against infantry (at least moreso than an assault w/ swarms). I just think it's too good at too many things at the same time.
2) All AV does tank level damage, and unless you're in a Saga II, you're going to get wrecked. The only things affected will be swarms and forges; AV nades and proxies will still be more than viable. Also BPOs will be mainly for transport and won't be affected, I even want their highs and lows removed.
3) the goal here is to try and make swarms a little more "avoidable," if that makes sense. Kind of like flying over a forger in a ADS. It shouldn't affect tank engagements, but targeting a strafing LAV or ADS up close should require a bit more skill, imo.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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DUST Fiend
Molon Labe. General Tso's Alliance
15669
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Posted - 2015.02.09 16:40:00 -
[17] - Quote
Just give us ADV and PRO hulls
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7034
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Posted - 2015.02.09 16:45:00 -
[18] - Quote
Vulpes Dolosus wrote: 1) First off, it doesn't make sense lore-wise. Cal should get it, if anyone, and even Amarr have almost as many missile ships in Eve. Gal assault need to be proto to match Minmando, where a Minmando can be maxed at ADV. Minmando also gets a bonus and shares the damage mod application with the CR, making it much more viable against infantry (at least moreso than an assault w/ swarms). I just think it's too good at too many things at the same time.
2) All AV does tank level damage, and unless you're in a Saga II, you're going to get wrecked. The only things affected will be swarms and forges; AV nades and proxies will still be more than viable. Also BPOs will be mainly for transport and won't be affected, I even want their highs and lows removed.
3) the goal here is to try and make swarms a little more "avoidable," if that makes sense. Kind of like flying over a forger in a ADS. It shouldn't affect tank engagements, but targeting a strafing LAV or ADS up close should require a bit more skill, imo.
1. it's not a "missile bonus." If it were I'd agree with you 100% and bluntly the minmando is the only real viable commando suit PERIOD. Nerfing it pretty much puts the nail on the coffin of the class because compared to any other suit they all suck. further even with an assault with only two damage mods, the damage difference is still less than 10%. Still not enough to change the TTK because you're STILL firing the same number of shots from first launch to kill. The only thing that speeds this up is the reload bonus all of them share.
2. And a light vehicle should be vulnerable to weapons that are meant to kill things much larger and more heavily armored. The LAV design we have that withstands anti tank guns and keeps on trucking is ridiculous in it's entirety. If you don't fit it properly it shouldn't be survivable, and at no point should it be as survivable as a tank that costs 3-5 times as much. LLAVs did what you're talking about and those things were an abomination. You couldn't kill them with anything.
3. swarms need a mechanical overhaul, period. they're either utter trash or they're too effective, there's no middle ground cushion. It's like the HMG, there is only the razor's edge for balance, and we haven't found it.
AV
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Bahirae Serugiusu
Vendetta Reactionary Force
501
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Posted - 2015.02.09 16:45:00 -
[19] - Quote
The main term in Assault Dropship is Dropship not gunship
The State will always survive.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2954
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Posted - 2015.02.09 16:58:00 -
[20] - Quote
Bahirae Serugiusu wrote:The main term in Assault Dropship is Dropship not gunship You seem to be missing the whole, "Assault" adjective. It's meant to support ground forces, in transport and firepower.
Sadly, no one uses them for transport much, but that's not the pilot's fault (at least not mine).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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7th Son 7
BLITZKRIEG7
490
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Posted - 2015.02.09 17:09:00 -
[21] - Quote
It would be nice to have an alternate way besides a dropship to transport the same amount of people. Let's be honest, a team that has a plan is already waiting with forge guns and swarms aimed at that clear blue sky, where there's nowhere to hide. I think a ground transport vehicle would mix it up more.
Always mystify, mislead and surprise the enemy if possible........--- Stonewall Jackson
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Bahirae Serugiusu
Vendetta Reactionary Force
501
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Posted - 2015.02.09 17:17:00 -
[22] - Quote
Vulpes Dolosus wrote:Bahirae Serugiusu wrote:The main term in Assault Dropship is Dropship not gunship You seem to be missing the whole, "Assault" adjective. It's meant to support ground forces, in transport and firepower. Sadly, no one uses them for transport much, but that's not the pilot's fault (at least not mine). SUPPORT=/=One man army
The State will always survive.
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Joel II X
Bacon with a bottle of Quafe
6096
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Posted - 2015.02.09 17:26:00 -
[23] - Quote
It shouldn't take one player to control an MAV, either. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7039
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Posted - 2015.02.09 17:29:00 -
[24] - Quote
Wouldn't it be nice if MAVs actually existed in the game?
AV
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Derpty Derp
Dead Man's Game
737
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Posted - 2015.02.09 18:33:00 -
[25] - Quote
I'd like to see swarms lose their lock if terrain comes between them and the vehicle. The only downside to aiming swarms is that you can lose the lock, without that you can't miss (unless firing it at the terrain.) If I drive or fly behind a lamppost (very dangerous, can explode ds & LAV, tank will usually catch on it and flail about like a fish out of water) but the swarmer can just hold the lock as they move the sight past it. The lock will hold for a few seconds behind a tower or a building, which without being able to tell where the swarms are coming from causes the pilot/driver hassle, while the swarmer can just wait for it to pop back into sight without issue.
With the low buildings on most maps, there's really nothing much stopping a swarmer from holding the lock from any position within range. If the lock dropped when direct sight is lost swarms would at least require decent positioning, could maybe even give them a longer lock range because of it.
Might cause issues with trying to fire around objects, but that's fixed by adding a delay between each missile, giving a chance to spin the view after letting go of the fire button, requiring mildly more skill to use. |
Riptalis
Horizons' Edge
217
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Posted - 2015.02.09 19:24:00 -
[26] - Quote
Soz but the whole AV v Vehicle discussion will never be completely balanced until Dust is brought to current gen, CCP introduces ADV & proto vehicles, and/or all the bugs and glitches are fully fixed and polished.
Sadly this is the current state: AV > Vehicles
Python pilot
Logistics mk.0
Assault mk.0
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Operative 1174 Uuali
Y.A.M.A.H
434
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Posted - 2015.02.09 19:35:00 -
[27] - Quote
Alaika Arbosa wrote:Dropship roughly equals a helicopter right?
Just be glad you can't be brought down with small arms fire (which AFAIK, real helicopters can be).
Another thing to be glad about?
You can actually flee after getting hit with a single Swarm volley, I don't think many real helicopters would survive 2 missiles let alone 6.
This just in:
An infantryman can not survive multiple shots from an assault rifle or 50 cal machine gun. Nor can they jump ten feet in the air let alone shoot while hopping left and right and back and forth.
Also, uplinks do not exist.
Complete denial of a playstyle or use of an in game element is not acceptable no matter how much you want to get your kills or hate on vehicles.
Death is a serious business. So is running a shoddy, half-baked game company.
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Vesta Opalus
T.H.I.R.D R.O.C.K General Tso's Alliance
401
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Posted - 2015.02.09 19:53:00 -
[28] - Quote
Vulpes Dolosus wrote: 2) All AV does tank level damage, and unless you're in a Saga II, you're going to get wrecked. The only things affected will be swarms and forges; AV nades and proxies will still be more than viable. Also BPOs will be mainly for transport and won't be affected, I even want their highs and lows removed.
You clearly have no idea how much damage tanks can output if you think this. Even without vehicle damage mods you can fire forge gun strength rail turret shots at around twice the speed. Im not sure how anyone arguing to buff dropships is seriously talking about nerfing AV while still ignoring how insanely effective large rail turrets (and large missile turrets at closer ranges) are at absolutely wrecking dropships in almost no time at all.
While Im not sure if you are advocating for an AV nerf/dropship buff here overall (because Im too lazy to read the rest of the thread closely), I have noticed this pattern being very persistant among vehicle drivers and it shows how disingenuous they are when they argue for AV nerfs/"changes". |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17038
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Posted - 2015.02.09 20:10:00 -
[29] - Quote
Alaika Arbosa wrote:Dropship roughly equals a helicopter right?
Just be glad you can't be brought down with small arms fire (which AFAIK, real helicopters can be).
Another thing to be glad about?
You can actually flee after getting hit with a single Swarm volley, I don't think many real helicopters would survive 2 missiles let alone 6.
However they are six with comparatively small payloads.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Alaika Arbosa
Minmatar Republic
2480
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Posted - 2015.02.09 20:14:00 -
[30] - Quote
Operative 1174 Uuali wrote:Alaika Arbosa wrote:Dropship roughly equals a helicopter right?
Just be glad you can't be brought down with small arms fire (which AFAIK, real helicopters can be).
Another thing to be glad about?
You can actually flee after getting hit with a single Swarm volley, I don't think many real helicopters would survive 2 missiles let alone 6. This just in: An infantryman can not survive multiple shots from an assault rifle or 50 cal machine gun. Nor can they jump ten feet in the air let alone shoot while hopping left and right and back and forth. Also, uplinks do not exist. Complete denial of a playstyle or use of an in game element is not acceptable no matter how much you want to get your kills or hate on vehicles. lol
srsbznss
Oh, yeah, Aerial HAVs don't exist either.
I love how you people fixate on what I typed completely overlooking the ridiculousness that is a Dropship needing 2-3 coordinated forgers or 3-4 coordinated swarmers (for clarification thats 18-24 missiles) to take it from the sky which is exactly what the OP said it should be to take one down.
Foxhound Elite wrote:It's simply ridiculous that one AV user with a forge gun or a swarm launcher can single handedly force (or even destroy) an MAV out of action. The dropship is a vehicle for troop transport and close-aerial support, yet one commando with a swarm as a back-up weapon can fire one volley and do a staggering amount of damage, enough to force the pilot to run. AV should be a co-ordinated effort, taking maybe 2-3 forge gunners or 3-4 swarm launchers to effectively take down a dropship. There are a number of key issues that make the need for an urgent change in the Vehicle v Anti-Vehicle game, such as;
1. The visual impairment of a pilot vs smaller targets that sometimes do not render on the ground. It's difficult to see your enemy when they are unmarked, while a dropship is a pretty bigger target, that of course can be locked on to.
2. Rendering issues. A pilot can be flying his/her ship, completely unaware that dead ahead is a volley of swarms incoming, moments away from slamming into the craft. Why is the pilot unaware? There are no warning systems, no alarm, no heads-up red text, and most of all, a lot of the time the missiles simply do not render. They're completely invisible. So, how are we meant to kill the attacker before he kills our ship when we cannot even see the his ship-seeking-swarm from hell? The forge gun rounds are visible, but the HUD still doesn't give you a direction from where the blast came from if it slams you from an unseen angle.
3. Speed difference. Swarm missiles, forge gun rounds, large rail rounds and missiles travel faster than the max speed of all dropships, even with an afterburner equipped. Is this an issue in itself? No, it's absolutely fine. However, the speed advantage of these anti-vehicle weapons combined with their high damage output, makes a single AV user in close proximity of the craft highly-capable of single handedly destroying a ship on their own, especially combined with the two other points above. This should not be the case.
4. SP and ISK difference is huge. It doesn't take all that much SP to skill into swarm launchers, let alone proto-level, ... the same goes for forge guns. A dedicated pilot will roughly spend 20 million in total for a maxed-out, effective Assault-variant, as well as an expensively fitted standard dropship. The price tags for vehicles are quite fair, because the fact that they are vehicles. Not items. Of course they'll be more expensive. But right now, the risk vs. reward is way out of balance.
The answer? I don't know, my best idea I can come up with is allow a PG/ CPU Increase on all MAV's (Dropships) to allow for larger defensive modules to cope in the unbalanced envionment, or maybe a simple base HP increase. A well-fit Python will have a total HP of around 3600 HP. That, in my opinion, to counter the issues above / high-damage levels, should be doubled. It would give the pilot time to decided "should I run away before this gets worse, or can I take on those two swarm launchers?" Instead of getting hit by one volley , frantically turning on all modules and going "****,**** NONONO" and flying as far away as possible.
TL:DR Small HP increase for dropships desperatley needed for bugged AV.
As always, thanks for reading and hope you see my points.
highlighted to ease your observation.
white knighting ridiculousness like that is just unconscionable and should instantly bar you from any balance discussion.
It has nothing to do with "hate on vehicles" or attempting to "deny an entire playstyle" and everything to do with sensible balance considerations.
We the pc players make up a huge majority of active players. --Roman837
^^ROFLMAO
OMG I need to catch my breath now..
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