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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.21 00:18:00 -
[91] - Quote
Stile451 wrote:The only reason an ADS attacks a tank is because the first thing a tank does when it sees a dropship of any type is to try to shoot it down. The only time I ever attack a tank in an ADS is because it tried to kill me(at which point the driver gets out with a forge gun or swarm launcher - there may be a lesson in there somewhere).
I honestly don't see this as a problem though. I can count on one hand how many times I've been destroyed in a tank by solely an ADS and I can fill the rest of the same hand with how many tanks I've solo killed with an ADS.
Shooting back is natural, that doesn't matter however if at that point you can't shoot back.
I'd need over 20 hands to count how many HAV's I've killed with a ADS. That doesn't matter either. This existing does.
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Stile451
Red Star.
387
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Posted - 2015.02.21 09:01:00 -
[92] - Quote
What matters is that you're asking for a vehicle that can do everything well with only one operator with no real drawbacks. You have yet to make a realistic suggestion of how to do this without breaking game balance.
Players might be amenable to something along these lines:
Give tanks 2 modes: Tank mode and AA mode.
Tank mode is what we currently have.
AA mode would: Fix you in place(no movement possible) Not allow turret movement in the normal angles(can only aim up, not forward/backward) Disable small turrets
There would be a 5 second delay where the tank is immobilized, the turrets inactive, and modules unable to be toggled while the mode is changing. |
Godin Thekiller
The Corporate Raiders
2934
|
Posted - 2015.02.21 17:04:00 -
[93] - Quote
Stile451 wrote:What matters is that you're asking for a vehicle that can do everything well with only one operator with no real drawbacks. You have yet to make a realistic suggestion of how to do this without breaking game balance.
Players might be amenable to something along these lines:
Give tanks 2 modes: Tank mode and AA mode.
Tank mode is what we currently have.
AA mode would: Fix you in place(no movement possible) Not allow turret movement in the normal angles(can only aim up, not forward/backward) Disable small turrets
There would be a 5 second delay where the tank is immobilized, the turrets inactive, and modules unable to be toggled while the mode is changing.
Seeing as HAV's can't do everything well, that is false. ADS's will still be able to move about the map, engage, disengage, and reengage with pretty much any target, and a short period of time between fights much better than HAV's.
Also, that AA mode is ******* horrible.
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Stile451
Red Star.
388
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Posted - 2015.02.21 19:23:00 -
[94] - Quote
1. That's not what I wrote, read it again.
2. With super versatile large turrets ADS' will not be able to move around the map or even engage, let alone disengage and reengage considering they will be destroyed by any tank in the vicinity.
3. Think for yourself and come up with a reasonable idea(such as doubling ADS damage against tanks while giving tanks added turret elevation). |
Godin Thekiller
The Corporate Raiders
2934
|
Posted - 2015.02.21 20:10:00 -
[95] - Quote
Stile451 wrote:1. That's not what I wrote, read it again.
2. With super versatile large turrets ADS' will not be able to move around the map or even engage, let alone disengage and reengage considering they will be destroyed by any tank in the vicinity.
3. Think for yourself and come up with a reasonable idea(such as doubling ADS damage against tanks while giving tanks added turret elevation).
1: "vehicle that can do everything well with only one operator with no real drawbacks. " That implies that HAV's are in fact perfect with these changes, or at least better than everything else with these changes, and as I pointed out, that is false. Oh, on top of that, most ADS's can easily kill infantry as well, and that referrs to the pilot, something the HAV can't really do.
2: Being able to shoot back isn't super versitile. It's being able to defend yourself against a target. If you don't understand that, that's your problem. Also, a ADS will be able to easily move around the map. I easily move around the map now with little to no resistance, even when HAV's are out. Simply shooting isn't a thing now, nor would this change change that. Also, as I've stated, I'd like to see ADS's health get buffed, so it could reasonably survive and get out of dodge when something powerful (AV or a HAV) is shooting at it.
3: I have. It's the OP of the thread. That idea is even worse. I'll ask the question again: Why are you instead of being a actual DS and trying to transport and assist infantry, trying to go around and blow up HAV's?
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Juno Tristan
Obscure Reference
379
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Posted - 2015.02.21 21:31:00 -
[96] - Quote
Godin, there is no need for your ADS in this game as it is, this is why it is a gunship and why CCP kept it in the game
Ambush - not needed Domination - not needed (except getting to the point in the first place) Skirmish - larger city based maps could benefit when going to outside points but why not use a cheaper LAV or get everyone to spawn on the point.
ADS Ramming Revenge!
Plasma Cannon Rampage
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.21 21:36:00 -
[97] - Quote
Juno Tristan wrote:Godin, there is no need for your ADS in this game as it is, this is why it is a gunship and why CCP kept it in the game
Ambush - not needed Domination - not needed (except getting to the point in the first place) Skirmish - larger city based maps could benefit when going to outside points but why not use a cheaper LAV or get everyone to spawn on the point.
Wait, you say that, but then believe that a Gunship is? Why is that?
Ambush-Gunship isn't needed
Domination- Gunship isn't needed
Skirmish- Gunship isn't needed.
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Juno Tristan
Obscure Reference
379
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Posted - 2015.02.21 21:50:00 -
[98] - Quote
Godin Thekiller wrote:Juno Tristan wrote:Godin, there is no need for your ADS in this game as it is, this is why it is a gunship and why CCP kept it in the game
Ambush - not needed Domination - not needed (except getting to the point in the first place) Skirmish - larger city based maps could benefit when going to outside points but why not use a cheaper LAV or get everyone to spawn on the point.
Wait, you say that, but then believe that a Gunship is? Why is that? Ambush-Gunship isn't needed Domination- Gunship isn't needed Skirmish- Gunship isn't needed.
You could say the same thing about tanks.
Maybe my choice of words was poor, since technically the only thing needed in objective based matches is a suit that can hack.
What I mean is, they offer no benefit.
ADS Ramming Revenge!
Plasma Cannon Rampage
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.21 22:02:00 -
[99] - Quote
Juno Tristan wrote:Godin Thekiller wrote:Juno Tristan wrote:Godin, there is no need for your ADS in this game as it is, this is why it is a gunship and why CCP kept it in the game
Ambush - not needed Domination - not needed (except getting to the point in the first place) Skirmish - larger city based maps could benefit when going to outside points but why not use a cheaper LAV or get everyone to spawn on the point.
Wait, you say that, but then believe that a Gunship is? Why is that? Ambush-Gunship isn't needed Domination- Gunship isn't needed Skirmish- Gunship isn't needed. You could say the same thing about tanks. Maybe my choice of words was poor, since technically the only thing needed in objective based matches is a suit that can hack. What I mean is, they offer no benefit.
And you still could say the same thing about Gunships.
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Soul Cairn
Fatal Absolution Negative-Feedback
48
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Posted - 2015.02.21 22:56:00 -
[100] - Quote
Stop replying to the thread as the discussion is going nowhere.
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
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Juno Tristan
Obscure Reference
379
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Posted - 2015.02.21 23:54:00 -
[101] - Quote
Godin Thekiller wrote:
And you still could say the same thing about Gunships.
But they're super effective against tanks!
ADS Ramming Revenge!
Plasma Cannon Rampage
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.22 01:36:00 -
[102] - Quote
Juno Tristan wrote:Godin Thekiller wrote:
And you still could say the same thing about Gunships.
But they're super effective against tanks!
As is a Railgun or Rocket launcher on a HAV, or AV from infantry.
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.22 01:38:00 -
[103] - Quote
Soul Cairn wrote:Stop replying to the thread as the discussion is going nowhere.
Unreasonable people usually refuses to have any discussion.
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Soul Cairn
Fatal Absolution Negative-Feedback
51
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Posted - 2015.02.22 02:05:00 -
[104] - Quote
Yep, I'm the definition of unreasonable.
Don't be fooled, I'm Caldari
Vehicular Specialist
I need to play more often...
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Juno Tristan
Obscure Reference
379
|
Posted - 2015.02.22 02:27:00 -
[105] - Quote
Godin Thekiller wrote:Juno Tristan wrote:Godin Thekiller wrote:And you still could say the same thing about Gunships. But they're super effective against tanks! As is a Railgun or Rocket launcher on a HAV, or AV from infantry.
Ah, but they can attack from above whist in the HAV blind spot. I've heard it works quite well
ADS Ramming Revenge!
Plasma Cannon Rampage
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Stile451
Red Star.
388
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Posted - 2015.02.22 06:17:00 -
[106] - Quote
Godin Thekiller wrote:Stile451 wrote:1. That's not what I wrote, read it again.
2. With super versatile large turrets ADS' will not be able to move around the map or even engage, let alone disengage and reengage considering they will be destroyed by any tank in the vicinity.
3. Think for yourself and come up with a reasonable idea(such as doubling ADS damage against tanks while giving tanks added turret elevation). 1: "vehicle that can do everything well with only one operator with no real drawbacks. " That implies that HAV's are in fact perfect with these changes, or at least better than everything else with these changes, and as I pointed out, that is false. Oh, on top of that, most ADS's can easily kill infantry as well, and that referrs to the pilot, something the HAV can't really do. 2: Being able to shoot back isn't super versitile. It's being able to defend yourself against a target. If you don't understand that, that's your problem. Also, a ADS will be able to easily move around the map. I easily move around the map now with little to no resistance, even when HAV's are out. Simply shooting isn't a thing now, nor would this change change that. Also, as I've stated, I'd like to see ADS's health get buffed, so it could reasonably survive and get out of dodge when something powerful (AV or a HAV) is shooting at it. 3: I have. It's the OP of the thread. That idea is even worse. I'll ask the question again: Why are you instead of being a actual DS and trying to transport and assist infantry, trying to go around and blow up HAV's? 1. You don't think a vehicle piloted by a single person that can adequately defend against and attack all enemies isn't at least doing "everything well"?
I'm not sure where you're trying to go with ADS ability to easily kill infantry unless you want to nerf tanks ability to damage vehicles or infantry. It's far easier and safer to get infantry kills in a tank than in an ADS.
2. How are ADS supposed to defend against tanks if they can't maneuver around them when they are surprised by one - you want to take the only safe exit, up, away.
My recent experience with flying an ADS means multiple AV players(mainly proto minmandos) chase you around the map, set up ambushes, and use cheap tactics like placing uplinks so they aren't destroyable at high points while five enemy tanks take pot shots at you whenever they see you.
You mentioned a slight HP buff at the expense of a fairly large nerf. A large HP buff would be required.
3. I asked for a reasonable idea - the first asks for something but gives nothing up in exchange, the second wants to remove the A from the ADS(we already have those).
I try to use regular DS occasionally for regular dropship duty like you describe for but nobody will get into a DS who isn't a douchebag(they want to sit on a turret and shoot at things that they have no chance of hitting and will never get out). The mobile CRU still doesn't work properly(if it did I would be much happier).
I generally use an ADS to clear rooftops of equipment, occasionally attack infantry, and rarely attack vehicles(because it's usually futile anyway). I do want the option to do so if they're being a nuisance or worse. |
MRBH1997
Knights Of Ender RISE of LEGION
151
|
Posted - 2015.02.22 09:56:00 -
[107] - Quote
I personally, as a tanker from open beta, have no issues with ADS's. They still kill me from time o time when they are good, but since the ROF nerf they have been well balanced I feel. I do agree they are a little week in terms of hp(1 swarm or forge makes me run without double hardener). ADS's are butter to AV so if anything they are weak AV vs ADS right now.
I, however, like your idea of call outs like pick up and such. I wish Dust had a more universal call out wheel like many other team games like MAG and battlefield have. They not only improve team experience when no one has a mic, but also help more supportive roles do their job better. This could easily be added like the comman wheel for squad leaders, only they would have to switch the wheel twice. Have it changed between vehicle or infantry based depending on what a player has their reticle over and if they are in a vehicle or not.
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
One of the best tankers out there.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
118
|
Posted - 2015.02.22 15:27:00 -
[108] - Quote
Breakin Stuff wrote: To all the redline rails:
JLAV FOR YOU...
JLAV FOR YOU...
JLAV FOR YOU...
and for you dear child... JLAV FOR YOU!
I jihad with extreme prejudice for redrails. Especially if the enemy team has control over the field.
Only if they are preventing me from doing my job though.
Entering the void and becoming wind.
Message for 1v1 air to air
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Godin Thekiller
The Corporate Raiders
2934
|
Posted - 2015.02.22 16:14:00 -
[109] - Quote
Stile451 wrote:
I'm not sure where you're trying to go with ADS ability to easily kill infantry unless you want to nerf tanks ability to damage vehicles or infantry. It's far easier and safer to get infantry kills in a tank than in an ADS unless you're one of the few great ADS pilots(but they're outliers and you don't balance based on outliers).
2. How are ADS supposed to defend against tanks if they can't maneuver around them when they are surprised by one - you want to take the only safe exit, up, away.
My recent experience with flying an ADS means multiple AV players(mainly proto minmandos) chase you around the map, set up ambushes, and use cheap tactics like placing uplinks so they aren't destroyable at high points while five enemy tanks take pot shots at you whenever they see you.
You mentioned a slight HP buff at the expense of a fairly large nerf. A large HP buff would be required(a slight one is needed now).
3. I asked for a reasonable idea - the first asks for something but gives nothing up in exchange, the second wants to remove the A from the ADS(we already have those).
I try to use regular DS occasionally for regular dropship duty like you describe for but nobody will get into a DS who isn't a douchebag(they want to sit on a turret and shoot at things that they have no chance of hitting and will never get out). The mobile CRU still doesn't work properly(if it did I would be much happier).
I generally use an ADS to clear rooftops of equipment, occasionally attack infantry, and rarely attack vehicles(because it's usually futile anyway). I do want the option to do so if they're being a nuisance or worse.
I don't, and I have no clue what you're talking about. On top of that, large turrets are generally getting nerf (or at least being tried to get nerfed) against infantry.
1: No, because There's more to this game than combat, and they can't defend themselves in every single way. A HAV can't simply run away from a ADS, as a ADS can easily find a HAV, and can easily keep on it, simply due to being faster than it, and flying above it. You're asking for ADS's to be able to engage everything with no real drawbacks (I however reject that), so it's the same thing.
Put it like this: By your logic, Infantry in general is OP, as it can easily engage vehicles with AV, and therefore, AV needs to be taken away. I would reject that logic, because EVERYTHING NEEDS TO BE ABLE TO DEAL WITH EVERYTHING DEAL WITH EVERYTHING. It's simple logic, really.
2: If they were to maneuver around them, but still stay in the same area firing back, then HAV's simply aren't able to deal with the ADS, making it void, and therefore can't defend itself. If you don't understand that, that's your problem.
AV has nothing to do with this discussion.
This isn't a fairly large nerf. If a HAV being able to actually be able to defend itself in a reasonable manner is a large nerf, then you have issues. Regardless, you want ADS's to get a large HP buff if this happens. Depends on what you mean by large. If you are saying what the earlier comment about them getting HAV eHP levels, simply no. That would be broken. If you mean enough to take say 7-12 seconds of fire (give or take), well, that's what I've been pushing, as currently, it's like 3, and that's stupid.
As a side note, I'd like a flux hardener, similar to that of the Saga II's hardener, where it hardens a high amount of HP for a limited amount of time, and then goes into cooldown. It'll help with the go in, support for a short period of time or until needed elsewhere or until AV another vehicles start shooting back style of gameplay.
3: You idea of it becoming a flying HAV while still being able to easily outmanuver said HAV's AND be able to transport infantry is flaweed to the core. **** no.
It not giving is a problem with rewards, which is a problem, and needs to get solved, which I pointed out in the OP, which you either ignored or very quickly glossed over.
The second one doesn't even make sense. It is still assaulting, it's simply not primaried with farming everything in sight. You think it is, but then again, you've shown several times now that you're simply not reasonable with your ideas, so I wouldn't trust that.
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Godin Thekiller
The Corporate Raiders
2934
|
Posted - 2015.02.22 16:16:00 -
[110] - Quote
Shamarskii Simon wrote:Breakin Stuff wrote: To all the redline rails:
JLAV FOR YOU...
JLAV FOR YOU...
JLAV FOR YOU...
and for you dear child... JLAV FOR YOU!
I jihad with extreme prejudice for redrails. Especially if the enemy team has control over the field. Only if they are preventing me from doing my job though.
They're both broken, and although I don't like balancing broken **** with broken ****, I'll let JLAV's slide for these circumstances
Still want them removed or fixed to where they aren't cheap one shot machines though.
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.22 16:18:00 -
[111] - Quote
MRBH1997 wrote:I personally, as a tanker from open beta, have no issues with ADS's. They still kill me from time o time when they are good, but since the ROF nerf they have been well balanced I feel. I do agree they are a little week in terms of hp(1 swarm or forge makes me run without double hardener). ADS's are butter to AV so if anything they are weak AV vs ADS right now.
I, however, like your idea of call outs like pick up and such. I wish Dust had a more universal call out wheel like many other team games like MAG and battlefield have. They not only improve team experience when no one has a mic, but also help more supportive roles do their job better. This could easily be added like the comman wheel for squad leaders, only they would have to switch the wheel twice. Have it changed between vehicle or infantry based depending on what a player has their reticle over and if they are in a vehicle or not.
The ROF nerf simply extended the time in which they could kill a HAV in, it's still easily done.
Also, this thread has nothing to do with AV, and you can't balance on assuming that AV is always present; that's just flawed reasoning.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
119
|
Posted - 2015.02.22 17:40:00 -
[112] - Quote
Now that i think about it. Why not make compromise.
1: ADS says, "we have to travel far closer to engage, it's only fair if we got that close. We're flying coffins, we had a ROF nerf, and you can hop out and AV us to death. RDV's magically spawn and instagib us if you call it, now imagine a RDV and AV combo! "
2. Tank says, "So what if I have higher eHP? I'm slow moving, have huge hit box, and I can barely squeeze into spaces. Once you've reached out blind spot, I'm playing chicken until you slip up and get into my elevation. We use cheap tactics like this simply because we can't reach you with our turrets! "
So i came to the conclusion: Coaxial small turret that can go up to 60/70-¦ (just a number to work with)
HAVs have a unused button correct? Just hit that and it switches to the small turret. The large turret will stop at it's maximum elevation, while the small turret will continue. You simply need to change the turret by hitting the unused button. Still can drive and all.. But just a small turret instead of a large until you switch.
How's that? Win win. Dropships can still enter blind zone and engage while tanks have a larger counter window. Compromise?
Entering the void and becoming wind.
Message for 1v1 air to air
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
119
|
Posted - 2015.02.22 17:43:00 -
[113] - Quote
Godin Thekiller wrote:Shamarskii Simon wrote:Breakin Stuff wrote: To all the redline rails:
JLAV FOR YOU...
JLAV FOR YOU...
JLAV FOR YOU...
and for you dear child... JLAV FOR YOU!
I jihad with extreme prejudice for redrails. Especially if the enemy team has control over the field. Only if they are preventing me from doing my job though. They're both broken, and although I don't like balancing broken **** with broken ****, I'll let JLAV's slide for these circumstances Still want them removed or fixed to where they aren't cheap one shot machines though.
-DOUBLE POST-
I usually park beside the tank and hop out W/ militia swarms. They back up into the LAV often lol. The best one is when i let the redline timer count down or they shoot the jeep while I'm beside them. That's the funniest way to jihad, I've gotten some crazy mail doing that.
Entering the void and becoming wind.
Message for 1v1 air to air
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Stile451
Red Star.
391
|
Posted - 2015.02.22 18:22:00 -
[114] - Quote
Godin Thekiller wrote:I don't, and I have no clue what you're talking about. On top of that, large turrets are generally getting nerf (or at least being tried to get nerfed) against infantry.
1: No, because There's more to this game than combat, and they can't defend themselves in every single way. A HAV can't simply run away from a ADS, as a ADS can easily find a HAV, and can easily keep on it, simply due to being faster than it, and flying above it. You're asking for ADS's to be able to engage everything with no real drawbacks (I however reject that), so it's the same thing.
Put it like this: By your logic, Infantry in general is OP, as it can easily engage vehicles with AV, and therefore, AV needs to be taken away. I would reject that logic, because EVERYTHING NEEDS TO BE ABLE TO DEAL WITH EVERYTHING DEAL WITH EVERYTHING. It's simple logic, really.
2: If they were to maneuver around them, but still stay in the same area firing back, then HAV's simply aren't able to deal with the ADS, making it void, and therefore can't defend itself. If you don't understand that, that's your problem.
AV has nothing to do with this discussion.
This isn't a fairly large nerf. If a HAV being able to actually be able to defend itself in a reasonable manner is a large nerf, then you have issues. Regardless, you want ADS's to get a large HP buff if this happens. Depends on what you mean by large. If you are saying what the earlier comment about them getting HAV eHP levels, simply no. That would be broken. If you mean enough to take say 7-12 seconds of fire (give or take), well, that's what I've been pushing, as currently, it's like 3, and that's stupid.
As a side note, I'd like a flux hardener, similar to that of the Saga II's hardener, where it hardens a high amount of HP for a limited amount of time, and then goes into cooldown. It'll help with the go in, support for a short period of time or until needed elsewhere or until AV another vehicles start shooting back style of gameplay.
3: You idea of it becoming a flying HAV while still being able to easily outmanuver said HAV's AND be able to transport infantry is flaweed to the core. **** no.
It not giving is a problem with rewards, which is a problem, and needs to get solved, which I pointed out in the OP, which you either ignored or very quickly glossed over.
The second one doesn't even make sense. It is still assaulting, it's simply not primaried with farming everything in sight. You think it is, but then again, you've shown several times now that you're simply not reasonable with your ideas, so I wouldn't trust that. Tanks already had a large turret nerf against infantry, it doesn't seem to have done much after tankers adjusted to it.
1. Yes there is more to this game than combat, but you have specifically asked for a change to the combat system. Infantry can be very strong but only in one ability at a time. Having everything be able to deal with everything defeats the rock paper scissors mechanic the game is built on.
2. Yes ADS are more maneuverable but unless you're really good with them you can't get enough hits on a tank to make it worth attacking it - a few misses and a reload later they're back to full health or near it. Aside from that a tank can move into cover of one sort or another and can sprout infantry AV fairly easily negating the ability of the ADS to remain in the area at all or even stay alive.
I was specifically remarking on how your experience while using ADS differs from mine. You say ADS is easy mode while I have a very different experience. We don't all get easy ADS games.
By small HP buff I mean something like 300 HP, by large something along the lines of 1000 HP. I don't want flying tanks.
Flux hardener sounds good if you mean short duration with high damage reduction.
3. Again, don't want flying tanks. I don't care about carrying infantry in an ADS(they're likely to steal your DS if you get out to place a link or something) - remove the seats and I would be happier.
Ok, so I read the OP again last night and for some reason I thought you were offering two solutions. The first was angle changes and the second was severe reduction of ADS weapon strength(which you never actually mentioned but I assumed that's what you wanted based on your constant attempts at belittling the "assault" in "assault dropship") with bonuses to WP(lack of sleep does wonderful things but I don't think your labeling helped). I read it again today and it seems they're supposed to work together.
I do not like that you want the flight ceiling lowered. This will lower the survivability of the ADS too much as this is their only safe haven on the battlefield aside from a handful of tall buildings(and even then the buildings aren't necessarily safe).
I think that the largest usable angle should go to missiles as they are currently the turret which requires the most skill for long range shots. The second would be rail guns but not too much as their range is quite high. The least would be the blaster turret as, even though it has the lowest range, it will make it much more effective against infantry that have no other recourse than to get above a blaster tank if they want to avoid or attack it.
More rewards are great but rewards for logistics duties will still be mainly for standard dropships(although it would be nice to see scout and logistics dropships). |
Godin Thekiller
The Corporate Raiders
2934
|
Posted - 2015.02.23 02:46:00 -
[115] - Quote
Moving will pretty much negate Railsand to a large extant Rockets, and due to the ROF buff, blasters will be worse.
1: That's irrelevant. a ADS can do other things a HAV can't, even with these changes. You claimed they cannot. Even within this system, that is still false.
Rock paper scissors never worked in the first place, but lead to imbalances. That was the excuse for AV to say "We should be able to easily kill any vehicles" and an pilot to say "We should be able to easily kill any infantry". Both of those statements simply don't work, and it definitely doesn't apply to this situation. Also, what is your definition of "deal with",because if yours meets my own, then you would be quite wrong.
2: If you can't shoot at a HAV with a ADS easily, it's you who's scrubbing, not the ADS. HAV's don't have to be a good pilot either; any decent pilot will be able to do the job. missing isn't common (unless you can't aim), and there is very little cover, and even when there is some, it doesn't protect the HAv forever. Regardless if it does, the HAV basically taken out of the match simply because you can't fend off from the ADS long enough to even do anything, but go back to cover
The ADS can outmaneuver HAV's, and easily disengage and reengage HAV's when it benefits it, which is mostly outside forces intervene (which isn't common from my play, only when you specifically attack the infantry does it happen), and again, requiring assistance to do anything that only one party has to do is broken.
I never said that I only get only easy ADS games, I'm specifically speaking on assaulting HAV's within ADS's.
That amount of HP is fair, I was thinking along the lines of 1200 eHP added in total, give or take. Again, I'd like to be able to last around 7-12 seconds with a ADS, give or take.
That's what I described. Something to assist with either running away from targets, or giving a solid defense for a short period of time.
3: Okay, cool, that's a gunship. That's what the ADS performs like, and that is what I'm saying it shouldn't be.
Well, simply that is what a DS is made for. This is a variant, yes, but the function is still there, as that is the core of the vehicle, regardless. It's not made to put uplinks on towers (although that could be a purpose of it). Also, removing the seats makes it not a DS at all anymore, in which case it really does become a gunship, in which I would sa it needs to be removed from the DS tree. I'd rather not it be done.
However, I would like to say that the stealing thing is a issue, in which I would say this: I am of the opinion that if a vehicle hull or any module attached isn't skilled for, it cannot be used. That counts for optimization skills making the fit actually work, or having it be based on a lock system.
All the solutions are tied together, they are all meant to be done.
The flight ceiling was due to Rails not being able to deal with high flying ADS's at range, as you can actually avoid a rail looking up at you all the way until it gets to you. I wasn't sure if that would work either, but that's all I could think of. And you're right in that most maps don't have much cover to give DS's in general good cover. It's just that flying high is absolute cover, which is the problem. Do you have a way to solve this?
The way that you've listed that out isn't fair for each of the turrets. All the of the turrets are getting changed for one, and Rockets will become more of the medium range weapon, blasters the shortest ranged shot (at any decent range, around 60m or more it'll be horrible, as due to the fast ROF and spread, the accuracy will suck even more than now), and Rails still the longest. Therefore, the blaster should have the highest, otherwise it wouldn't be able to hit the ADS (as is the situation now, compounded on the fact that it won't be able to damage it well enough before it moves out of the very limited angles it can hit it at due to being at range), Rockets medium, and Rails the lowest.
The transport idea is to benefit DS's in general, yes, and ADS's will benefit less from this due to simply having less seats, yes. It is a buff to them regardless, and seeing as it's made more so than other DS's to attack, it'll still be able to get a decent amount of WP's.
And I'd like LDS's to return, along with FRDS's to actually come in, as well as being along the lines of this.
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Blup Blub Bloop. Translation: Die -_-
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Stile451
Red Star.
391
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Posted - 2015.02.23 07:31:00 -
[116] - Quote
1. Our lines of thought along this point are too contradictory and I don't believe we will come to any consensus arguing our sides further. Shall we drop this point?
2. I'm certainly not a great ADS pilot nor a great tank pilot(average or slightly above at best). In an ADS I tend to hit most shots on an HAV but the few I miss coupled with reloads means any damage I've done to the tank is mostly healed by the time I start at it again if I continue the assault(the tank is usually retreating by then which was my objective). I'm fairly certain you are the better pilot as you have been using them much longer and have more SP invested into them.
If an ADS is hounding a tank they are both out of the match which I believe is balanced. If a vehicle pilot was forced to remain in the driver's seat once entered then I would agree with you that something needed to be done but that is not the case. The tank pilot currently has the option of wearing an AV suit to drive away ADS' that are pestering them(which does not require a separate player or team work in any way).
3. I honestly don't think changing the large turret angle is the best balanced option with the current turret mechanics(this may change depending on how large turrets are changed).
To make the skies less friendly we could have the MCCs fire more, smaller missiles above a certain altitude in addition to their large inter MCC missiles or allow EVE pilots to fire on vehicles above a certain altitude. Dropships would need an altimeter for either of these though and the first option would add lag which isn't good. I don't think either idea is great as a solution though.
With the current mechanics I believe that introducing an AA based small turret(flak maybe?) only able to fit into the top turret slot may be the best option(hitting triangle does not require team work). Have it deal enough damage to be a deterrent to DS(deals a fair amount of damage only to DS, but requires at least one reload to destroy one) with minimal AI and AT capacity(worst small turret in these respects).
Until other dropship types are introduced the ADS will fill the role of gunship and fast deployment dropship(at least in PC).
You have some good ideas in the OP of your other thread(the cloak idea needs work though - would be too powerful IMO). I will read through it later. |
Bradric Banewolf
D3ATH CARD RUST415
739
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Posted - 2015.02.23 09:34:00 -
[117] - 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).
Atim is right
"Anybody order chaos?"
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Bradric Banewolf
D3ATH CARD RUST415
739
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Posted - 2015.02.23 09:38:00 -
[118] - Quote
Stile451 wrote:1. Our lines of thought along this point are too contradictory and I don't believe we will come to any consensus arguing our sides further. Shall we drop this point?
2. I'm certainly not a great ADS pilot nor a great tank pilot(average or slightly above at best). In an ADS I tend to hit most shots on an HAV but the few I miss coupled with reloads means any damage I've done to the tank is mostly healed by the time I start at it again if I continue the assault(the tank is usually retreating by then which was my objective). I'm fairly certain you are the better pilot as you have been using them much longer and have more SP invested into them.
If an ADS is hounding a tank they are both out of the match which I believe is balanced. If a vehicle pilot was forced to remain in the driver's seat once entered then I would agree with you that something needed to be done but that is not the case. The tank pilot currently has the option of wearing an AV suit to drive away ADS' that are pestering them(which does not require a separate player or team work in any way).
3. I honestly don't think changing the large turret angle is the best balanced option with the current turret mechanics(this may change depending on how large turrets are changed).
To make the skies less friendly we could have the MCCs fire more, smaller missiles above a certain altitude in addition to their large inter MCC missiles or allow EVE pilots to fire on vehicles above a certain altitude. Dropships would need an altimeter for either of these though and the first option would add lag which isn't good. I don't think either idea is great as a solution though.
With the current mechanics I believe that introducing an AA based small turret(flak maybe?) only able to fit into the top turret slot may be the best option(hitting triangle does not require team work). Have it deal enough damage to be a deterrent to DS(deals a fair amount of damage only to DS, but requires at least one reload to destroy one) with minimal AI and AT capacity(worst small turret in these respects).
Until other dropship types are introduced the ADS will fill the role of gunship and fast deployment dropship(at least in PC).
You have some good ideas in the OP of your other thread(the cloak idea needs work though - would be too powerful IMO). I will read through it later.
This
"Anybody order chaos?"
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Takahiro Kashuken
Red Star.
3943
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Posted - 2015.02.23 11:24:00 -
[119] - Quote
ADS can barely do anything these days.
It is not like a normal DS so transporting players is out of the question since landing at any speed can kill it unless you are armor and for it to be a gunship it needs to be able to deliver high damage to the target which frankly it doesnt do well.
Add in AV and swarms make it useless and a FG can just go right through it.
ADS do not bother HAV at all unless its PC but even then they are knocking links off of towers or dualing each other while a HAV takes a potshot now and again.
The ADS needs a proper buff to make it worthwhile. |
Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.23 21:43:00 -
[120] - Quote
Bradric Banewolf 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). Atim is right
No he isn't, for the several reasons I've already pointed out.
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Blup Blub Bloop. Translation: Die -_-
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