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Francois Sanchez
Prima Gallicus
338
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Posted - 2015.03.17 11:18:00 -
[1] - Quote
Dear Rattati, You asked for numbers about dropships so here they are. This proposition is far to be perfect but I think it could be a good base.
First we need to know what's wrong with ADS atm. It's pretty simple they lack fitting capacity. Currently a python with max skills can't make a good fit with STD stuff and gunners without throwing in at least one ADV PG upgrade (and with the rounds up a PRO PG upgrade may be required). Right now, the only way for a python to fight near one swarmer is to have 2 shield hardeners and 1 shield extender. Putting those modules at basic level already eats 75% of your PG, it's way too much. There is a fundamental problem of PG cost for shield modules, and moreover there isn't any skill to reduce it. Sadly you probably can't lower the PG requirements without making the gunnlogi OP so pythons need a PG buff (the gal ADS needs one too).
Why not giving the tanks treatment to dropships? So having one variant with side turrets that can't be removed and a dramatical resource increase, and another variant without side turrets and less PG and CPU. Also ADS need more modules. Using a PG/CPU upgrade is mandatory atm and eats 25% of your modules.
I didn't make things for ADV and PRO stuff yet, it's already complicated to make something balanced at STD level.
Here is the proposition in a spreadsheet : https://docs.google.com/spreadsheets/d/1jlJ6PBozl_KKXF2H2R4tz1QmmY3HgA_GT8Uh2q1wWHw/edit?usp=sharing
I spent lot of time trying to balance Solo ADS vs ADS with gunners, in the end I've chosen to apply the resource difference of the HAVs
Any constructive comments are welcome :) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7644
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Posted - 2015.03.17 11:45:00 -
[2] - Quote
Is it your intent that ADS have similar EHP to a madrugar and gunnlogi?
These numbers would bring the ability to solidly mount heavy shield extenders and 120mm plates.
Having a flying platform with in excess of 6000 raw HP and the maneuverability of an ADS isn't going to be balanced for overall gameplay.
This would allow fits that could soak up in excess of 5-6 proto AV shots.
Basically the results would be indestructible dropships. This isn't a good start point for balance design.
AV
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Francois Sanchez
Prima Gallicus
339
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Posted - 2015.03.17 12:59:00 -
[3] - Quote
I haven't tested those numbers with full HP mods, I've tested them with balanced fits (good regen, hardener, decent tank). I'm gonna test HP tanking
EDIT : well, I will test when protofits accept to work |
Francois Sanchez
Prima Gallicus
339
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Posted - 2015.03.17 13:17:00 -
[4] - Quote
Good catch, I had based the model on what had been done for tanks but forgot the base HP nerf, I'm gonna add that |
Stefan Stahl
Seituoda Taskforce Command
1057
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Posted - 2015.03.17 13:20:00 -
[5] - Quote
Thanks for taking the time to come up with actual numbers for suggestions. I know it takes a lot of effort to do so.
Unfortunately I'm going to ask whether we can take the discussion one step back from the solution and discuss the problem, because I'm not quite sure what the problem is. Are ADS inefficient right now? Do they not perform a certain role they should be filling? What are the goals of this discussion?
I think both ADS are rather ok regarding their survivability. As long as you AB away from harm quickly enough there's a good chance you'll survive any single source of AV. Trouble starts when AV covers the whole map or there're multiple sources of AV in one place. But that's kind of fair, I guess.
The Python specifically I think is doing what it's supposed to quite well. It mops up non-AV infantry without cover with ease. I assume it lost it's teeth against HAVs after the recent changes though. Should this change? The Incubus isn't in a good place because neither small railguns nor small blasters are useful right now. Small railguns still hurt other DS very badly, but they don't kill HAVs like they used to. Should they be better at this? Small blasters need a different direction. The "bullet spray"-design doesn't seem to work well. Would a blaster with 70 m optimal and 90 m effective range, low dispersion (~2 m diameter at 90 m) and no increase or decrease of dispersion with some 600 DPS be suitable for ADS operation? A fine bonus would be a heat reduction, as it benefits both rails and blasters.
Anyway, what's the mission statement for this suggestion? |
TooMany Names AlreadyTaken
Going for the gold
981
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Posted - 2015.03.17 13:26:00 -
[6] - Quote
Make ADS's even more maneuverable (agile, turn faster) so dodging enemy fire becomes easier. This would be a nice buff without the risk of HP stacked, unkillable ADS's.
Found my favorite DJ - ATB
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Francois Sanchez
Prima Gallicus
341
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Posted - 2015.03.17 13:43:00 -
[7] - Quote
Stefan Stahl wrote:Thanks for taking the time to come up with actual numbers for suggestions. I know it takes a lot of effort to do so.
Unfortunately I'm going to ask whether we can take the discussion one step back from the solution and discuss the problem, because I'm not quite sure what the problem is. Are ADS inefficient right now? Do they not perform a certain role they should be filling? What are the goals of this discussion?
I think both ADS are rather ok regarding their survivability. As long as you AB away from harm quickly enough there's a good chance you'll survive any single source of AV. Trouble starts when AV covers the whole map or there're multiple sources of AV in one place. But that's kind of fair, I guess.
The Python specifically I think is doing what it's supposed to quite well. It mops up non-AV infantry without cover with ease. I assume it lost it's teeth against HAVs after the recent changes though. Should this change? The Incubus isn't in a good place because neither small railguns nor small blasters are useful right now. Small railguns still hurt other DS very badly, but they don't kill HAVs like they used to. Should they be better at this? Small blasters need a different direction. The "bullet spray"-design doesn't seem to work well. Would a blaster with 70 m optimal and 90 m effective range, low dispersion (~2 m diameter at 90 m) and no increase or decrease of dispersion with some 600 DPS be suitable for ADS operation? A fine bonus would be a heat reduction, as it benefits both rails and blasters.
Anyway, what's the mission statement for this suggestion?
To me (and also from what I've seen in many comments) ADS don't work so fine. Yes they can afterburner away, but they can't stay in front of one guy with AV, they can shoot once and then they have to fly away. They should at least have the possibility to fire 2 or 3 times before flying away. Right now a single guy with good AV can deny the access to the dropship within 100 meters by himself, and I know what I'm talking about as I was running AV before being a pilot.
Also there are some incoherencies when you try to fit your dropship and I'd like to sort them out without heavily modifying modules and skills applied to them (because the problem comes from there). |
Stefan Stahl
Seituoda Taskforce Command
1057
|
Posted - 2015.03.17 13:53:00 -
[8] - Quote
Francois Sanchez wrote:Right now a single guy with good AV can deny the access to the dropship within 100 meters by himself, and I know what I'm talking about as I was running AV before being a pilot. I guess this is where our difference in opinion is situated then. I think the situation as described above is ok to me as a pilot. He has the counter to my role, he gets to deny me. If you don't think so I will accept your opinion, but I won't share it. |
Francois Sanchez
Prima Gallicus
342
|
Posted - 2015.03.17 13:59:00 -
[9] - Quote
Stefan Stahl wrote:Francois Sanchez wrote:Right now a single guy with good AV can deny the access to the dropship within 100 meters by himself, and I know what I'm talking about as I was running AV before being a pilot. I guess this is where our difference in opinion is situated then. I think the situation as described above is ok to me as a pilot. He has the counter to my role, he gets to deny me. If you don't think so I will accept your opinion, but I won't share it.
I also think the AV guy should kinda deny the dropship, but the dropship should have the chance to jump in and shoot at the guy. But well I understand your point of view and it' completely legit Also I forgot to say those changes are there to give the abilty to the pilot to have gunners without screwing up the rest of the fit |
Francois Sanchez
Prima Gallicus
342
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Posted - 2015.03.17 15:31:00 -
[10] - Quote
I just came out of a game and I tried to hunt vehicles using incubus with rail turret. That was useless... Against shield tanks the overheat was giving them the time to regen. How much CPU and PG does a heat sink cost? I would like to check if it's possible to fit one on the Incubus without screwing up the fit. Or maybe changing the Incubus bonus? Spread reduction for small blasters and heat reduction for rail turrets? |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7649
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Posted - 2015.03.17 16:21:00 -
[11] - Quote
Francois Sanchez wrote:Stefan Stahl wrote:Francois Sanchez wrote:Right now a single guy with good AV can deny the access to the dropship within 100 meters by himself, and I know what I'm talking about as I was running AV before being a pilot. I guess this is where our difference in opinion is situated then. I think the situation as described above is ok to me as a pilot. He has the counter to my role, he gets to deny me. If you don't think so I will accept your opinion, but I won't share it. I also think the AV guy should kinda deny the dropship, but the dropship should have the chance to jump in and shoot at the guy. But well I understand your point of view and it' completely legit Also I forgot to say those changes are there to give the abilty to the pilot to have gunners without screwing up the rest of the fit Dropships are fully capable of killing AV gunners.
However this carries a high risk of getting your flying death chariot blown to scrap, just like standing in the open carries a high risk of the AV gunner getting blown to chutney.
Most pilots are extremely risk averse. Most AV gunners are anything but risk averse. It's a difference in mindset that allows most AV gunners to soak up losing four or five av fits to kill a single HAV or ADS.
It really isn't as easy as a lot of people claim. If AV were as casually easy as it is made out to be then the average pilot KD would be 0/13.
AV
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a brackers
Molon Labe. General Tso's Alliance
94
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Posted - 2015.03.17 22:48:00 -
[12] - Quote
I like your suggested numbers. I am just wondering how you came up with them.
I have done a similar thing to what you have done, but my pg and cpu values were much lower. Here are my numbers
Proto dropship pilot
The sandbox shooter
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2986
|
Posted - 2015.03.18 02:31:00 -
[13] - Quote
I have three questions:
1: Why are you trying to stick around when AV is in the area?
2: Why are you trying to hunt down HAV's in a ADS instead of LAV's and infantry, or supporting infantry?
3: Why do you think both of of the above questions are okay?
click me
Blup Blub Bloop. Translation: Die -_-
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a brackers
Molon Labe. General Tso's Alliance
100
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Posted - 2015.03.18 03:05:00 -
[14] - Quote
Godin Thekiller wrote:I have three questions:
1: Why are you trying to stick around when AV is in the area?
We have no cover, there is no area where there isn't any AV.
2: Why are you trying to hunt down HAV's in a ADS instead of LAV's and infantry, or supporting infantry?
According to rattati, an ads is supposed to be able to kill a tank eventually, so hunting HAV's in an ADS should be a perfectly reasonable tactic.
3: Why do you think both of the above questions are okay?
I don't understand your question.
Proto dropship pilot
The sandbox shooter
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3203
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Posted - 2015.03.18 03:21:00 -
[15] - Quote
a brackers wrote:Godin Thekiller wrote:I have three questions:
1: Why are you trying to stick around when AV is in the area?
We have no cover, there is no area where there isn't any AV.
2: Why are you trying to hunt down HAV's in a ADS instead of LAV's and infantry, or supporting infantry?
According to rattati, an ads is supposed to be able to kill a tank eventually, so hunting HAV's in an ADS should be a perfectly reasonable tactic.
3: Why do you think both of the above questions are okay?
I don't understand your question. 1) Isn't exactly true. There can only be so many AVers at one time and in one place. I've never had it where I was completely swamped in AV except where most of the fighting was happening. Even so, just fly up to the flight ceiling. AV is only a major threat within 200m, even forges as long as you keep moving.
Really though, you shouldn't try to stand and fight AV. You're best be is to retreat and ambush them a bit later. I also think buffing ADSs to be able to withstand AV easily is a mistake. Current damage/hp values are fine; I'd only change how the engagements go (that swarm turn speed thread is a good idea, as well as my idea for an early warning/tracking system).
2) ADSs are supposed to be able to counter tanks, though I think mainly because they can damage them with impunity over a long time while they whittle down their health. The rail Incubus currently does a tremendous job at this, though the Python somewhat lacks. I remember Rattati mentioning an AV dedicated missile turret in the works (that I and others have asked for), so hopefully that could give a Python a bit of an edge.
3) Pointless question.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Francois Sanchez
Prima Gallicus
343
|
Posted - 2015.03.18 09:13:00 -
[16] - Quote
a brackers wrote:I like your suggested numbers. I am just wondering how you came up with them. I have done a similar thing to what you have done, but my pg and cpu values were much lower. Here are my numbers
They're indeed very different. I will post my reasoning here in a few hours (right now I have to go) but globally I wanted the dropship to be able to fit all its slots with STD stuff without resource mods with max skills. Then for the solo ADS I applied the same CPU/PG difference than what they did for tanks |
Kallas Hallytyr
Skullbreakers
1415
|
Posted - 2015.03.18 10:34:00 -
[17] - Quote
Breakin Stuff wrote:However this carries a high risk of getting your flying death chariot blown to scrap, just like standing in the open carries a high risk of the AV gunner getting blown to chutney. The big difference being that the AV gunner has a far greater array of cover, meaning that they aren't just standing in the open most of the time.
Breakin Stuff wrote:Most pilots are extremely risk averse. Most AV gunners are anything but risk averse. It's a difference in mindset that allows most AV gunners to soak up losing four or five av fits to kill a single HAV or ADS. Most pilots are risk averse because vehicles in general have been, and still are, incredibly expensive. There have been periods where the cost has been justified (Chromosome, 1.7) but equally there have been times where the opposite is the case (1.4 Swarms and ADSs costing 600k+)
Also factoring in is that AV doesn't actually need to run full PRO to get full efficiency: a STD MinCom with Wiyrkomi and a STD CR will only run you about 50k ISK, whereas an entirely MLT fit ADS (aside from being trash) will run you about 260k ISK. Not to mention, trading down to ADV AV weaponry is viable as the 5% damage drop is entirely different to the vehicle turret drop of 10% (small turret damage progression is STD/+10% of STD/+20% of STD) making the lower tiers of investment far less worthwhile and arbitrarily inflating cost of operation.
So yes, different mindsets: one can afford to run their play style cheaply and remain relatively effective; the other must run higher end expensive fits or else underperform to the point of irrelevance while still suffering from empty wallet syndrome, which entirely prevents playing the game in the way they wish.
Alt of Halla Murr. Sentinel.
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Vyzion Eyri
WarRavens
2563
|
Posted - 2015.03.18 10:46:00 -
[18] - Quote
All I want is a green light I can turn on and off in the damn cabin to tell my troops when to deploy. But noooooooo every pilot out there these days are just bloodthirsty aerial acrobats who want my precious lumbering aerial buses to be used as some kind of attack helicopter.
/end whine
Prometheus, my love, they have forgotten you. The ancient arts have been lost. RIP my sweet.
> Quis custodiet ipsos custodes?
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Kallas Hallytyr
Skullbreakers
1415
|
Posted - 2015.03.18 12:00:00 -
[19] - Quote
Vyzion Eyri wrote:All I want is a green light I can turn on and off in the damn cabin to tell my troops when to deploy. But noooooooo every pilot out there these days are just bloodthirsty aerial acrobats who want my precious lumbering aerial buses to be used as some kind of attack helicopter. Personally, I want the assault dropship to have a good offensive tilt. I do want more transportation gameplay - when I first started in the Beta I was like, "I wanna be a pilot, everything that flies I want to be good at it." But no jets and even with the Incubus being the closest analogue there just isn't any room to intercept short-haul dropships; likewise, there aren't any really good maps where people really want a dropship around and feel bad when they don't have one available because of large expanses to traverse, or natural barriers making ground troops take too long getting around... And providing aerial support to infantry, like an attack chopper would be great, but people apparently think that the ADS doing this is somehow wrong?
Meh, anyway. The game needs to make time for transportation - people just don't care, which is why you rarely see transport ships.
Alt of Halla Murr. Sentinel.
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Tesfa Alem
Death by Disassociation
951
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Posted - 2015.03.18 12:28:00 -
[20] - Quote
Breakin Stuff wrote:Is it your intent that ADS have similar EHP to a madrugar and gunnlogi?
These numbers would bring the ability to solidly mount heavy shield extenders and 120mm plates.
Having a flying platform with in excess of 6000 raw HP and the maneuverability of an ADS isn't going to be balanced for overall gameplay.
This would allow fits that could soak up in excess of 5-6 proto AV shots.
Basically the results would be indestructible dropships. This isn't a good start point for balance design.
Just to let you know, incubi have been using complex 120 mm plates for a very long time. They are far from invincible. The same with heavy shield extenders for pythons. Juno puts a heavy shield extender on his incubus.
A bricked incubus has does have more armor HP than my ADV marduk, but only because rattati screwed up on the PG, forcing me to fit a complex PG upgrade just to have three adv modules and a adv turret. Tanks have 4 lows so with the extra slot my tank can fit a hardener, my incubus cant.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7654
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Posted - 2015.03.18 13:43:00 -
[21] - Quote
Kallas Hallytyr wrote:Breakin Stuff wrote:However this carries a high risk of getting your flying death chariot blown to scrap, just like standing in the open carries a high risk of the AV gunner getting blown to chutney. The big difference being that the AV gunner has a far greater array of cover, meaning that they aren't just standing in the open most of the time. Breakin Stuff wrote:Most pilots are extremely risk averse. Most AV gunners are anything but risk averse. It's a difference in mindset that allows most AV gunners to soak up losing four or five av fits to kill a single HAV or ADS. Most pilots are risk averse because vehicles in general have been, and still are, incredibly expensive. There have been periods where the cost has been justified (Chromosome, 1.7) but equally there have been times where the opposite is the case (1.4 Swarms and ADSs costing 600k+) Also factoring in is that AV doesn't actually need to run full PRO to get full efficiency: a STD MinCom with Wiyrkomi and a STD CR will only run you about 50k ISK, whereas an entirely MLT fit ADS (aside from being trash) will run you about 260k ISK. Not to mention, trading down to ADV AV weaponry is viable as the 5% damage drop is entirely different to the vehicle turret drop of 10% (small turret damage progression is STD/+10% of STD/+20% of STD) making the lower tiers of investment far less worthwhile and arbitrarily inflating cost of operation. So yes, different mindsets: one can afford to run their play style cheaply and remain relatively effective; the other must run higher end expensive fits or else underperform to the point of irrelevance while still suffering from empty wallet syndrome, which entirely prevents playing the game in the way they wish. your statements are not universally true.
And the assumption that all AV runs mincom is laughable and hilarious. I actually drop full proto for AV usually which means I'm losing a lot. it's also the only way to reliably get the kills. Just because it CAN be done cheaply, that doesn't by any stretch mean it's particularly efficient.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7654
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Posted - 2015.03.18 13:50:00 -
[22] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:Is it your intent that ADS have similar EHP to a madrugar and gunnlogi?
These numbers would bring the ability to solidly mount heavy shield extenders and 120mm plates.
Having a flying platform with in excess of 6000 raw HP and the maneuverability of an ADS isn't going to be balanced for overall gameplay.
This would allow fits that could soak up in excess of 5-6 proto AV shots.
Basically the results would be indestructible dropships. This isn't a good start point for balance design. Just to let you know, incubi have been using complex 120 mm plates for a very long time. They are far from invincible. The same with heavy shield extenders for pythons. Juno puts a heavy shield extender on his incubus. A bricked incubus has does have more armor HP than my ADV marduk, but only because rattati screwed up on the PG, forcing me to fit a complex PG upgrade just to have three adv modules and a adv turret. Tanks have 4 lows so with the extra slot my tank can fit a hardener, my incubus cant. the bricked incubus dies because it's too slow. My point was more that having a (current) madrugar's CPU/PG will cause problems.
The marduk needs to be fixed. There's literally no getting around this.
AV
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Kallas Hallytyr
Skullbreakers
1416
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Posted - 2015.03.18 14:13:00 -
[23] - Quote
Breakin Stuff wrote:your statements are not universally true.
And the assumption that all AV runs mincom is laughable and hilarious. I actually drop full proto for AV usually which means I'm losing a lot. it's also the only way to reliably get the kills. Just because it CAN be done cheaply, that doesn't by any stretch mean it's particularly efficient. I made no assumption about all AV being MinCom, it was merely an example of an effective AV suit that does not require full PRO. Dont be an ass, I tend to respect your views on V/AV but this was an unnecessary and bad point to nitpick.
As for dropping full PRO, that is your choice - what I mean by that is that you can chose to drop expensive and better suit, or cheaper and slightly less effective suit. With the ADS there is no cheaper alternative, it's pay 200k for the hull minimum, which is an average player's payout in a pub match, plus whatever modules you equip.
Thing is, if an ADS drops without tanking as hard as it can, it will likely die to one AVer - I've messed about with tons of different fits and if I've not got over 2500 shields on my Python or 3600 armour on my Incubus there's pretty much no reason to pull it out, since the first Swarmer on the scene will knock you out of the sky. That's the reason you feel that you must drop PRO to get reliable
For example, I tried running a Python with Damage Mod, around 2300 shields: one CBR7 knocked me down, repeatedly and pretty much no possible response from me would have changed that equation - swappingthe Damage Mod for a booster is unreliable, so it's either tank as hard as possible with more extenders or hardeners or go home, dont even think about creativity in fits. As I said before, even the most cheaply fit ADS runs at around twice the cost of the upper echelon of PRO suits and with most
My crappy, cheap AV Swarm fit costs about 15k, because of BPOs, but would only cost about 22k all told. I dont always get kills, but I'm almost certain to drive an ADS off and if they're not tanked as hard as possible then I'm likely getting the kill.
Point being: if there was a cheaper ADS available, like how the HAVs now can choose to run -I's, then those lower end AV fits would also become more viable due to their being less tanks up vehicles. As is, with the price starting so high, there's no incentive to save money because it will actually cost more in the long run.
Dragging myself back to the topic at hand, what that has to do with this is that the higher fitting resources are incredibly necessary for the dropships, because with a lower base tank (fair enough) it's needed to bring the HP back up to current levels in some ways otherwise the ships might as well never get called in, since one Swarmer will just knock them down like clay pigeons. Less base HP because of more available slots is fine, but trying to reduce the fitting resources too low will just mean that an ADS will be incapable of fitting sufficient tanknto survive.
Alt of Halla Murr. Sentinel.
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Velvet Overkill
SI6MA Learning Alliance
145
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Posted - 2015.03.18 22:58:00 -
[24] - Quote
I like this thread, will check out the numbers, and give feedback later.
Using this account until The-Errorist is unbanned on April 10th.
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a brackers
Molon Labe. General Tso's Alliance
104
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Posted - 2015.03.19 00:32:00 -
[25] - Quote
So far as I can tell dropships should have more fitting slots and more pg/cpu so that there is more than one possible fit to use. I have provided similar alternative numbers here
Proto dropship pilot
The sandbox shooter
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7661
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Posted - 2015.03.19 07:47:00 -
[26] - Quote
Kallas Hallytyr wrote:Breakin Stuff wrote:your statements are not universally true.
And the assumption that all AV runs mincom is laughable and hilarious. I actually drop full proto for AV usually which means I'm losing a lot. it's also the only way to reliably get the kills. Just because it CAN be done cheaply, that doesn't by any stretch mean it's particularly efficient. Dont be an ass, I tend to respect your views on V/AV but this was an unnecessary and bad point to nitpick. no it is not. I'm not taking your comments In a vacuum. I'm aalso considering the idiots who will latch on your comments and use them as evidence without context.
Further whenever I start trying to speak on v/av balance the response has UNIVERSALLY been : "but the MinCom..." Despite the fact that I have REPEATEDLY acknowledged and asserted that swarms are inherently screwy and bugger up vehicle balance.
So I do have a problem with the trend. Because when a pilot mentions the MinCom there is almost NEVER an acknowledgement that the plasma cannon on any platform and sentinel forge gun are disproportionately less effective at AV at all levels.
Do I think that other AV options need swarm-level efficiency?
Hell no.
But you only presented one of the AV options, and it's the particular one that people use to justify blanket statements about how AV is overpowered.
So no, it's absolutely not an unnecessary and bad point to nitpick. It is the current fulcrum of 90% of current AV/V argument.
AV
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Kallas Hallytyr
Skullbreakers
1426
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Posted - 2015.03.19 09:00:00 -
[27] - Quote
Breakin Stuff wrote:But you only presented one of the AV options, and it's the particular one that people use to justify blanket statements about how AV is overpowered.
So no, it's absolutely not an unnecessary and bad point to nitpick. It is the current fulcrum of 90% of current AV/V argument. Remove "Min" then, and the point, about cost, is still entirely valid. A decent AV fit, be it an S-I with KFG, or C-I or A-I with CBR7/Wiyrkomi is still reasonably viable compared to a full protofit while costing between 20k (if using ADV) and 60k (if a PRO gun.)
The point remains valid that AV suits have a far greater degree of flexibility in how much they risk; ADSs do not, they have an absolute minimum threshold that is permanently higher than the uppermost limit of the AV suit and any deviation from the top end fits is liable to cost far more due to the discrepancy in fitting efficacy of lower tier modules and turrets.
So yes, nitpicking about specifically MinCom was unnecessary, because it's not the only viable AV suit, it's just the best but that doesn't stop other suits from beings effective.
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7662
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Posted - 2015.03.19 10:14:00 -
[28] - Quote
Vastly less effective. That is my sticking point. No one ever acknowledges this point. To the point where a triple modded IAFG has slightly more than half the overall DPS of an unmodded wiki swarm.
When people say other suits are also effective the acknowledgement that a viable AV fit for a forge gun or PLC requires proto unless you're running in packs. The standard forge guns are worthless. I have killed tanked gunnlogis with it solo. But that's because the pilot was so stupidly mockworthy I don't even know how he figured out the SP.
seriously it took me two minutes and three reloads to kill him. And he missed me each shot during the whole fight. For two solid, unsupported by any allies, only moving at 20% shields, stand-and-deliver BAD minutes.
I'm actually all for increasing dropship flexibility.
I'm not all for just blithely buffing their EHP to HAV levels. Yes I acknowledge you did not say this. It's a general statement because it is an incredibly common demand.
But any time I suggest alternative methods of increasing survivability (again, this statement is a generalization, not directed at anyone in particular) I get roared at.
So yes. I am nitpicking on valid points. The assertion that I'm nitpicking irrelevancy is allowing the mincom argument to overshadow and hide the actual issues.
AV
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Kallas Hallytyr
Skullbreakers
1427
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Posted - 2015.03.19 11:28:00 -
[29] - Quote
Breakin Stuff wrote:Vastly less effective. That is my sticking point. No one ever acknowledges this point. To the point where a triple modded IAFG has slightly more than half the overall DPS of an unmodded wiki swarm.
When people say other suits are also effective the acknowledgement that a viable AV fit for a forge gun or PLC requires proto unless you're running in packs. The standard forge guns are worthless. I have killed tanked gunnlogis with it solo. But that's because the pilot was so stupidly mockworthy I don't even know how he figured out the SP. That's sort of my point though: a PRO weapon is 'needed' (arguably, since the difference in damage is lower compared to the difference in damage for turrets*) but the rest of suit need not be.
Which is crux of my point above: AV has the option of running a cheap suit while still being able to maximise output to come to a solidly effective midpoint where they are a serious danger while remaining cost effective. The ADS (and even HAVs still, to a degree, have this issue since STD hulls cost as much as a PRO suit, though this is actually a lot more reasonable in Echo since they retain high resilience and power) has no option to reduce it's 'suit' and thus remains a high cost even when fitted with low cost modules.
As I said before, my point is not about the effectiveness of different AV weaponry (I agree that there is a serious imbalance between Swarms, FGs and PLC and that, primarily, stems from application but also an imbalanced DPS) its about the cost effectiveness of AV vs ADSs: the AV player can choose to run cheaper fits to maximise payout and thus sustainability; the ADS cannot.
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That said, I do agree that DPS and application of AV weaponry, in and of themselves, is unbalanced. I am of the opinion that Heavy AV weaponry should always be more effective as AV than any Light AV weapon, due to the simple fact that a Heavy AV weapon requires a far greater sacrifice (requires a Sentinel and a whole separate skill tree, plus all the relative bonuses/drawbacks of the sentinel frame vs the myriad bonuses/drawbacks of all other frames, allowing more flexibility in the engagement for the Light AV.)
Breakin Stuff wrote:I'm actually all for increasing dropship flexibility.
I'm not all for just blithely buffing their EHP to HAV levels. Yes I acknowledge you did not say this. It's a general statement because it is an incredibly common demand.
But any time I suggest alternative methods of increasing survivability (again, this statement is a generalization, not directed at anyone in particular) I get roared at. I do agree that straight EHP buffs are not a good solution, overall, though there is a sort of minimum threshold for HP, especially while we have lock-on Swarms - an ADS (or any vehicle) must be able to fit sufficient tank to survive three volleys from a Swarmer, or else they are essentially a void fit.
While I'd definitely be up for increasing manoeuvrability (not necessarily speed) as a way to increase survivability for the ADS/DS, in the current state of the game (ie, Swarm central) this just isn't feasible. Frankly, we need a big overhaul of Swarms before a lot of V/AV balance can be achieved, because their simplicity of use seriously infringes on the effectiveness of any other AV weapon.
But I'm losing track of my point. I agree that EHP is not the best method to balance things, but it current ntly is one of the only relevant factors.
Breakin Stuff wrote:So yes. I am nitpicking on valid points. The assertion that I'm nitpicking irrelevancy is allowing the mincom argument to overshadow and hide the actual issues. I wish I hadn't said MinCom, just Commando and Assault, or something. The point was not about the MinCom z but about how a suit could be fitted to take full advantage of it's offensive capabilities while keeping the suit sustainable in a cost effective manner. The MinCom element was entirely irrelevant to the point I was making (about ISK ratios of ADS vs AV.)
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[[ * Turret vs Infantry Damage Progression: Infantry weapons increase in damage by 10% per tier: STD Swarm: 260/missile or 1040/volley; ADV is 286 (10% increase); PRO is 312 (20% increase) STD FG: 1200; ADV is 1320 (10% increase); PRO is 1440 (20% increase)
Turrets progress illogically: STD Small Missile: 350 direct/275 splash; ADV is 420/330 (20% increase); PRO is 455/357.5 (30% increase) STD Small Railgun: 334; ADV is 400.8 (20% increase); PRO is 434.2 (30% increase)
That looks like I'm complaining about having a better increase, but it's more to show that STD is worse off on the turret side of things, because you lose so much more efficacy relatively. Infantry AV loses damage at a reasonable and logical progression; the vehicle turrets have a big drop between ADV/STD, making the option of dropping to a lower tier much more of a bad idea. ]]
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7664
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Posted - 2015.03.19 11:47:00 -
[30] - Quote
Turrets are weird as hell progression-wise. That is a simple fact.
And yes I agree with you on the proto weapon. But only because damage mods for heavy don't add anything worth singing about. 3 mods for 12% increase. Since damage mods arent anything more than a luxury it means that running your best will never be a necessity. So you'll not be gimped by the lack.
I'm sold, how about you?
More seriously the problem for dropships isn't EHP.
In fact dropship EHP is why I am desperately trying to fight tooth and nail against any alpha increases for AV weapons, instead poking rate of fire. I would rather take six shots fast to crack an HAV than only need two shots to splash an ADS with an assault forge.
AV
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