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Duke Noobiam
The Dukes of Death
549
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Posted - 2015.09.25 18:01:00 -
[451] - Quote
Just wanted to chime in on the Swarms vs ADS.
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.
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.
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. |
Cronar Stenovich
TRAILS AND TRIBULATIONS
1
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Posted - 2015.09.25 18:06:00 -
[452] - Quote
Alena Ventrallis wrote:Cronar Stenovich wrote:I wanted to get on here and bash the hotfix but I managed to get over my butthurt... then I read this.
Small Blaster Old Splash Radius50 New Splash Radius 200<--- Blasters have a 2 meter splash radius?! Wait BLASTERS HAVE SPLASH!?
Can I have my Rail Turret splash back please? They should at least equal blasters, I have zero chance of taking on a Forge Gunner, Swarmer or Plasma Cannoneer when I have to be more accurate than they do from a nose turret on a dropship while they're knocking me around. Oh and running away just gets me emails that say "*****" so that isn't an option. Yes, they now have 2m splash. If you're trying to kill anything other than a vehicle with a nose mounted railgun, you're doing it wrong.
Generally I agree, but I should be able to take 10 seconds to TRY to defend myself. I don't think Rail Turrets should get a ton of splash but enough that I can at least get one hit on an enemy without shear dumb luck before they force me away. I should be able to engage the guy stuck on a 3 meter tower top and at least drive him to hiding. |
Murder Medic
Forty-Nine Fedayeen Minmatar Republic
165
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Posted - 2015.09.25 18:15:00 -
[453] - Quote
Moochie Cricket wrote:Soraya Xel wrote:Kallas Hallytyr wrote:Yeah, no. As Murder Medic said, flying wasn't nearly as awesome and easy as you make out. 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. Opinions are like @ssholes, everyone has them. However, yours is a gaping abyss spewing forth an unending stream of diarrhea. You win the internet |
Murder Medic
Forty-Nine Fedayeen Minmatar Republic
165
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Posted - 2015.09.25 18:16:00 -
[454] - Quote
Lac Nokomis wrote:Breakin Stuff wrote:Soraya Xel wrote:CCP Rattati wrote:Forge Gun is supposed to be the absolute best AV weapon. Shouldn't swarms, which have no ability to damage infantry at all, be the absolute best AV weapon? Allow me to be abundantly clear as the token AV guy on the CPM on my position. It will be a cold day in hell before I support making a self-guiding, lock-on, fire-and-forget weapon superior to every other weapon in it's class regardless of any real or perceived limitation. It is simply not going to happen. I will gleefully support making the plasma cannon or even a flaylock pistol being so before i will support making a fire and forget lock on weapon "best in class." *Looks at breach flaylock pistol* "Its okay boy, your time will come." "What? Cleaned up? lets focus on getting you dirty first" Do you remember when flaylock pistols had MASSIVE knockback on dropships?
Yea....that was obnoxious >_< |
Thumb Green
Elephant Riders
2
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Posted - 2015.09.25 18:18:00 -
[455] - Quote
DeathwindRising wrote:Thumb Green wrote:DeathwindRising wrote:Thumb Green wrote:DeathwindRising wrote:
RR won't be used in cqc. The magsec will be lol. Your concern is misplaced. The new magsec stats are almost perfectly taylored to be paired with the RR so you get the best in both situations
Sure it won't. In either case there's no reason for the RR to get a hipfire kick reduction. it wont because the new magsec will have more dps and a much short charge up new proto magsec dps = 406.52 current proto RR dps = 397.69 new magsec charge up time = 0.1 seconds current RR charge up time = 0.45 seconds theres literally no competitive reason for using a RR in cqc over the new magsec, especially since the magsec already has less kick than the RR You're problem is you're looking at it as either one or the other, which only applies to 3 of the logi's (edit) which is still irrelevant because this only applies to the Cassault . In the end I don't care whether or not people would try to use it in CQC, there's still no damn reason for the RR's to receive a hipfire kick reduction. why are you talking about logis? if you dont care if people will use the RR in cqc or not, why do you care at all? honestly i use the RR in cqc now just fine. i just had to get used to it. the charge up is the issue for me. a kick reduction is simply a quality of life improvement Because you were talking about it as if it were one or the other and that only applies to logis.
I care because it isn't how it's supposed to be. The RR isn't supposed to go toe to toe with people in CQC, it isn't meant to be king of long range and still good at CQC. Don't get me wrong, I'm willing to accept compromise; but got to trade out something of equal value, so what's being traded? Nothing, the AR is getting a RoF buff but that's not going to make it viable at long range yet the RR is getting a buff that could make it even more viable in CQC. It's a case of having your cake and eating it too, and that just don't fly to me.
Trying to bring the slayer logi back.... unsuccessfully so far.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
166
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Posted - 2015.09.25 18:22:00 -
[456] - Quote
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. The thing is though if an ADS goes 20/2, he will have spent more ISK than someone on the ground going 25/5 and will likely have earned less WP for his efforts as well. Along with that, at no point did he hack any points, and likely didn't prevent too many hacks.
It's too easy to just say omg his kdr is good without factoring in everything else. ISK absolutely has to be some kind of a factor, I'm not saying it should make us invulnerable but acting like ISK has no bearing is silly when that only applies to old vets and some top corps. Other players very much live or die by their ISK balance, dropships are absolutely no exception.
It's just frustrating when it's totally fine for infantry to completely dominate a fight and no one bats an eye, but when a dropship does even halfway decent (pretty much only killing infantry, as AV ADS nets you 0-3 kills most matches) and suddenly the sky is falling.
I think that qualifies as a double standard |
Mr.Pepe Le Pew
Art.of.Death Smart Deploy
259
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Posted - 2015.09.25 18:26:00 -
[457] - Quote
Nerfing ACR is silly.
CEO / Art.of.Death
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.25 18:29:00 -
[458] - Quote
Duke Noobiam wrote:Just wanted to chime in on the Swarms vs ADS.
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.
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.
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.
This guy gets it. |
Bremen van Equis
Incorruptibles
731
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Posted - 2015.09.25 18:41:00 -
[459] - Quote
Vesta Opalus wrote:Bremen van Equis wrote: High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off?
The WP for damage is pretty much broken since the last update, hardeners take the damage down so far that you basically dont do enough damage to trigger WP rewards (though you still get plenty of points killing throw away gorgons and vipers, oh boy).
Thank you for that feedback... I figured the second volley was generating WP for the solo swarmer b/c that 2nd volley usually ate well into my Incubus' armor...even with a hardener activated.
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.25 18:42:00 -
[460] - Quote
True Adamance wrote:Interesting changes...... still not really enough to make HAV real tanks.
Will there ever be a time in this game when the round I fire from my HAV turret explodes with full AoE effect?
Maybe when AV is as effective as real life anti tank weapons? |
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Vulpes Dolosus
Fatal Absolution Bleeding Sun Conglomerate
3
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Posted - 2015.09.25 18:52:00 -
[461] - Quote
Welp, the ADS argument just hit full Tier 7 on the argument pyramid.
Quit the name calling and address real issues:
-ADS can't mitigate swarm damage through skilled flying (unlike forges)
-Swarms take little player-skill to use effectively (unlike forges forges)
-Rendering + small, indistinguishable targets assures swarms always get the first hit (unless taken by surprise and a lucky guess from the ADS)
-Invisible swarms make retaliation in an ADS impossible and making adjustments in flying space ambiguous.
-Minmando players who skilled it for the swarm bonus are getting screwed over; there's no explicit reason why the bonus changed suits other than lore (which is pretty poor if you ask me, see Min scouts and NKs)
-A single swarmer will have trouble killing a properly flown and fitted ADS (aside: this is mainly due to ADS flying away, not inability to damage)
-Multiple AV stacks much more effectively than multiple ADSs/ vehicles
Etc.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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james jared
Titans of Phoenix Damage LLC
151
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Posted - 2015.09.25 19:00:00 -
[462] - Quote
Breakin Stuff wrote:james jared wrote:Will all mass drivers get 100% damage to vehicles or just the breach??? I believe all. Flaylocks too.
Flaylocks too!!!! That just made my day. Cant wate to flaylock a tank :) |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 19:22:00 -
[463] - 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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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.25 20:13:00 -
[464] - Quote
Off-topic, but I want to chime in on the idea of "area-denial" to AV players.
Denying an area means stopping the enemy from operating in that area by posing a threat if they try. That does NOT only mean that you have killed him; killing him is certainly one way to deny him, but by no means the only way.
So when we talk about forge guns denying an area in a 300m bubble, we do not mean that we are always killed if we enter that 300m bubble, only that we are denied doing what we do in that area. We cannot kill infantry or land to drop links if there is a forge gun present, because both of those require us to be relatively still, and that makes us the perfect target for a forge gun. We are denied the area not because of our destruction, but because doing anything other than dodginf forge gun shots will result in our death. Whether we successfully dodge the forge shots or not, the forger has denied us the area, because his team can move and act as though we are not even there.
AV should not be a guaranteed kill against any vehicle. What it should be is something that makes the vehicle stop what it's doing (laying links, killing infantry) and be forced to deal with the threat (by retreating, engaging the AV directly, etc.) Rather than continue with its original mission.
The threat of death does need to be there: that's why armor tanks were OP, because they could basically ignore AV and continue to do whatever they were doing. But death should not be a forgone conclusion just because you pulled out AV.
Over thinking, over analyzing separates the body from the mind.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.25 20:23:00 -
[465] - Quote
Vulpes Dolosus wrote:Welp, the ADS argument just hit full Tier 7 on the argument pyramid.Quit the name calling and address real issues: -ADS can't mitigate swarm damage through skilled flying (unlike forges) -Swarms take little player-skill to use effectively (unlike forges forges) -Rendering + small, indistinguishable targets assures swarms always get the first hit (unless taken by surprise and a lucky guess from the ADS) -Invisible swarms make retaliation in an ADS impossible and making adjustments in flying space ambiguous. -Minmando players who skilled it for the swarm bonus are getting screwed over; there's no explicit reason why the bonus changed suits other than lore (which is pretty poor if you ask me, see Min scouts and NKs) -A single swarmer will have trouble killing a properly flown and fitted ADS (aside: this is mainly due to ADS flying away, not inability to damage) -Multiple AV stacks much more effectively than multiple ADSs/ vehicles Etc.
If I may, Swarms vs ADS is pretty complex web. Pull one string too hard and its easy for it all to come undone. But I prefer more rational debates than the ad hominem attacks soraya is chucking about left, right, and center.
A normal rational, thought process should be demonstrating why 150m rather than 175m spells the end of swarms.
The same way normal, rational players demonstrated that the gallente buff of 25% ROF might be too high, so Rattati dropped it down to 15%.
Instead a good half of what looked to be a decent hotfix thread has been massively derailed by wild attacks and demands placed on Devs and players alike by one person, who is only armed with a few personal opinons, although contradictory in nature, is still based on a build replaced 12 months ago.
Instead of all of this doomsday foretelling of what would happen if swarms lost 25m of lock on range, i would have expected people to revolt about swarms will now miss a hard manuevering, yank and bank dropship.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Juno Tristan
Obscure Reference
865
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Posted - 2015.09.25 20:29:00 -
[466] - Quote
186Posted: 2014.10.28 21:27 | Report 2
Judge Rhadamanthus wrote:Iron Wolf Saber wrote:Nothing Certain wrote:Judge Rhadamanthus wrote:If you think A good job was done with the Tank, the ADS and the AV then speak up. I think It sucks. Show me why it does not. Show me why it does. What does balance look like to you? What kdr or spawn/kill ratio should ADS pilots average?Tankers? AVers? Or what metric should we be looking at? To me they should all fare similarly , what we had was pilots being nigh invincible and claiming they deserved it because of SP and ISK expenditure. I am still pretty sure that 10 swarms are lost for every ADS at a minimum, so how is that imbalanced against ADS? 10? more like 100. 100? How about we look at some real figures. Pulling numbers from your bottom is useless. Dropships in this build need to maintain a 43.2 kdr compared to the equivilent SP based Swarm with a 3.6 KDR. KDR alone as a balance tool is for people who have a pre-school understanding of balance tools
ADS Ramming Revenge!
Plasma Cannon Rampage
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ID G4f
XxAMBUSH FTWxX
25
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Posted - 2015.09.25 20:29:00 -
[467] - Quote
Like i said before if av is = to vehicles, then make them cost the same & make us spawn into the driver seat with no dropsuit. If my vehicle dies, i'll go with it, no problem. But make me lose the same isk instead of millions more. you can nerf the power to equilize them as well at that point. But if proto stomping is op because of all the isk spent why is my isk & sp investment valueless. My prediction of the new hotfix is the majority of tanks will disappear. Except a few redline tanks. Tanks will only be good for losing $ with all the new av damage on the field. I plan on punching and knifing a few tanks myself
85mil sp and counting
ID's Escrow - trade safe
Bernie sanders for president! Finally a president of the people
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.25 20:32:00 -
[468] - Quote
Alena Ventrallis wrote:Off-topic, but I want to chime in on the idea of "area-denial" to AV players.
Denying an area means stopping the enemy from operating in that area by posing a threat if they try. That does NOT only mean that you have killed him; killing him is certainly one way to deny him, but by no means the only way.
So when we talk about forge guns denying an area in a 300m bubble, we do not mean that we are always killed if we enter that 300m bubble, only that we are denied doing what we do in that area. We cannot kill infantry or land to drop links if there is a forge gun present, because both of those require us to be relatively still, and that makes us the perfect target for a forge gun. We are denied the area not because of our destruction, but because doing anything other than dodginf forge gun shots will result in our death. Whether we successfully dodge the forge shots or not, the forger has denied us the area, because his team can move and act as though we are not even there.
AV should not be a guaranteed kill against any vehicle. What it should be is something that makes the vehicle stop what it's doing (laying links, killing infantry) and be forced to deal with the threat (by retreating, engaging the AV directly, etc.) Rather than continue with its original mission.
The threat of death does need to be there: that's why armor tanks were OP, because they could basically ignore AV and continue to do whatever they were doing. But death should not be a forgone conclusion just because you pulled out AV.
Well put! |
Flint Beastgood III
Standby Retaliation
1
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Posted - 2015.09.25 21:09:00 -
[469] - Quote
Looks very interesting and for once I can't complain...
Well, I could but I'll let everyone else complain about trading for me
BPO Trade Stall
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
169
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Posted - 2015.09.25 21:10:00 -
[470] - Quote
Juno Tristan wrote:186Posted: 2014.10.28 21:27 | Report 2 Judge Rhadamanthus wrote:Iron Wolf Saber wrote:Nothing Certain wrote:Judge Rhadamanthus wrote:If you think A good job was done with the Tank, the ADS and the AV then speak up. I think It sucks. Show me why it does not. Show me why it does. What does balance look like to you? What kdr or spawn/kill ratio should ADS pilots average?Tankers? AVers? Or what metric should we be looking at? To me they should all fare similarly , what we had was pilots being nigh invincible and claiming they deserved it because of SP and ISK expenditure. I am still pretty sure that 10 swarms are lost for every ADS at a minimum, so how is that imbalanced against ADS? 10? more like 100. 100? How about we look at some real figures. Pulling numbers from your bottom is useless. Dropships in this build need to maintain a 43.2 kdr compared to the equivilent SP based Swarm with a 3.6 KDR. KDR alone as a balance tool is for people who have a pre-school understanding of balance tools I miss judge so much. |
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.25 22:48:00 -
[471] - Quote
KDR is not really relevant to balance. There are two goals in a match.
Goal 1 is to win.
Goal 2 is to make isk.
Most matches come down to MCC, rather than clones. In such cases KDR is pretty irrelevant. Kills and warpoints are much more accurate indicators of someone's value in the battle. Though there is no perfect measure for contribution to Goal 1. KDR isn't often one though.
Goal 2 is defined by isk loss vs isk gain. Obviously if your gear costs more, you should die less. Otherwise how does it help you with goal 2?
Risk vs reward means that if your reward is the same (reward being isk, not K/D), your risk should be the same. So you should on average lose the same amount of isk per match. If you gear costs 5 times more you should die 5 times less. |
Leovarian L Lavitz
TRAILS AND TRIBULATIONS
1
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Posted - 2015.09.25 22:58:00 -
[472] - Quote
Varoth Drac wrote:KDR is not really relevant to balance. There are two goals in a match.
Goal 1 is to win.
Goal 2 is to make isk.
Most matches come down to MCC, rather than clones. In such cases KDR is pretty irrelevant. Kills and warpoints are much more accurate indicators of someone's value in the battle. Though there is no perfect measure for contribution to Goal 1. KDR isn't often one though.
Goal 2 is defined by isk loss vs isk gain. Obviously if your gear costs more, you should die less. Otherwise how does it help you with goal 2?
Risk vs reward means that if your reward is the same (reward being isk, not K/D), your risk should be the same. So you should on average lose the same amount of isk per match. If you gear costs 5 times more you should die 5 times less. Not in new eden. If your gear costs 5 times more, you should only die 20% less. if your gear costs 100x more, you should only die half as much. Isk only gives increments, not leaps.
Youtube: Dust 514 - You should Have Worn Proto
One V One Emperor
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.25 23:08:00 -
[473] - Quote
Leovarian L Lavitz wrote:Varoth Drac wrote:KDR is not really relevant to balance. There are two goals in a match.
Goal 1 is to win.
Goal 2 is to make isk.
Most matches come down to MCC, rather than clones. In such cases KDR is pretty irrelevant. Kills and warpoints are much more accurate indicators of someone's value in the battle. Though there is no perfect measure for contribution to Goal 1. KDR isn't often one though.
Goal 2 is defined by isk loss vs isk gain. Obviously if your gear costs more, you should die less. Otherwise how does it help you with goal 2?
Risk vs reward means that if your reward is the same (reward being isk, not K/D), your risk should be the same. So you should on average lose the same amount of isk per match. If you gear costs 5 times more you should die 5 times less. Not in new eden. If your gear costs 5 times more, you should only die 20% less. if your gear costs 100x more, you should only die half as much. Isk only gives increments, not leaps. That does seem right actually. But the extra investment should still give you an advantage. |
LOL KILLZ
LulKlz
378
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Posted - 2015.09.25 23:16:00 -
[474] - Quote
Pleased.
\0/
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TheD1CK
Dead Man's Game
2
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Posted - 2015.09.25 23:28:00 -
[475] - Quote
Adipem Nothi wrote:XxBlazikenxX wrote: Dropships will not be OP from ONE av weapon being nerfed
We'll see.
It will be interesting...
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..
The better pilots should have some fun with them, reducing Swarms tracking/turn speeds along with the impact damage, will allow a good pilot to dodge a lot more AV, time will tell if this is a bad thing or not...
@ Soraya ..
parth0k / derrith / darth are the pilots you should look at performance.. seeing Judge dragged in, when he quit a year ago makes no sense and is bass ackwards for trying to get anything balanced...
And to put the whole 50 KD thing you wave like a flag to rest
Judge + Squad (usually one HAV, and some troops that could AV if needed) back when he was active, I lost count of the amount of times his squad would leave a battle if they had a fight on their hands, and as for the fights they stayed in.. when you have a squad clearing any threat to your ADS, and you are essentialy farming randoms in pubs.. whatever KDR he could boast is useless data imo, anyone can pick and choose their fights and get a good KDR..
SOONtm
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.09.25 23:50:00 -
[476] - 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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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.26 00:21:00 -
[477] - Quote
Soraya Xel wrote:XxBlazikenxX wrote:I have no idea how he of all people got on CPM 1. Why do you +1 all of my posts and then insult me in your posts? lol he did the same kitten to me lol
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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Mortedeamor
The Black Masquerade
1
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Posted - 2015.09.26 00:22:00 -
[478] - Quote
ID G4f wrote:Like i said before if av is = to vehicles, then make them cost the same & make us spawn into the driver seat with no dropsuit. If my vehicle dies, i'll go with it, no problem. But make me lose the same isk instead of millions more. you can nerf the power to equilize them as well at that point. But if proto stomping is op because of all the isk spent why is my isk & sp investment valueless. My prediction of the new hotfix is the majority of tanks will disappear. Except a few redline tanks. Tanks will only be good for losing $ with all the new av damage on the field. I plan on punching and knifing a few tanks myself yup plus 1
dust 514 ruined console gaming for me
pc master race
PORT IT CCP
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.26 00:38:00 -
[479] - Quote
CCP Rattati wrote:
Simply increasing the weak spot on HAVs considerably will allow dedicated AV and other vehicles to use positioning, speed and skill to heavily change the outcome of each encounter without having an effect on Dropships.
This is just the right thing which both balances the game, and brings more depth to it.
A needed change, and a great one. Congratulations.
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.09.26 00:42:00 -
[480] - Quote
CCP Rattati wrote:
Locus Grenade damage progression made Standard and Advanced grenades fairly useless, so we are going to have the same damage for all tiears, with increasing radius per tier. We are also fixing the Packed Locus and buffing the Fused Grenades considerably.
As assume that the sentence "with increasing radius per tier" means that the nades keep their current progressive blast radius, I can say:
This is an excellent change and a needed one. Anyone objecting to this should realise even a slight blast radius buff means more practical damage because of the way damage is calcultated to the center of the blast.
KERO-TRADER is my official Eve character for Dust trading.
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