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Thread Statistics | Show CCP posts - 32 post(s) |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1884
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Posted - 2015.03.09 20:00:00 -
[571] - 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?
ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher.
Acquire Currency, Disregard Female Canis lupus familiaris
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Godin Thekiller
The Corporate Raiders
2961
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Posted - 2015.03.09 20:01:00 -
[572] - Quote
Sole Fenychs wrote:duster 35000 wrote: What if the pilot is a super scrub 3?
Then you only notice their presence by their RDV and the presence of a suicide on the killboard. Scrubs can't fly ADS, even if they are able to handle ordinary dropships.
Pretty much this
click me
Blup Blub Bloop. Translation: Die -_-
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 20:13:00 -
[573] - Quote
Kaeru Nayiri 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. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor.
So flux it first! +! for good point
Heavy with a massive bullet hose called Lola (Burst HMG).
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 20:41:00 -
[574] - Quote
duster 35000 wrote:Greiv Rabbah wrote:Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online. Everyone would use ammo that does better in CQC. funny... you know that rail rifle usage tends to indicate the opposite? and do you have any idea what "advantages" or "drawbacks" means? have you ever played eve? do you have any idea how the ammo works? sometimes people use ammo thats lighter to carry for the increased tracking speed, sometimes its ammo thats better for penetrating armor heavy hulls but fairly ineffective at combating shielded enemies, sometimes ammo that sacrifices some damage for an increase in range, etc. your uninformed opinion isnt constructive and especially when speaking of missiles... no. not everybody would use close range missiles because they blow up quicker and dropships already zip away from swarms like theres nothing to it. please stick to only talking about what you know
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 20:55:00 -
[575] - Quote
Sir Dukey 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? ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher. ok... is the pilot solo or carrying gunners/gunners+personnel? a swarmer vs a solo pilot, i'd say at current point the proto swarm SHOULD win, and thats what the pilot gets for soloing against proto when they have slots for 4 more guns(2 turrets, 2 infantry) a swarmer vs a 3 man ship? if the pilot doesnt hit him with the 1-3 missiles required to decimate a swarmer, his 2 gunners should be able to. if that doesnt work, 1 gunner can jump ship and provide the necessary distraction to take out the swarmer. if the pilot+2 cant manage any of this, they all deserve to die. a full ship doesnt need to care about a protoswarming damage-kitted minmando, bc theyll reveal their position and the 2 personnel will drop out and eliminate him, while all 3 turrets can continue focusing on other targets. 4-5 swarmers at once? ok, for a full ship this may be as tough as it ought to be, because you're paired against weaponry designed to wreck you and evenly matched in numbers. the likely outcome is about a 33/33/33 chance of swarms/ship/both dying. assuming swarms cant be easily outrun, which... LOL here we are a couple years into a teamwork focused game where tactics, character level, and skill all should come together to provide a unique battle experience and still people cry that they dont get to **** hard enough just because of their class... maybe you dont understand ANYTHING about how this game works, because if you do, your words dont show it
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 21:03:00 -
[576] - Quote
Tesfa Alem wrote:@ 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? Then please explain the interesting phenomenon i experience where a dropship swoops in, starts wreaking havoc, and then hits afterburner as soon as i fire a swarm and STILL flies straight up into the sky, perfectly evading all my missiles until they run out of fuel?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.09 21:07:00 -
[577] - Quote
Aero Yassavi wrote:Curious how the new blue pills well affect ewar. Scouts are going to be likely to use these, and they take up a high slot otherwise used to enhance scan precision, meaning it will be easier for medium suits to avoid the passive scans, meaning we may see less armor stacked tank in medium suits. they wont affect minjas at least because the last little bit of ewar minjas had died when logis became walking radars (beyond the walking radars gallogis already were) since intel is no longer an option, at least i'll finally be able to evade that one shot that always hits me in the leg and kills me (since it only takes one shot to kill me and once in midair, i'm committed to the jump) i used to be sneaky, but then i took a scrambler pulse to the knee.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Balistyc Farshot
The Exemplars RISE of LEGION
88
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Posted - 2015.03.09 21:12:00 -
[578] - Quote
Greiv Rabbah wrote:Sir Dukey 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. lockon'. Who is more likely to die, the swarmer or the ADS? ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher. here we are a couple years into a teamwork focused game where tactics, character level, and skill all should come together to provide a unique battle experience and still people cry that they dont get to **** hard enough just because of their class... maybe you dont understand ANYTHING about how this game works, because if you do, your words dont show it
Ok, some of us have real questions about the patch. Please flame about ADS versus swarmers on your own posts, there are many. There is nothing about an ADS in the patch at all. I have serious questions about uplinks going into holes for people to spawn now that we can jump, how the heat build up for the SCR is going to be toggled and how the heat versus dispersion will impact the burst HMG. Also I want to know if they have improved ladder detection at all because if I can jump some jumping starts to ladders could be beneficial. People also asked about the LAV sensor mods being skill based because the range doesn't increase precision, so scouts will still be invisible. My last question is about if the advanced cloak device is coming down in CPU/PG, why leave the proto where it is at? The current hinderance to it makes it a commitment for suits, so I was curious about the logic.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Bright Cloud
Namtar Elite Gallente Federation
853
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Posted - 2015.03.09 21:40:00 -
[579] - Quote
Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( Actually in eve missile launchers can be loaded up with all sorts of warheads. Basically all 4 damage profiles can be used with missiles which are:
-explosive (minmatarr) -kinetic (caldari) -thermal (gallente) -electro magnetic (amarr)
If we touch swarms in any way so that they have all 4 damage profiles avaible then the commando would aswell need a revamp. Cause each commando represents their own technology and that would mean that each commando would get its own special bonus to the swarm launcher. Like for example a swarm launcher with EM warheads would get a damage bonus from the amarr commando. Crazy but thats how it will work out.
And if we go that way we will aswell discuss about massdrivers which could be loaded up aswell with 4 different damage types. Cause the minmatarr have all sorts of ammo to adapt to different cirumstances.
Bright is the opposite of dark! Who would have thought of that?!
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
163
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Posted - 2015.03.09 21:51:00 -
[580] - Quote
There is a few things I have to say.
Base hull inky is two shot (rep tanked [281 - 300 aHP/s])
The hard counter to swarms (triple hardened python) can die if you get the jump on it. And it's pretty much weak to everything else (relies on shield recharge to stay alive). It is an ACTIVE tank so when one is down to "passive" you die. This counter is nerfed indirectly by increased fitting costs of hardeners. Suicide DS should not be the way.
I made a forum post about the PSYCHOLOGY of swarm users (acting like they are god-like against vehicles [running straight out of cover, point, click, jump, reload, repeat])
And I don't see anyone else acting godly... They are all beating around the bush and popping up when it's clear (especially PLC users)
Dropships must AB or die. For being the easiest AV, it's damage output is too high.
Reasons why the mechanics should change... We fear the weapon, not the user.
*will edit when i get home... More to say about everything in echo*
Entering the void and becoming wind.
Message for 1v1 air to air
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3192
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Posted - 2015.03.09 22:47:00 -
[581] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone
Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this.
Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite?
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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XxBlazikenxX
Y.A.M.A.H
472
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Posted - 2015.03.09 22:53:00 -
[582] - Quote
CommanderBolt wrote:CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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MINA Longstrike
Kirjuun Heiian
2301
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Posted - 2015.03.10 00:43:00 -
[583] - Quote
XxBlazikenxX wrote:CommanderBolt wrote:CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while.
Quite honestly, having done & had it been done to me plc volleys are *terrifying*. One plc isn't so bad, 3-4 is a thing out of nightmares.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2544
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Posted - 2015.03.10 02:33:00 -
[584] - Quote
MINA Longstrike wrote:XxBlazikenxX wrote:CommanderBolt wrote:CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while. Quite honestly, having done & had it been done to me plc volleys are *terrifying*. One plc isn't so bad, 3-4 is a thing out of nightmares.
Multiple PLCs are possibly the most effective suppression tactic in the game tbh. People are too afraid to get out of cover because they know a mere touch will melt them.
Home at Last <3
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MINA Longstrike
Kirjuun Heiian
2301
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Posted - 2015.03.10 02:58:00 -
[585] - Quote
Multiple lasers are a little scarier tbh.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17540
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Posted - 2015.03.10 03:00:00 -
[586] - Quote
MINA Longstrike wrote:Multiple lasers are a little scarier tbh.
LASER LINE FOOOOOOOOOOOOOOOOOOORM UP!
"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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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
163
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Posted - 2015.03.10 03:22:00 -
[587] - Quote
HMG line.
It should be super scary but since we see it so often... It isn't.
Entering the void and becoming wind.
Message for 1v1 air to air
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CCP Rattati
C C P C C P Alliance
18288
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Posted - 2015.03.10 03:23:00 -
[588] - Quote
Haerr wrote: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? yes
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
18288
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Posted - 2015.03.10 03:26:00 -
[589] - Quote
Kaeru Nayiri 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. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor.
exactly, someone needs to break shield recharge for them, or flux the vehicle.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The-Errorist
1087
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Posted - 2015.03.10 03:37:00 -
[590] - Quote
Sole Fenychs wrote:The-Errorist wrote: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?
Also why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from? This post is much more interesting than the Swarm discussion that is supposed to have ended by now. Absolutely agreed. I'm surprised someone even noticed my post and thanks.
Suits, Tanks, a mode
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
130
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Posted - 2015.03.10 03:41:00 -
[591] - Quote
maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version. |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
195
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Posted - 2015.03.10 03:42:00 -
[592] - Quote
Balistyc Farshot wrote:Greiv Rabbah wrote:stuff about ads vs swarm in response to a specific question rattati asked bc i hadnt gotten caught up yet so didnt realize he had asked ppl not to talk about that afterwards Ok, some of us have real questions about the patch. Please flame about ADS versus swarmers on your own posts, there are many. There is nothing about an ADS in the patch at all. I have serious questions about uplinks going into holes for people to spawn now that we can jump, how the heat build up for the SCR is going to be toggled and how the heat versus dispersion will impact the burst HMG. Also I want to know if they have improved ladder detection at all because if I can jump some jumping starts to ladders could be beneficial. People also asked about the LAV sensor mods being skill based because the range doesn't increase precision, so scouts will still be invisible. My last question is about if the advanced cloak device is coming down in CPU/PG, why leave the proto where it is at? The current hinderance to it makes it a commitment for suits, so I was curious about the logic.
speaking of flaming, calm down. sorry i hadnt caught up yet and was responding to something earlier. i generally assume that responding to rattati in his threads is not off-topic. my mistake. wasnt flaming. @CCP Rattati, go ahead and delete my off topic posts. I'm sorry about that, it was unintended.
i'm excited to think about uplink options now that i'll be able to flying leap
I also want to know something about the heat build-up for scrambler rifle that someone pointed out and i tested, finding thus: It seems lately as though if i press the trigger fast enough i can get more shots before the heat build up catches up. the seize occurs either way, but the extra 5-8 shots impacts dps a bit, is this Working As IntendedGäó?
about the burst HMG, doesnt the dispersion drill down during the burst? is the duration of the burst being shortened? if so i missed that and will be wondering the same thing.
as a minja, i can promise you ladder detection is pretty awesome. i would never climb a ladder if i had to start from the ground. its begging to die. i'm curious could movement speed affect ladder climbing speed?
i'd save vehicle radar questions for when/if scout lavs come back, but since toying with radar is coming before that lovely day, i noticed that radar range is being increased? i'll side with you on that its pretty clunky with how sensors are, there should be progression to range or precision or both. i think ideally would be to have two types of radar related modules, one active with range or precision progression and one passive with the other. for instance, radar modules that have increasing range and passive sensor boosters that increase precision of the scans. those are off the top of my head though, i'd need to look at the eve item database for a more educated and constructive suggestion.
regarding cloaks i'm pretty sure its just that cloaks have always had a somewhat rotten prograssion for fitting, although using a cloak is pretty limiting even on a proto suit. thats harder to justify considering that i believe cloaks also had profile increased awhile back, and even harder to justify with the broken equip mechanic. i have no problem with drawing my weapon slowly coming out of cloak, but if i dont cloak at all, i shouldnt take forever to pull a weapon. the mechanic, as it is, and the animation as well, are both pretty kludge-y. not asking for the animation to be tinkered with, but can the issue with non-cloaked scouts being unable to draw a weapon until well after theyve been killed be fixed? or is making scouts literally defenseless free kill target practice Working As IntendedGäó? hopefully i gave some good answers for you, and the rest is above my ability to know at this time so i hope i havent offended you more by trying to be helpful or constructive here
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7604
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Posted - 2015.03.10 04:08:00 -
[593] - Quote
CCP Rattati wrote:Kaeru Nayiri 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. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor. exactly, someone needs to break shield recharge for them, or flux the vehicle.
why is this a thing? I mean if you're going to make it an AV weapon making it so it cannot beat the shield recharge is counter-intuitive.
AV
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DRT 99
Commando Perkone Caldari State
215
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Posted - 2015.03.10 04:29:00 -
[594] - Quote
i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. |
XxBlazikenxX
Y.A.M.A.H
474
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Posted - 2015.03.10 04:34:00 -
[595] - Quote
DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. How else are we going to make the AHMG good?
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7605
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Posted - 2015.03.10 04:36:00 -
[596] - Quote
DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades.
we going to require swarms to use flux/AV nades to break regen too?
AV
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CCP Rattati
C C P C C P Alliance
18291
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Posted - 2015.03.10 04:51:00 -
[597] - Quote
Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102.
Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok.
The AMG has the highest AI capability, and therefore has the lowest AV capability.
Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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XxBlazikenxX
Y.A.M.A.H
474
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Posted - 2015.03.10 04:53:00 -
[598] - Quote
CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades. we going to require swarms to use flux/AV nades to break regen too? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. I think the AHMG should be slow firing and you should probably rename it to the "Breach" Heavy Machine gun however if you do bring down the ROF.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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Juno Tristan
Obscure Reference
417
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Posted - 2015.03.10 04:57:00 -
[599] - Quote
Breakin Stuff wrote: why is this a thing? I mean if you're going to make it an AV weapon making it so it cannot beat the shield recharge is counter-intuitive.
But it's a short range (av) weapon so would work well pairing it with grenades, such as the new av flux
ADS Ramming Revenge!
Plasma Cannon Rampage
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
131
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Posted - 2015.03.10 05:06:00 -
[600] - Quote
I wrote this earlier and now I am adding to it.
jace silencerww wrote:maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version.
some of your prefit vehicles will need to be redone/fixed/changed with the CPU & PG mod changes due to the will not work even at maxed out skills. oh a big problem you need to fix the controls on ( "Nullarbor" Myron ) it does not fly correctly and before you say anything I can fly well. been flying dropships since open beta. I don't know if it is ok with m&kb but with the controller it always pulls the nose up you have to fight it to keep it down. maybe it was over looked when the fly mechincs or fly controls were changed. |
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