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KEROSIINI-TERO
The Rainbow Effect
1788
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Posted - 2015.02.23 21:58:00 -
[121] - Quote
Godin Thekiller wrote: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.
I'd fix that to mean that HAVs aren't totally defenseless. Making main turret easy to use and track flying targets seems going too far, an overkill. Making top turret capable of tracking high seems good balance, although that screams for vehicle locks.
No need to fix at the moment - as long as HAV pilots can wield AV weapons when jumping out. When that is changed (either non-av pilot suit only or prolonged entry/exit animation) then is this subject valid and hot again.
Dammit, everything affects everything in a game as complex as Dust.
The answer
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.23 22:01:00 -
[122] - 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.
1: Fine, regardless, my point still stands.
2: I hardly ever miss, it isn't that hard. Practice more on balance while moving and after a month of practice it'll become easy. And that statement is fair, I have been using them since they've been released, however, that doesn't excuse the fact that it can be done, specifically in this way. A ADS should be balanced on a HAV of equal skill.
And as to the ADS being "Out of the match", that isn't very true for the fact of the ADS can very easily disengage and then reengage at any time seeing as maps are tiny as is. I can circumnavigate entire maps in about 30 seconds, that's insane.
Also, regen is being looked at through the HAV rebalance, so that will most likely change.
On top of that, entry/exit timers, and even players forced to use pilot suits in pilot seats are being discussed as well, with the former iirc even supported by Rataiti, so that might change soon as well. Regardless, I've been able to kill the pilots who does that assuming that they are not in a Minmando or I'm using a rail about 40-50% of the time, so even that won't save you.
3: Seeing as general DPS of turrets is going down, I'd say yes, they are actually needed.
The top turret is the best turret for AI gains, and large turrets are already bad as is with AI. Also, completely stopping would open you up greatly to aan attack. That would only be acceptable if ADS's that wanted to attack HAV's had to stay perfectly still to shoot at them. Regardless, not all HAV's will even have top turrets.
The other DS types are irrelevant when it comes to the balance of ADS's vs. everything else until they are added. The ADS isn't a Gunship, and Gunships don't even transport, at least, they only in rare cases do. The ADS covers more so of the Scout heli archtype. And to make it clear, I do want ADS's to be able to assault, I just don't want ADS's only to assault, and to be basically flying HAV's on top of that.
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.23 22:11:00 -
[123] - Quote
KEROSIINI-TERO wrote:Godin Thekiller wrote: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.
I'd fix that to mean that HAVs aren't totally defenseless. Making main turret easy to use and track flying targets seems going too far, an overkill. Making top turret capable of tracking high seems good balance, although that screams for vehicle locks. No need to fix at the moment - as long as HAV pilots can wield AV weapons when jumping out. When that is changed (either non-av pilot suit only or prolonged entry/exit animation) then is this subject valid and hot again. Dammit, everything affects everything in a game as complex as Dust.
1: It's not making them "easy" to track them, it's to allow them to actually track them. Currently a decent pilot can negate any tracking. That. Is. The. Problem. I have said this. I'm not even saying that it should be buffed (the prof. skills should be looked at due to this, because through these changes on top of this, it would be as you said, overkill).
2: Making the top turret be able to track them wouldn't change ****. Either the pilot would have to swap seats, making the HAV still, and opening them up for a attack, or requiring teamwork to fight against one target, which is broken. No.
3: That is broken, but as you pointed out, that is being discussed. Regardless, I've been able to either fly away and return as quick, or even kill the AV. And saing "Because of that, there's no reason to fix it." Is both lazy and forgiving bad design.
Regardless, I've still been able to either fly away and return as quick, or kill the AV and the HAV.
And yes, everything does affect everything. It's a headache, and ******* annoying as hell, but that's why I'm pushing for the fact that if everything could deal with everything on it's own, none of this would be a issue. Then it becomes a thing of how to encourage teamwork, not force it, and THAT's where it gets fun
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.23 22:14:00 -
[124] - Quote
Shamarskii Simon wrote: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?
That honestly would depend. Say it was put in place, how would it work? How would we make it to where it's not used as a way for HAV's to farm infantry?
If this was balanced though, I'd say this would work better than the large turret idea.
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Godin Thekiller
The Corporate Raiders
2934
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Posted - 2015.02.23 22:15:00 -
[125] - Quote
Takahiro Kashuken wrote: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.
And I've discussed all of this in the OP. L2R
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
120
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Posted - 2015.02.23 22:22:00 -
[126] - Quote
Godin Thekiller wrote:Shamarskii Simon wrote: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?
That honestly would depend. Say it was put in place, how would it work? How would we make it to where it's not used as a way for HAV's to farm infantry? If this was balanced though, I'd say this would work better than the large turret idea.
Large turret rotation = Small turret rotation.
Fix infantry profiles 63/77 rail, 79/119 missile, 110/90 blaster.
Fix vehicle profiles 90/110 rail, 79/119 missile, 77/63 blaster.
Entering the void and becoming wind.
Message for 1v1 air to air
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.23 22:27:00 -
[127] - Quote
Shamarskii Simon wrote:Godin Thekiller wrote:Shamarskii Simon wrote: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?
That honestly would depend. Say it was put in place, how would it work? How would we make it to where it's not used as a way for HAV's to farm infantry? If this was balanced though, I'd say this would work better than the large turret idea. Large turret rotation = Small turret rotation. Fix infantry profiles 63/77 rail, 79/119 missile, 110/90 blaster. Fix vehicle profiles 90/110 rail, 79/119 missile, 77/63 blaster.
Actually, after thinking about it, I think this is actually a better solution regardless, even if the turrets weren't changed (maybe a smaller mag). The turret rotation wouldn't need to be changed either, just the elevation. I can somewhat track them now (although I'm good at it, just can't aim high enough, because it isn't possible). The Large turret is in the way, and it's off center, so it's somewhat inaccurate. I actually like this idea a lot. Going to put this up.
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Stile451
Red Star.
392
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Posted - 2015.02.24 01:39:00 -
[128] - Quote
I like that idea, it's a good compromise.
I would rather see the switch to small turret be automatic when going above the large turret elevation(no need to hit a button). Have the reticule change when switching turrets to more easily differentiate which turret is in use. |
manboar thunder fist
Dead Man's Game RUST415
371
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Posted - 2015.02.24 01:49:00 -
[129] - Quote
.... For the last time...
You can just maneuver to kill the ads. It's not hard. Everything has its advantage and obviously being in the air above a tank would mean the tank is at a disadvantage. But to counter, anytime the ads isn't above the tank, the tank has a distinct advantage.
As long as rail tanks can 2 shot pythons with a particle cannon this issue is absurd to discuss. And even if they couldn't, it's all about range, the ads has to get close and hover, the tank has to stay far away and shoot, it's just basic mechanics.
the ads sacrifices the ability to fit a large turret, a lot of EHP and ground cover, and in exchange it gets the ability to fly. Not a problem. I use both ads and tank and I've never had a problem with this.
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
121
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Posted - 2015.02.24 03:11:00 -
[130] - Quote
2 ideas.
new turret group: micro turret. Less fitting cost, less ammo, smaller clip, less damage. Fits into small/micro slot (coaxial turret = micro... Keeps ADS v Tank balanced TTK wise) micro turret joins small turret skill, OR make new SP sink?
-Cannot switch while reloading/over heated. It'll affect HAV on HAV if you can. (missiles with micro rail *cough cough*) -Manual switching, far more free will with the turret nevertheless.
As for jumping out w/ AV... I don't know how to fix that...
These are just some thoughts though. Comment as you please
Entering the void and becoming wind.
Message for 1v1 air to air
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Lorhak Gannarsein
Nos Nothi
4326
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Posted - 2015.02.24 08:29:00 -
[131] - Quote
Godin wrote: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.
I don't see either of these as a problem; the first one is actually how DS are supposed to escape; the second is what their real analogue actually is.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.24 11:52:00 -
[132] - Quote
Lorhak Gannarsein wrote:Godin wrote: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. I don't see either of these as a problem; the first one is actually how DS are supposed to escape; the second is what their real analogue actually is.
I can't facepalm hard enough
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.24 11:54:00 -
[133] - Quote
Stile451 wrote:I like that idea, it's a good compromise.
I would rather see the switch to small turret be automatic when going above the large turret elevation(no need to hit a button). Have the reticule change when switching turrets to more easily differentiate which turret is in use.
That would depend on having a gunner in that seat, in which having one in there could cause problems.
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.24 11:56:00 -
[134] - Quote
manboar thunder fist wrote:.... For the last time...
You can just maneuver to kill the ads. It's not hard. Everything has its advantage and obviously being in the air above a tank would mean the tank is at a disadvantage. But to counter, anytime the ads isn't above the tank, the tank has a distinct advantage.
As long as rail tanks can 2 shot pythons with a particle cannon this issue is absurd to discuss. And even if they couldn't, it's all about range, the ads has to get close and hover, the tank has to stay far away and shoot, it's just basic mechanics.
the ads sacrifices the ability to fit a large turret, a lot of EHP and ground cover, and in exchange it gets the ability to fly. Not a problem. I use both ads and tank and I've never had a problem with this.
I've covered every single point you've made, several times over. Read the thread.
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Kallas Hallytyr
Skullbreakers
1368
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Posted - 2015.02.24 19:29:00 -
[135] - Quote
Godin Thekiller wrote:I can't facepalm hard enough This is exactly how I feel reading most of your posts.
Alt of Halla Murr. Sentinel.
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.24 21:22:00 -
[136] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:I can't facepalm hard enough This is exactly how I feel reading most of your posts.
Seeing as you've yet to prove me wrong on any of them, quiet.
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Kallas Hallytyr
Skullbreakers
1368
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Posted - 2015.02.24 22:04:00 -
[137] - Quote
Godin Thekiller wrote:Kallas Hallytyr wrote:Godin Thekiller wrote:I can't facepalm hard enough This is exactly how I feel reading most of your posts. Seeing as you've yet to prove me wrong on any of them, quiet. And that's another to the tally.
Since you haven't proved any of your points right, quiet.
Alt of Halla Murr. Sentinel.
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.24 22:18:00 -
[138] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:Kallas Hallytyr wrote:Godin Thekiller wrote:I can't facepalm hard enough This is exactly how I feel reading most of your posts. Seeing as you've yet to prove me wrong on any of them, quiet. And that's another to the tally. Since you haven't proved any of your points right, quiet.
I've pointed out all the ways that could could easily avoid any existing counters, and pointed out that no examples shows otherwise.
Again, show me some examples otherwise.
Also, I'd like to point out how instead of being reasonable, you're just saying no, I refuse to converse.
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Kallas Hallytyr
Skullbreakers
1369
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Posted - 2015.02.24 23:52:00 -
[139] - Quote
Godin Thekiller wrote:I've pointed out all the ways that could could easily avoid any existing counters, and pointed out that no examples shows otherwise. Again, show me some examples otherwise. Your point is predicated on the present counters being entirely unusable, which many in this thread and the last have vehemently disagreed with.
You're saying that no counters exist because of your singular experience: many others are saying that there are counters (that do not require teamwork) that exist and that they have success with them. This leads to one of several conclusions: - you are bad at the game and incapable of operating a vehicle well enough to defend yourself - many others are entirely wrong, for some reason - you are specifically lying about the ability to use these techniques to drive forward an agenda.
Frankly, I think the third is probably the mostly likely, considering certain choices statements you've made about the ADS.
One of the things you seem to be ignoring is that HAVs have the greatest firepower on the field, as well as the greatest resilience. A dropship, or any stripe, has to maintain a very careful position to threaten an HAV because the tank and DPS figures are so incredibly skewed in the favour of the HAV (and that's reasonable.) By making the positional advantage of the DS practically irrelevant, you're making it all about HP/DPS, which will always be in the HAVs favour.
Effectively, you're taking the current situation of positioning vs firepower and making it into a flee vs everything situation.
Godin Thekiller wrote:Also, I'd like to point out how instead of being reasonable, you're just saying no, I refuse to converse. This is pinnacle of hypocrisy. You're continued refusal to accept that counters (that dont require teamwork) exist is entirely unreasonable.
Alt of Halla Murr. Sentinel.
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.25 00:06:00 -
[140] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:I've pointed out all the ways that could could easily avoid any existing counters, and pointed out that no examples shows otherwise. Again, show me some examples otherwise. Your point is predicated on the present counters being entirely unusable, which many in this thread and the last have vehemently disagreed with. You're saying that no counters exist because of your singular experience: many others are saying that there are counters (that do not require teamwork) that exist and that they have success with them. This leads to one of several conclusions: - you are bad at the game and incapable of operating a vehicle well enough to defend yourself - many others are entirely wrong, for some reason - you are specifically lying about the ability to use these techniques to drive forward an agenda. Frankly, I think the third is probably the mostly likely, considering certain choices statements you've made about the ADS. One of the things you seem to be ignoring is that HAVs have the greatest firepower on the field, as well as the greatest resilience. A dropship, or any stripe, has to maintain a very careful position to threaten an HAV because the tank and DPS figures are so incredibly skewed in the favour of the HAV (and that's reasonable.) By making the positional advantage of the DS practically irrelevant, you're making it all about HP/DPS, which will always be in the HAVs favour. Effectively, you're taking the current situation of positioning vs firepower and making it into a flee vs everything situation. Godin Thekiller wrote:Also, I'd like to point out how instead of being reasonable, you're just saying no, I refuse to converse. This is pinnacle of hypocrisy. You're continued refusal to accept that counters (that dont require teamwork) exist is entirely unreasonable.
You say it's based on my own singular experience. No, it's over a hundred at this point, probably getting around 200. It's also the fact that I've not yet seen otherwise.
Those three points are false. I don't think a "bad" player could possibly solo multiple people at once, which I've done, multiple times (as in over a hundred). Also, there's many times where lots of people are wrong. 12 people yesterday told me that the holocaust didn't happen for example. And Can you prove that I'm lying about such?
I think you're butthurt because it's simply true. Most people don't like toys they like to be taken away for more reasonable ones, I encountered similar when PR's used to could damage HAV's as well as AV weapons could, yet had close to the DPS of a blaster. Or when AV nades could easily primary as AV, while still having a perfectly realiable infantry suit. etc.
No, it is not. I've been discussing balance with other people. You simply refuse to. You're standing there like a stone refusing for anything to be changed. And again, there is counters, but as I've said several times, a ADS can easily counter them, or it requires for someone to help you, as you pointed out, and both of those things are broken, as
1: If a HAV doesn't have a solid counter, especially while the ADS does (running away), that is broken.
2: Forcing someone to use teamwork against someone who doesn't is broken.
Again, if you can't realize that, you are foolish.
Again, if you want to prove me wrong, SHOW ME OTHERWISE. But you want do that. You're simply too lazy to. Or you know I'm right. vov.
Look, if you want to just tell me I'm wrong over and over, the door is that way, because you already have done that. I'd Rather talk balance with people/
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KEROSIINI-TERO
The Rainbow Effect
1789
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Posted - 2015.02.25 00:40:00 -
[141] - Quote
Godin Thekiller wrote:KEROSIINI-TERO wrote:I'd fix that to mean that HAVs aren't totally defenseless. Making main turret easy to use and track flying targets seems going too far, an overkill. Making top turret capable of tracking high seems good balance, although that screams for vehicle locks. No need to fix at the moment - as long as HAV pilots can wield AV weapons when jumping out. When that is changed (either non-av pilot suit only or prolonged entry/exit animation) then is this subject valid and hot again. Dammit, everything affects everything in a game as complex as Dust. 1: It's not making them "easy" to track them, it's to allow them to actually track them. Currently a decent pilot can negate any tracking. That. Is. The. Problem. I have said this. I'm not even saying that it should be buffed (the prof. skills should be looked at due to this, because through these changes on top of this, it would be as you said, overkill). 2: Making the top turret be able to track them wouldn't change ****. Either the pilot would have to swap seats, making the HAV still, and opening them up for a attack, or requiring teamwork to fight against one target, which is broken. No. 3: That is broken, but as you pointed out, that is being discussed. Regardless, I've been able to either fly away and return as quick, or even kill the AV. And saing "Because of that, there's no reason to fix it." Is both lazy and forgiving bad design. Regardless, I've still been able to either fly away and return as quick, or kill the AV and the HAV. And yes, everything does affect everything. It's a headache, and ******* annoying as hell, but that's why I'm pushing for the fact that if everything could deal with everything on it's own, none of this would be a issue. Then it becomes a thing of how to encourage teamwork, not force it, and THAT's where it gets fun
Going for the "But *I* Can" argument here, but then again it's true: Having the XT turrets and either forge or swarm fitted, it is *I* who's doing the hunting in ADS vs HAV combat. It's tricky yes hitting the DS with main turret but it does not require for the DS pilot to make a big mistake. Usually time is on the HAVs side as by clever maneuvering DS can never do a full effective emptying a clip.
Even smaller changes in terrain can give an angle to hit DS - and when XTs hit it's ou baby baby...!
DS advantage is the top dead angle where HAV can't shoot, he can go there for a breather as a more offensive option than ABing totally away.
Having small rails which could track would definately be enough, having similar weps but huge HAV HP and regeneration, it would at least be a discouraging turret.
PS: there is nothing wrong in having close to a stalemate in 1 vs 1 situation WITH easy kills when 2 vs 1ing someone. Does that reming you of anything else than 2 HAV operators versus one DS....??? Any ideas...?
The answer
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.25 02:06:00 -
[142] - Quote
KEROSIINI-TERO wrote:Godin Thekiller wrote:KEROSIINI-TERO wrote:I'd fix that to mean that HAVs aren't totally defenseless. Making main turret easy to use and track flying targets seems going too far, an overkill. Making top turret capable of tracking high seems good balance, although that screams for vehicle locks. No need to fix at the moment - as long as HAV pilots can wield AV weapons when jumping out. When that is changed (either non-av pilot suit only or prolonged entry/exit animation) then is this subject valid and hot again. Dammit, everything affects everything in a game as complex as Dust. 1: It's not making them "easy" to track them, it's to allow them to actually track them. Currently a decent pilot can negate any tracking. That. Is. The. Problem. I have said this. I'm not even saying that it should be buffed (the prof. skills should be looked at due to this, because through these changes on top of this, it would be as you said, overkill). 2: Making the top turret be able to track them wouldn't change ****. Either the pilot would have to swap seats, making the HAV still, and opening them up for a attack, or requiring teamwork to fight against one target, which is broken. No. 3: That is broken, but as you pointed out, that is being discussed. Regardless, I've been able to either fly away and return as quick, or even kill the AV. And saing "Because of that, there's no reason to fix it." Is both lazy and forgiving bad design. Regardless, I've still been able to either fly away and return as quick, or kill the AV and the HAV. And yes, everything does affect everything. It's a headache, and ******* annoying as hell, but that's why I'm pushing for the fact that if everything could deal with everything on it's own, none of this would be a issue. Then it becomes a thing of how to encourage teamwork, not force it, and THAT's where it gets fun Going for the "But *I* Can" argument here, but then again it's true: Having the XT turrets and either forge or swarm fitted, it is *I* who's doing the hunting in ADS vs HAV combat. It's tricky yes hitting the DS with main turret but it does not require for the DS pilot to make a big mistake. Usually time is on the HAVs side as by clever maneuvering DS can never do a full effective emptying a clip. Even smaller changes in terrain can give an angle to hit DS - and when XTs hit it's ou baby baby...! DS advantage is the top dead angle where HAV can't shoot, he can go there for a breather as a more offensive option than ABing totally away. Having small rails which could track would definately be enough, having similar weps but huge HAV HP and regeneration, it would at least be a discouraging turret. PS: there is nothing wrong in having close to a stalemate in 1 vs 1 situation WITH easy kills when 2 vs 1ing someone. Does that reming you of anything else than 2 HAV operators versus one DS....??? Any ideas...?
Rockets are very easy to avoid, many people knows this. It is a known fact.
On top of that, Rockets are taking about t 2/3's DPS nerf, give or take. So it'll be even worse.
Again, hopping out of a HAV at te last second or during the fight probably won't exist in the future (which is okay). Regardless, killing the pilot is a thing.
And yes, it really does. If the ADS pilot isn't a idiot, or doesn't just fail, he/she won't get hit.
And the ADS can't simply fly higher, negating that?
Again, if you want to say "It's completely fine, no change needed." Then either prove it with examples, or shut it.
EDIT: What I'm trying to suggest is put IN the stalemate. Currently, that doesn't exist.
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Kallas Hallytyr
Skullbreakers
1369
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Posted - 2015.02.25 02:47:00 -
[143] - Quote
Godin Thekiller wrote:Again, if you want to say "It's completely fine, no change needed." Then either prove it with examples, or shut it.
EDIT: What I'm trying to suggest is put IN the stalemate. Currently, that doesn't exist. So, the HAV doesn't have far higher EHP and higher DPS, even after the changes? and in return has far less flexibility of movement, giving rise to a relatively small angle in which it cannot attack one kind of enemy?
Thing is, DSs have very little use in the game as is. The effectiveness vs HAVs is fairly limited, and I have shown that with numbers (like how a maxed out ADS took around 25 seconds to kill a half awake, terrible HAV operator), such that by giving the HAV less disadvantage in this situation is tantamount to making the ADS essentially irrelevant as far as the HAV vs ADS balance is concerned.
Even with a buff to DS EHP, the HAV still has more (and rightly so) and more DPS - so where is the fairness for the DS? Surely if the HAV has little to no disadvantage engaging, then shouldn't the DS get EHP/DPS much closer to the HAV has?
Alt of Halla Murr. Sentinel.
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Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.25 02:59:00 -
[144] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:Again, if you want to say "It's completely fine, no change needed." Then either prove it with examples, or shut it.
EDIT: What I'm trying to suggest is put IN the stalemate. Currently, that doesn't exist. So, the HAV doesn't have far higher EHP and higher DPS, even after the changes? and in return has far less flexibility of movement, giving rise to a relatively small angle in which it cannot attack one kind of enemy? Thing is, DSs have very little use in the game as is. The effectiveness vs HAVs is fairly limited, and I have shown that with numbers (like how a maxed out ADS took around 25 seconds to kill a half awake, terrible HAV operator), such that by giving the HAV less disadvantage in this situation is tantamount to making the ADS essentially irrelevant as far as the HAV vs ADS balance is concerned. Even with a buff to DS EHP, the HAV still has more (and rightly so) and more DPS - so where is the fairness for the DS? Surely if the HAV has little to no disadvantage engaging, then shouldn't the DS get EHP/DPS much closer to the HAV has?
eHP changes time, and DPS only helps if you can actually hit the ADS, and consistently. That simply doesn't exist. Try again.
Also, the ADS can easily escape AND return.
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Mary Sedillo
Molon Labe. General Tso's Alliance
400
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Posted - 2015.02.25 03:21:00 -
[145] - Quote
Godin Thekiller wrote: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). OR 1- Introduce a coaxial turret slot that takes up slightly less fitting than a regular small turret, but it has both less ammo, both per mag and total. Also, it has to be changed to (a sidearm of sorts). (Credits to v for this idea). omfg, ADS are easy to shoot out of the sky if you had squaddies. ADS's are ALREADY so easy to kill. 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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Mary Sedillo
Molon Labe. General Tso's Alliance
400
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Posted - 2015.02.25 03:22:00 -
[146] - Quote
It is dumb jerks like Godin who have NO idea what the hell they are talking about which has led us to the situation where ADS/DS really can't do much of anything right now. He wants even MORE taken from them. It is already really easy to kill an ADS if you ******* wait for it to engage. |
Godin Thekiller
The Corporate Raiders
2935
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Posted - 2015.02.25 03:30:00 -
[147] - Quote
Mary Sedillo wrote:It is dumb jerks like Godin who have NO idea what the hell they are talking about which has led us to the situation where ADS/DS really can't do much of anything right now. He wants even MORE taken from them. It is already really easy to kill an ADS if you ******* wait for it to engage.
Seeing as I've been asking for more things for DS's, that is a blatant lie.
Get out if you're going to slander me.
EDIT: Also, again, prove it.
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Blup Blub Bloop. Translation: Die -_-
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Mary Sedillo
Molon Labe. General Tso's Alliance
400
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Posted - 2015.02.25 03:32:00 -
[148] - Quote
Assault Dropships ARE gunships until they release actual non-transport air vehicles. They work as intended and those who make them work in the current environment of super-speedy swarms should get kudos.
I am down for more things, but your constant, endless push to have them only as transport and not viable in engaging your weak tanks is just sad dude.
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Mary Sedillo
Molon Labe. General Tso's Alliance
400
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Posted - 2015.02.25 03:33:00 -
[149] - Quote
I play vehicles far more than you and unless I am in a PC with like THREE dropships attacking me at once, I'm fine!
What you need to do is have a mic, have squaddies and maybe put 1-2 turrets on your tank to carry a guy with AV. Your axial turret can also tag pesky dropships. |
Mary Sedillo
Molon Labe. General Tso's Alliance
400
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Posted - 2015.02.25 03:35:00 -
[150] - Quote
This person OBVIOUSLY doesn't know what the **** he is talking about in regards to tank elevation of the turret. Intelligent use of environment and teamwork effectively nullifies the dropship/assault dropship as is in regards to attacking a tank. |
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