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Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.21 16:44:00 -
[61] - Quote
Evane Sa'edi wrote:Swarm Launchers - fix required - 1. increase in speed - anti air rockets should be able to out accelerate flying targets other wise the are not fit for purpose. 2. Warhead size - increase the size of warheads so that it is on a par with the forge gun of equal level. 3. Ammo levels - Swarm Launchers should have greater ammo available, at least 2 full reloads available before the need for resupply. 4. Dumbfire - please fix this. there should be a panic, unguided, dumbfire for those close in emergencies. 5. Range - increase standard lock range to between 500 and 750 metres. Most modern AV missiles have effective ranges in the 1.5 to 2Km range.
Highlighted stupid. You want a no skill weapon to match the penultimate AV in the game right now for damage? Try flying a dropship around and you will realize how fragile they actually are. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.21 17:06:00 -
[62] - Quote
And how fast and deadly effective they are, and how easy it is to fly into the red. But they're counter productive to Noc's argument. So he left them out. |
Governor Odius
Doomheim
177
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Posted - 2012.10.21 17:44:00 -
[63] - Quote
From which I gather you have not flown a dropship and just assume that because you periodically see them flying unopposed they must be invincible win-buttons that never die. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.21 18:25:00 -
[64] - Quote
pls nerf ALL the things.
But seriously, instead of whining constantly about this, why not BALANCE them both? I mean, you're all on either side of the fence instead of trying to sit on the center.
Sure, SLs need a fix, You'd think these would be for AA, not AT whereas Forge Guns I always thought were AT not AA, one person should not be able to dominate everything and anything. When it comes to Vehicles, start thinking about everything.
Vehicles: Dropships, Tanks, LAVs AV: Forge Guns, Swarm Launchers, Installations (Blaster, Missile, Railgun)
So let's start with Dropships
Make them slower and heavier, meaning we have a lower top speed, more armor/shields and can't be flipped as easy. I'm down for gunships to be flipped but currently the knockback is stupid for Dropships which are meant to be Heavily armored Tactical platforms (to quote its description) give Dropships countermeasures against Swarms, face it, Dropships will stop being used once swarms can catch up, unless they have a countermeasure The guns, adding limitations, I enjoy piloting and providing my gunners with the ability to annihilate everything, it's why I'll probably go on to be a gunship pilot. The one problem is Accelerated Missiles, these babies can snipe people, and don't tell me they can't because I've flown off into an Infantry redzone, and my gunners have just started "sniping" people from across the map. So, let's remove those from being fitted to Dropships. We also need to work on ranges for these missiles, they shouldn't be endless, perhaps also lower the damage based on distance traveled. They should be used for clearing an area to allow your boys a safe landing.
Someone else wil need to cover Tanks and LAVs because I find them useless, personally.
We move onto AV,
Forge Guns; Reducing Range, If dropships are nerfed so that they can't annihilate everything with missiles, these Forge Guns shouldn't be able to snipe them from the edge of the map, atleast with max damage, add an effective range to it (don't "BUT THE LORE SAYS THIS" me, you're an idiot if thats the only argument you bring to the table) so that if you're by a Dropship and it's dumb enough to come close to you and linger about, Damn right you should shoot it down, but not standing on your redline keeping Dropships from flying to objectives. Forge Guns are about skill but as it stands, a good single forge gunner can keep a 3man dropship away. Raising price, The price for a basic Forge Gun is very cheap, it's pretty idiotic. You can say "BUT WHEN I SPAWN I DIE!", but when Dropships are fixed then it'll be pretty damn unfair that you're with an 8,800ISK Forge Gun and you're taking everything out (That goes for all vehicles, in case people didn't notice, those things are expensive to use)
Yes, reductions to range and raising the price seems negative, but when the Dropships are fixed, you'll no longer see any vehicles due to Forge Guns smashing everything (I used to see a lot of vehicles, I don't anymore because I'll see Forge Gunners taking them on by themselves), A Forge Gun should only be used when the user is sure he has is squad backing him up. Since ISK gain is based on how much damage you cause, a Forge Gun taking out a Vehicle such as an expensive tank or Dropship should come with a large risk to themselves.
Swarm Launchers: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload, increase total ammo also. Reduce Damage You can fire a lot of them, but reduce the damage. This makes the Swarm launcher great for chasing after Air vehicles, but Tanks, not so much. [B]Remove the free Militia Swarm sorry, but there is not Risk for how rewarding a Militia Swarm can be, remove the AV class with the free Swarm. [B]Speed them up, No air vehicle should be safe from Swarms, they should be fast and not only kill things but act as a deterrent
So Swarm launchers become a very good AA weapon, it's still ok for firing at tanks but it's primary role is AA, with Forge Guns they become AT but have the ability to become AA at close ranges.
Installations: Need to play with these a bit more, they're a major deterrent for myself, especially railguns and blasters, they hurt pretty bad.
This is all off the top of my head, and I may work on it and try and make a balanced list. Again, we must focus on EVERYTHING, take a look at the whole scope of things. Vehicles and AV have a very explosive relationship, when one thing happens to a single thing in the entire relationship, say, nerfing tanks or buffing one AV weapon, the entire relationship goes to ****. This is one of the problems dropship pilots had last build when AV v Tanks was all that this forum consisted of. Like I said, I'll go play some more and talk to people that play AV and what they feel, the above list is my personal views
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.21 18:34:00 -
[65] - Quote
Governor Odius wrote:From which I gather you have not flown a dropship and just assume that because you periodically see them flying unopposed they must be invincible win-buttons that never die.
I've used every militia vehicle. Every militia suit. Now sure, my turrets suck lemons, because I don't have +50% or more damage. I'm also not interested as it's no fun compared to last build. Last builds physics messed with turrt aiming though.
My Dropships are only half a survivable as one which has decent mods, and good skills choices. But they're survivable none the less. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.10.21 18:36:00 -
[66] - Quote
I agree Jason. The problem is that CCP has little time before their tournament is ruined to implement these balance changes. The best thing they can do right now is reinstate the old Swarm Launcher tracking speed and then do an actual core fix later. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.21 18:39:00 -
[67] - Quote
It's only a beta tournament. Not anything important. Except for the black ops LAV. Who cares if it's a pile of poo. The game is so deep yo LoL |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2012.10.21 18:41:00 -
[68] - Quote
Jason Pearson wrote: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload
Please use something other than the militia version before commenting on the effectiveness of an item. Only the militia swarm has 2 volleys per reload, the others have 4. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.21 18:43:00 -
[69] - Quote
Tiel Syysch wrote:Jason Pearson wrote: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload
Please use something other than the militia version before commenting on the effectiveness of an item. Only the militia swarm has 2 volleys per reload, the others have 4.
Well said. Lvl1&2 items make such a huge difference. Especially the Swarmer. |
Governor Odius
Doomheim
177
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Posted - 2012.10.21 18:56:00 -
[70] - Quote
Jason Pearson wrote: [Well intentioned ideas that miss the point.]
I said this before they nerfed HAVs and no one listened. I'll say it again now and hopefully someone will pay attention before my favorite way to play the game gets the same nerfed out of existence right along with them.
The game isn't finished. There are a lot of missing features that are going to drastically change the way the game works, including vehicle modules. Check out this dev blog.
Take note, for example, capacitor:
Quote:Another key aspect that is similar between ships and vehicles is the capacitor. A good way to grasp this concept is to think of capacitors as the energy source that powers everything in a vehicle. From weapon turrets to repair modules, almost everything that you fit on to your vehicle in DUST 514 will need to draw capacitor points in order to function. Because of the fusion technology that the capacitor is based on, you will never GÇ£run outGÇ¥ of capacitors in the long run, since it will always replenish itself over time. However, as you activate weapons, scanners, ECM and other modules over the course of a battle it is very likely that your vehicle will deplete its stock of capacitors in short order. Basically it's a vehicle mana bar, and everything uses it. I read somewhere that they'll even drain it by moving, though I can't remember where so it's possible it was BS. Point is when that gets implemented a dropship isn't going to be able to fly max speed and shoot forever. It'll run out of cap and be left to twist.
ECM:
Quote:ThereGÇÖs an old adage that states GÇ£an enemy canGÇÖt attack what the enemy canGÇÖt see.GÇ¥ and this is certainly the case when we add electronic warfare to the battlefield. Advanced combat vehicles like the HAV require a host of electronic gadgets in order to identify, acquire, and dispatch threats effectively. Electronic counter-measures on the other hand, can leave your enemies blind and helpless on the field and often during critical moments. I don't know if "blind" means literally shutting down their vision or just narrowing/blurring it. Or something else entirely. Not important. Point is, it's going to be a big deal.
This is why I roll my eyes and scoff every time someone comes on the forums saying "swarms need to move faster, DS need to move slower, change pathing, change damage, whatever". CCP has plans in place to balance all this stuff. Sure, it'll require tweaking when we actually get there, but to try to balance for it now is moronic. |
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Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.10.21 19:00:00 -
[71] - Quote
Tiel Syysch wrote:Jason Pearson wrote: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload
Please use something other than the militia version before commenting on the effectiveness of an item. Only the militia swarm has 2 volleys per reload, the others have 4.
I actually don't use swarms, I'm a pilot and with the amount of bitching about swarms, I figured ya'll must need a boost. But I also suggested a lower amount of damage per shot so to balance it out we give every swarm launcher more ammo, forgive me in having one error. |
Cloudy Zan
107
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Posted - 2012.10.21 19:55:00 -
[72] - Quote
Jason Pearson wrote:Tiel Syysch wrote:Jason Pearson wrote: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload
Please use something other than the militia version before commenting on the effectiveness of an item. Only the militia swarm has 2 volleys per reload, the others have 4. I actually don't use swarms, I'm a pilot and with the amount of bitching about swarms, I figured ya'll must need a boost. But I also suggested a lower amount of damage per shot so to balance it out we give every swarm launcher more ammo, forgive me in having one error. Swarm and forge combos can be very effective just sayin |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.21 20:00:00 -
[73] - Quote
Cloudy Zan wrote:Jason Pearson wrote:Tiel Syysch wrote:Jason Pearson wrote: Increase Capacity, First, increase the capacity on it so that they can fire 3-4 volleys before having to reload
Please use something other than the militia version before commenting on the effectiveness of an item. Only the militia swarm has 2 volleys per reload, the others have 4. I actually don't use swarms, I'm a pilot and with the amount of bitching about swarms, I figured ya'll must need a boost. But I also suggested a lower amount of damage per shot so to balance it out we give every swarm launcher more ammo, forgive me in having one error. Swarm and forge combos can be very effective just sayin
I hear that, get like 5 swarms chasing you and a Forge Gunner aiming for you, even if they miss I'm like "**** FORGE GUN" and slow down to turn away forgetting the swarms who then promptly flip me over. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.10.23 04:28:00 -
[74] - Quote
They can be very effective in that they have the remote possibility of hitting. lol |
Cloudy Zan
107
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Posted - 2012.10.23 05:01:00 -
[75] - Quote
Leither Yiltron wrote:They can be very effective in that they have the remote possibility of hitting. lol lol of course same goes with any other weapon, if you can't hit something with it, there is no use. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.10.23 05:28:00 -
[76] - Quote
Governor Odius wrote:Jason Pearson wrote: [Well intentioned ideas that miss the point.]
Misses the point
I'd typically agree with you, but this thread is about how enjoyable the tournament is going to be, not balance. A thread about dropship balance from me would go on longer than any sane man could ever want.
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Adveras
Osmon Surveillance Caldari State
0
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Posted - 2012.10.23 15:39:00 -
[77] - Quote
I think one of the main issues with swarms isn't necessarily their speed, it's their flight path once they are fired. I have spent plenty of time trying to fire my swarm while the dropship was heading towards me, but it always seems like the missle purposefully arcs to start tracking behind the ship instead of hitting it head on. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.10.23 16:07:00 -
[78] - Quote
I love how everyone is so ignorant on these matters.
First off easiest way to fix dropships
1. Increase survivability 2. fix small railturrets and blasters so they are accurate when fired from a moving vehicle. 3. Do some slight buffs to rails and blasters 4. Put a damage nerf on dropships like logistic LAVs have aka .5x multiplyer that reduces damage. Therefore it takes more shots to kill. 5. Give dropship pilots more points for assisting in troupe transport. AKA this means giving dropships a lot better point system to earn warpoints SP and isk. 6. Make it so swarms can not flip dropships by hitting them or fling them into buildings. Makes it impossible to do pick ups.
All people want to do is nerf nerf nerf nerf nerf. They never think things through on how to make it easier to act within its role and harder to act at other roles. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.23 18:20:00 -
[79] - Quote
Noc Tempre wrote:Mavado V Noriega wrote:Icy Tiger wrote:Drop ships are overpowered. But they do not need a nerf. Swarms need a speed boost. They shouldn't ever just disappear after a guy spins around a bit. a speed boost further cripples tanks as swarms NAVIGATE AROUND corners to hit tanks most times and tanks have gotten hit with enough nerfs especially armor tanks they need better tracking vs air targets and a nerf in tracking vs ground targets tbh Why not split AA and AG launchers then?
I think that's likely the solution, have differing weapons for each. Let either be fired at whatever but spec them so their real value is against their chosen target type. |
Sentient Archon
Red Star.
690
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Posted - 2012.10.23 18:31:00 -
[80] - Quote
Leither Yiltron wrote:Title says it all.
Just get a friggin forge gun and blow the dropshit outta the sky!
The above statement says it all! |
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Mads Katter
Nova Corps Marines
15
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Posted - 2012.10.23 18:50:00 -
[81] - Quote
Leither Yiltron wrote: If anyone wants a real estimation of how easy it is to shoot a dropship with a Forge (it's nearly impossible) go test it yourself.
Sorry Leither, You are dead wrong on this..Or are at least doing it wrong. Just like Forge Sniping infantry (I do it quite often), you need to learn to lead your targets. I take down Dropships with no Problem. Now I agree they DO need to up the Swarm Launcher speed a fraction (or maybe just on the higher level swarms), but this dribble about the Forge Guns not being effective against Drop Ships is just sad |
Reiki Jubo
Amarr Templars Amarr Empire
63
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Posted - 2012.10.23 19:00:00 -
[82] - Quote
funny how you ADD kids ignore the subject the OP is addressing. no one intelligent is saying make SL as powerful as forges, their saying increase their effectiveness. its useless. how can a weapon designed as AV hit the target 1 time in 10 when you use it correctly?
1. make them faster - its dumb to make anti air weapons slower than air vehicles. 2. give them a shorter max range. they autolock so they should die after 100m. 3. lower the damage - again they autolock. 4. better targeting - its stupid that they track from behind instead of taking the shortest route to the target. needs fixing. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.10.23 19:28:00 -
[83] - Quote
Mads Katter wrote:Leither Yiltron wrote: If anyone wants a real estimation of how easy it is to shoot a dropship with a Forge (it's nearly impossible) go test it yourself. Sorry Leither, You are dead wrong on this..Or are at least doing it wrong. Just like Forge Sniping infantry (I do it quite often), you need to learn to lead your targets. I take down Dropships with no Problem. Now I agree they DO need to up the Swarm Launcher speed a fraction (or maybe just on the higher level swarms), but this dribble about the Forge Guns not being effective against Drop Ships is just sad
It decidedly depends on the pilot. You can kill most of the guys hanging around in the public lobbies with a Forge because they don't have quite the experience other pilots do.
Kudos to those who HAVE figured out how to fly evasion maneuvers, but there's no way that those entitle you to being nigh-on invincible. xD |
Cloudy Zan
107
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Posted - 2012.10.23 19:32:00 -
[84] - Quote
Leither Yiltron wrote:Mads Katter wrote:Leither Yiltron wrote: If anyone wants a real estimation of how easy it is to shoot a dropship with a Forge (it's nearly impossible) go test it yourself. Sorry Leither, You are dead wrong on this..Or are at least doing it wrong. Just like Forge Sniping infantry (I do it quite often), you need to learn to lead your targets. I take down Dropships with no Problem. Now I agree they DO need to up the Swarm Launcher speed a fraction (or maybe just on the higher level swarms), but this dribble about the Forge Guns not being effective against Drop Ships is just sad It decidedly depends on the pilot. You can kill most of the guys hanging around in the public lobbies with a Forge because they don't have quite the experience other pilots do. Kudos to those who HAVE figured out how to fly evasion maneuvers, but there's no way that those entitle you to being nigh-on invincible. xD denial, apparently there can't be good forge guns that take down good pilots |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.10.23 19:33:00 -
[85] - Quote
Go try it yourself and see how it fares. I don't know anyone "good" enough to consistently take down well-piloted dropships. |
Cloudy Zan
107
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Posted - 2012.10.23 19:39:00 -
[86] - Quote
Leither Yiltron wrote:Go try it yourself and see how it fares. I don't know anyone "good" enough to consistently take down well-piloted dropships. i do |
Sentient Archon
Red Star.
690
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Posted - 2012.10.23 19:41:00 -
[87] - Quote
Leither Yiltron wrote:Go try it yourself and see how it fares. I don't know anyone "good" enough to consistently take down well-piloted dropships.
Lulz! Me too! |
knight of 6
ZionTCD Legacy Rising
66
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Posted - 2012.10.23 20:56:00 -
[88] - Quote
I'm running 2,564ish shields and some level one turrets, oh and a nice shield recharger. that comes to about 350,000 ISK, a forge gun costs 6,000. lets run some numbers.
you can buy: 60 forge guns for what it costs me to buy 1 myron.
my current average ISK per [FULL AMBUSH] match is 70K. a full match takes 15 minutes. that's 6 matches and an hour and a half using militia blueprint gear to buy a single outfitted myron.
to earn back what it cost me to Buy my myron it has to survive 6 matches (90 min)
to earn what it cost you to buy a forge gun it will take you .0851 matches ....thinking what is .0851 matches? it's a minute and 20 seconds
quit whining.
*all numbers rounded for convenience of mental math* *all decimals accurate to the third point* |
Sentient Archon
Red Star.
690
|
Posted - 2012.10.23 21:02:00 -
[89] - Quote
knight of 6 wrote:I'm running 2,564ish shields and some level one turrets, oh and a nice shield recharger. that comes to about 350,000 ISK, a forge gun costs 6,000. lets run some numbers.
you can buy: 60 forge guns for what it costs me to buy 1 myron.
my current average ISK per [FULL AMBUSH] match is 70K. a full match takes 15 minutes. that's 6 matches and an hour and a half using militia blueprint gear to buy a single outfitted myron.
to earn back what it cost me to Buy my myron it has to survive 6 matches (90 min)
to earn what it cost you to buy a forge gun it will take you .0851 matches ....thinking what is .0851 matches? it's a minute and 20 seconds
quit whining.
*all numbers rounded for convenience of mental math* *all decimals accurate to the third point*
+1 for the Lulz! But I will still shoot you out of the sky !
PS: My Forge Gun is 50 or 70 Aurum! So technically I dont spend any ISK on my forge guns :)! |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.10.26 21:17:00 -
[90] - Quote
This is still broken as **** you know. Now our missiles hit once every 3 minutes instead of never. Zzzzz.
I can't wait to see Dropship 514 starting tomorrow! |
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