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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 01:31:00 -
[1] - Quote
GOAL: To allow Pilots in HAV's to reasonably engage Pilots in ADS's with their Large turrets without breaking the balance between them, and to allow ADS's to still earn a decent amount of WP's.
PROBLEM: At current, ADS's can easily fly past each turret's optimal, more so for blasters and Rockets, but somewhat of Rails.
PROBLEM 2: ADS's don't function as T II DS's designed as a more combat focused DS, more so Gunships, because being anything like a DS doesn't reward much of anything as of current.
SOLUTIONS 1:
1- Lower the flight ceiling for ADS's to allow rails to still hit incoming ADS's that are flying high, or at least around them to keep them from approaching, or to at least make them have to maneuver, but keep regular DS's from having to deal with constant fire from Rails. Would like Rail ROF slowed however, as it does fire quite fast (although it has quite a short range).
2- Buff Rocket turrets elevation very slightly (maybe 5-10 degrees), and projectile speed as well (needs it anyways to hit further out targets), possibly increase turret rotation (most likely not needed).
3- Increase Blaster elevation (15-25 degrees).
SOLUTIONS 2:
1- ADS (and DS's in general tbh) will probably need a slightl buff in eHP after this seeing as things can hit them more.
2- There needs to be much more ways to get points for being a DS pilot, such as more types of transport points, and a way for infantry to call on DS's and even special calls for ADS's, and if they come back LDS's and even FRDS's to pick them up (the regular call would be universal, but special calls might have things tied to it, like for example, ADS call would ask for ADS's only, and for a specific drop command, like drop them and defend the area for X time, or keep whoever you dropped alive for X time). And to put incentive to calling on DS's to drop, even go as far as to if possible give bonuses for people who drops out of specific DS's.
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Atiim
Titans of Phoenix
15605
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Posted - 2015.02.14 01:48:00 -
[2] - Quote
This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it.
The 1st Matari Commando
-HAND
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 01:49:00 -
[3] - Quote
Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it.
Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh).
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Kallas Hallytyr
Skullbreakers
1353
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Posted - 2015.02.14 02:04:00 -
[4] - Quote
No.
As revealed in your other thread, your end goal is to make dropships incapable of destroying HAVs:
Godin Thekiller wrote:Problem is, why is a DS (vehicle made for transport) trying to engage HAV's instead of transporting?
No infantry suit is incapable of killing another infantry suit: consequently, no vehicle should be incapable of killing another vehicle. You have no justification for this reasoning other than that you don't like ADSs destroying HAVs.
Alt of Halla Murr. Sentinel.
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Jammeh McJam
T.H.I.R.D R.O.C.K RISE of LEGION
221
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Posted - 2015.02.14 02:05:00 -
[5] - Quote
Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. This I support, it would increase the teamwork involved in using vehicles and deal with the apparent 'problem'
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Jammeh McJam
T.H.I.R.D R.O.C.K RISE of LEGION
221
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Posted - 2015.02.14 02:06:00 -
[6] - Quote
Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). Godin I have to say this...
You are by far the most butthurt noob I have EVER seen complaining about vehicles
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Atiim
Titans of Phoenix
15610
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Posted - 2015.02.14 02:11:00 -
[7] - Quote
Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). I understand, you want to bring parity to counterplay between HAVs and ADSs by giving HAVs more effective ways to counter HAVs. However I believe your intention was for the operator to be the one countering ADSs, as opposed to the gunner.
Hence why I stated that it wouldn't accomplish your goal.
The 1st Matari Commando
-HAND
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Derpty Derp
Dead Man's Game
778
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Posted - 2015.02.14 02:13:00 -
[8] - Quote
OK lets put it another way... Again...
If you allow turrets to look further up, then they will be required to have much shorter range to balance it. Something should not counter at range and up close, you get one or the other.
The issue this causes is that a large rail is not for killing dropships, hence having a much lower limit than the other large turrets.
So if you decrease the range of large missiles and large blasters, the large rail ends up unbeatable by other large turrets on the ground (unless you find someone who isn't good at tanking.)
Large rails are already by far the best turret if you know how to use it, out range everything or just pirouette like a ballerina and you out dps everything.
This issue would be much worse and if you found us unreasonable, wait until you try to argue a large rail turret user into change, I recall they all believe they have the right to be invincible in the red zone, well out of range of everything and hidden behind terrain. |
Jammeh McJam
T.H.I.R.D R.O.C.K RISE of LEGION
226
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Posted - 2015.02.14 02:20:00 -
[9] - Quote
Atiim wrote:Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). I understand, you want to bring parity to counterplay between HAVs and ADSs by giving HAVs more effective ways to counter ADSs. However I believe your intention was for the operator to be the one countering ADSs, as opposed to the gunner, hence why I stated that it wouldn't accomplish your goal. The operator shouldn't be able to counter the ADS if they just sit still and hopelessly attempt to look upwards (godin i'm looking at you)
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 03:00:00 -
[10] - Quote
Kallas Hallytyr wrote:No. As revealed in your other thread, your end goal is to make dropships incapable of destroying HAVs: Godin Thekiller wrote:Problem is, why is a DS (vehicle made for transport) trying to engage HAV's instead of transporting? No infantry suit is incapable of killing another infantry suit: consequently, no vehicle should be incapable of killing another vehicle. You have no justification for this reasoning other than that you don't like ADSs destroying HAVs.
Not necessarily. More so, that was asking why is a secondary function regarded as the primary function. I'm fine with ADS's being able to, but it shouldn't be as good vs. taking on them with AV or a HAV (even MAV's should be better, seeing as MAV's will probably have medium turrets). If I wanted them not to at all, I would have stated "Why are they taking them at all, period", or "why can they?". Again, you're misunderstanding what I'm trying to get across.
I even have a goal at the very top of the thread: "To allow Pilots in HAV's to reasonably engage Pilots in ADS's with their Large turrets without breaking the balance between them, and to allow ADS's to still earn a decent amount of WP's.". There's a thing called reading.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 03:00:00 -
[11] - Quote
Jammeh McJam wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. This I support, it would increase the teamwork involved in using vehicles and deal with the apparent 'problem'
If you want to force teamwork for one, force teamwork for all.
I personally don't want forced teamwork anywhere. Optional teamwork works better.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 03:01:00 -
[12] - Quote
Jammeh McJam wrote:Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). Godin I have to say this... You are by far the most butthurt noob I have EVER seen complaining about vehicles
A noob would imply that I'm new. I've played far before you probably even knew about Dust.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2985
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Posted - 2015.02.14 03:12:00 -
[13] - Quote
Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Because a tank with 2 passengers isn't already OP*GǪ
*Not in the sense of needing nerfed, it's just really powerful and DSs act as a reasonable counter.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 03:12:00 -
[14] - Quote
Derpty Derp wrote:OK lets put it another way... Again...
If you allow turrets to look further up, then they will be required to have much shorter range to balance it. Something should not counter at range and up close, you get one or the other.
The issue this causes is that a large rail is not for killing dropships, hence having a much lower limit than the other large turrets.
So if you decrease the range of large missiles and large blasters, the large rail ends up unbeatable by other large turrets on the ground (unless you find someone who isn't good at tanking.)
Large rails are already by far the best turret if you know how to use it, out range everything or just pirouette like a ballerina and you out dps everything.
This issue would be much worse and if you found us unreasonable, wait until you try to argue a large rail turret user into change, I recall they all believe they have the right to be invincible in the red zone, well out of range of everything and hidden behind terrain.
That would make the change moot then, as they would need a greater increase for a even lower optimal.
A large rail is a turret made for ranged combat. That says nothing about being able to take on DS's or not.
Yes, which is why decreasing the range doesn't make sense. What the **** are you talking about?
Rails aren't very hard to use in the first, so this adjustment doesn't make any sense whatsoever.
Yes, I've found many of you unreasonable, but I've also found some HAV pilots much more unreasonable. Redline rails are a exploit, and although I'd like rails to have a longer range (but probably a lower DPS as a result), in the redline, either they shouldn't fire, or it needs to be pushed back, so redline rails are simply not a thing. I actually see that becoming a problem if the height gets dropped and range is ever boosted (which I think it should), so that would need to be addressed first, or at least at the same time. Again, I'd like everything to be able to deal with everything, and killing is apart of that (but not the only solution).
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 03:14:00 -
[15] - Quote
Jammeh McJam wrote:Atiim wrote:Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). I understand, you want to bring parity to counterplay between HAVs and ADSs by giving HAVs more effective ways to counter ADSs. However I believe your intention was for the operator to be the one countering ADSs, as opposed to the gunner, hence why I stated that it wouldn't accomplish your goal. The operator shouldn't be able to counter the ADS if they just sit still and hopelessly attempt to look upwards (godin i'm looking at you)
That's not what I do, and that's not what I usually encounter. Again, you're misrepresenting me, as usual. Is that all you can do?
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Juno Tristan
Obscure Reference
368
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Posted - 2015.02.14 03:16:00 -
[16] - Quote
Godin, you do seem to be the only tanker that has an issue with the current set up
ADS Ramming Revenge!
Should Have Stayed Inside (the Tank)
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Kallas Hallytyr
Skullbreakers
1356
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Posted - 2015.02.14 03:19:00 -
[17] - Quote
Godin Thekiller wrote:Not necessarily. More so, that was asking why is a secondary function regarded as the primary function. I'm fine with ADS's being able to, but it shouldn't be as good vs. taking on them with AV or a HAV (even MAV's should be better, seeing as MAV's will probably have medium turrets). If I wanted them not to at all, I would have stated "Why are they taking them at all, period", or "why can they?". Again, you're misunderstanding what I'm trying to get across.
I even have a goal at the very top of the thread: "To allow Pilots in HAV's to reasonably engage Pilots in ADS's with their Large turrets without breaking the balance between them, and to allow ADS's to still earn a decent amount of WP's.". There's a thing called reading. Why is the ADS engaging? To threaten the HAV with death and thus giving it a new priority target and/or forcing it to withdraw?
Thee current balance is that an ADS requires a fairly long time to kill an HAV. Adjust the turret elevation will make HAVs immensely less vulnerable to aerial threats by being able to apply their far higher firepower. As before, the HAV has the advantage in firepower and resilience, so removing the ADSs one advantage (insofar as an engagement is concerned) then the ADS will never have the potential to win.
That's like saying a scout will always show up on a sentinel's passive scans, and that's fair because the weakness of sentinels has now been made so that the scout's advantage is no longer there.
Increasing turret elevation would upset the balance by making HAVs too effective at removing dropships (of all stripes) unless your possible DS buffs include buffing their EHP up to HAV levels and making their firepower much more HAV-like so that they can actually compete.
---
What's the point of an assault variant of something if it's not going to be of any use when assaulting? You've said before that an ADS should run before it gets engaged by AV, so in what way is it better at assaulting? A normal DS can provide supporting fire, and if it's EHP means it must run, then the ADS is pointless, since it's worse at transporting and incapable of actually providing any useful fired support.
Alt of Halla Murr. Sentinel.
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Derpty Derp
Dead Man's Game
779
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Posted - 2015.02.14 03:45:00 -
[18] - Quote
Godin Thekiller wrote: That would make the change moot then, as they would need a greater increase for a even lower optimal.
Why? Because no one has ever taken out a dropship with a tank before... Must be the case since you have already claimed that up close isn't possible and now at range it isn't possible.
You wonder why people are doubting your ability with vehicles...
The other changes are what you would have to make, to avoid balance issues... If you straight up buff the hp of the dropships, then we need to balance all the AV again instead.
No matter what you want changes that would require other changes, which makes the whole thing a waste of time. |
Godin Thekiller
The Corporate Raiders
2919
|
Posted - 2015.02.14 03:50:00 -
[19] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:Not necessarily. More so, that was asking why is a secondary function regarded as the primary function. I'm fine with ADS's being able to, but it shouldn't be as good vs. taking on them with AV or a HAV (even MAV's should be better, seeing as MAV's will probably have medium turrets). If I wanted them not to at all, I would have stated "Why are they taking them at all, period", or "why can they?". Again, you're misunderstanding what I'm trying to get across.
I even have a goal at the very top of the thread: "To allow Pilots in HAV's to reasonably engage Pilots in ADS's with their Large turrets without breaking the balance between them, and to allow ADS's to still earn a decent amount of WP's.". There's a thing called reading. Why is the ADS engaging? To threaten the HAV with death and thus giving it a new priority target and/or forcing it to withdraw? Thee current balance is that an ADS requires a fairly long time to kill an HAV. Adjust the turret elevation will make HAVs immensely less vulnerable to aerial threats by being able to apply their far higher firepower. As before, the HAV has the advantage in firepower and resilience, so removing the ADSs one advantage (insofar as an engagement is concerned) then the ADS will never have the potential to win. That's like saying a scout will always show up on a sentinel's passive scans, and that's fair because the weakness of sentinels has now been made so that the scout's advantage is no longer there. Increasing turret elevation would upset the balance by making HAVs too effective at removing dropships (of all stripes) unless your possible DS buffs include buffing their EHP up to HAV levels and making their firepower much more HAV-like so that they can actually compete. --- What's the point of an assault variant of something if it's not going to be of any use when assaulting? You've said before that an ADS should run before it gets engaged by AV, so in what way is it better at assaulting? A normal DS can provide supporting fire, and if it's EHP means it must run, then the ADS is pointless, since it's worse at transporting and incapable of actually providing any useful fired support.
And with these changes, that's still valid. Distracting a target is a valid thing, endangering something to get it to withdraw is a valid thing. Currently, they engage to kill similar of a HAV, which is what I'm saying shouldn't necessarily be the case. Also, I should be able to reasonably engage back (hence the changes).
And again, why is it trying to act as a Gunship instead of either flying in and giving some support fire to infantry or dropping some off? Why is it being direct offensive instead of support?
You're describing win as what exactly? Kill? If so, then no. The objective doesn't always have to be kill. Simply distracting the HAV can be enough (and it shouldn't be the main goal of the ADS, as again, it's not a gunship) to support the troops on the ground, say for example to let a LAV full of guys escape a HAV shooting at it..
About the passive scans, as I pointed out before, scans don't really work, and I assume you mean visability, in which there's a problem with that notion:
1: Lots of times, people don't look up (yes, I know, it's really odd, but I've somehow sneak up on people)
2: At a certain height, people might not even see you unless they are infantry
3: All the turrets are different in function, so it's not always like a heavy with a HMG (and a heavy with a HMG will easily be able to engage that scout unless it's a shotty or NK to the back, but the TTK for infantry is so low and the combat is so vastly different it doesn't really compare well in the first place). More like a Heavy with either a Sniper (rail), a MD (Rocket), or a Shotgun (blaster) against a Scout with a SMG or PR.
So that's not really comparable. Also, ADS's can easily engage and reengage when and wherever they want, so that's a non issue.
Why is it a Assault Platform? Well, The pilot can shoot at targets, giving the people it's supporting breathing room. As soon as AV or a HAV engages it, the ADS would want to leave, or risk losing the ship, seeing as it's weaker in the hull. iirc, there was talks of adding flux hardeners, and those would work well for your problem of them having to leave as soon as AV starts firing, giving them extra time to stay and fight (maybe say 5-15 seconds of additional time vs. AV or a HAV of similar meta?). Hell, you could even have flux reppers that can get much of your HP back quickly, so you could duck in , pop it wuckly, and keep on fighting a little longer. So basically, it's good at supporting, but not actively hunting.
See, I don't think you understand; a DS is simply not a HAV. They are completely different types of hulls, and covering the exact same role doesn't really work for balance. Why are you trying to actively combat a HAV with a DS, and not AV or I don't know, a HAV maybe? Futhermore, why aren't you using it as a DS? Yes, I'm asking this question again, because I really want to know.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 03:55:00 -
[20] - Quote
Derpty Derp wrote:Godin Thekiller wrote: That would make the change moot then, as they would need a greater increase for a even lower optimal.
Why? Because no one has ever taken out a dropship with a tank before... Must be the case since you have already claimed that up close isn't possible and now at range it isn't possible. You wonder why people are doubting your ability with vehicles... The other changes are what you would have to make, to avoid balance issues... If you straight up buff the hp of the dropships, then we need to balance all the AV again instead. No matter what you want changes that would require other changes, which makes the whole thing a waste of time.
Not saying they haven't, just the circumstances were silly, the pilot ****** up bad or simply sucked, or they didn't do it alone.
No, you misunderstand. I never said impossible. I said it's unreasonably hard.
Also rails I said were mostly fine, just very high flying ADS's can avoid Rails, which is why I said a flight ceiling drop would help with that (still would be kinda hard shots, but very doable).
I've said all of these things. I do wonder why people doubt my ability with vehicles. Maybe they misunderstand or misinterpret what I say like you do?
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 04:00:00 -
[21] - Quote
Juno Tristan wrote:Godin, you do seem to be the only tanker that has an issue with the current set up
Thaddeus, Breakin, and pokey's all in some form agreed with me on this. Both Breakin and Pokey said they simply didn't want to deal with this (and now I see why, lol).
There was also about 3 others that was agreeing with me that this needs changing (althoguh somewhat extreme). I simply think most of you don't simply understand what I'm asking for, which I get, I'm a odd person when it comes to requests. I also think that a lot of it has to do with many DS Pilots being a gimmie and doesn't want to get any changes done to them that can hinder their abilities (some back in the day wanted DS smashing to come back after it was taken, and thankfully, it never came back).
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 04:01:00 -
[22] - Quote
Vulpes Dolosus wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Because a tank with 2 passengers isn't already OP*GǪ *Not in the sense of needing nerfed, it's just really powerful and DSs act as a reasonable counter.
Yes, but that implies teamwork. And teamwork for one party, but not for the other is not balanced.
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Soul Cairn
Fatal Absolution
28
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Posted - 2015.02.14 04:02:00 -
[23] - Quote
You do realize that nobody wants to shocktroop. Most of the maps are too small for it anyway.
Born Ammatar, Caldari at heart.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 04:04:00 -
[24] - Quote
Soul Cairn wrote:You do realize that nobody wants to shocktroop. Most of the maps are too small for it anyway.
That's a problem with map size, which is a issue with all vehicles. That has nothing to do with balance between HAV's and ADS's.
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Jammeh McJam
T.H.I.R.D R.O.C.K RISE of LEGION
227
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Posted - 2015.02.14 10:25:00 -
[25] - Quote
Godin Thekiller wrote:Jammeh McJam wrote:Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). Godin I have to say this... You are by far the most butthurt noob I have EVER seen complaining about vehicles A noob would imply that I'm new. I've played far before you probably even knew about Dust. A noob to vehicles, because you sound like you have no idea what your proposed 'changes' will do to the game
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Jammeh McJam
T.H.I.R.D R.O.C.K RISE of LEGION
227
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Posted - 2015.02.14 10:26:00 -
[26] - Quote
Godin Thekiller wrote:Jammeh McJam wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. This I support, it would increase the teamwork involved in using vehicles and deal with the apparent 'problem' If you want to force teamwork for one, force teamwork for all. I personally don't want forced teamwork anywhere. Optional teamwork works better. There is teamwork for all, vehicles are a support role, which involved working with a team, just like logis, they're a support role and you don't find them not working with the team.
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Jammeh McJam
T.H.I.R.D R.O.C.K RISE of LEGION
227
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Posted - 2015.02.14 10:29:00 -
[27] - Quote
Godin Thekiller wrote:Kallas Hallytyr wrote:Godin Thekiller wrote:Not necessarily. More so, that was asking why is a secondary function regarded as the primary function. I'm fine with ADS's being able to, but it shouldn't be as good vs. taking on them with AV or a HAV (even MAV's should be better, seeing as MAV's will probably have medium turrets). If I wanted them not to at all, I would have stated "Why are they taking them at all, period", or "why can they?". Again, you're misunderstanding what I'm trying to get across.
I even have a goal at the very top of the thread: "To allow Pilots in HAV's to reasonably engage Pilots in ADS's with their Large turrets without breaking the balance between them, and to allow ADS's to still earn a decent amount of WP's.". There's a thing called reading. Why is the ADS engaging? To threaten the HAV with death and thus giving it a new priority target and/or forcing it to withdraw? Thee current balance is that an ADS requires a fairly long time to kill an HAV. Adjust the turret elevation will make HAVs immensely less vulnerable to aerial threats by being able to apply their far higher firepower. As before, the HAV has the advantage in firepower and resilience, so removing the ADSs one advantage (insofar as an engagement is concerned) then the ADS will never have the potential to win. That's like saying a scout will always show up on a sentinel's passive scans, and that's fair because the weakness of sentinels has now been made so that the scout's advantage is no longer there. Increasing turret elevation would upset the balance by making HAVs too effective at removing dropships (of all stripes) unless your possible DS buffs include buffing their EHP up to HAV levels and making their firepower much more HAV-like so that they can actually compete. --- What's the point of an assault variant of something if it's not going to be of any use when assaulting? You've said before that an ADS should run before it gets engaged by AV, so in what way is it better at assaulting? A normal DS can provide supporting fire, and if it's EHP means it must run, then the ADS is pointless, since it's worse at transporting and incapable of actually providing any useful fired support. And with these changes, that's still valid. Distracting a target is a valid thing, endangering something to get it to withdraw is a valid thing. Currently, they engage to kill similar of a HAV, which is what I'm saying shouldn't necessarily be the case. Also, I should be able to reasonably engage back (hence the changes). And again, why is it trying to act as a Gunship instead of either flying in and giving some support fire to infantry or dropping some off? Why is it being direct offensive instead of support? You're describing win as what exactly? Kill? If so, then no. The objective doesn't always have to be kill. Simply distracting the HAV can be enough (and it shouldn't be the main goal of the ADS, as again, it's not a gunship) to support the troops on the ground, say for example to let a LAV full of guys escape a HAV shooting at it.. About the passive scans, as I pointed out before, scans don't really work, and I assume you mean visability, in which there's a problem with that notion: 1: Lots of times, people don't look up (yes, I know, it's really odd, but I've somehow sneak up on people) 2: At a certain height, people might not even see you unless they are infantry 3: All the turrets are different in function, so it's not always like a heavy with a HMG (and a heavy with a HMG will easily be able to engage that scout unless it's a shotty or NK to the back, but the TTK for infantry is so low and the combat is so vastly different it doesn't really compare well in the first place). More like a Heavy with either a Sniper (rail), a MD (Rocket), or a Shotgun (blaster) against a Scout with a SMG or PR. So that's not really comparable. Also, ADS's can easily engage and reengage when and wherever they want, so that's a non issue. Why is it a Assault Platform? Well, The pilot can shoot at targets, giving the people it's supporting breathing room. As soon as AV or a HAV engages it, the ADS would want to leave, or risk losing the ship, seeing as it's weaker in the hull. iirc, there was talks of adding flux hardeners, and those would work well for your problem of them having to leave as soon as AV starts firing, giving them extra time to stay and fight (maybe say 5-15 seconds of additional time vs. AV or a HAV of similar meta?). Hell, you could even have flux reppers that can get much of your HP back quickly, so you could duck in , pop it wuckly, and keep on fighting a little longer. So basically, it's good at supporting, but not actively hunting. See, I don't think you understand; a DS is simply not a HAV. They are completely different types of hulls, and covering the exact same role doesn't really work for balance. Why are you trying to actively combat a HAV with a DS, and not AV or I don't know, a HAV maybe? Futhermore, why aren't you using it as a DS? Yes, I'm asking this question again, because I really want to know. It's almost impossible to give the support needed to either kill 1 or more enemies or even get them to fall back behind cover without hovering in one place for a bit to get the shots off, if there was a higher rate of fire then maybe the 'supporting quickly then leaving' would work
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
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Posted - 2015.02.14 10:49:00 -
[28] - Quote
Godin's beating around the statement that HAV turrets need higher elevation limits in order to engage dropships as they are coming.
Once they're directly on top of you, you're screwed.
However. This would also allow HAVs to shoot back at AV tower campers. Which has been a legitimate gripe.
Giving HAVs 60-degree elevation is reasonable and allows reasonable deterrent from ships on approach and tower snipers.
Now all we need is a way to remove HAVs from the redline.
To all the redline rails:
JLAV FOR YOU...
JLAV FOR YOU...
JLAV FOR YOU...
and for you dear child... JLAV FOR YOU!
AV
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 15:46:00 -
[29] - Quote
Breakin Stuff wrote:Godin's beating around the statement that HAV turrets need higher elevation limits in order to engage dropships as they are coming.
Once they're directly on top of you, you're screwed.
However. This would also allow HAVs to shoot back at AV tower campers. Which has been a legitimate gripe.
Giving HAVs 60-degree elevation is reasonable and allows reasonable deterrent from ships on approach and tower snipers.
Now all we need is a way to remove HAVs from the redline.
To all the redline rails:
JLAV FOR YOU...
JLAV FOR YOU...
JLAV FOR YOU...
and for you dear child... JLAV FOR YOU!
Well, for longer ranged turrets, that would be the case (shouldn't have let them get so close). But for shoarter ranged turrets, especially blasters, seeing as their range is so short in the first place, there's more of a defence once its right on top of you, being able to move and shoot it away (just sitting there and trying to shoot it would end up in you dying). It still regardless pulls the HAV away from whatever it was doing, most likely headin to harm your team or harming your team in some way, and that in itself is a good thing.
I wouldn't say that a 60 degree elevation to all turrets would be a good idea (that would make rails extremely OP at hitting DS's, probably), maybe enough of an increase to aim that high, and a raise in height of DS height to counter this, but still allows Rails to hit ADS's?
Honestly, I would really like to see the numbers in action and adjust from there.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 15:48:00 -
[30] - Quote
Jammeh McJam wrote:Godin Thekiller wrote:Kallas Hallytyr wrote:Godin Thekiller wrote:Not necessarily. More so, that was asking why is a secondary function regarded as the primary function. I'm fine with ADS's being able to, but it shouldn't be as good vs. taking on them with AV or a HAV (even MAV's should be better, seeing as MAV's will probably have medium turrets). If I wanted them not to at all, I would have stated "Why are they taking them at all, period", or "why can they?". Again, you're misunderstanding what I'm trying to get across.
I even have a goal at the very top of the thread: "To allow Pilots in HAV's to reasonably engage Pilots in ADS's with their Large turrets without breaking the balance between them, and to allow ADS's to still earn a decent amount of WP's.". There's a thing called reading. Why is the ADS engaging? To threaten the HAV with death and thus giving it a new priority target and/or forcing it to withdraw? Thee current balance is that an ADS requires a fairly long time to kill an HAV. Adjust the turret elevation will make HAVs immensely less vulnerable to aerial threats by being able to apply their far higher firepower. As before, the HAV has the advantage in firepower and resilience, so removing the ADSs one advantage (insofar as an engagement is concerned) then the ADS will never have the potential to win. That's like saying a scout will always show up on a sentinel's passive scans, and that's fair because the weakness of sentinels has now been made so that the scout's advantage is no longer there. Increasing turret elevation would upset the balance by making HAVs too effective at removing dropships (of all stripes) unless your possible DS buffs include buffing their EHP up to HAV levels and making their firepower much more HAV-like so that they can actually compete. --- What's the point of an assault variant of something if it's not going to be of any use when assaulting? You've said before that an ADS should run before it gets engaged by AV, so in what way is it better at assaulting? A normal DS can provide supporting fire, and if it's EHP means it must run, then the ADS is pointless, since it's worse at transporting and incapable of actually providing any useful fired support. And with these changes, that's still valid. Distracting a target is a valid thing, endangering something to get it to withdraw is a valid thing. Currently, they engage to kill similar of a HAV, which is what I'm saying shouldn't necessarily be the case. Also, I should be able to reasonably engage back (hence the changes). And again, why is it trying to act as a Gunship instead of either flying in and giving some support fire to infantry or dropping some off? Why is it being direct offensive instead of support? You're describing win as what exactly? Kill? If so, then no. The objective doesn't always have to be kill. Simply distracting the HAV can be enough (and it shouldn't be the main goal of the ADS, as again, it's not a gunship) to support the troops on the ground, say for example to let a LAV full of guys escape a HAV shooting at it.. About the passive scans, as I pointed out before, scans don't really work, and I assume you mean visability, in which there's a problem with that notion: 1: Lots of times, people don't look up (yes, I know, it's really odd, but I've somehow sneak up on people) 2: At a certain height, people might not even see you unless they are infantry 3: All the turrets are different in function, so it's not always like a heavy with a HMG (and a heavy with a HMG will easily be able to engage that scout unless it's a shotty or NK to the back, but the TTK for infantry is so low and the combat is so vastly different it doesn't really compare well in the first place). More like a Heavy with either a Sniper (rail), a MD (Rocket), or a Shotgun (blaster) against a Scout with a SMG or PR. So that's not really comparable. Also, ADS's can easily engage and reengage when and wherever they want, so that's a non issue. Why is it a Assault Platform? Well, The pilot can shoot at targets, giving the people it's supporting breathing room. As soon as AV or a HAV engages it, the ADS would want to leave, or risk losing the ship, seeing as it's weaker in the hull. iirc, there was talks of adding flux hardeners, and those would work well for your problem of them having to leave as soon as AV starts firing, giving them extra time to stay and fight (maybe say 5-15 seconds of additional time vs. AV or a HAV of similar meta?). Hell, you could even have flux reppers that can get much of your HP back quickly, so you could duck in , pop it wuckly, and keep on fighting a little longer. So basically, it's good at supporting, but not actively hunting. See, I don't think you understand; a DS is simply not a HAV. They are completely different types of hulls, and covering the exact same role doesn't really work for balance. Why are you trying to actively combat a HAV with a DS, and not AV or I don't know, a HAV maybe? Futhermore, why aren't you using it as a DS? Yes, I'm asking this question again, because I really want to know. It's almost impossible to give the support needed to either kill 1 or more enemies or even get them to fall back behind cover without hovering in one place for a bit to get the shots off, if there was a higher rate of fire then maybe the 'supporting quickly then leaving' would work
If the higher ROF made it to where it could attack infantry and light vehicles (such as LAV's) well without making them gunships vs. HAV's, I would say that it would be fair to buff that.
click me
Blup Blub Bloop. Translation: Die -_-
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