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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2
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Posted - 2015.09.01 21:20:00 -
[1] - Quote
First off, this is a thread dedicated to generating meaningful discussion on ADS vs Swarm balance. If you want to talk about forges or tanks, please do so elsewhere unless it happens to be relevant.
Secondly, I will be proposing only two seemingly small changes at this time. I ask that you focus your attention on providing feedback on these specific ideas. Due to the focus, this may be simple, but there's nothing like feedback.
And although it should be obvious, this is CPM data gathering, and is no way "Official."
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
Two relatively simple boosts the survivability of the ADS in a swarm engagement while not hindering swarm efficiency against tanks. Fire away.
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Llast 326
An Arkhos
8
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Posted - 2015.09.01 22:15:00 -
[2] - Quote
Not much of a Pilot myself, and not seriously invested in Swarms. I think Proposal One is the way to go, because it affects the ADS positively in a number of areas that are not considered in the "Swarms OP discussions." I've been able to take out ADS with a Breach Flaylock, PLC, or Massdriver by bouncing them into the obstructions that the Pilot is using as cover. Stabilizing the ADS would address more issues for a pilot in my opinion, and would still gives Swarms a fighting chance against other vehicles.
MOAR Ladders
SpadeGǪ Remember your Warbarge
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Saint Winter
THE N.O.O.B.S
63
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Posted - 2015.09.01 22:23:00 -
[3] - Quote
Hi , everyone .
Excuse me sir Gio , but I think we should, focus on something more important and not their problems with ADS.
First, variants, some needed changes such as assault and specialist.
And I think you could add the Breach variant.
1) Assault Swarm Launcher.
You can mark 2 targets at once, it costs more CPU and RA.
Changes
Take away the ability to set 2 targets at once and reduce delay target fixation , reduce damage and increase clipsize .
2) Specialist Swarm Launcher
Currently this weapon is on the market and purchase isk, it costs less CPU and RA and but has a counter, take long to set a target.
Changes
Should pass this variant LP and remove the extra delay targeting time .
3) Breach Swarm Launcher
New variant.
Characteristics
Increased damage, increased targeting time and the clipsize same that the Normal Swarm Launcher .
After this, I think it would be cool current variants.
Maybe they need modification but this is my idea.
Now, the problem with the ADS, excuse me I have no change. |
el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.01 22:44:00 -
[4] - Quote
What about, in lieu of "nerfing stuff", adding skills or mods that create the results you're looking for? Y'know, game expansion type stuff? "New" Content?
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CAPCRO Nomad.
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Juno Tristan
Obscure Reference
804
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Posted - 2015.09.01 23:25:00 -
[5] - Quote
Evasion is more fun, I should be able to pull of this manoeuvre and avoid being hit
So if proposal 2 achieves this then I'm all for it
ADS Ramming Revenge!
Plasma Cannon Rampage
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2
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Posted - 2015.09.02 01:12:00 -
[6] - Quote
Saint Winter wrote:Excuse me sir Gio , but I think we should, focus on something more important and not their problems with ADS.
As I said in the OP, this is a thread specifically meant to discuss the merits and drawbacks of two ideas, not everything that is wrong with dropships.
I also said that this would probably be a reasonably simple proposal to not only implement, but also to be understood as a positive change by most of the player base. (Probably)
el OPERATOR wrote:What about, in lieu of "nerfing stuff", adding skills or mods that create the results you're looking for? Y'know, game expansion type stuff? "New" Content?
So as we focus on making the game we play that much better, we will take aim at the things that need fixing whether they're big or small, and continue to strengthen the foundation any subsequent "New Content" would have to be built on.
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.09.02 02:43:00 -
[7] - Quote
There's a lot lot consider here.
Firstly, It might be premature to re-balance swarms to ADS' before dropship tiers are in place.
Secondly, I'm not sure I even agree there is an imbalance in the first place.
If we are strictly talking about swarms, then here's the situation:
One proto swarm: ADS has enough time if he doesn't miss to kill the AV'er, if not, forced to retreat
Multiple swarms in the area: Capable of destroying an ADS, usually a deterrent to keep ADS away.
^ that sounds good good me. I do not want to nerf swarms to the point where an ADS can shrug off and disregard a single swarm user. I also don't want swarm users to be forced to work in pairs.
The real "problem" I think with the swarms are their ease of use. Simple lock and fire with a 99% chance to hit VS. A highly specialized dropship which requires skill and practice to operate.
Instead of an outright nerf, I wouldn't mind seeing something like a smart fire/dumb fire mechanic, where a player could either instantly hard fire, or suffer a longer lock on time than current for the lock fire.
Then swarms would be just as effective, but require more skill to use.
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Juno Tristan
Obscure Reference
806
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Posted - 2015.09.02 02:45:00 -
[8] - Quote
The reason I don't support proposition 1 is that an ADS V Swarm fight is not fun in the same way as against a forge gun.
Against a forge gunner I can throw their aim off, it is risk v reward where I need to line up my shot without becoming an easy target, with swarms I feel like I'm fighting a timer.
Locating a forge gunner's location is generally easier as well due to the more consistent rendering of the shots compared to swarms
Which I think improving options to evade swarms is the way forward
Plus, is it possible to isolate exactly what weapons would cause a DS to be knocked? As timing a forge (or PLC) shot so that a DS smashes into a wall is a legitimate and fun tactic
Do you know what kind of variables can be tweaked for proposition 2? Something like turning causing swarms to decelerate or wider turns would help evasion whilst not rewarding hitting the AB and flying straight up
ADS Ramming Revenge!
Plasma Cannon Rampage
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Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
145
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Posted - 2015.09.02 03:20:00 -
[9] - Quote
I can't dodge a swarm volley if it's not rendering you know.
Why not lock-on warnings?
Specialization: Making typo's.
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Sicerly Yaw
Corrosive Synergy No Context
956
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Posted - 2015.09.02 04:38:00 -
[10] - Quote
I believe the former is a better idea rather then the latter as removing maneuverability from the swarms more then it has already would make it weaker against LAV's and fuel injector tanks while making some pilots untouchable if they can simply avoid swarms with quick maneuvering
ADS and DS alike suffer from stability as it is. they are in my opinion too heavy as a rough landing can easily destroy them and collision damge is a bit too harsh, reducing impact instability and also reducing collision damge would go a long way to help pilots out especially new ones that may not have the best control and bump into random objects or land a bit roughly
my biggest problem with drop ships not so much DS as the ADS is the lackluster amount of health they have with DS having roughly 1k eHP more then the ADS this alone majorly contributes as to how fast a drop ship goes down, I would suggest slightly increasing the eHP a reasonable amount perhaps maybe only 500+ eHP maybe more
to conclude collision damage, stability, and eHP all could be reasonable reasonable buffs that don't necessarily affect swarms in a negative way against other vehicles but it does serve to help drop ships from some of its major weaknesses to make it easier for all pilots
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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 -
[11] - 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).
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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 -
[12] - 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!
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.02 08:54:00 -
[13] - Quote
Proposal 1: I'm not a big fan of impact force reduction. In most situations - where the DS is approximately hit in the direction of it's center of mass - the impact force is very much appropriate and fun to play with. Only in some situations, where the missiles hit the DS at an angle, the impact force calculations go nuts.
I have the feeling that this is because the impact force of missiles acts as if it were a projectile. An explosive that strikes a target at an angle would be expected to deliver an impulse perpendicular to the surface of whatever it struck. A projectile instead delivers its impulse in its original direction of travel - like a forgegun round. When striking the nose or tail of a DS at an angle this can cause massive angular impulses that make it very tough to keep the DS in the air. Given that with swarm launchers these shots can't be planned under the current mechanics it's rather annoying. The erratic close-range approach behavior of swarm missiles may also play a role in causing very large angular impulses in situations where you wouldn't expect it. E.g. sometimes you are pushed down by an impact of a swarm launcher that was fired from below.
You could tweak the impact force of swarms down, but I don't think it'd be a major benefit. Once an ADS or DS is under Swarm fire it needs to get out of there fairly quickly anyway.
Proposal 2: You are probably aware of this thread. So you could say I'm biased towards tweaking swarm missile maneuverability. Before discussing the theoretical pros and cons of changing these parameters I'd very much suggest trying it out using a SL variant - e.g. the assault SL - on the live server. Then we could see how such a change affects gameplay and go from there. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.02 08:56:00 -
[14] - Quote
Still the best proposal acroos the board
Stefan Stahl proposed - DS acceleration 12 m/s-¦ (with AB) - DS top speed 50 m/s - SL acceleration 12 m/s-¦ - SL top speed 60 m/s - SL turn rate 50 -¦/s
Basically with hard manuevers a a good pilot will be able to out dance some swarms Without evasive manuevers a pilot would be hit. Higher speed swarms means its still roughly balanced against HAVs A good swarmer will have to learn when to release the swarms Cover can be utilized
- Rattati liked it - Pilots liked it, - Practical sense - Mathematical proofs - Can be done without a hotfix, tweaked accordingly. - Only 3 parameters need to be typed in, swarm speed, turn rate, and acceleration.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.09.02 10:51:00 -
[15] - Quote
Tesfa Alem wrote:Still the best proposal acroos the boardStefan Stahl proposed - DS acceleration 12 m/s-¦ (with AB) - DS top speed 50 m/s - SL acceleration 12 m/s-¦ - SL top speed 60 m/s - SL turn rate 50 -¦/s Basically with hard manuevers a a good pilot will be able to out dance some swarms Without evasive manuevers a pilot would be hit. Higher speed swarms means its still roughly balanced against HAVs A good swarmer will have to learn when to release the swarms Cover can be utilized - Rattati liked it - Pilots liked it, - Practical sense - Mathematical proofs - Can be done without a hotfix, tweaked accordingly. - Only 3 parameters need to be typed in, swarm speed, turn rate, and acceleration.
We can file this under the "Adjusting tracking" header. This would fit Darth's number 2 option.
I'm letting Darth take point on this one. Bluntly I'm biased against swarms at the moment because they irritate me incredibly.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.02 11:29:00 -
[16] - Quote
well to adress swarm knock around, to be honest i dont have much of an issue with it. Not because it isnt annoying, but the nature of the current meta means I cannot afford to hang around and take on swarmers. We cant tell from the air whether its a milita volley or a Beacons. I'm far more likley to be killed afterburning away or blindsided by numerous AV rather than get love tapped into a building.
If impact damage was figured out, especially for Python pilots, I could make the argument that the imact is necessary in drving dropships away from closed in areas that infantry operate on.
Untill that day, sure reduce impact sway for dropship is fine with me.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2
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Posted - 2015.09.02 14:02:00 -
[17] - Quote
Stefan Stahl wrote:Proposal 2: You are probably aware of this thread. So you could say I'm biased towards tweaking swarm missile maneuverability.
I was aware, but it somehow slipped my mind yesterday despite having your numbers in my original write-up. I blame severe lack of sleep.
In any case, I love it and have updated the OP.
Stefan Stahl wrote:You could tweak the impact force of swarms down, but I don't think it'd be a major benefit. Once an ADS or DS is under Swarm fire it needs to get out of there fairly quickly anyway.
True, but I'm thinking of the instances where both the ADS and the swarmer are committed to the destruction of the other, typically in high risk scenarios like PC.
A common tactic is to engage a swarmer at close range, because he's already targeted you anyway so you might as well increase your chances of hitting him. Once at close range like this, it becomes a matter of how good at dodging the swarmer is, versus how good of a shot the pilot is.
By lowering impact sway we reduce external forces at work in these confrontations and buff dropship survivability slightly, almost indirectly, in very specific situations.
I certainly agree there should be some sway, but perhaps a bit less. I'll change the proposal from "Large Percentage" to "Moderate," but I'm not ready to give up on the idea completely.
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.02 14:54:00 -
[18] - Quote
Darth-Carbonite GIO wrote:... Joint proposal: Update the Assault Swarm Launcher with the proposed swarm missile movement stats. Make it have 2 missiles instead of 4, with double damage but the same impact force.
Result: - Every ADS pilot will know whether he was just hit by an 'old' or 'new' SL by counting the number of impacts. - New SLs have half the total impact per volley. - New SLs have the same DPS. - New SLs have updated tracking. - Old SLs are still available should any of these changes prove detrimental to balancing. The impact force won't do anything bad, but the tracking changes may screw up tracking entirely.
Most important bit: This needs to be reverted or updated after two weeks. Experimental stuff on the live server shouldn't be a normal thing.
And finally: Is a tweak to the lock-on parameters on the table? I'd very much like to reduce the size of the lock-on-window and have the SL lose the lock earlier and faster when you look away from the target. The item DB properties that were posted on these forums last year seemed to suggest that these parameters could be edited. That way a SL operator needs to properly track his target to get a lock and can't fire over his shoulder anymore. |
Murder Medic
Forty-Nine Fedayeen Minmatar Republic
22
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Posted - 2015.09.02 15:40:00 -
[19] - Quote
Tweaking the impact pulse is pointless because you can't stick around to fight a swarm launcher without dying, plus skilled pilots have long since learned to compensate for it in their flying. Reducing swarm tracking might help but probably not honestly, I've just flown against these things for 3 years now and I just don't see them overshooting the ADS.
If you want to balance swarms vs dropships at this point, with all the bugs, just give us stronger more expensive ADS in the form of STD / ADV / PRO
Swarms are too tricky to balance because of how they function and our lack of dev team / resources to go into the code and make real changes. Just make their targets harder to kill and buff the other AV options accordingly. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.02 19:08:00 -
[20] - Quote
Stefan Stahl wrote:Darth-Carbonite GIO wrote:... Joint proposal: Update the Assault Swarm Launcher with the proposed swarm missile movement stats. Make it have 2 missiles instead of 4, with double damage but the same impact force. Result: - Every ADS pilot will know whether he was just hit by an 'old' or 'new' SL by counting the number of impacts. - New SLs have half the total impact per volley. - New SLs have the same DPS. - New SLs have updated tracking. - Old SLs are still available should any of these changes prove detrimental to balancing. The impact force won't do anything bad, but the tracking changes may screw up tracking entirely. Most important bit: This needs to be reverted or updated after two weeks. Experimental stuff on the live server shouldn't be a normal thing. And finally: Is a tweak to the lock-on parameters on the table? I'd very much like to reduce the size of the lock-on-window and have the SL lose the lock earlier and faster when you look away from the target. The item DB properties that were posted on these forums last year seemed to suggest that these parameters could be edited. That way a SL operator needs to properly track his target to get a lock and can't fire over his shoulder anymore.
I hate to be that guy, but what's to encourage swarmer to use the new tweaked assaults that give pilots a better chance, rather than wyrokamis?
probably something sweet like more missile shots per clip. 5 instead of three would be a good incentive. making them very useful vs armor tanks, and tempting vs a maneuvering dropship.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.02 19:25:00 -
[21] - Quote
Tesfa Alem wrote:I hate to be that guy, but what's to encourage swarmer to use the new tweaked assaults that give pilots a better chance, rather than wyrokamis? Very good point, actually. I never mentioned that I intended that change for a two week testing phase so interested people could try out what tweaking some parameters actually does to the gameplay. So in fact, there is no incentive at all to use the new variant except curiosity. Once we know what those changed swarm missile movement stats feel like we can then talk about whether we like it or not in a much more informed manner than the current speculation.
Sorry for not being very precise in the previous post. |
Megaman Trigger
OSG Planetary Operations
668
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Posted - 2015.09.02 19:43:00 -
[22] - Quote
Tesfa Alem wrote: I hate to be that guy, but what's to encourage swarmer to use the new tweaked assaults that give pilots a better chance, rather than wyrokamis?
probably something sweet like more missile shots per clip. 5 instead of three would be a good incentive. making them very useful vs armor tanks, and tempting vs a maneuvering dropship.
Increased lock on range and quicker lock speed?
Purifier. First Class.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.02 20:30:00 -
[23] - Quote
Darth-Carbonite GIO wrote:el OPERATOR wrote:What about, in lieu of "nerfing stuff", adding skills or mods that create the results you're looking for? Y'know, game expansion type stuff? "New" Content? So as we focus on making the game we play that much better, we will take aim at the things that need fixing whether they're big or small, and continue to strengthen the foundation any subsequent "New Content" would have to be built on.
Thing is, said foundation has been proven to actually be weaker when subjected to constant reiteration. This weaker constantly variable foundation then leads to diminshed playerbase and diminished quality for what little playerbase there is. So, again, instead of looking to rewrite the base stats beneath it all why not introduce new skills or mods that create the ability to attain the end results you want? Pilot skills for handling to improve DS response, DS passives for knockback/ground contact buffering etc. Game growth instead of another year of CPMX trying to rewrite the core and just really producing little else.
Lets get some real, achievable, tangible gains in here already.
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2
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Posted - 2015.09.03 13:39:00 -
[24] - Quote
Stefan Stahl wrote:And finally: Is a tweak to the lock-on parameters on the table? I'd very much like to reduce the size of the lock-on-window and have the SL lose the lock earlier and faster when you look away from the target. The item DB properties that were posted on these forums last year seemed to suggest that these parameters could be edited. That way a SL operator needs to properly track his target to get a lock and can't fire over his shoulder anymore.
Making inquiries about this.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.03 15:46:00 -
[25] - Quote
We need to make the base swarm launcher good against tanks, and the assault swarms good against DS. As it is, assault swarms are laughably unused, I havent seen them in the killboard in ages.
Basic gist is to slightly buff base swarm damage to make them better at killing tanks while reducing missile speed and acceleration so they can't catch dropships, while assault swarms get faster missiles and acceleration to make them easily catch dropships while reducing their damage since dropships have a lot less health.
Over thinking, over analyzing separates the body from the mind.
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.03 16:21:00 -
[26] - Quote
Alena Ventrallis wrote:We need to make the base swarm launcher good against tanks, and the assault swarms good against DS. As it is, assault swarms are laughably unused, I havent seen them in the killboard in ages.
Basic gist is to slightly buff base swarm damage to make them better at killing tanks while reducing missile speed and acceleration so they can't catch dropships, while assault swarms get faster missiles and acceleration to make them easily catch dropships while reducing their damage since dropships have a lot less health. I'm very strongly opposed to this.
While that may be easy to balance in a 1-v-1 setting it doesn't help gameplay. There really is no fun to be had in having to run back to a supply depot because you brought the wrong kind of SL. I'd much rather give every AV weapon a scope as broad as possible, including a secondary anti-infantry use for each single weapon. That way AVers can participate in the game for a longer fraction of the time, which makes the AV role much more attractive and subsequently present in the game.
It really doesn't help anyone when AV is something you only do for a few seconds until a certain vehicle is destroyed before switching back to whatever you were doing before. That way AV is a duty, not a gameplay element. |
Dont-be-a-D1CK
Dead Man's Game
176
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Posted - 2015.09.03 16:22:00 -
[27] - Quote
Dumb fire / LoS tracking would be an awesome fix to Swarms being 'EZ mode'
The knockback effects should remain in place, already a good pilot can recover from this and kill swarmer certainly in a 1v1
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Mobius Wyvern
Fatal Absolution
6
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Posted - 2015.09.03 16:33:00 -
[28] - Quote
I hope that guy with the excellent balance proposal for Swarms chimes in.
Also let's not forget standard Dropships. I can actually get my Python away from Swarms right now if I run the moment I hear them, but standard Dropships are entirely too sluggish to outrun Swarms and just die. I'd love to play more of a support role for my team with mobile spawns and scans, but it's pretty damn hard when I'm drowned in Swarms I can't move fast enough to out-turn or outrun.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
29
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Posted - 2015.09.03 16:39:00 -
[29] - Quote
Mobius Wyvern wrote:I hope that guy with the excellent balance proposal for Swarms chimes in.
Also let's not forget standard Dropships. I can actually get my Python away from Swarms right now if I run the moment I hear them, but standard Dropships are entirely too sluggish to outrun Swarms and just die. I'd love to play more of a support role for my team with mobile spawns and scans, but it's pretty damn hard when I'm drowned in Swarms I can't move fast enough to out-turn or outrun. Nevermind that, the fact that MCRU's on dropships are still bugged so you can't always spawn onto them, and the fact that CCP has decided not to add ADV and PRO variants so your spawns will always be vastly inferior to uplinks. Add to that the simple fact that it's very hard for passengers to ascertain their position on the battlefield when in your ship and it all combines to make dropships the single worst mobile deployment platform in this game |
Derrith Erador
Fatal Absolution
3
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Posted - 2015.09.03 20:04:00 -
[30] - Quote
Darth-Carbonite GIO wrote:First off, this is a thread dedicated to generating meaningful discussion on ADS vs Swarm balance. If you want to talk about forges or tanks, please do so elsewhere unless it happens to be relevant. Secondly, I will be proposing only two seemingly small changes at this time. I ask that you focus your attention on providing feedback on these specific ideas. Due to the focus, this may be simple, but there's nothing like feedback. And although it should be obvious, this is CPM data gathering, and is no way "Official." 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 "Moderate."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 from 70-¦/s to 50-¦/s. Curtesy of Stefan Stahl.Two relatively simple boosts the survivability of the ADS in a swarm engagement while not hindering swarm efficiency against tanks. Fire away. First off, you misspelled courtesy. Sorry, I'm a little bit of a grammar nazi. Anyway, my thoughts on swarms may infringe on your "no talk of tanks and forges".
On proposal one, I completely disagree with this. There are methods that exist in the ADS to counteract and minimize this. This should fall under the ADS responsibilities.
On proposal two, well I think I know a way to make this happen. It will fall under forges and tanks a bit, but only because I'm wanting to balance swarms to use assaults more.
Anyway, before we begin, there are two key issues that I believe must be addressed, and my proposal will fix it.
Issue 1: No need to maintain the lock. This is honestly the biggest problem any pilot worth their salt has with swarms, they can lob out three rounds in under five seconds no problem, and there is little chance of dodging them.
Issue 2: The size of the lock box. This in essence is the second reason they require no effort. In my dust nerd days, quite a bit ago, I measured the inner crosshair of a forge gun, and then compared them to the swarm. My findings are this:
Standard/militia swarm box size: 16x size of forge Adv swarm box size: 20x size of forge Proto swarm box size: 24x size of forge
That is way too large and unnecessary for a swarm to have.
Anyway, on to my proposal:
First step: fix the lock time. Last I checked (a while, I'll admit), the lock time was 1.05 seconds maxed out. I think this should be changed to 1.4 seconds maxed out.
Second step: Make it to where the swarm has to maintain the lock while attacking a vehicle. I do think that, in order to not completely kill the usefulness of swarms, that there should be a re-locking window, a set time where you can still hit the target without getting the lock on. I'd say about 3 seconds for regular, 5 for assault.
Third step: Lock on range change. In order to make variants more marketable, they need to have different range of operation. I believe a tiered set of ranges with corresponding lock boxes would help this. I'll explain in just a second.
Regular swarms: Used for tanks mainly. So up to a 20% increase to damage might be needed, but a slower speed. The lock ranges will be as follows, along with lock boxes.
100 meters, 16x box 175 meters, 12x box 250 meters, 8x box
You can switch sizes by pressing L1 while in lock mode.
Assault swarms: These I think will mainly be useful in fighting ADS. The raw damage is actually pretty good, so there should be no change there. There may call for a slight increase in speed, not sure yet. Anyway, on to the ranges and boxes.
180 meters, 12x box 250 meters, 8x box 400 meters, 4x box
I'm not sure how much help this will be, but I hope it does.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
992
|
Posted - 2015.09.03 20:23:00 -
[31] - Quote
I'll just give some observations and logical thought here and you can pick it apart at will: Observation 1. Infantry without AV is helpless vs. vehicles. 100% helpless, you basically have zero chance of anything aside from hiding until they go away.
Observation 2. A single infantry with AV is unable to kill a dropship unless the dropship pilot makes a mistake, and cannot even drive the dropship away in some cases in the amount of time it takes the dropship to kill the AV player (in other words, even with AV, dropship vs. infantry is asymmetrical in favor of the dropship).
Observation 3. Multiple infantry with AV makes dropship piloting impossible.
Logicology of the situation: Why is an infantry player running AV not able to kill vehicles unless the pilot makes a mistake when the AV player is making himself food for any non-AV infantry by running that AV?
The reason is because vehicles cost so much, if you made them easy to kill they would be not useless, but definately too expensive to run.
So why do vehicles cost so much?
How about we dramatically rebalance things so that 1. vehicles are killable and 2. they are priced to reflect that.
Final comments: Dropship v. AV is pretty closely balanced in 1v1 right now, but even so its broken because the AV running a fit specifically created to destroy vehicles cannot do his job without the vehicle making a mistake, and if multiple AV are out on the field the vehicle cant do anything at all.
How about we make vehicles expendable? How do we do this? Well we could try this... Make the pilot suit. Tie pilot suit fittings in with how well the vehicle does Dramatically reduce vehicle prices and make it so AV has advantage in 1v1 combat with a vehicle. The majority of a vehicle's "cost" will be in the pilot suit (still not as expensive as current vehicles though), so the vehicle pilot essentially can defray costs indefinately unless his vehicle gets blown up so quickly and decisively that he loses his suit as well. Making vehicles more disposable also helps to mitigate the multiple AV phenomena, where many AV players can make running vehicles prohibitively expensive.
tldr; Vehicle balance in this game is fundamentally broken. Small tweaks arent going to fix it. Breaking the EXPENSIVE = INVINCIBLE dynamic of vehicles may fix the issues, but this probably wont happen, so whatever. |
Murder Medic
Forty-Nine Fedayeen Minmatar Republic
34
|
Posted - 2015.09.03 20:50:00 -
[32] - Quote
Vesta Opalus wrote:I'll just give some observations and logical thought here and you can pick it apart at will: Observation 1. Infantry without AV is helpless vs. vehicles. 100% helpless, you basically have zero chance of anything aside from hiding until they go away.
Observation 2. A single infantry with AV is unable to kill a dropship unless the dropship pilot makes a mistake, and cannot even drive the dropship away in some cases in the amount of time it takes the dropship to kill the AV player (in other words, even with AV, dropship vs. infantry is asymmetrical in favor of the dropship).
Observation 3. Multiple infantry with AV makes dropship piloting impossible.
Logicology of the situation: Why is an infantry player running AV not able to kill vehicles unless the pilot makes a mistake when the AV player is making himself food for any non-AV infantry by running that AV?
The reason is because vehicles cost so much, if you made them easy to kill they would be not useless, but definately too expensive to run.
So why do vehicles cost so much?
How about we dramatically rebalance things so that 1. vehicles are killable and 2. they are priced to reflect that.
Final comments: Dropship v. AV is pretty closely balanced in 1v1 right now, but even so its broken because the AV running a fit specifically created to destroy vehicles cannot do his job without the vehicle making a mistake, and if multiple AV are out on the field the vehicle cant do anything at all.
How about we make vehicles expendable? How do we do this? Well we could try this... Make the pilot suit. Tie pilot suit fittings in with how well the vehicle does Dramatically reduce vehicle prices and make it so AV has advantage in 1v1 combat with a vehicle. The majority of a vehicle's "cost" will be in the pilot suit (still not as expensive as current vehicles though), so the vehicle pilot essentially can defray costs indefinately unless his vehicle gets blown up so quickly and decisively that he loses his suit as well. Making vehicles more disposable also helps to mitigate the multiple AV phenomena, where many AV players can make running vehicles prohibitively expensive.
tldr; Vehicle balance in this game is fundamentally broken. Small tweaks arent going to fix it. Breaking the EXPENSIVE = INVINCIBLE dynamic of vehicles may fix the issues, but this probably wont happen, so whatever. It's not just a matter of cost.
Does your dropsuit have to be called in by an RDV, and is it vulnerable during deployment and recalling. Can you just switch out fits for your vehicle at a supply depot? Does your dropsuit have to worry about getting hit by buildings or null cannon missiles or MCC missiles or other vehicles? If it's 1v1, why then can AV ALWAYS outnumber vehicles thanks to vehicle caps? Can a vehicle cap a point?
So you want just a single person to outclass another who takes significantly more time just to get onto the field, who can't even engage in about 50% of the map (technically more if you consider the important points are often physically protected from vehicles)
Your idea makes vehicles worthless because if even one idiot runs to a supply depot, you're down and out if you're in a vehicle. Nevermind if there's more than one, which there ALWAYS is since everyone has AV these days. Vehicles are the best counter to vehicles if you want to be a solo player. Otherwise, you have to either catch them in a trap or work loosely with one other player. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
992
|
Posted - 2015.09.03 21:45:00 -
[33] - Quote
-Does your dropsuit have to be called in by an RDV, and is it vulnerable during deployment and recalling. Dropsuits have to spawn in at designated spots, where they are very vulnerable to being murdered. So yes they are vulnerable during deployment.
-Can you just switch out fits for your vehicle at a supply depot? No, but you can switch out your vehicle anywhere on the map, unlike infantry who is SOL if there are no supply depots on the map or some guy has killed all of them but one 8 miles away in the redline.
-Does your dropsuit have to worry about getting hit by buildings or null cannon missiles or MCC missiles Incredibly marginal concern
-or other vehicles? Please show me the infantry player who isnt concerned about being hit by vehicles.
-If it's 1v1, why then can AV ALWAYS outnumber vehicles thanks to vehicle caps? Can a vehicle cap a point? Its been pointed out many times before that, with current balance, vehicles being the huge force multiplier they currently are makes it impossible to both field effective AV and field infantry to combat remaining infantry on the vehicle's team. And no vehicles cant cap points, but infantry arent able to make open areas impassable no go zones just by being in the area.
-So you want just a single person to outclass another who takes significantly more time just to get onto the field, who can't even engage in about 50% of the map (technically more if you consider the important points are often physically protected from vehicles) The "more time to get onto the field" is a narrative that isnt going to fly with me, since its abundantly obvious that even counting RDV time, a vehicle can deploy from the redline and get to the point far faster than all but the quickest infantry. And just because you feel uncomfortable calling vehicles in outside the redline doesnt mean you CANT. And I like how you seem to think a vehicle player being outclassed by another player is something bad, since thats exactly what vehicles do to everyone on the field in the current meta, including AV players.
As far as access to areas goes, sure. You cant access every area (though 50% is a gross exaggeration, even on the most restricted maps its more like single digit percentages, unless we're talking about domination on the ******** rafters & highway map). And you cant cap a point (except you can by getting out to hack, and it would be even more feasible if my changes were put in place that made the vehicle portion of your fitting more expendable).
-Your idea makes vehicles worthless because if even one idiot runs to a supply depot, you're down and out if you're in a vehicle. Nevermind if there's more than one, which there ALWAYS is since everyone has AV these days. Vehicles are the best counter to vehicles if you want to be a solo player. Otherwise, you have to either catch them in a trap or work loosely with one other player. And then you follow things up by complaining about potentially being killed, even though you could still abuse map features and teamate positioning to be very hard to kill, and wrap it up with a tacit admission that vehicles can only be realistically and efficiently countered by other vehicles, basically admitting they are overpowered as is. Okay.
This is the attitude that makes vehicle/AV balance impossible. In fact you probably think AV is overpowered, even though it is literally impossible to kill a madruger rep/hardener fit currently with a swarm launcher, and it takes like 3 full clips to kill a gunlogi.
But its ok, you will win in the end because vehicle/AV balance will never be fixed because nobody thinks its a problem that tanks are virtually impossible to kill. |
Kaeru Nayiri
OSG Planetary Operations
1
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Posted - 2015.09.03 23:06:00 -
[34] - Quote
Thanks for making this thread Gio, here are my thoughts to add to the bunch:
1. I am strictly against reducing the knockback power of swarms. Even as a pilot, I feel this is an extremely necessary element. We should not strive to remove the chaos from battle, as it's some of the very little organic things left. If getting hit by swarms was always under control it wouldn't be fun or immersive. I enjoy testing myself under fire from swarms in close quarters. Reaction time and quick decision making are really put to the test, and sometimes my ship slams against something to the cheers of the ennemy swarmer, but that's part of what I call the "living struggle". This is opposed to say things like DPS and TANK where outcomes are predetermined by stats and the human element is completely distilled out.
2. I believe reducing swarm tracking will conveniently add to the human element as it creates a bit more varieties of outcomes. I wouldn't mind if swarm speed was increased at the same time as well.
I also like the idea of smaller reticule square, with shorter window of lock sticking while the target is "out of sight".
Sorry for the long post, I feel very strongly about this, thank you for reading.
Know what cannot be known.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
35
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Posted - 2015.09.04 05:02:00 -
[35] - Quote
Vesta Opalus wrote: But its ok, you will win in the end because vehicle/AV balance will never be fixed because nobody thinks its a problem that tanks are virtually impossible to kill.
Bad players do have trouble killing tanks while they're on both of their hardeners, I'll give you that. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.09.04 11:48:00 -
[36] - Quote
Murder Medic wrote:Vesta Opalus wrote: But its ok, you will win in the end because vehicle/AV balance will never be fixed because nobody thinks its a problem that tanks are virtually impossible to kill.
Bad players do have trouble killing tanks while they're on both of their hardeners, I'll give you that.
Is this relevant to the OP?
No?
Let's get back to swarms vs. Dropships please.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Vulpes Dolosus
Fatal Absolution
3
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Posted - 2015.09.04 15:01:00 -
[37] - 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~
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
996
|
Posted - 2015.09.04 16:44:00 -
[38] - Quote
Vulpes Dolosus wrote: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.
AV vs. vehicles is already boring for everyone.
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. Am I supposed to take an experience like that and accept your claim that AV should just be happy driving vehicles away? I cant drive vehicles away. If they are fit properly and driven properly they can hover right in my face for 20+ seconds. This python is hovering right in my face with complete impunity while Im nailing it with every shot from a fitting specifically created to destroy vehicles, and it isnt even coming close to dying. Balanced!
Swarms are similarly useless, though at least they hit more often if the dropship is making crazy maneuvers. But again I cant kill them, they just sit there until hardeners are about to drop and leave. So essentially AV does nothing except keeps a dropship away while its hardeners are down, at which point AV might as well not even be there compared to putting an assault dropship in the air with a railgun to fight these dropships on their own terms.
I do agree generally though that AV gets first shot advantage more often than not, though this more than compensated I think by the AV player having to spend most of its time scrambling away from or fighting enemy infantry. If the AV player is sitting in a tower or something, then that risk is mitigated, but then deployment of that AV player now requires the same time investment that calling in another ADS requires, plus their position is much more static and vulnerable to enemy ADS pilots, so either way the AV player is going to have serious problems.
My point is not that AV v. V balance is fine right now, or should be tweaked in favor of the AV. My point is that the current mechanics are inherently unbalancable. You have a weapon that hits regardless of maneuvers unless that maneuver is run away immediately. You have a "window of opportunity" design philosophy that makes vehicles so strong during the window that they are virtually unkillable, and a disparity in mobility that allows exploitation of that window for entire games. Meanwhile if you mass enough AV you can murder any vehicle even despite the window of opportunities, but at the same time it cripples your team by drawing too much away from anti-infantry/point holding. AV v. V is broken at a fundamental level and needs a redesign from the ground up, with less emphasis on windows of opportunity and removal of the swarm launcher fire & forget mechanics. |
Murder Medic
Forty-Nine Fedayeen Minmatar Republic
37
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Posted - 2015.09.04 17:53:00 -
[39] - Quote
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. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
996
|
Posted - 2015.09.04 18:01:00 -
[40] - Quote
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.
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Megaman Trigger
OSG Planetary Operations
683
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Posted - 2015.09.04 18:14:00 -
[41] - Quote
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.
I've seen a Python use hardeners to reduce Swarm damage so much that the shield repped through Swarm impacts. Think it was triple hardened, according to someone on comms.
Purifier. First Class.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
996
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Posted - 2015.09.04 18:46:00 -
[42] - Quote
Megaman Trigger 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. I've seen a Python use hardeners to reduce Swarm damage so much that the shield repped through Swarm impacts. Think it was triple hardened, according to someone on comms.
Yep, probably the same thing I was running into. Meanwhile unhardened fits are absolutely terrible, and militia vehicles are complete **** these days and cant stand up to non militia unless the non-militia pilot is pants on head ********. This isnt balance, its just one single overpowered module carrying vehicles to invincibility because of the window of opportunity design philosophy that sucks for everyone involved. |
Vulpes Dolosus
Fatal Absolution
3
|
Posted - 2015.09.04 19:11:00 -
[43] - 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~
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.09.04 19:20:00 -
[44] - Quote
Vulpes Dolosus wrote: But enough about forges, the focus should be on swarms.
Yeah, good luck getting anyone to see that. I've already put my two cents in, this is about as far as I want to go in this thread.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
39
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Posted - 2015.09.04 19:23:00 -
[45] - Quote
Megaman Trigger 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. I've seen a Python use hardeners to reduce Swarm damage so much that the shield repped through Swarm impacts. Think it was triple hardened, according to someone on comms. I'm fairly certain you can't even fit 3 hardeners on a python unless they're basic, and even if you can you're on your base shields with no afterburner. It would have a 20 second window to attack with almost 2 minute downtime and can be one shot by almost all AV at any point in between.
Also, only a fool shoots a weapon that's weak vs shields at a shield fit during its hardener cycle. That said most pythons don't run more than one hardener and swarms still do high damage to them considering their low overall tank and the fact that they won't rep in between being hit by swarms.
Honestly it sounds more like a troll Myron fit than anything else. Simple fact is that unless an ADS runs immediately or close to it, it dies. Anyone saying otherwise is lying because math |
Megaman Trigger
OSG Planetary Operations
684
|
Posted - 2015.09.04 19:39:00 -
[46] - Quote
Murder Medic wrote:Megaman Trigger wrote:I've seen a Python use hardeners to reduce Swarm damage so much that the shield repped through Swarm impacts. Think it was triple hardened, according to someone on comms. I'm fairly certain you can't even fit 3 hardeners on a python unless they're basic, and even if you can you're on your base shields with no afterburner. It would have a 20 second window to attack with almost 2 minute downtime and can be one shot by almost all AV at any point in between. Also, only a fool shoots a weapon that's weak vs shields at a shield fit during its hardener cycle. That said most pythons don't run more than one hardener and swarms still do high damage to them considering their low overall tank and the fact that they won't rep in between being hit by swarms. Honestly it sounds more like a troll Myron fit than anything else. Simple fact is that unless an ADS runs immediately or close to it, it dies. Anyone saying otherwise is lying because math
Oh, it was definitely a Python. He'd buzz in, hardened up, and then missile the roof above C on a 4 point (2 in and 2 out) city map to clear uplinks/distract the lookouts/be a pain in the arse and then fly off when the modules ran low. Occasionally he'd hot drop a Sentinel or two while repping through Swarm salvos.
Niche fit but it did its job.
Purifier. First Class.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
39
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Posted - 2015.09.04 20:59:00 -
[47] - Quote
Megaman Trigger wrote:Murder Medic wrote:Megaman Trigger wrote:I've seen a Python use hardeners to reduce Swarm damage so much that the shield repped through Swarm impacts. Think it was triple hardened, according to someone on comms. I'm fairly certain you can't even fit 3 hardeners on a python unless they're basic, and even if you can you're on your base shields with no afterburner. It would have a 20 second window to attack with almost 2 minute downtime and can be one shot by almost all AV at any point in between. Also, only a fool shoots a weapon that's weak vs shields at a shield fit during its hardener cycle. That said most pythons don't run more than one hardener and swarms still do high damage to them considering their low overall tank and the fact that they won't rep in between being hit by swarms. Honestly it sounds more like a troll Myron fit than anything else. Simple fact is that unless an ADS runs immediately or close to it, it dies. Anyone saying otherwise is lying because math Oh, it was definitely a Python. He'd buzz in, hardened up, and then missile the roof above C on a 4 point (2 in and 2 out) city map to clear uplinks/distract the lookouts/be a pain in the arse and then fly off when the modules ran low. Occasionally he'd hot drop a Sentinel or two while repping through Swarm salvos. Niche fit but it did its job. I still honestly don't believe it unless he was being hit with militia swarms, because it WILL break his rep cycle and if his overall shields would be very low. Again assuming the fit is even possible it would be HIGHLY vulnerable whenever off of its hardener, and that would be significantly longer than when he's on hardeners. Also he would crumple to small railgun fire from LAVs, HAVs, DS or ADS. Basically it was good in that one very specific situation but would go up in flames against most AV, particularly smart AV that baited it's hardener then chased it once on its cooldown.
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Megaman Trigger
OSG Planetary Operations
688
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Posted - 2015.09.04 23:07:00 -
[48] - Quote
Murder Medic wrote:I still honestly don't believe it unless he was being hit with militia swarms, because it WILL break his rep cycle and if his overall shields would be very low. Again assuming the fit is even possible it would be HIGHLY vulnerable whenever off of its hardener, and that would be significantly longer than when he's on hardeners. Also he would crumple to small railgun fire from LAVs, HAVs, DS or ADS. Basically it was good in that one very specific situation but would go up in flames against most AV, particularly smart AV that baited it's hardener then chased it once on its cooldown.
It never stuck around long enough for its Hardeners to drop, they always dropped outside of Swarm lock range due to pilots timing. As soon as he left the point, he headed straight to his redline.
Not sure on the tier of Swarms used. Anyone know the damage threshold for vehicle Shields? Does it apply only to alpha damage and not cumulative?
A quick run of the numbers on a Proto Swarm puts the damage at around 75 per missile with 3 Hardeners active. Numbers found calculator here not sure how out of date this is;
312 per missile - 20% (vs shields) - 69.79% (3 stacked Hardeners) = 75.404 per missile (Non-MinManndo, 0 Damage Mods, no Warbarge bonus)
Advanced: 69.12 per missile
Basic/Militia: 62.84 per missile
Feel free to correct my maths if I've put things in the wrong order. I think you apply damage profile first, then Hardeners.
Purifier. First Class.
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Saint Winter
THE N.O.O.B.S
65
|
Posted - 2015.09.05 00:00:00 -
[49] - Quote
Darth-Carbonite GIO wrote:First off, this is a thread dedicated to generating meaningful discussion on ADS vs Swarm balance. If you want to talk about forges or tanks, please do so elsewhere unless it happens to be relevant. Secondly, I will be proposing only two seemingly small changes at this time. I ask that you focus your attention on providing feedback on these specific ideas. Due to the focus, this may be simple, but there's nothing like feedback. And although it should be obvious, this is CPM data gathering, and is no way "Official." 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 "Moderate."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 from 70-¦/s to 50-¦/s. Curtesy of Stefan Stahl.Two relatively simple boosts the survivability of the ADS in a swarm engagement while not hindering swarm efficiency against tanks. Fire away. Hello everyone.
I'll go to the proposal 2: Because although slightly reduce the precision, the scope of the SL them more serious problem even when you pilots ADS or DS . |
Derrith Erador
Fatal Absolution
3
|
Posted - 2015.09.21 23:09:00 -
[50] - Quote
Ahem... bump.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2
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Posted - 2015.09.22 10:52:00 -
[51] - Quote
Stefan Stahl, do you have Skype?
We are still moving forward on the Swarm/ADS proposals, but a Swarm Tracking reduction has turned out to possibly be too in-depth for a Hotfix. This makes me sad, C'est la vie.
Putting Tracking on the table then, your secondary proposals should now be brought to the forefront.
I challenge you to a Gwent duel!
YouTube
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Vulpes Dolosus
Fatal Absolution
3
|
Posted - 2015.09.22 15:40:00 -
[52] - 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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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.22 17:41:00 -
[53] - Quote
The problem with swarms is they are expected to be fast enough to catch ADS while being strong enough to kill tanks, which have far more health than ADS. What needs to happen is separate anti-armor swarms, which hit hard but an AS can easily outrun/outmaneuver, and anti-air swarms, which are very fast and have high tracking but don't have as much power behind them.
Then you can balance each swarm based on what it's supposed to kill, rather than balance one swarm launcher around two separate target types. Make the assault swarm launcher anti-air.
Over thinking, over analyzing separates the body from the mind.
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Darth-Carbonite GIO
Random Gunz Rise Of Legion.
2
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Posted - 2015.09.22 18:28:00 -
[54] - Quote
Alena Ventrallis wrote:The problem with swarms is they are expected to be fast enough to catch ADS while being strong enough to kill tanks, which have far more health than ADS. What needs to happen is separate anti-armor swarms, which hit hard but an AS can easily outrun/outmaneuver, and anti-air swarms, which are very fast and have high tracking but don't have as much power behind them.
Then you can balance each swarm based on what it's supposed to kill, rather than balance one swarm launcher around two separate target types. Make the assault swarm launcher anti-air.
This has been suggested, and would most certainly help pilots out a lot. Forges might also experience an up-tick in popularity given their ability to deal with threats equally on both land and air.
Very unlikely to be quickly accepted by swarm enthusiasts given the fact that they would have to make an extra choice, hence why I relegated it to a second tier proposal, but it would shake up the Swarm/ADS interplay dramatically.
"Sex is OK!" -CCP Rouge, Executive Producer of Dust and our benevolent overlord.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
257
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Posted - 2015.09.22 20:55:00 -
[55] - Quote
Talos Vagheitan wrote:There's a lot lot consider here.
Firstly, It might be premature to re-balance swarms to ADS' before dropship tiers are in place.
Secondly, I'm not sure I even agree there is an imbalance in the first place.
If we are strictly talking about swarms, then here's the situation:
One proto swarm: ADS has enough time if he doesn't miss to kill the AV'er, if not, forced to retreat
Multiple swarms in the area: Capable of destroying an ADS, usually a deterrent to keep ADS away.
^ that sounds good good me. I do not want to nerf swarms to the point where an ADS can shrug off and disregard a single swarm user. I also don't want swarm users to be forced to work in pairs.
The real "problem" I think with the swarms are their ease of use. Simple lock and fire with a 99% chance to hit VS. A highly specialized dropship which requires skill and practice to operate.
Instead of an outright nerf, I wouldn't mind seeing something like a smart fire/dumb fire mechanic, where a player could either instantly hard fire, or suffer a longer lock on time than current for the lock fire.
Then swarms would be just as effective, but require more skill to use.
Actually just yesterday I was trying to kill an ADS with proto swarms, cut his shields, he kicked em back in with mods and took me out, he practically faced me head on, which is rare in a dropship pilot.
Only proto swarms are actually capable of getting missiles out to hit the target, all other swarms are trash, so perhaps we need to look at lock-on time and have, from basic to proto, the same lock on time. Any nerfing to SL's will only lead to them to become worthless in both against dropships in general and tank's. Impact force, sure i'll lose that, but don't do damage/range, or lock on.
If you want to make changes to the Assault, turn into a PLC with 4 shot's, low damage radius vs infantry, high direct damage, and low radius.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.09.23 01:30:00 -
[56] - Quote
Zan Azikuchi wrote: Actually just yesterday I was trying to kill an ADS with proto swarms, cut his shields, he kicked em back in with mods and took me out, he practically faced me head on, which is rare in a dropship pilot.
Only proto swarms are actually capable of getting missiles out to hit the target, all other swarms are trash, so perhaps we need to look at lock-on time and have, from basic to proto, the same lock on time. Any nerfing to SL's will only lead to them to become worthless in both against dropships in general and tank's. Impact force, sure i'll lose that, but don't do damage/range, or lock on.
If you want to make changes to the Assault, turn into a PLC with 4 shot's, low damage radius vs infantry, high direct damage, and low radius.
I have the strangest feeling you're talking about me, as I seem to remember fighting you and God knows what other AV out there.
Anyways, I do agree that damage shouldn't be messed with (well, maybe not), range not so much. I posted a reply around maybe page 2 of this thread which will state why. But the main problem behind swarms is the fact that there is no effort from the player to actually get a hit on a tank or ADS. A lone swarmer is alright, but when you don't even have to maintain a lock to get a hit, it makes it an easy mode weapon that anyone can use and abuse. And as a long time pilot, I can attest that they do.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
257
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Posted - 2015.09.23 12:48:00 -
[57] - Quote
Derrith Erador wrote:Zan Azikuchi wrote: Actually just yesterday I was trying to kill an ADS with proto swarms, cut his shields, he kicked em back in with mods and took me out, he practically faced me head on, which is rare in a dropship pilot.
Only proto swarms are actually capable of getting missiles out to hit the target, all other swarms are trash, so perhaps we need to look at lock-on time and have, from basic to proto, the same lock on time. Any nerfing to SL's will only lead to them to become worthless in both against dropships in general and tank's. Impact force, sure i'll lose that, but don't do damage/range, or lock on.
If you want to make changes to the Assault, turn into a PLC with 4 shot's, low damage radius vs infantry, high direct damage, and low radius.
I have the strangest feeling you're talking about me, as I seem to remember fighting you and God knows what other AV out there. Anyways, I do agree that damage shouldn't be messed with (well, maybe not), range not so much. I posted a reply around maybe page 2 of this thread which will state why. But the main problem behind swarms is the fact that there is no effort from the player to actually get a hit on a tank or ADS. A lone swarmer is alright, but when you don't even have to maintain a lock to get a hit, it makes it an easy mode weapon that anyone can use and abuse. And as a long time pilot, I can attest that they do.
I was actually, personally I kind of feel that even with damage mod's, vs dropships, the swarms are underwhelming unless the pilot is a complete doof, case and point when Derrith (GJ btw very well done) took me head on, while I used my calmando with proto swarms and 3 complex light damage mods, suffice to say.... I lost. Against tank's their adequate, the same rule applies as before, a competent pilot/driver will always out power the opposition in a 1 on 1 fight with AV, provided their at an angle that can hit you from.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
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Posted - 2015.09.23 13:21:00 -
[58] - Quote
He might have had gunners as well , I flew against that guy a few times .
One time he was solo , seen that I wasn't a noob and the next time we fought , he had a gunner with him .
He might not remember but I do , I thought to myself .. " What a cop out , he had to get help to handle me ? " , all the while I'm taking swarm and forge fire as well .
Like I said , he might not remember or admit it but I do .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
257
|
Posted - 2015.09.23 13:24:00 -
[59] - Quote
Nah Shinobi, he was solo, saw him myself, I was on the pipe's, he was wrecking house on my boy's, I shot him, he shot back, he won. Not much to it. If there were more swarm's it'd be a different story altogether.
Also, no I wasn't getting shot by anyone else, not even a sniper, which is rare on the L pipe map.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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IR Scifi
OSG Planetary Operations
199
|
Posted - 2015.09.23 13:38:00 -
[60] - Quote
Alena Ventrallis wrote:The problem with swarms is they are expected to be fast enough to catch ADS while being strong enough to kill tanks, which have far more health than ADS. What needs to happen is separate anti-armor swarms, which hit hard but an AS can easily outrun/outmaneuver, and anti-air swarms, which are very fast and have high tracking but don't have as much power behind them.
Then you can balance each swarm based on what it's supposed to kill, rather than balance one swarm launcher around two separate target types. Make the assault swarm launcher anti-air.
I like this idea though it isn't something hot fixable. Make assault swarms the go to for anti-air (and fast moving lav's) and breach for tanks. Standard variant would fall in the "maybe you'll get lucky" category of probably not doing enough damage to kill but definitely enough to make sure you don't stick around. |
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.09.23 13:56:00 -
[61] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:He might have had gunners as well , I flew against that guy a few times .
One time he was solo , seen that I wasn't a noob and the next time we fought , he had a gunner with him .
He might not remember but I do , I thought to myself .. " What a cop out , he had to get help to handle me ? " , all the while I'm taking swarm and forge fire as well .
Like I said , he might not remember or admit it but I do . Au contraire, my oddly named adversary. This actually sounds like something I'd do, but I'm afraid that this mentality that me having support is a good thing.
In order to properly suit an ADS to support a side gunner, he has to sacrifice quite a bit of fitting space. So me having a gunner is more of a handicap than anything else. Now I may have thrown a heavy or two on top of you, that may have happened. I make it no secret I encourage cowardice in the piloting world. I do this for quite a few reasons, and that's because honor is dead.
Is it honorable when I'm getting pelted by three plus AV at any time, and I'm all alone? Even as a pilot those numbers aren't good. Is it honorable when I'm getting hammered by all the installations on the field that I can't destroy or hack because they'd kill my ADS? Not really. Is it honorable when most AV can shoot me from the redline with nearly no consequence or danger? Because they can, and it royally pisses a lot of pilots off.
I understand that there are honorable AV fighters, but when everyone and their mother wants you dead, there will almost never be a proper 1v1 or fight. Having honor isn't worth it in the cockpit, just saying.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
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Posted - 2015.09.23 14:18:00 -
[62] - Quote
I didn't say that you were wrong for that , I actually like challenges and I don't get too many skilled pilots to go against so I'm all for you doing whatever it is you have to .
I'm not mad in the least and I can tell that you have skill so I'm all for that .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Ama Zarek
BurgezzE.T.F General Tso's Alliance
12
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Posted - 2015.09.24 21:04:00 -
[63] - Quote
Boost shields of ADS instead.
The missiles are so useless now, I rather use AV grenades, PLC or a FG when a ADS's are close.
If anything the missiles should be more intelligent, but take a longer route around buildings to give the pilot more time to manuver. But a missile going straight into a building is just ********. A 12 year old kid could do a better algotrithm in school and its just not realistic. It f***s up the game feeling when 6x Beacons missiles just go straight into a building (without damaging the building as well *grrr*)
Destructable items: containers etc would be great. |
Text Grant
PIanet Express
435
|
Posted - 2015.09.25 00:32:00 -
[64] - Quote
How about we buff the AV until it can actually AV without being killed by vehicles? If you want to kill a swarmer, you should do it with something other than a vehicle. Paper should kill rock. Currently, rock kills paper, and scissors. ADS pilots have no issue killing me with their many options. Now, if you have a useful suggestion, such as decreasing the acceleration of all vehicles so that when they are targeting something they actually become vulnerable, then maybe we can talk about buffs. You can outrun swarms, so there really is no need to buff ADS in any way. BTW I'm a minmando, with wiki swarms, 3 damage mods, and level 5 proficiency. I've been AV for years, even though it hardly works. |
Juno Tristan
Obscure Reference
854
|
Posted - 2015.09.25 02:51:00 -
[65] - Quote
Text Grant wrote:How about we buff the AV until it can actually AV without being killed by vehicles? If you want to kill a swarmer, you should do it with something other than a vehicle. Paper should kill rock. Currently, rock kills paper, and scissors. ADS pilots have no issue killing me with their many options. Now, if you have a useful suggestion, such as decreasing the acceleration of all vehicles so that when they are targeting something they actually become vulnerable, then maybe we can talk about buffs. You can outrun swarms, so there really is no need to buff ADS in any way. BTW I'm a minmando, with wiki swarms, 3 damage mods, and level 5 proficiency. I've been AV for years, even though it hardly works.
Think of it more like pokemon
ADS with missiles? Anti infantry ADS with rails? Anti vehicle
ADS Ramming Revenge!
Plasma Cannon Rampage
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Text Grant
PIanet Express
435
|
Posted - 2015.09.25 07:39:00 -
[66] - Quote
Juno Tristan wrote:Text Grant wrote:How about we buff the AV until it can actually AV without being killed by vehicles? If you want to kill a swarmer, you should do it with something other than a vehicle. Paper should kill rock. Currently, rock kills paper, and scissors. ADS pilots have no issue killing me with their many options. Now, if you have a useful suggestion, such as decreasing the acceleration of all vehicles so that when they are targeting something they actually become vulnerable, then maybe we can talk about buffs. You can outrun swarms, so there really is no need to buff ADS in any way. BTW I'm a minmando, with wiki swarms, 3 damage mods, and level 5 proficiency. I've been AV for years, even though it hardly works. Think of it more like pokemon ADS with missiles? Anti infantry ADS with rails? Anti vehicle Think a lot more like a person with a brain. A single swarmer can't kill a python, or an incubus. Your point is invalid. |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 13:33:00 -
[67] - Quote
Text Grant wrote:Think a lot more like a person with a brain. A single swarmer can't kill a python, or an incubus. Your point is invalid. Not true, a single Swarmer can kill an ADS, unless you want to specify a specific kind of scenario and/or ADS fit.
Alt of Halla Murr. Sentinel.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
159
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Posted - 2015.09.25 15:01:00 -
[68] - Quote
Kallas Hallytyr wrote:Text Grant wrote:Think a lot more like a person with a brain. A single swarmer can't kill a python, or an incubus. Your point is invalid. Not true, a single Swarmer can kill an ADS, unless you want to specify a specific kind of scenario and/or ADS fit. Kallas don't even waste your breath bro. A single swarmer absolutely can and will take you down if you don't immediately fly away, hell even with two hardeners a single swarmer can STILL take you out if they're any kind of commando, particularly a jumpy one.
And the simple fact remains: there is NEVER just one swarmer, and everyone on the map knows where you are the moment you deploy.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.25 15:12:00 -
[69] - Quote
Juno Tristan wrote:Text Grant wrote:How about we buff the AV until it can actually AV without being killed by vehicles? If you want to kill a swarmer, you should do it with something other than a vehicle. Paper should kill rock. Currently, rock kills paper, and scissors. ADS pilots have no issue killing me with their many options. Now, if you have a useful suggestion, such as decreasing the acceleration of all vehicles so that when they are targeting something they actually become vulnerable, then maybe we can talk about buffs. You can outrun swarms, so there really is no need to buff ADS in any way. BTW I'm a minmando, with wiki swarms, 3 damage mods, and level 5 proficiency. I've been AV for years, even though it hardly works. Think of it more like pokemon ADS with missiles? Anti infantry ADS with rails? Anti vehicle Hydro Pump beats Blaziken every time
"The unexamined life is not worth living."
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