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Thread Statistics | Show CCP posts - 32 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7595
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Posted - 2015.03.08 23:00:00 -
[511] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. I've crunched the numbers already. The only thing keeping the AHMG from being more effective is shorter range than the PLC and extremely rapid overheat. It can't outperform any other AV unless ripping on a parked LAV.
AV
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Imp Smash
Molon Labe. General Tso's Alliance
732
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Posted - 2015.03.08 23:29:00 -
[512] - Quote
CCP Rattati wrote:ery similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves.
What about dispersion? Will the Assault HMG's dispersion get a change? Or will it run on the same curve as it has been? |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1883
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Posted - 2015.03.08 23:33:00 -
[513] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort.
Don't forget, swarms are also the most skillless weapon in the game.
Acquire Currency, Disregard Female Canis lupus familiaris
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Imp Smash
Molon Labe. General Tso's Alliance
732
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Posted - 2015.03.08 23:33:00 -
[514] - Quote
Misclick and deleted! |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17523
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Posted - 2015.03.09 00:59:00 -
[515] - Quote
Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Doc DDD
TeamPlayers Negative-Feedback
380
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Posted - 2015.03.09 01:37:00 -
[516] - Quote
Least amount of skill required. |
Tread Loudly 2
Ametat Security Amarr Empire
76
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Posted - 2015.03.09 02:17:00 -
[517] - Quote
Overall I like the changes suggested!
Doc DDD wrote:Least amount of skill required.
You're still around!!!!! Yes the OP combo may still happen xD
I Like Tanks, Nova Knives and MagSec SMG's.
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Hawkin P
Molon Labe. General Tso's Alliance
643
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Posted - 2015.03.09 02:44:00 -
[518] - Quote
This should be great! Super Fast jumping scouts with the still BROKEN Remote Explosives that can be launched across the map, but looks like they landed at their feet.
Molon Labe CEO
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Bright Cloud
Namtar Elite Gallente Federation
849
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Posted - 2015.03.09 04:40:00 -
[519] - Quote
True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle.
Bright is the opposite of dark! Who would have thought of that?!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17525
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Posted - 2015.03.09 04:43:00 -
[520] - Quote
Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle.
What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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XxVEXESxX
68
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Posted - 2015.03.09 05:35:00 -
[521] - Quote
This looks great. Interested to come back to dust from my studies.
Ratatti, Id love it if leaning could be a looked at option so we can spice up dust to a higher level of FPS.
Like this one.
I could bring back some of my old jukes.
PSN: XxVEXESxX
MK.0 A/C/L
"EVE Quality Dust"
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GLOBAL RAGE
Consolidated Dust
115
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Posted - 2015.03.09 08:04:00 -
[522] - Quote
True Adamance wrote:Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle. What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover.
and then defend yourself with a sidearm.
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CCP Rattati
C C P C C P Alliance
18260
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Posted - 2015.03.09 09:20:00 -
[523] - Quote
GLOBAL RAGE wrote:True Adamance wrote:Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle. What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover. and then defend yourself with a sidearm.
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Juno Tristan
Obscure Reference
413
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Posted - 2015.03.09 09:30:00 -
[524] - Quote
CCP Rattati wrote:
Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
Then where are my goddamn forum points!
but seriously, we do offer solutions
ADS Ramming Revenge!
Plasma Cannon Rampage
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Evan Gotabor
Prima Gallicus
152
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Posted - 2015.03.09 09:34:00 -
[525] - Quote
I'm about concerned about this new AV weapon, and it's repercussions on assault dropships. A suppressing ADS need to be close to the battlefield to be efficient. In PC (but also in publics) we already take a lot of hits from forges and commandos with swarms.
Eventually, AHMG will become the close range anti-dropships you need to get rid of dropship, add to this forges and swarms and ADS will no longer be able to do any job... Except loosing isk and give WP to the ennemy...
Prima Gallicus diplomat
Eve 21 day Trial
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Ghost Steps
G0DS AM0NG MEN General Tso's Alliance
3
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Posted - 2015.03.09 11:38:00 -
[526] - Quote
Sorry about the change subject, im concerned about the CPU/PG cost on the cloacks, while needed the new numbers wont change much the fitting issue. Doing the numbers, the previous CPU/PG of STD cloacks for rexample were 160/36 and the cost with the reduction with "with a lvl 5 scout" would be 40/9, with the new numbers it woud be 35/7.5 a reducion of 5/2.5 on CPU/PG which still wont give enough fitting options. Reducing CPG/PG even more could be a dangerous move forn the exploit of it with other classes, so i think an extra reduction on CPU/PG of scout per level can do the trick, so the cost on the ADV cloack could be 40/9, they are still expensive for an equipment but would let be doable to fit a cloack on scouts, more importantly at early levels.
Caldari scout bonus sucks but i like to honor my name.
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Tesfa Alem
Death by Disassociation
909
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Posted - 2015.03.09 11:54:00 -
[527] - Quote
@ CCP Rattati and Swarm Rhetoric
The mechinics of how swarms work is the issue. With a certain range Swarms are mathermatically garunteed a hit, and beyond a certain range Dropships mathematically are garunteed escape.
Before the hotifx Delta changes, the mathematics were heavily stacked in the dropships favor. Hit Afterburner, and you escape beyond a point where swarms in flight would never catch up. Toggleing a switch required very little pilot skill then. No matter what a swarmer did, the math was stacked against him/her.
Currently the situation is inverse. Hitting afterburner will not let you escape from swarms in flight, just from swarm lock on range. Now the math is heavily stacked against the pilot. Swarms in flight will always catch up with a Dropship. Hitting a switch doesnt work anymore (which is fine) but niether does any combat manuevers a pilot may pull off.
tldr: before it took little skill to dodge swarms no matter how good the swarmer, or how much work the swarmer put into his/her tactics, today it takes little skill to land a hit with swarms no matter how good the pilot.
The question is how do we bring skills of both parties into play? This is much more important than nerfing.
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary?
Redline for Thee, but no Redline for Me.
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MINA Longstrike
Kirjuun Heiian
2290
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Posted - 2015.03.09 13:03:00 -
[528] - Quote
CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP.
It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!'
The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant).
Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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CCP Rattati
C C P C C P Alliance
18268
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Posted - 2015.03.09 13:36:00 -
[529] - Quote
MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'.
Who is more likely to die, the swarmer or the ADS?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
2290
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Posted - 2015.03.09 13:45:00 -
[530] - Quote
^Entirely dependent upon situation. Factually infantry lose more suits, Factually their suits cost considerably less than a vehicle, Factually they earn more WP and make more isk.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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duster 35000
Algintal Core Gallente Federation
365
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Posted - 2015.03.09 13:45:00 -
[531] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The swarmer, but that doesn't matter when your ads can't do anything because of AV.
And you could just use a proto sidearm, or use a commando for your killing problems.
A vehicle dies once, they lose a bit more than 1 match worth of isk.
Molestia approved
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3103
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Posted - 2015.03.09 13:46:00 -
[532] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? 1v1? The ADS, no question.
One thing I'd also like to point out is that a Commando, any commando, is the ideal suit for swarming and using any other suit is a self-hindrance by the swarmer. Just like using a shotgun on a scout augments the shotguns weaknesses (requiring a close-quarter sneak attack), the commando covers all of the swarms weaknesses (mainly other infantry; a commando is just as viable against most infantry threats as any other suit). Complaining about using a swarm on other suits is like complaining after using a shotgun on a heavy suit.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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The-Errorist
1084
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Posted - 2015.03.09 14:17:00 -
[533] - Quote
What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
Suits, Tanks, a mode
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Alena Ventrallis
Intara Direct Action Caldari State
2619
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Posted - 2015.03.09 14:24:00 -
[534] - Quote
CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The ADS. Once we start getting hit by swarms we almost always have to run, because we don't have the tank to handle that much incoming damage.
Here's the thing; right now we have a swarm that has enough speed to catch the ADS and enough damage to kill tanks. This is part of the problem. I created a thread about making the assault swarm launcher anti-air while having the regular swarm launcher focus on anti-armor against tanks, but the problem is we are dealing with a weapon that
1) is supposed to be strong enough to deal with tanks, while fast enough to catch ADS when ADS don't have tank levels of health 2) we have no way of knowing when they are coming in until they hit our ship. Multiple pilots have talked about having some sort of warning system so we know we are in danger.
ADS don't want to be invincible in the sky. We just want to be able to fight back when someone uses AV. Rendering is still an issue for ADS, but even if it wasn't, we have no idea which one of those infantry is AV and therefore a threat to us, so we cannot respond properly until we are already being attacked. And then when we are being attacked, I'm dealing with damage meant for busting tanks when I struggle to fit enough HP to reach current base tank health. I honestly feel like separating the assault swarm to be anti-ADS and the regular swarm to be anti-tank is a great step in the right direction, because it means we can balance the two independently of each other; upping damage on the regular swarms to handle stronger tanks doesn't upset the balance between the assault swarm and ADS. But a warning system would also be another great step towards balance. I don't need to know where they are coming from, I just need to know they are coming.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 14:35:00 -
[535] - Quote
duster 35000 wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The swarmer, but that doesn't matter when your ads can't do anything because of AV. And you could just use a proto sidearm, or use a commando for your killing problems. A vehicle dies once, they lose a bit more than 1 match worth of isk.
Wow! That is some mighty fine isk QQ. At most a proto ADS is what 2 mil isk, at most! You blow up 2 proto logis and you just destroyed your worth in proto gear. This is not a conversation about isk, because then we get into killing potential.
My cheapest full proto fitting costs me 250k. You blow up 4 of those and then you have the value of your ADS. The prices of everything in isk has come down. Lets not make that a factor in what should rock paper scissor what, because the ADS will lose that conversation. It is like the HMG, kills a lot in several situations so the swarms are the nerf the ADS received.
Swarms are fine where they are and the good ADS pilots have accepted them as they stand. ADS should be more worried about the new tank hulls, IMO. BTW - In PC, we are seeing very few swarms shooting down ADS. If you have infantry support an ADS is insanely powerful. Pubs have the swarms taking down ADS and they are only effective if there is no infantry support and proto swarms.
This discussion as had on several posts. The spam doesn't belong here.
Heavy with a massive bullet hose called Lola (Burst HMG).
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CCP Rattati
C C P C C P Alliance
18274
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Posted - 2015.03.09 14:39:00 -
[536] - Quote
Balistyc Farshot wrote: This discussion as had on several posts. The spam doesn't belong here.
Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Brush Master
Onslaught Inc RISE of LEGION
1467
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Posted - 2015.03.09 14:39:00 -
[537] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The ADS. Once we start getting hit by swarms we almost always have to run, because we don't have the tank to handle that much incoming damage. Here's the thing; right now we have a swarm that has enough speed to catch the ADS and enough damage to kill tanks. This is part of the problem. I created a thread about making the assault swarm launcher anti-air while having the regular swarm launcher focus on anti-armor against tanks, but the problem is we are dealing with a weapon that 1) is supposed to be strong enough to deal with tanks, while fast enough to catch ADS when ADS don't have tank levels of health 2) we have no way of knowing when they are coming in until they hit our ship. Multiple pilots have talked about having some sort of warning system so we know we are in danger. ADS don't want to be invincible in the sky. We just want to be able to fight back when someone uses AV. Rendering is still an issue for ADS, but even if it wasn't, we have no idea which one of those infantry is AV and therefore a threat to us, so we cannot respond properly until we are already being attacked. And then when we are being attacked, I'm dealing with damage meant for busting tanks when I struggle to fit enough HP to reach current base tank health. I honestly feel like separating the assault swarm to be anti-ADS and the regular swarm to be anti-tank is a great step in the right direction, because it means we can balance the two independently of each other; upping damage on the regular swarms to handle stronger tanks doesn't upset the balance between the assault swarm and ADS. But a warning system would also be another great step towards balance. I don't need to know where they are coming from, I just need to know they are coming.
Good analysis, ones that been brought up many times in the past. A dropships only chance to avoid swarms is outrun swarms. With current lock on and fire rates, 9/10 times the swarmer is able to get 3 volleys off before your even able to reactive / know that swarms are incoming. Then once your flying away and go a couple hundred meters, thinking swarms are no longer following and you get an invisible surprise. I think the damage is about balance but an alert system and maybe even a bit of decrease in total distance of the projectile would make it more balanced.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Haerr
Nos Nothi
2463
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Posted - 2015.03.09 14:39:00 -
[538] - Quote
So about the HAV skill going from x4 to x8: If we have already specced it to 5 once the changes go live will SP be deducted from the unallocated pool? |
The-Errorist
1085
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Posted - 2015.03.09 14:48:00 -
[539] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? The ADS. Once we start getting hit by swarms we almost always have to run, because we don't have the tank to handle that much incoming damage. Here's the thing; right now we have a swarm that has enough speed to catch the ADS and enough damage to kill tanks. This is part of the problem. I created a thread about making the assault swarm launcher anti-air while having the regular swarm launcher focus on anti-armor against tanks, but the problem is we are dealing with a weapon that 1) is supposed to be strong enough to deal with tanks, while fast enough to catch ADS when ADS don't have tank levels of health 2) we have no way of knowing when they are coming in until they hit our ship. Multiple pilots have talked about having some sort of warning system so we know we are in danger. ADS don't want to be invincible in the sky. We just want to be able to fight back when someone uses AV. Rendering is still an issue for ADS, but even if it wasn't, we have no idea which one of those infantry is AV and therefore a threat to us, so we cannot respond properly until we are already being attacked. And then when we are being attacked, I'm dealing with damage meant for busting tanks when I struggle to fit enough HP to reach current base tank health. I honestly feel like separating the assault swarm to be anti-ADS and the regular swarm to be anti-tank is a great step in the right direction, because it means we can balance the two independently of each other; upping damage on the regular swarms to handle stronger tanks doesn't upset the balance between the assault swarm and ADS. But a warning system would also be another great step towards balance. I don't need to know where they are coming from, I just need to know they are coming. I made a trello card for this issue https://trello.com/c/aqxMxoUZ/498-rebalance-assault-and-base-swarm-launchers
Suits, Tanks, a mode
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MINA Longstrike
Kirjuun Heiian
2291
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Posted - 2015.03.09 14:51:00 -
[540] - Quote
CCP Rattati wrote:Agreed, no more swarm ADS discussion in this thread. It will be deleted. Neither are a topic of Hotfix Echo.
My apologies, I merely noticed a post and responded to the line of discussion it was following. Would you consider looking at something like this thread for the next patch/hotfix?
On an unrelated note. I recently went through battle academy on an alt... Would you ever consider making 'frontline' suits heavies? One of the things I notice frequently with new players is that they tend to die before they ever realise what's shooting at them, or if they do realise what's shooting at them and from where, they die before they get to return fire.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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