Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Thorn Altiare
4
|
Posted - 2012.07.30 05:36:00 -
[1] - Quote
Been Running Skirmish the whole time and I find that the map design is flawed in favor of dropships.
I dont see the point of having a high vantage point where a Dropship can rest on and shoot down missiles at the entire map while having little to no disadvantage. The tower itself becomes a shield for the dropships as the Swarm Launcher missles would hit the tower instead of the dropship. Aside from that, there is an issue for Line of Sight. At a certain distance you can no longer see the Dropship on top of the tower while it can see you/shoot down on you. One of the sure fire ways of taking out the dropship is to use another dropship to push the one on the tower which in my opinion is highly ineffective.
I am not asking for a nerf of the dropship, I am asking that you fix the towers to be less of an advantage to dropships and level the playing field by making it closer to the ground so that people with forge guns, swarm launchers and even tanks can have the chance to take it out.
The towers give too much of an advantage to dropships with little to no disadvatange.The towers serve no other purpose but as an imbalance advantage to dropships. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.30 06:04:00 -
[2] - Quote
Draw distance is a known issue, and will be fixed in a later build (hopefully the next one, but I haven't seen any official confirmation of that).
And even without the fix, Swarm Launchers are a good counter if you can get anywhere within about 100m from the base of the tower. |
Nicolo daVicenza
Royal Uhlans Amarr Empire
10
|
Posted - 2012.07.30 06:21:00 -
[3] - Quote
Just add a z-level to what is and isn't out of bounds. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.30 07:29:00 -
[4] - Quote
Nicolo daVicenza wrote:Just add a z-level to what is and isn't out of bounds. That would defeat the purpose of adding verticality to the maps.
As long as they fix the draw distance problems, it will be fine. |
Thorn Altiare
4
|
Posted - 2012.07.30 08:21:00 -
[5] - Quote
Garrett Blacknova wrote:Draw distance is a known issue, and will be fixed in a later build (hopefully the next one, but I haven't seen any official confirmation of that).
And even without the fix, Swarm Launchers are a good counter if you can get anywhere within about 100m from the base of the tower.
Thats just one part of the problem. I have fired my SLs on a dropship on top of the tower and a lot of times it would hit the tower 10 feet below of the dropship due to the trajectory of the missiles.
I think it would be better if they just cut the damn towers in half. That would solve draw distance and the issue of the SL missiles actually hitting the dropship and instead of the tower. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.30 08:34:00 -
[6] - Quote
Thorn Altiare wrote:Garrett Blacknova wrote:Draw distance is a known issue, and will be fixed in a later build (hopefully the next one, but I haven't seen any official confirmation of that).
And even without the fix, Swarm Launchers are a good counter if you can get anywhere within about 100m from the base of the tower. Thats just one part of the problem. I have fired my SLs on a dropship on top of the tower and a lot of times it would hit the tower 10 feet below of the dropship due to the trajectory of the missiles. I think it would be better if they just cut the damn towers in half. That would solve draw distance and the issue of the SL missiles actually hitting the dropship and instead of the tower. Draw distance is an issue at ground level, and would need fixing even if they take the towers out. The problem with Swarm Missiles hitting the tower instead of the target is only a problem if you're firing from, or on, the wrong angle. Mostly this is because you have to get too close before they're drawn in, and would otherwise need a spotter who's closer to the Dropship so you can lock on from further away. |
Thorn Altiare
4
|
Posted - 2012.07.30 09:03:00 -
[7] - Quote
Garrett Blacknova wrote:Thorn Altiare wrote:Garrett Blacknova wrote:Draw distance is a known issue, and will be fixed in a later build (hopefully the next one, but I haven't seen any official confirmation of that).
And even without the fix, Swarm Launchers are a good counter if you can get anywhere within about 100m from the base of the tower. Thats just one part of the problem. I have fired my SLs on a dropship on top of the tower and a lot of times it would hit the tower 10 feet below of the dropship due to the trajectory of the missiles. I think it would be better if they just cut the damn towers in half. That would solve draw distance and the issue of the SL missiles actually hitting the dropship and instead of the tower. Draw distance is an issue at ground level, and would need fixing even if they take the towers out. The problem with Swarm Missiles hitting the tower instead of the target is only a problem if you're firing from, or on, the wrong angle. Mostly this is because you have to get too close before they're drawn in, and would otherwise need a spotter who's closer to the Dropship so you can lock on from further away.
Which is basically a full circle... The closer you are the more likely you hit the tower, the farther you go chances become better of hitting it but also the issue of the dropship being out of LOS. I do agree about the draw distance though, it would fix the LOS issue of the DS being on top of the tower that far. However, the issue of trajectory of the missiles is an issue still. I usually lock on it then aim all the way up high (12'o'clock) and it would still hit the tower.
Fix the draw distance and cut the tower to be 2/3 its size now. As it stands, it is giving way too much incentive for people to perch up there with impunity. It needs more deterrence available from the ground. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.30 09:08:00 -
[8] - Quote
Thorn Altiare wrote:Garrett Blacknova wrote:Draw distance is an issue at ground level, and would need fixing even if they take the towers out. The problem with Swarm Missiles hitting the tower instead of the target is only a problem if you're firing from, or on, the wrong angle. Mostly this is because you have to get too close before they're drawn in, and would otherwise need a spotter who's closer to the Dropship so you can lock on from further away. Which is basically a full circle... The closer you are the more likely you hit the tower, the farther you go chances become better of hitting it but also the issue of the dropship being out of LOS. I do agree about the draw distance though, it would fix the LOS issue of the DS being on top of the tower that far. However, the issue of trajectory of the missiles is an issue still. I usually lock on it then aim all the way up high (12'o'clock) and it would still hit the tower. Fix the draw distance and cut the tower to be 2/3 its size now. As it stands, it is giving way too much incentive for people to perch up there with impunity. It needs more deterrence available from the ground. Not the part in bold, where teamwork can fix the draw distance getting in the way.
And fixing draw distance ONLY will fix the problem WITHOUT needing the devs to change the tower height.
Also, and more importantly, you CAN hit the dropships from closer in, but you need to get to the right position, of which there are several for each tower, and fire on the right angle (of which there are only a few for each workable close position.
The better option is have a spotter near the tower and using their eyes on the target to get a lock at range, or to just ask someone with a Forge Gun to do the job instead, because their firing trajectory is a little more easily controlled.
While it's often difficult, there isn't a single place on the map where a parked Dropship can hit players at ground level without them being able to fight back with Swarm Launchers - it's just sometimes REALLY difficult if you're doing it alone. |
Usikava Shawley
Villore Sec Ops Gallente Federation
2
|
Posted - 2012.07.30 10:32:00 -
[9] - Quote
Yep swarm launcher can actually hit you if parked in most places where you could see the ground, but Forge Gun makes it's an easier for sure, even when target is out of LOS, look for missile trajectory and give a damn thing 2-3 hits to melt it(you can get in LOS get a lock with SML and then slowboat back to good trajectory as well it will take some time but will work 100% if DS won't spot you faster)... Although swarm trajectory isn't an issue it's a thing you use to avoid them while actually flying and doing some dropship stuff and that's not an easy task I can say for sure, especially for gallente that can't be nanoed...
EDIT: Oh and you can snipe him out too, gunners can be killed (Hell I will hate my self for saying this) if you are lucky enough you can even forge gun him with the 1 shot (actually done this once so it's even not theoretical it's practical for me ) |
Thorn Altiare
4
|
Posted - 2012.07.30 10:50:00 -
[10] - Quote
Garrett Blacknova wrote:Thorn Altiare wrote:Garrett Blacknova wrote:Draw distance is an issue at ground level, and would need fixing even if they take the towers out. The problem with Swarm Missiles hitting the tower instead of the target is only a problem if you're firing from, or on, the wrong angle. Mostly this is because you have to get too close before they're drawn in, and would otherwise need a spotter who's closer to the Dropship so you can lock on from further away. Which is basically a full circle... The closer you are the more likely you hit the tower, the farther you go chances become better of hitting it but also the issue of the dropship being out of LOS. I do agree about the draw distance though, it would fix the LOS issue of the DS being on top of the tower that far. However, the issue of trajectory of the missiles is an issue still. I usually lock on it then aim all the way up high (12'o'clock) and it would still hit the tower. Fix the draw distance and cut the tower to be 2/3 its size now. As it stands, it is giving way too much incentive for people to perch up there with impunity. It needs more deterrence available from the ground. Not the part in bold, where teamwork can fix the draw distance getting in the way. And fixing draw distance ONLY will fix the problem WITHOUT needing the devs to change the tower height. Also, and more importantly, you CAN hit the dropships from closer in, but you need to get to the right position, of which there are several for each tower, and fire on the right angle (of which there are only a few for each workable close position. The better option is have a spotter near the tower and using their eyes on the target to get a lock at range, or to just ask someone with a Forge Gun to do the job instead, because their firing trajectory is a little more easily controlled. While it's often difficult, there isn't a single place on the map where a parked Dropship can hit players at ground level without them being able to fight back with Swarm Launchers - it's just sometimes REALLY difficult if you're doing it alone.
Theres too many IFs in that statement. First of all you need to be in the RIGHT spot in the RIGHT angle to hit the DS while the DS can see you coming toward it and rain volleys at you. Then the other remedy is have another guy spot it for you while you fire at it from a distance?
Thats more trouble than taking out a Sagaris tank... My point of this post is that the setup right now gives way too much advantage for a DS perched on a tower and none of the drawbacks. You have just given a perfect example of how difficult it is to take out a stationary target. At least with tanks, they have high armor/shields and move around while a DS perched is just there letting a map design shield it from damage.
Im all for any ideas that would level the playing field without nerfing anything (map design isnt a nerf). |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.30 11:00:00 -
[11] - Quote
Thorn Altiare wrote:Theres too many IFs in that statement. First of all you need to be in the RIGHT spot in the RIGHT angle to hit the DS while the DS can see you coming toward it and rain volleys at you. Then the other remedy is have another guy spot it for you while you fire at it from a distance?
Thats more trouble than taking out a Sagaris tank... My point of this post is that the setup right now gives way too much advantage for a DS perched on a tower and none of the drawbacks. You have just given a perfect example of how difficult it is to take out a stationary target. At least with tanks, they have high armor/shields and move around while a DS perched is just there letting a map design shield it from damage.
Im all for any ideas that would level the playing field without nerfing anything (map design isnt a nerf). I'm not arguing that it's balanced and fair with how things work at present, just saying that the draw distance issue is the only real problem here. Fix that and the problem is immediately and completely resolved without need for a map redesign.
Also, one of the best ways is to get to JUST on draw distance (as a Scout this means the DS needs a spotter or you won't be marked, and will only be a couple of pixels at most for someone assuming they happen to be looking your way, lock, turn, walk a few steps and fire up - on an angle AWAY from the tower.
From that position, you can turn back around, repeat, and they won't figure out where YOUR shots are coming from until it's too late. |
Thorn Altiare
4
|
Posted - 2012.07.30 12:20:00 -
[12] - Quote
Garrett Blacknova wrote:Thorn Altiare wrote:Theres too many IFs in that statement. First of all you need to be in the RIGHT spot in the RIGHT angle to hit the DS while the DS can see you coming toward it and rain volleys at you. Then the other remedy is have another guy spot it for you while you fire at it from a distance?
Thats more trouble than taking out a Sagaris tank... My point of this post is that the setup right now gives way too much advantage for a DS perched on a tower and none of the drawbacks. You have just given a perfect example of how difficult it is to take out a stationary target. At least with tanks, they have high armor/shields and move around while a DS perched is just there letting a map design shield it from damage.
Im all for any ideas that would level the playing field without nerfing anything (map design isnt a nerf). I'm not arguing that it's balanced and fair with how things work at present, just saying that the draw distance issue is the only real problem here. Fix that and the problem is immediately and completely resolved without need for a map redesign. Also, one of the best ways is to get to JUST on draw distance (as a Scout this means the DS needs a spotter or you won't be marked, and will only be a couple of pixels at most for someone assuming they happen to be looking your way, lock, turn, walk a few steps and fire up - on an angle AWAY from the tower. From that position, you can turn back around, repeat, and they won't figure out where YOUR shots are coming from until it's too late.
Hopefully they resolve that along with hit detection soon :D |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |