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Thread Statistics | Show CCP posts - 14 post(s) |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.24 22:04:00 -
[1] - Quote
STYLIE77 wrote:Either that or these pilots need to be locked into the vehicle if their HP drops below a certain point. As a pilot, I am in favour of this and have said so before.
Personally I am not sure that these changes will make V/AV better, but I do hope so. HAV weakspot changes will be interesting for sure. Swarms, will have to wait and see, not sure that these are the fixes that are needed. Hopefully they'll be useful though.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.24 22:59:00 -
[2] - Quote
Soraya Xel wrote:Yeah, I'm a little disappointed Judge's followers seem to be back alive and well trying to undo the hard work of CPM1. You're just mad that there are some people that aren't as vehiclephobic as you are, and that they're opposing you instead of lying back and just taking it.
You claim to be for balance, yet you barely offer anything in return for your suggested changes and the little that you do generally amounts to nothing of any meaning. I can't say that I agree with the FoxFour changes, I don't think they did the root of the problem, but they're better than Swarms simply denying an area to dropships merely by existing.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 01:31:00 -
[3] - Quote
RedPencil wrote:Dear poor ADS, please open your narrow minded for once. Hopefully, you would see the world from a difference perspective. Dear Swarmer, please pay 2-10x the cost of your suit (tier/BPO usage dependant) for a single ADS; please require significant effort to even move around while paying attention to any and everything you possibly can because there might be someone not rendering ready to fire at you; please have to deal with your opponent literally tossing you around and moving your screen to throw off your aim; please have to actually aim instead of having a box that takes up half your screen do all of the work for you; please try to hit an opponent that is minuscule on your screen that is also jumping up and down.
There are a multitude of issues on both sides of the argument, don't make out as if ADS pilots want an easy ride: we want a fair ride.
I've stated my personal position before: I'd be happy being readily destructible if my ship didn't cost 2xx or more that of a fully fit PRO dropsuit; I'd be happy to fight against Swarms that required even a small amount of aiming (I've linked to [b]Juno's thread[b] dozens of times to show the sort of mechanic I strongly believe in); or if the ADS could actually evade Swarms with enough skill.
ADSs have an incredibly steep challenge against even a single AV player, for which they have barely any tools to use beside the inherent benefits of being able to fly and being a vehicle: there is nor real indication of the direction from which you are under attack; identification of enemies is hindered greatly by bad rendering; pilots are barely awarded any WP from actions other than killing (only kills and vehicle kill assists give meaningful WP; mCRU spawns do but are plagued by glitches) which makes their intended role barely operated and - due to the throw-away nature of MLT gear, and the tiny size of the maps - barely wanted by anyone. Dropship pilots tend to (there are some unreasonable folks, as ever) want to be relevant. The main reason so many vehemently opposed people like Soraya is that usually those people are too heavy handed, or simply not as reasonable as they present themselves to be.
Neither ADS pilots nor Swarmers are inherently wrong, only when the person doesn't understand the other's issues do we have problems in communicating.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 02:34:00 -
[4] - Quote
Demandred Moores wrote:some valid points here. But my ads is still op, and av loses more than me before they take me out. It's not so bad as you make it seem. #foreverpython Also a fully fit python is like 100 - 150k more than a minmando please you're giving ads pilots a bad name. Stop. ADSs being OP is entirely debatable. What constitutes being OP? KDR? ISK destroyed per death?
That's a legitimate question I'm asking: what makes the ADS specifically OP? Because if it's something measurable then surely Rattati wouldn't be making changes to ease the life of the ADS such as the proposed FoxFour changes, right?
I don't always fly, in fact I often ground pound. I mostly use my PLC and that can scare away ADSs fine for the most part (it's hard to hit them, but one solid hit and they're usually running) whereas my ADV Swarms on a STD suit costs minimal ISK and can put the hurt on any but the most hardened ADS. And that's kinda the thing: anecdotally, a single Wiyrkomi can seriously frighten even my double hardened Pythons - that Wiyrkomi does not need to be mounted on a fully PRO fit MinCom (orsoon to be CalCom) it can be on a STD MinCom and run to about 60k ISK with PRO damage mods while providing top-tier firepower and being plenty able to defend itself against infantry.
Is that OP? I don't think so, but I do feel that vehicles need a serious overhaul more than Hotfix tweaks to really get a proper balance going. While they cost an arm and a leg to operate they need to have that much of an impact on the battlefield, or else they aren't worth operating - surely it'd be better to make them less expensive and less effective simultaneously, thereby making them more interesting to actually see on the field. Well, in my opinion that's the case.
As for the cost,a fully fit ADS will cost around 300-400k; a fully fit PRO dropsuit will cost 120-200ish, depending on the suit. But as I also mentioned above, an AV suit doesn't need to be PRO to take on an ADS. A STD MinCom with Combat Rifle (or CalCom with ARR after FoxFour) and a Wiyrkomi will cost roughly 40-60k, depending on how it's fit/what tiers are used for the modules, etc. That's not dirt cheap but it's significantly less expensive than an ADS and threatens it to nearly the same degree as a fully PRO suit does,only sacrificing a small amount of damage by not stacking up as many damage mods as possible. Whereas on the flip side,the minimum cost of an ADSis roughly 250k with just STD mods and a single turret.
Again, not entirely unreasonable, but then there's a large disparity with the power/cost ratio of the two.
But yeah it's not all bad for the ADS, but the situation is overall not good and is definitely not a healthy balance. I just find that Soraya is unnecessarily militant about V/AV changes, and others like the one I was responding to earlier seem to feel that most ADS pilots want a free ride, which isn't the case.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 03:31:00 -
[5] - Quote
RedPencil wrote:Rising the cost of swarm and sp require isn't a problem at all as I already post in the earlier post. But before you compare that cost, would it be fare to ask Rat to show the lost number of both side first? Certainly, I'd be very interested in those stats. But as I mentioned, would Rattati be making these changes if he felt that the ADS was overpowered vs Swarms? We've had ample examples of Rattati's modus operandi: find out what is under/over performing and change it and/or the things affecting it to bring it up/knock it down to par.
RedPencil wrote:Surrounding awareness is require in any role. ADS may encounter invisible swarm, but you also have Hardener and AFB to protect and bring you out. What about swarmer? What do they have? Swarmer has cover. Dropships can have cover, but aerial cover is decidedly lacking, for the most part, and in an engagement between a Swarmer and an ADS the ADS will rarely ever be concealed - partly, as in a firefight - like a Swarmer can/will be. Then consider that a small missile has a 2.5m radius (that's a little bit larger than a Compact Nanohive's AOE, roughly) and must impact to not hit the cover, just like infantry vs infantry fire must. A Swarm does need to be concerned by cover, but in practice an ADS can utilise cover not nearly to the same degree as an infantrymerc can - that's perfectly reasonable, the issue stems from the complete lack of ability to avoid being hit by Swarms. You can dodge an FG blast with radical movement or good timing, but nothing short of outright flight (as in running away) or hugging a building closer than a lover will avoid a volley of Swarms.
RedPencil wrote:"A box that takes up half your screen do all of the work" How about we convert assault swarm to work as missile turrets? I'm not against the idea, but I can't see converting Assault Swarms only being of any use - people would just use regular Swarms because they'd be better by a million miles. Read the thread I linked to in my last post; Juno's idea there has a lot of merit by keeping some of the core aspects of the Swarm (the lock-on element) without entirely removing aim from the equation.
RedPencil wrote:Have you considering things or roles you could do with ADS compare to swarmer or AV player? Have you considering firepower between those two? Such as, outright slaying and transportation? Because that's pretty much it. and the transportation element is so poorly handled in Dust it's ridiculous. And are you referring to the difference in firepower? Because in an anti-vehicle capacity the Swarms are a notch above the ADS, while the ADS has a huge advantage vs infantry (assuming non-Commando and Small Missiles.)
What's your point? The ADS is a vehicle and as such possesses relatively high firepower for an individual whereas the Swarm is specifically sacrificing AP firepower for AV potential.
RedPencil wrote:With 16 (1ADS + 15 mercs) vs 16 (2-4 AV + 12-14 mercs), what is the odds of team win?
Fact, It is next to impossible for AV to 1-1 ADS and beat it. That is a ridiculous equation: there are far too many factors to account for such as what kind of rooftops are the available, what kind of aerial obstructions there are to hide behind/get in the way and what kind of access the ADS has to the main fighting areas. Is it in the Caldari Production Facility? If yes then the ADSs mobility is vastly reduced making it a huge and easy target for AV, simultaneously the CPF gives a lot of cover for infantry to use. Or are we in an open field, where the ADS has far more power? Your question is ridiculously simplistic and impossible to answer.
As for the second statement, I find it lacking in definition: by 'beat' do you mean destroy? Do you mean get more WP than? Do you mean drive it off without killing anyone/many? By some metrics the AV will almost always win: a Swarm will almost always drive an ADS away before it can do much, but in a wide area and ADS will often get a kill or two before being killed. Again, you lack sufficient definition to provide precise answers to, and the question is pretty simplistic - there are many factors that go into a one-on-one that can massively change the outcome: is there cover for either side; is there a small platform for the Swarmer to stand on to make it harder for the ADS to splash them; is there obscuring terrain to make Swarms impact upon?
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 03:32:00 -
[6] - Quote
RedPencil wrote:If you think that we may not understand the other's issues, then we need a solid evident to show and prove the current state before claim to nerf something.
To Be honest, Rat should explain and show a solid number to the community. I wholeheartedly agree. That said, as I said above, I do feel that we know how Rattati operates to extrapolate that he is sufficiently satisfied with the notion that Swarms are overpowered vs ADSs, hence why he said as much in his OP:
CCP Rattati wrote:3.Dropships are ok, Caldari need a PG buff (not in this hotfix) but Swarms are too strong
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 04:09:00 -
[7] - Quote
Soraya Xel wrote:The problem is, it was ALL OF THE ABOVE before the nerf. ADS was incredibly ISK efficient. I'm willing to bet it still is, but the only way we'll know is if Rattati decides to share the numbers.
t's hard to not think pilots just want a free ride when Judge thought a KDR of 50 was "about right", and most of the dropship pilots in the community SUPPORTED HIM! And from what I've seen, the ADS is the most overpowered class in the entire game, and not enough has been done. So when people are pushing buffs for the ADS, I do feel that that is rightly insane.
Except that Judge wasn't talking about a 50KDR being 'fine', it was that the only way to remain ISK positive was to have a 50KDR (because at the time they cost so much more): it was not that a 50KDR is fine for ADS and for no one else, it was that that was the benchmark for ADS being a self-sustaining role like any other.
Soraya Xel wrote:But I'm not even all that picky. I am okay with the turning radius change. That's fine, I'm glad there's actual gameplay potential in evading swarms. I'm okay with, as I mentioned, even drastically lowering the distance swarms chase you. From 400m down to less than 300m, so that if you're running from swarms, you can reasonably do so. But the lock-on range is pitifully low, I have to spend a minute just trying to find a spot where I can actually lock a dropship, but it moves two seconds later, and then I can't do jack again, much less fire a second volley if I got one off at all, the proposed will now bring it to HALF the range of the forge gun, and the forge gun was, to begin with, a far superior weapon.
I still remember when Swarms locked on at 400m, it was ridiculous. The range was reduced to 175m so that they couldn't affect entire maps from anywhere. I do, occasionally (used to be more often), still use Swarms and the 175 is fine for a standard approaching engagement (ie, one where you're going to a point) but it's hard to use incidentally which to me seems not unreasonable. It can seriously affect a local area, but is a short ranged/far reaching tool rather than the old long ranged/far reaching tool it used to be.
I don't disagree with the notion of a range buff, but I do feel strongly about it bring such a simple weapon to wield.
Soraya Xel wrote:I don't even understand why dropship pilots are so unreasonably militant about swarms, and unwilling to recognize that the only time they get killed by swarms, is when they were getting forge gunned at the same time. The arguments around swarms are complete nonsense, and I feel that yeah, dropships are just trying to prevent another viable aerial AV method from existing.
I've said it before that I'm, personally, fine with being shot down and with that situation arising more because of changes. But the biggest issue I have, and that I believe most ADS pilots have, with Swarms is the enormous gal in effort that they require to operate effectively.
A Forge Gun can reach further (though at ranges beyond a Swarm's lock-on it becomes far harder to land sustained hits on any vehicle) and hit harder per shot, but the Forge Gun sacrifices movement speed, requires a specific role and cannot be supported by other roles' benefits (the second light of a Commando; the speed and infantry-evading of the Scout, etc.)
A Swarm can be used on, literally, any suit in the game and requires minimal effort to reap a fairly large effect. The ADS is not an easy vehicle to pilot - as far as any are easy - and far harder to get effective use out of compared to the incredibly simple and easy usage of the Swarm that then cannot be evaded except by total flight from the AO or killing the wielder. I've linked to Juno's thread a million times: a Swarm that operates like that would be totally fine by me, even with the necessary speed and damage changes that would need to accompany it. Why? Because it has substantial and significant elements of skill in its operation that the current version of Swarm Launchers simply does not.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 13:56:00 -
[8] - Quote
Soraya Xel wrote:Kallas Hallytyr wrote:Except that Judge wasn't talking about a 50KDR being 'fine', it was that the only way to remain ISK positive was to have a 50KDR (because at the time they cost so much more): it was not that a 50KDR is fine for ADS and for no one else, it was that that was the benchmark for ADS being a self-sustaining role like any other. Also complete bull, because at 50 KDR average, Judge made a killing off every derpship he flew. Most. Profitable. Fit. Ever. *Facepalm* Except that when Judge made those comments ADS costs were 2-3x that of current prices. I flew during those times and I couldn't lose a dropship more than once every three games or else I'd be making a loss. ADSs back then absolutely needed a higher KDR to be sustainable - not that that's fair to either side, but that was the reality.
I don't want to go back to those days, but there are still serious issues in V/AV balance, especially regarding Swarms.
Demandred Moores wrote:I stopped reading at double hardened python lmao. Gg What's your point? I primarily use a double hardened fit in Dominations where there is usually 1-2+ AVers present constantly, so that I can actually come into the area without immediately dying. But the point I was making was that even 1v1 a Wiyrkomi can still be dangerous.
A clip of Wiyrkomis with L1 Ammo (2%) and one Complex Damage Mod will do a little shy of 1300 damage to double hardened shields. Add in a Commando (Min or soon to be Cal) bonus and/or more damage mods and a single Wiyrkomi will rip the majority of your shields off. At that point it's either run or kill the Swarmer: a well positioned Swarmer has the advantage in the engagement.
So yeah, what's your point? That one Swarmer isn't a threat? That I'm an idiot? Use your words instead of being a snarky *******.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 16:40:00 -
[9] - Quote
Soraya Xel wrote:Which was extremely painless and easy for ADS pilots to reliably do, and then some. Because ADSes rarely ever died.
But the ADS was always reliably OP as all get out. Yeah, no. As Murder Medic said, flying wasn't nearly as awesome and easy as you make out.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 16:51:00 -
[10] - Quote
Soraya Xel wrote:I get that you guys still whined just as loud before, but you're still horrifically spoiled brats about how the ADS performed, but yes, it was that awesome for you.
Wow, just no it wasn't. In 1.6, sure when Hardeners were ridiculous, but it wasn't that way all the time. Or I guess we just keep asserting that the other is wrong for ever and ever.
And it's not like Swarms never had their period of OPness. 400m lock-on, higher damage Swarms were incredibly OP and entirely ridiculous to fly against, to the point that Swarms shut down entire maps. Don't act like this is a one way street.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 19:22:00 -
[11] - Quote
Duke Noobiam wrote:As a player who was around in 1.6 and 1.7, I share Soraya's concern about OP vehicles that farm infantry at a rate of 25-50 KDR. Anyone who played infantry back then and who tried to fulfill the AV role knows how frustrating and futile it was.
Maybe the pendulum went too far when swarms were buffed and vehicles were nerfed, but recent releases have (IMO) struck a pretty good balance where a single AV player can not necessarily kill a pilot but can at least drive them away for a minute or two. I'm not sure why this is not considered as being balanced. And I played both then and before, when Swarms utterly dominated any kind of vehicle. That was frustrating and futile. The pendulum swings both ways; I personally feel that it has swung too far in favour of the Swarms (vs ADSs.)
Duke Noobiam wrote:As for ADS specifically, it's important to keep in mind the following when trying to balance them.
1. Swarms are the only real viable option for ADS suppression. - A forge gun can be used with partial success at short range, (75 meters or less) but is useless at a distance. Add the fact that equiping a forge gun makes an AV player canon foder to infantry and the returns quickly become untenable. - The plasma canon is very difficult to use even at a close range against dropships.
2. Denying access to an area is not equivalent to killing. I actually think that the ability to deny access to specific area to a vehicle by one AV player is perfectly balanced. This protects pilots from a huge ISK loss and protects infantry from being farmed. It is much more balanced than requiring multiple players to deal with a single player using a vehicle.
3. The primary critetria to determine balance needs to be KDR. It cannot be ISK as ISK has no bearing on the outcome of a specific game.
1. My main (Halla) uses Plasma, and yes it's very hard to engage dropships; but my alt (Kallas) uses FGs and engaging dropships with them is perfectly reasonable - it's not easy, it's not hard, it's just a thing that can be done. Even Assault FGs are fine for engaging a dropship at 0-150m, though AFGs suffer at long range.
While the FG Sentinel suffers in infantry engagements, they aren't entirely defenceless: sidearms like the SMG function very effectively.
2. Define denial, because actually engaging an AVer with an ADS tends to happen only after the first attempt to enter an area has already been repulsed, due to most AV getting to strike first unless the ADS drops directly on them by happenstance. That basically means that AV drives the vehicle away, almost immediately, up to a minute (depending on tier usage) and if the ADS cannot identify the AVer within a very short time frame (usually around 5-10 seconds at most) then they are forced to retreat again for however long before trying again.
Then you have to factor in potential WP that the AVer gets. If it functions properly (which is an issue, just like bad rendering for the pilot is) then the AVer can get 75-150WP per encounter unless the ADS is incredibly twitchy and runs instantly. Essentially, denial should be rewarded, but on the flip side the ADS gets very little return, the only real rewards they get are kills.
3. Primary criteria should be KDR?! What?! That is absolute nonsense. KDR means very little. I definitely agree that ISK shouldn't buy invulnerability, but at the same time what is the point of ISK if not as a balancing mechanic? ISK restricts how much someone can use something - STD, ADV, PRO, they all cost increasing amounts to restrict using PRO all the time. This is essentially the same thing as with vehicles; essentially, a higher ISK correlates with higher effectiveness because otherwise it wouldn't cost the amount it does.
Duke Noobiam wrote:That said, I'm not necessarily against the proposed changes but I am concerned about the opinions of vehicles pilots who believe that their ISK investment entitles them to farm opponents. Your ISK investment allows you to affect the outcome of the battle by giving you access to parts of the map that no one else can use, by giving you greater mobility and by giving you invulnerability to small arms fire. It should not give you a disproportionately higher KDR by virtue of spending more isk.
Thing is that ISK investment does equate to an increase in power: it's the principle that governs STD/ADV/PRO throughout the entire DUST game. While vehicles and infantry are different, surely the same principle applies when considering ISK investment across the board.
Personally, I'm fine with vehicles costing more or costing the same. Would you suggest that vehicles should cost the same as infantry dropsuits then? Because ISK doesn't have a bearing on the outcome, right? So why should anything cost any more? Because it's more effective.
So, logically, if something costs significantly more ISK, it should be significantly more effective and vice versa. Now, I am all for vehicles being reduced in power and cost to bring them in line with dropsuits, but I find the notion that ISK has no meaning is utterly short sighted and ridiculous.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 23:50:00 -
[12] - Quote
I agree with what you're saying bar this part:
TheD1CK wrote:In the current setup, I am enjoying the Python as it is.. pay attention to your HP and AV fire and you can be pretty much invincible until the gank happens, I don't pity too many saying AD underperform.. when the reality is, performance is based on what you do with it.. Avoid AV and fly smart, you'll do well.. fly into an AV hotzone.. goodbye ADS..
Because AV retains the first mover advantage and, while rendering remains iffy, always will. Avoiding AV comes after getting pummelled by them already so that you even know they're in the area. With Domination being the only (like 95%) game mode with any real traction, it's hard to 'avoid AV' while being anything approaching useful.
So unless you have call outs telling you that there are X/Y/Z AV players in location A/B/C (and even then ,your support might not know about them) then you're SOL. Still, maybe with these changes we'll finally be able to dodge Swarms with extreme manoeuvring. Fingers crossed.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.26 13:22:00 -
[13] - Quote
CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs Mr Rattati, do you have any data on Swarm/Dropship interactions that'd you'd be able to share? I'd be very interested to see what kind of statistical situation we currently have, pre-FoxFour.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.26 15:07:00 -
[14] - Quote
Genral69 death wrote:I am worried about gunlogis with the Av changes happing, the only advantage the gunlogi has when close to infantry was that small arms would not break its shield regen and would require some actual Av weapons also people going round punching vehicles is completely a stupid idea. I get that you could do actual damage to one but how do you destroy a metal vehicle with your fists :/ and that it would most likely break your hands Bear in mind that Gunnies are getting a recharge and depleted delay buff,as well as recharge rate buff. With a single PRO Shield Regulator you get a 2.25s recharge delay, which is the same as a max operation AFG's charge time.
It's not all bad for Gunnies!
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.26 15:13:00 -
[15] - Quote
Genral69 death wrote:I wish I could actual fit one on my gunlogi, as they cost way to much space to actually fit on, just like the dispersion stabilizer Yeah...
Tell that to my Python
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.27 19:38:00 -
[16] - Quote
Foehammerr wrote:To balance the rail rifle's poor performance in CQB (should it be implemented this way), the Caldari Assault should also get a fitting bonus to Assault Rifles, giving it a close quarters option while only retaining bonuses for the rail rifle. I also believe the inverse should be the case for the Gallente Assault..
No.
Your close quarters option is the soon-to-be-buffed MagSec: it's going to be faster charging, higher damage and benefits from the original CalAss bonus (reload speed) and the base Assault fitting bonus.
So no, CalAss should not get another bonus because you don't understand how good you have it already. Especially considering the MagSec is basically as good as the AR anyway.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.27 20:57:00 -
[17] - Quote
Foehammerr wrote:While your statement is accurate, you misunderstand my intentions and are also going on the assumption that people are only going to use the MagSec, when the Bolt Pistol and the Ion Pistol exist as well. The point of my recommendation is both the Gallente and Caldari Assault are Hybrid Weapon platforms, and as such should receive fitting bonuses to all hybrid weapons, and that's it. It is no different than it already is, but in this circumstance its going on the premise that Ratatti did what needed to be done and limited the assault fitting bonus to racial weapons, which you'd see if you actually read the whole post. Yes and no. DUST and EVE lore is somewhat uncertain, sine we've had conflicting elements since Dust began. For example the Incubus has bonuses to both, but neither Assaults have bonuses for both.
And the Bolt Pistol is an effective sidearm, even at close quarters. But your suggestion was that CalAss should get a bonus to help with CQC: MagSecs are already effective at CQC and will be more so after the Hotfix, so your notion of having a CqC bonus is unwarranted, especially considering that Dust lore does not inherently support the idea of Gal/Cal fully using both Hybrid types.
Finally, a lore reason isn't necessarily a good enough reason to break balance.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.28 22:33:00 -
[18] - Quote
Tebu Gan wrote:Devadander wrote:Breakin Stuff wrote:Oh wow. I just realized how much potential tegen can happen between forge shots on a gunnlogi. This could get ugly quickly. My crappy math puts a dual reg gunni starting regen at around .4-.6. Then add new regen rate and a hardener... Considering they no doubt have stacking penalties, it would be roughly 1.6 - 1.8 seconds shaved off. So about 1.4 - 1.6 to start regen with 2.
Yeah, a double Regulator Gunny would have a 3*.65 (1st Reg) *.756 (2nd Reg @86% efficacy) = 1.47s recharge delay. The point is moot, however, as fitting those two modules gives you basically no room to fit anything decent in your highs/turret slots.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.10 11:52:00 -
[19] - Quote
Roger Cordill wrote:Question: Did Ratatti buff small turrets to do full damage vs. HAV's? Blasters? Nope. Railguns and Missiles already did (or at least close to full anyway.)
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.10 16:04:00 -
[20] - Quote
@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.10 17:43:00 -
[21] - Quote
True, it'll be an additional balancing act, but it's probably worth it over the constant back and forth balance we have at the moment.
Unless CCP is actually willing to reinvent the mechanics entirely, which I honestly believe would do a whole lot more than just tweaking numbers.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.12 13:43:00 -
[22] - Quote
Echo 1991 wrote:A basic swarm is going to struggle to kill any vehicle aside from a LAV.
Also if he's fitting proto turrets before fitting tank to actually survive, he is doing it so wrong. You can get a dropship to survive a fair bit of punishment but basic swarms are never killing a dropship unless the pilot just sits there.
Dropships need some love but if you are getting killed by a basic swarm then you are bad. Basic Swarms do fine damage vs dropships. This coming from a guy with only Operation 3 and using it on a GalCom. Seriously, they work fine, the only reason they don't kill very often is because dropships are forced to flee immediately - which they can usually do - but that also means that I've just gotten 75-150WP and the dropship is out of the fight for 20-60 seconds.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.12 17:07:00 -
[23] - Quote
(Lots of hypothetical maths ahead.)
TL;DR STD, low SP-invested Swarms can definitely function as a deterrent and kill slow/careless pilots. Full power PRO Swarms are why DS pilots complain so intensely about them, because it's a roughly equivalent SP investment but the difference in applied effort is huge.
Echo 1991 wrote:I have all swarm skills at five and have been using them for the past 2 years, I know for a fact that a properly fit dropship is never, ever going to worry about basic swarms, 1300 damage is nothing with a 40% hardener and 200+ reps per second. You'll only take 780 damage per volley and by the time all of them have hit, you'll have repped most of it back.
A hardened, ~200 Reps/sec is an Incubus with next to no tank.
Swarms do 284/1136 per volley; *1.2 (profile vs armour) *.6 (1 hardener) = 817.92 per volley at STD. That's without Proficiency, Damage Mods, Warbarge or Commando bonuses applying.
Swarms take a base 1.4s to lock-on, roughly .25s of re-lock delay and roughly 5s of travel time to an ADS at ~150m range. So by the time the first volley has reached the ADS, the second volley has launched (at ~1.7s of flight) and the third volley is launched as the first hits (~3.4s)
Assuming the travel time is much shorter (say 2.5s) then the Swarms arrive: First volley launched (1.4s) [0 damage applied] Second volley locked and released (~3.1s) [0 damage applied] First volley hits (3.9s) [908.8/950 shields lost] Third volley locked and launched (~4.8s) Second volley hits (5.6s) [42 shields lost; 780.12 damage to armour applied] Third volley hits (8.1s) [2.5s of regen (200*2.5=500); 280.12+817.92=1098.04 damage applied] Reload finishes (9.4s) [1.3s of regen (200*1.3=260); 838.04 damage applied to armour]
So, without its shields gone, the Incubus will escape, assuming 200 reps/sec and an active hardener (which is very dependant on timing, unless they are coming in active, which is a whole debate unto itself regarding time in the area.)
Now, if that Incubus has not located the Swarmer (something rather likely, given the many issues concering many pilots) the Swarmer does much more damage. So will a STD (that is, 0 SP spent on Swarms whatsoever) Swarmer kill an Incubus with 200 r/s and hardened? Likely not.
What about with a few buffs? STD Swarm (1136/volley) with 3% warbarge (1170.08) and one Complex Damage mod (1275.39) vs Shields; 1020.31 vs Armour; 1530.47 (918.28 vs 1 Hardener)
Not to forget, that this is still a zero SP investment (I'd assume AUR-bought STD Swarms...for some reason.)
First volley launched (1.4s) Second volley locked and released (~3.1s) First volley hits (3.9s) [950 shields lost; 63.28 damage applied assuming active hardener] Third volley locked and launched (~4.8s) [0.9s of regen; 0 armour damage applied] Second volley hits (5.6s) [918.28 damage applied] Third volley hits (8.1s) [2.5s of regen (500); 418.28+918.28=1336.56 Reload finishes (9.4s) [1.3s of regen (260); 1076.56 damage to armour] Fourth volley locked and launched (10.8s) Fifth volley locked and launched (12.5s) Fourth volley hits (13.3s) [5.2s of regen (5.2*200=1040); 36.56+918.28=954.84] Sixth volley locked and launched (14.2s) Fifth volley hits (15s) [1.7s of regen (1.7*200=340); 614.84+918.28=1533.12] Sixth volley hits (17.5s) [2.5s of regen (500); 1033.12+918.28=1951.4 damage to armour] - 2362-1951.4=410.6 damage shy of killing it.
So, from that I can see that a STD Swarm has a very low chance of killing a relatively highly invested Incubus (200 r/s is 2x Complex Light Repairs; a fairly large investment alongside the initial investment of the Dropship and Assault Dropship skills themselves.)
Is a 'properly fit' dropship going to worry about STD Swarms? Yes, because the above examples were not even close to the maximum potential damage
Using the above template, with the following modifiers (which are still not the maximum potential, considering it leaves out Proficiency entirely): STD Swarm (1136), 3% warbarge (1170.8), 2x complex light damage mods (1275.39; 1374.11) and CalCom 5 (1511.52) vs Shields: 1209.21 vs Armour: 1813.82 (1088.29 vs 1 hardener) Also Rapid Reload 5 (4.5s reload -> 2.87s)
First volley launched (1.05s) Second volley launched (2.4s) - First volley hits (3.55s) (950 shields lost; 233.29 damage to armour) Third volley launched (3.75s) - Second volley hits (4.9s) [1.35s regen (1.35*200=270); 0+1088.29] - Third volley hits (6.25s) [1.35s regen (270); 818.29+1088.29=1906.58
Reload finishes (6.62s)
Fourth volley launched (7.67s) Fifth volley launched (9.02s) - Fourth volley hits (10.17s) [3.92s regen (3.92*200=784); 1122.58+1088.29=2210.87 (151.13 away from death)] Sixth volley launched (10.37s) - Fifth volley hits (11.52s) [1.35s regen (270); 1940.87+1088.29=3029.16 (+667.16 needed to kill)] - Sixth volley hits thin air.
Yes, STD Swarms are definitely capable of being dangerous, considering that the Incubus's hardeners were already active, and that the Swarmer didn't potential reload after stripping the shields (which would increase their applied armour damage substantially) and that this fit can exist on a roughly 20-40k suit. Add in Proficiency 5 to the above and the Incubus dies on the fourth volley - then you're actually looking at roughly similarly SP investment too, considering what an Incubus actually needs to be fitted 'properly' (properly, aka, approaching the most basic viable fits.)
When you consider Wiykomis, it gets kinda ridiculous: Wiyrkomi (1248), 3% warbarge (1285), 2x complex light damage mods (1401.13; 1509.58), CalCom 5 (1660.54) vs Shields: 1328.4 vs Armour, Prof 5; 2291.55 (1374.93 vs 1 hardener)
With the Wiyrkomi above, the Incubus dies on the third volley: that's at 6.25s-ish, because most good pilots know the rough tier they're facing when they get hit, because Wirkomis will break shields and still hurt a bunch.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.12 17:39:00 -
[24] - Quote
Regarding the above, I derped on the damage mod numbers, so they'll be fixed in a minute.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.12 21:42:00 -
[25] - Quote
Shamarskii Simon wrote:Let's see how the python holds up on paper. I'm genuinely intrigued
Give me a Python fit and I'll run the above
[Edit: I may have been running the above situations with ADV numbers: I'm away from DUST so I'm going from memory - hence the derp on damage mods...]
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.12 22:05:00 -
[26] - Quote
Echo 1991 wrote:Basic damage is 260, so without dmg mods it does and with proficiency 842.4 per volley (with a hardener). Assuming no shields, and say 200 reps per second. First swarm hits, takes around 3 seconds to lock and hit. After the initial hit the dropship will almost be at the third rep cycle and only have taken 242.4 damage overall. If was a shorter travel time of say 2 seconds, it would take 442.4 damage per volley
At the end of all that, the dropship will have taken 1327.2 damage. Add the fact that it's gonna take maybe 3-4 seconds to reload and then fire again, you're looking close to 527-727 damage.
If shields are full, the first volley isn't even breaking the shields. Even with the extra 20ish% damage the swarm could have with complex damage mods (assuming 3 of them) and warbarge thing it is highly unlikely that the dropship would be destroyed. Cos for one it would easily get out of there and two, it would take about 4 clips to actually kill the damn thing.
That's kind of a gross overstatement. STD Swarms (260 per missile/ 1040 per volley), 3% warbarge (1071.2), first damage mod (1146.18), second damage mod (1215.18), third damage mod (1262.82), CalCom 5 (1389.1) vs Shields : 1111.28 vs Armour: 1666.92 (Prof 5: 1916.96; 1150.18 vs 1 hardener)
So, assuming a 3s travel time (mostly because whole seconds are easier and I've gotten lazy!): First volley launched (1.05s) Second volley launced (2.4s) Third volley launched (3.75s) First volley hits (4.05s) [166.93 damage to armour past the shields] Second volley hits (5.4s) [1.35s regen (270); 0+1150.18] Third volley hits (6.75s) [1.35s regen (270); 880.18+1150.18= 2030.36]
Reload finishes (7.125s - no RR, but including Com) [0.375s regen (75); 1955.36] Fourth volley launched (8.175s) Fifth volley launched (9.525s) Sixth volley launced (10.875s) Fourth volley hits (11.175s) [4.05s regen (810); 1145.36+1150.18= 2295.54 (-66.46 from killing the Incubus)] Fifth volley hits (12.525s) [1.35s regen (270); 2025.54+1150.18= dead Incubus. Sixth volley hits (13.875s) - already killed.
Four clips is a massive overstatement. Though that said, the fight is hard to put on paper, because the distance between the two is going to change rapidly and often (the pilot maybe be circling, may be coming towards or going away from the Swarmer, there's likely a point where the Incubus either finds the Swarmer and engages or simply disengages. It's a very variable engagement.)
Still, a STD Swarmer with actual SP investment has a reasonable chance of destroying the target if they remain beyond the first clip, and if two STD Swarmers hit the DS then they're likely to go down in flames.
[Edit: and while the above example has things like CalCom and Prof 5, that's roughly the kind of investment that the ADS will be making with the ADS skill and turret skills/tanking skills.]
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.13 00:05:00 -
[27] - Quote
Shamarskii Simon wrote:Typical python 2555
A hardener, enhanced extend, AB Or a shield boost, hardener, enhanced extended
Full pro, so 40 sec delay shield boost, 45 sec AB, 45 sec hardener (enhanced nevertheless... Comp is heavy to fit) this is a "good" fit... One of the most general fits you'll see with the python... Also one of the only effective builds of the python... (well rounded) Other builds, (aka "special fit" to me) are very user specific and used for "special" conditions.
If i gave you one of those fits, it can skew the results that most people would encounter
Alright, we'll go for the Hardener/Booster/Extender, that seems the most versatile.
So it's 2555/960, Light Booster gives 900hp, we'll assume Hardener activated once the first volley hits/heard and perfect awareness that they're 1v1 (a stretch for any pilot, but still.) 4s/9s recharge/depleted delays, 224hp/s rate.
1.05s lock-on, 0.3s relock delay, 3s travel time.
STD Swarm (1040), Op 5 (1.05s lock), 2x PRO damage mods (1179.79), CalCom 5 (1297.77) (RR5/CC5; 2.87s reload) vs Shields: 1038.22 (622.93 vs 1 hardener) vs Armour: 1557.32
First volley launched (1.05s) Second volley launched (2.4s) Hardener triggered (3s) Third volley launched (3.75s)
First volley hits (4.05s) [1038.22 damage] Hardener activated (5s) Second volley hits (5.4s) [1038.22+622.93=1661.15] Reload finishes (6.62s) Third volley hits (6.75s) [1661.15+622.93= 2284.08]
Fourth volley launched (7.97s) Fifth volley launched (9.32s) Sixth volley launched (10.67s)
Fourth volley hits (10.97s) [4.22s since last hit: (0.22*224 regen = 49.28); 2234.8+622.93= 2857.73; 756.83 armour damage; Booster triggered] Booster activates (11.97s) [1655 shield damage] Fifth volley hits (12.32s) [0.35s regen (0.35*224=78.4]; 1576.6+622.93= 2199.53] Reload finishes (13.54s) Sixth volley hits (13.67s) [2199.53+622.93= 756.83+668.65 armour damage = dead Python.]
The big thing here is when the Booster and Hardener get activated. If the Booster gets activated after the third volley hits, to maximise the triggered recharge, then the Python survives the sixth volley. My brain has begun to melt a bit, so I probably should've just done it that way initially...blarg.
Anyway, yeah, the Python can survive the beating better initially, but will be forced to endure the downtime of the active modules, which is a bigger factor in a long term skirmish overall, and a mistake (like triggering the Booster at the wrong time, or activating the Hardener late) is far more brutal. Python has far more finesse than the Incubus, due to the non-passive nature of its regen.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.13 10:35:00 -
[28] - Quote
Echo 1991 wrote:Either way, yo fit them properly they need PG mods. I think the engineering and electronics skills should provide a small bonus to fitting, maybe 2-3% per level, hell even 5% if it makes things easier for dropships. They really need some love. Amen to that. I'd kill to not be required to fit a PG Upgrade in my Python's low slot
Alt of Halla Murr. Sentinel.
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