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Vulpes Dolosus
Sardaukar Merc Guild General Tso's Alliance
3
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Posted - 2015.09.02 04:55:00 -
[1] - Quote
I've been a pilot since Uprising 1.3.
The biggest problem between ADS and swarmers is target acquisition, i.e. being able to identify they're under attack and from where in an efficient manner and being able to respond in time and appropriately.
Currently, the only notification an ADS pilot has is the sound the missiles make and, if actually looking at where they're being fired from, the missile glow. Both of these have the possibility to be completely glitched out, making swarms literally undetectable before hitting the ADS. This also ruins any possible way for the ADS pilot to identify where the swarms are coming from, forcing him to flee even if he may possibly be able to kill the swarmer.
Some possible remedies to fix this:
-Add missile icons to the minimap, showing the general area where they originate as well as if there are multiple swarmers.
-Highlight swarmers locking an ADS (visible only to the pilot), perhaps with a unique chevron and only on the minimap.
-Lock warnings (sounds) might be considered as well, but alone the don't provide much useful info for the pilot.
Another problem is the ease of use for swarms. Lock, fire, and unless the ADS is already 100m away ABing at full speed it's a guaranteed hit.
Compare this to the forge gun: an ADS pilot skilled enough can orbit over a forger to try and dodge the shots and a skilled forger can still track and lead the ADS (I've been in both situations multiple times). What the Swarms need is a way to implement some way to negate or hinder their use. I'm not a fan of the laser-guided idea others have because it's impractical, but I do have a solution I think might be worth exploring:
-Greatly increase the lock time for swarms, but only require a single lock for the whole magazine (the lock will break when reloading). This means that a swarmer needs one lock and each missile will fire one after another (with a reasonably slow RoF I might add).
-Decrease the size of the lock box (roughly 2/3-1/2 it's current size)
What this will do is allow swarmers to engage other vehicles and non-agressing ADSs normally, albeit with a little longer initial time due to a long lock (but remember, times between each missile volley will still be the same so long the lock is kept). Swarmers should still be allowed to redirect swarms up or to the side in order to avoid obstacles, so long as the box is back over the target in time (very similar to currently where you need to re-lock for each volley), this also giving a little leeway to retarget an orbiting ADS.
Together with my acquisition suggestions, the fight between a swarmer and ADS pilot becomes much more balanced. Both need skill to apply their damage, though I must argue that the ADS needs more skill to both apply and avoid damage (the swarmer avoids damage by damaging the ADS, e.g. knocking him around, which I argue should still exist). The ADS also has more information to help him decide how to proceed. It also shouldn't severely affect a swarms ability to engage any other target (actually it might be a stealth buff to LAVs speeding around, though it won't help one sitting around sniping with a rail turret).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Vulpes Dolosus
Sardaukar Merc Guild General Tso's Alliance
3
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Posted - 2015.09.02 05:01:00 -
[2] - Quote
To actually answer these proposals:
Darth-Carbonite GIO wrote:Proposal One: Swarm Impact/Force Reduction - Decreased sway of the ADS under fire, allowing the pilot a greater chance of achieving accuracy, and evening the odds in direct Swarmer v ADS confrontations. Percentage of reduction would probably be large.
Proposal Two: Decreased Swarm Tracking Ability - Further encourage pilot skill and maneuverability while also toning down the ability to fire around corners and obstacles, thereby rewarding smart swarmer positioning. Reduction more nebulous
1) The sway should reward a swarmer for landing a hit on an ADS (provided it's more difficult to land one, as I've suggested above). I don't mind it much, it makes flying a bit more realistic and dynamic. Of course, there's the weird times it completely knocks you over or throws you into a wall or something, but it's not a common issue.
2) I personally believe (with little proof honestly) this actually buffs swarm's ability to navigate around corners. Besides, an ADS isn't agile enough loop around swarms, and even if it could I can't see it being very useful in an a actual fight.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Vulpes Dolosus
Fatal Absolution
3
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Posted - 2015.09.04 15:01:00 -
[3] - Quote
Vesta Opalus wrote:-Words- As far as the ADS is concerned, 1 AV player is more than enough to handle an ADS. Unless the ADS starts attacking first (which is nearly impossible on an observant AVer considering the range the can see and engage an ADS), the swarmer has the advantage heavily. The reason AV cannot kill easily ADSs is because they can fly away from danger before dying, not because of lack of killing potential.
This is an ADSs only defense against swarms at the moment. All our fittings do is to delay exploding long enough to get away, or in a best case scenario kill the AVer. Unlike forges, there is virtually no player skill that is involved in the engagement; all there is is luck, hoping you see and can hit him before he gets his salvo off.
Your second observation is off because it's assuming they're just immediately shooting at each other. It takes not account of the ability for AV to hide and get the first shot off. Sure, if an ADS knows exactly where a swarmer is and gets in its optimal and starts firing immediately from a standstill, it will have the upper hand, but that rarely happened in battle. AV has a huge advantage of being hard to find, hard to hit, and having a comparatively easy target.
Making vehicles cheap but easy to kill (ie cannon fodder) is the wrong way to go, imo. As mentioned above, the fight already skews heavily toward AV. Vehicles also take much more time to deploy than infantry, making them not only assets of ISK but time in battle. Just my opinion, but I also think making AV vs vehicles quicker/easier very one-dimensional and boring for everyone. As per my previous post (that no one has seemed to have read), I want to make the engagement more engaging for both parties.
Also, AVers should not think "if I don't kill the vehicle I have failed." Driving off and denying areas to vehicles should be the main goal of AV, killing them being the optimal outcome because it takes the most time to bring that asset back (or benches it completely). Occupying the time of the ADS, either by making him flee, try to kill you, or killing him, means less time he is killing your team, essentially making him less useful.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Fatal Absolution
3
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Posted - 2015.09.04 19:11:00 -
[4] - Quote
Vesta Opalus wrote:Murder Medic wrote:Vesta Opalus wrote:
I've had PCs before where a dropship pilot will hover in front of my forge fit and eat 2 full clips of AFG ammo to his face, the only reason I survived was because I was hitting him in such a way to throw his aim off. .
I'm calling bull **** on that one, even if he was a dual hardened Incubus you still would have worn him down in that time, especially if you shot the weak spot. Sounds like you're just making stuff up now. Sorry I dont have video capture card or I'd have stuff like this recorded, but it happened. He was hovering right in front of me next to a supply depot on the acid pits city installation. It was in a previous patch, not the current one, but I havent seen much to convince me that ADS's are much easier to kill these days. You also say stuff like this "Bad players do have trouble killing tanks while they're on both of their hardeners, I'll give you that." even though it is literally impossible for wyrikomi swarms to kill a double rep/double hardener tank (have tested this in controlled conditions, tank not moving at all, reps out rep the dps until hardeners go down). But this thread isnt about tanks, so whatever. Well simple math will tell you that's just not possible:
Assuming ~1600 damage per shot from a double damage modded IAFG, Shield hybrid resistance =.9 damage (10%), and most popular fits that have an afterburner.
-Hardened Python: 2550shield hp, 40%resist
1600*.6*.9= 864 damage per shot. 2550/864 = 2.94 So it takes roughly 3 shots to break the shields, about 4 shots to kill. Rep doesn't come into play because of the RoF.
-Passive: 3200 hp, 0% resist
1600*.9= 1440 3200/1440=2.22 3-4 shots should kill, factoring in armor
-Light Booster: 2800hp, assuming booster + passive rep can fully rep after first shot 280/1440= 1.94 +1= 2.94 About the same as a hardened.
Basically I don't know what you're talking about. Unless he's using some wack double hardened extender fit and you're taking your sweet time landing shots, I don't see how what you claim is possible. Those fits are very niche and have huge drawbacks and weaknesses so they're not typical and shouldn't be the basis for balance (though of course given consideration). The bottom line is that ADSs aren't as strong as you're claiming.
But enough about forges, the focus should be on swarms.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Fatal Absolution
3
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Posted - 2015.09.22 15:40:00 -
[5] - Quote
Vulpes Dolosus wrote:I've been a pilot since Uprising 1.3.
The biggest problem between ADS and swarmers is target acquisition, i.e. being able to identify they're under attack and from where in an efficient manner and being able to respond in time and appropriately.
Currently, the only notification an ADS pilot has is the sound the missiles make and, if actually looking at where they're being fired from, the missile glow. Both of these have the possibility to be completely glitched out, making swarms literally undetectable before hitting the ADS. This also ruins any possible way for the ADS pilot to identify where the swarms are coming from, forcing him to flee even if he may possibly be able to kill the swarmer.
Some possible remedies to fix this:
-Add missile icons to the minimap, showing the general area where they originate as well as if there are multiple swarmers.
-Highlight swarmers locking an ADS (visible only to the pilot), perhaps with a unique chevron and only on the minimap.
-Lock warnings (sounds) might be considered as well, but alone the don't provide much useful info for the pilot.
Another problem is the ease of use for swarms. Lock, fire, and unless the ADS is already 100m away ABing at full speed it's a guaranteed hit.
Compare this to the forge gun: an ADS pilot skilled enough can orbit over a forger to try and dodge the shots and a skilled forger can still track and lead the ADS (I've been in both situations multiple times). What the Swarms need is a way to implement some way to negate or hinder their use. I'm not a fan of the laser-guided idea others have because it's impractical, but I do have a solution I think might be worth exploring:
-Greatly increase the lock time for swarms, but only require a single lock for the whole magazine (the lock will break when reloading). This means that a swarmer needs one lock and each missile will fire one after another (with a reasonably slow RoF I might add).
-Decrease the size of the lock box (roughly 2/3-1/2 it's current size)
What this will do is allow swarmers to engage other vehicles and non-agressing ADSs normally, albeit with a little longer initial time due to a long lock (but remember, times between each missile volley will still be the same so long the lock is kept). Swarmers should still be allowed to redirect swarms up or to the side in order to avoid obstacles, so long as the box is back over the target in time (very similar to currently where you need to re-lock for each volley), this also giving a little leeway to retarget an orbiting ADS.
Together with my acquisition suggestions, the fight between a swarmer and ADS pilot becomes much more balanced. Both need skill to apply their damage, though I must argue that the ADS needs more skill to both apply and avoid damage (the swarmer avoids damage by damaging the ADS, e.g. knocking him around, which I argue should still exist). The ADS also has more information to help him decide how to proceed. It also shouldn't severely affect a swarms ability to engage any other target (actually it might be a stealth buff to LAVs speeding around, though it won't help one sitting around sniping with a rail turret). Reposting my idea because I'm pretty sure no one read it. Personally, I think it's the best idea, or at least the right direction. Tweaking numbers the way things are now is only going to make swarms or ADSs OP. Something mechanically must be done to balance them.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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