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Altina McAlterson
Not Guilty EoN.
525
|
Posted - 2013.05.19 15:29:00 -
[181] - Quote
If you make the main focus of AV weapons the destruction of vehicles you will never get the balance right. Instead the focus needs to be on suppressing the function of the vehicle and area of denial. In the case of tanks or LAV's this of course means destruction because they currently serve an offensive role.
The dropship however does not serve an offensive role so the destruction of the dropship is of less importance than denying them the ability to deposit additional forces in a certain area. To this end here are some ideas I've had. This is just brainstorming though, I'm not saying whether these are good or bad.
1. Substantial increase to the DS's ability to resistance damage. This could be accomplished by either increasing the base resistance or introducing resistance modules exclusive to aerial vehicles that offer a substantial increase in effectiveness over modules for ground vehicles or possibly a much, much shorter cool down period, etc.... The second option is probably the best since it requires skill and sound judgement on the part of the pilot to be effective instead of simply making them tougher across the board.
2. Remove all turrets from the DS and replace them with some sort of exclusive weapon that is only effective against other vehicles, possibly one similar to a swarm launcher but with a more limited ability to home in on the target and reduced damage or something along those lines. Honestly the DS has no need for anti-infantry weapons. It's too hard to hit anything with rails unless you are hovering over a tank in which case an exclusive AV weapon would also work. Blasters have too limited of a range and there's no way to make missile turrets work without breaking them again.
3. Bring back the old AB.
4. Maybe give DS an exclusive module that projects a shield around the ship that blocks almost all incoming damage but prevents anyone from jumping out giving the ship time to return to safety while preventing it from actually doing anything which as long as the DS has limited offensive capabilities |
Mobius Wyvern
BetaMax. CRONOS.
1577
|
Posted - 2013.05.19 16:00:00 -
[182] - Quote
General Tiberius1 wrote:CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
leave the FG alone! only heavies can use it, it get's expensive, hard to fit at times, low amount of ammo, and no nano hives to insta replenish like other people can. the FG is not the problem, it's the lack of powerful tanks and counters. we already have a limited range, compared to rail tanks that can hit anywhere on a map. leave it alone! Leave the Forge Gun alone? Say Blam! puts in all the changes he talks about except for the Forge Gun changes. Dropship pilots now get WP and have more effective weapons. And they still go down to one or two shots from a Forge.
The thing needs a projectile speed reduction. The issue isn't the damage it can do, but rather that you barely need to lead your target even when it flies perpendicular to you at high speed. It should take more careful aiming and - yes, I'm going to say it - "skill" to take down aircraft with a hip-fired mini tank cannon. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
69
|
Posted - 2013.05.25 17:47:00 -
[183] - Quote
Altina McAlterson wrote:If you make the main focus of AV weapons the destruction of vehicles you will never get the balance right. Instead the focus needs to be on suppressing the function of the vehicle and area of denial. In the case of tanks or LAV's this of course means destruction because they currently serve an offensive role.
The dropship however does not serve an offensive role so the destruction of the dropship is of less importance than denying them the ability to deposit additional forces in a certain area. To this end here are some ideas I've had. This is just brainstorming though, I'm not saying whether these are good or bad.
1. Substantial increase to the DS's ability to resistance damage. This could be accomplished by either increasing the base resistance or introducing resistance modules exclusive to aerial vehicles that offer a substantial increase in effectiveness over modules for ground vehicles or possibly a much, much shorter cool down period, etc.... The second option is probably the best since it requires skill and sound judgement on the part of the pilot to be effective instead of simply making them tougher across the board.
2. Remove all turrets from the DS and replace them with some sort of exclusive weapon that is only effective against other vehicles, possibly one similar to a swarm launcher but with a more limited ability to home in on the target and reduced damage or something along those lines. Honestly the DS has no need for anti-infantry weapons. It's too hard to hit anything with rails unless you are hovering over a tank in which case an exclusive AV weapon would also work. Blasters have too limited of a range and there's no way to make missile turrets work without breaking them again.
3. Bring back the old AB.
4. Maybe give DS an exclusive module that projects a shield around the ship that blocks almost all incoming damage but prevents anyone from jumping out giving the ship time to return to safety while preventing it from actually doing anything which as long as the DS has limited offensive capabilities
I would totally agree with many of these points, however i think if we choose to remove the side-turrets for a DS it should be the logistics DS, and instead give it some more high-slots and PG/CPU for extra shield tanking, and same goes for its gallente counterpart. There are so many good ideas that would make the current situation better, why CCP has done nothing i have no clue.
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KING ZUMA
The Unholy Legion of Darkstar DARKSTAR ARMY
22
|
Posted - 2013.05.25 18:47:00 -
[184] - Quote
Cant we have a threat indicator? a red box which will go around railgun installations, people armed with AV weapons and tanks so we can better know where to move to be out of the way.
|
Nguruthos IV
Namtar Elite Gallente Federation
65
|
Posted - 2013.05.25 18:57:00 -
[185] - Quote
CCP, we're still here
And we're all very *$(%ed and very broke. |
DUST Fiend
OSG Planetary Operations
3223
|
Posted - 2013.05.25 19:19:00 -
[186] - Quote
Nguruthos IV wrote:CCP, we're still here
And we're all very *$(%ed and very broke.
First wave of respecs is landing on Monday, I already have my build all mapped out and waiting to go ^_^
**** dropships |
gbghg
L.O.T.I.S. RISE of LEGION
1812
|
Posted - 2013.05.25 19:32:00 -
[187] - Quote
DUST Fiend wrote:Nguruthos IV wrote:CCP, we're still here
And we're all very *$(%ed and very broke. First wave of respecs is landing on Monday, I already have my build all mapped out and waiting to go ^_^ **** dropships You know what? **** infantry, honestly I see it as more of a chore than anything else, my fun in dust comes from vehicles. |
Freshticles
Internal Error. Negative-Feedback
194
|
Posted - 2013.05.25 20:09:00 -
[188] - Quote
Nguruthos IV wrote:CCP, we're still here
And we're all very *$(%ed and very broke. Basically this. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
200
|
Posted - 2013.05.25 20:31:00 -
[189] - Quote
I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness. |
Nguruthos IV
Namtar Elite Gallente Federation
66
|
Posted - 2013.05.25 20:33:00 -
[190] - Quote
Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness.
I would argue that you don't know wth you're talking about.
And DS pilots 'lazy'? Get outta here. |
|
The Cobra Commander
Bojo's School of the Trades
23
|
Posted - 2013.05.25 21:29:00 -
[191] - Quote
Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness.
I liked this post just to unlike it. You clearly have not flown a DS. Some of the most intense playing comes from flying these things.
You know the feeling that you get when you have been hit with a forge and your shields are gone and then swarms have eatten deep into your armor...your ship is on fire...you are trying to get the armor repper to catch and put out the fire...one gunner has bailed...your other gunner is yelling talk to me are we going to make it...you are desperately trying to get to cover and zig and zag because another forge or rail gun hit will do you in...and there it is...the repper has caught...the fire is out and you see a mountain you can hide behind...you have made it for now.
Yeah flying is the lazy way to play because an infantry player has to deal with the same stuff I just stated above. Oh and by the way...the next time you may not be as lucky because that redline rail gun joker has shot you down all the way across the map.
|
Freshticles
Internal Error. Negative-Feedback
198
|
Posted - 2013.05.25 21:30:00 -
[192] - Quote
Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness. 4/10 decent troll. I bet you've never seen a dropship survive a second shot. |
DUST Fiend
OSG Planetary Operations
3225
|
Posted - 2013.05.25 22:00:00 -
[193] - Quote
Infantry play is lazy
Watch your radar, listen, and red is dead.
I'm going Snorlax style
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Nguruthos IV
Namtar Elite Gallente Federation
71
|
Posted - 2013.05.25 22:03:00 -
[194] - Quote
Feedback:
RDV's spawning inside of dropships or spawning and flying into them within 1 second is unacceptable unless my ship is free.
And ships being free is unacceptable for Dust 514. Create a per-collision bubble around RDV's which they will use to avoid direct collision with Drop-ships |
Cody Sietz
The Tritan Industries RISE of LEGION
149
|
Posted - 2013.05.25 22:06:00 -
[195] - Quote
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes. Invert camera and option to turn off auto centering please also? |
WyrmHero1945
SyNergy Gaming EoN.
311
|
Posted - 2013.05.25 22:41:00 -
[196] - Quote
No need to be nerfing this or that. Dropships are MEDIUM aerial vehicles. My militia Caldari LAV has more HP than a Myron. A slow vehicle like the dropship needs HP to tank FG and railgun hits, which atm their main weakness because of how slow they fly. 1075 HP is ok for a light aerial vehicle like a fighter and like. Take for example the transport helicopter in BF3. Than thing can tank like 4 RPG hits before exploding. Dropships are similar. So what we really need:
-HP buff (ie. 2000 shield HP for a Myron)
-WP for transported troop kills, hacks, revives whatever. What's so difficult to make it happen?
-WP for MCRU spawning. Don't need to be putting caps on WP gain. If I wanna boost/farm WP I can do it with a drop uplink and it's cheaper/easier.
-Countermeasures for AV. ECM Jammer, Flares, whatever you want. Or at least a "being lock on" sound. |
gbghg
L.O.T.I.S. RISE of LEGION
1821
|
Posted - 2013.05.25 23:05:00 -
[197] - Quote
Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness. Here's some numbers, everyone likes numbers, helps back up a point.
Light clarity ward shield booster Heals 127hp per pulse Has 5 pulses Pulses have a 1 second interval.
In other words in 5 seconds it heals 635hp over 5 seconds, in other words about a quarter of the health of the bare minimum of what a shield dropship should have.
Having timed it it takes about 2 seconds after being selected to activate.
Now then, to the enemy.
Lets go with an standard and an assault forge gun
First the standard(adv variant to keep things fair) It does 1452 damage per shot Has a charge up time of 3.5 seconds Has a clip size of four
Straightaway you'll see that 1 shot of a forge gun will take away over half the health of our bare average shield tank dropship, and had done just under 3 times the damage that a shield repper can repair. With its clip size and charge up time it can deal a total of 5808 damage in 14 seconds.
In other words 2 shots will be enough to kill our average tanked dropship.
Now for the assault forge gun (which starts at the advanced variant) It has a direct damage of 1524.6hp Has a charge up time of 2.5 seconds And has a clip size of four
Notice how this thing has both a higher base damage and charge up time? Absolutely wonderful don't you think? In 5 seconds it has done 3049.2 damage In ten seconds it had done 6098.4 damage
So the assault forge gun can in the same time span that the best light shield repper on the market can run do over 6 times the damage it can heal. Not to mention that by the time the module actually activates the second shot will be less than half a second away from hitting you.
Now admittedly these numbers don't take resistance into account but I'm not 100% sure on how they work, so we'll do without.
It also doesn't take into account forge gun skills or damage mods. Forge gun skills can reduce the charge up time by 25% and can increase the damage per shot by 15%.
Things are massively in favor of the forge gunner. |
DUST Fiend
OSG Planetary Operations
3227
|
Posted - 2013.05.25 23:30:00 -
[198] - Quote
My infantry build has 0 room for AV, so I'm just gonna keep a few militia rail gun tanks in the hanger for my dropship AV
|
fred orpaul
The Tritan Industries RISE of LEGION
294
|
Posted - 2013.05.25 23:41:00 -
[199] - Quote
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
one thing I would like to see is that AV doesn't land full damage on light vehicles(IE lav/dropship) but instead has a heavier knock back effect on them, that way AV can carry the damage to drop tanks(or tanks can have real tanks if you prefer) with out turning lighter vehicles into death traps or making those weapons ineffective.
A good knock back effect rewards good drive/piloting and rewards teams fielding a real AV response as frequent hits would make make escape all but impossible for light vehicles.
the one exception to the rule should be AV nades as they provide the role of infantry protection from abusive vehicle behavior (IE boot of god and laving) they should stay strong against light vehicles while requiring a large team response to bring down tanks with them.
all of this has the effect of really allowing each vehicle and AV weapon to perform in its role with out any one becoming useless. -tanks can be strong enough to shrug off anything but dedicated AV(multiple forge/swarm) -light vehicles abuse can be protected against by any infantry therefor reducing the willingness of their pilots to risk their vehicles participating in these actions while encouraging them to skill along these paths as their investments are protected from the errant forge/swarm clip. -..... I'm rambling here but you get the idea. |
fred orpaul
The Tritan Industries RISE of LEGION
294
|
Posted - 2013.05.25 23:46:00 -
[200] - Quote
also more instrumentation for the drop ship would be wonderful, air speed, proximity sensors, distance to ground(more useful then altimeter in this instance), artificial horizon, maybe even a tacnet notification of AV that has been spotted(DS only as it is nearly impossible to watch for AV in a DS) |
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
202
|
Posted - 2013.05.26 07:39:00 -
[201] - Quote
gbghg wrote:Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness. Here's some numbers, everyone likes numbers, helps back up a point. Light clarity ward shield booster Heals 127hp per pulse Has 5 pulses Pulses have a 1 second interval. In other words it heals 635hp over 5 seconds, or about a quarter of the health of what a average shield dropship should have. Having timed it it takes about 2 seconds after being selected to activate. Now then, to the enemy. Lets go with an standard and an assault forge gun First the standard(adv variant to keep things fair) It does 1452 damage per shot Has a charge up time of 3.5 seconds Has a clip size of four Straightaway you'll see that 1 shot of a forge gun will take away over half the health of our bare average shield tank dropship, and had done just under 3 times the damage that a shield repper can repair. With its clip size and charge up time it can deal a total of 5808 damage in 14 seconds. In other words 2 shots will be enough to kill our average tanked dropship. Now for the assault forge gun (which starts at the advanced variant) It has a direct damage of 1524.6hp Has a charge up time of 2.5 seconds And has a clip size of four Notice how this thing has both a higher base damage and charge up time? Absolutely wonderful don't you think? In 5 seconds it has done 3049.2 damage In ten seconds it had done 6098.4 damage So the assault forge gun can in the same time span that the best light shield repper on the market can run do over 6 times the damage it can heal. Not to mention that by the time the module actually activates the second shot will be less than half a second away from hitting you. Now admittedly these numbers don't take resistance into account but I'm not 100% sure on how they work, so we'll do without. It also doesn't take into account forge gun skills or damage mods. Forge gun skills can reduce the charge up time by 25% and can increase the damage per shot by 15%. Things are massively in favor of the forge gunner.
OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all.
I saw a bunch of ppl accusing me of not knowing what I am talking about because I don't fly DS. True, I don't fly DS. But I did used to play a little with FG in chromosome. What I was used to seeing is a DS circling around the map over my head OVER and OVER and OVER again after having already been hit by a couple of bolts from my FG without any attempt to run for cover and let shields rep up, so basically until eventually the DS shot down, which was inevitable because of the dumb tactics DS pilots typically use of flying in circles and hoping that the bad FGunner would not hit them again like he did last time the DS flew over.
From where I sit it seems that what all of you guys want is a penalty free game style where you can continue thoughlessly flying in circles around the map without any countermeasure by the infantry.
|
Rusty Shallows
Black Jackals
87
|
Posted - 2013.05.26 07:49:00 -
[202] - Quote
KING ZUMA wrote:Cant we have a threat indicator? a red box which will go around railgun installations, people armed with AV weapons and tanks so we can better know where to move to be out of the way. I'd like for all vehicles to show up on my mini-radar as well. |
Rusty Shallows
Black Jackals
87
|
Posted - 2013.05.26 08:10:00 -
[203] - Quote
General Tiberius1 wrote:CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
leave the FG alone! only heavies can use it, it get's expensive, hard to fit at times, low amount of ammo, and no nano hives to insta replenish like other people can. the FG is not the problem, it's the lack of powerful tanks and counters. we already have a limited range, compared to rail tanks that can hit anywhere on a map. leave it alone! Combine whatever nerf CCP Blam is talking about with the current HP buff on most vehicles and FGs will be a huge joke. Although you never know they may pull off an out-of-the-box solution but based on history I wouldn't bet on it.
It could also be time to pull FGs from the game for a redesign like the marauders. |
gbghg
L.O.T.I.S. RISE of LEGION
1840
|
Posted - 2013.05.26 15:28:00 -
[204] - Quote
Ludvig Enraga wrote:gbghg wrote:Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness. Here's some numbers, everyone likes numbers, helps back up a point. Light clarity ward shield booster Heals 127hp per pulse Has 5 pulses Pulses have a 1 second interval. In other words it heals 635hp over 5 seconds, or about a quarter of the health of what a average shield dropship should have. Having timed it it takes about 2 seconds after being selected to activate. Now then, to the enemy. Lets go with an standard and an assault forge gun First the standard(adv variant to keep things fair) It does 1452 damage per shot Has a charge up time of 3.5 seconds Has a clip size of four Straightaway you'll see that 1 shot of a forge gun will take away over half the health of our bare average shield tank dropship, and had done just under 3 times the damage that a shield repper can repair. With its clip size and charge up time it can deal a total of 5808 damage in 14 seconds. In other words 2 shots will be enough to kill our average tanked dropship. Now for the assault forge gun (which starts at the advanced variant) It has a direct damage of 1524.6hp Has a charge up time of 2.5 seconds And has a clip size of four Notice how this thing has both a higher base damage and charge up time? Absolutely wonderful don't you think? In 5 seconds it has done 3049.2 damage In ten seconds it had done 6098.4 damage So the assault forge gun can in the same time span that the best light shield repper on the market can run do over 6 times the damage it can heal. Not to mention that by the time the module actually activates the second shot will be less than half a second away from hitting you. Now admittedly these numbers don't take resistance into account but I'm not 100% sure on how they work, so we'll do without. It also doesn't take into account forge gun skills or damage mods. Forge gun skills can reduce the charge up time by 25% and can increase the damage per shot by 15%. Things are massively in favor of the forge gunner. OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all. I saw a bunch of ppl accusing me of not knowing what I am talking about because I don't fly DS. True, I don't fly DS. But I did used to play a little with FG in chromosome. What I was used to seeing is a DS circling around the map over my head OVER and OVER and OVER again after having already been hit by a couple of bolts from my FG without any attempt to run for cover and let shields rep up, so basically until eventually the DS shot down, which was inevitable because of the dumb tactics DS pilots typically use of flying in circles and hoping that the bad FGunner would not hit them again like he did last time the DS flew over. From where I sit it seems that what all of you guys want is a penalty free game style where you can continue thoughlessly flying in circles around the map without any countermeasure by the infantry. The fact is if we want to support our team, either by picking people up, or providing some CAS with our turrets, we have to lose our speed, when that happens your looking at about 3 seconds before your truly mobile again. And considering we won't be moving till the first shot either hits or fly by use, and by that point the second shot will have already started charging, the assault forge gunner has (barring afterburners being fitted, they change how vulnerable you are drastically but your still vulnerable for the two seconds it takes to activate) around 3 shot at you if he's using the assault variant.
The other major problem is that people are using proto and advanced AV against standard vehicles, weapons like proto breach forge guns are OHK'ers no matter how much tank you put on, especially if they've got damage mods on. Don't get me wrong as fun as it would be to be an OP sky tank bringing death to the groundsloggers, I know that will just make things a 1000 times worse and would get boring quickly. We need proper counters to vehicles, but we're only holding half of what we should have, and that's making things lean massively in favor of AV. Something needs to happen with dropships, everyone agrees with that, we're not fulfilling our proper role and we are dieting way too quickly. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
75
|
Posted - 2013.05.26 22:23:00 -
[205] - Quote
Ludvig Enraga wrote:OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all.
In order to get that shield tank on my Eryx however, i have to completely dismantle any Fuel injectors, or overdrive injectors, which makes the Eryx (a logi ship) about as slow as a flying snail. That, combined with an FG that's positioned right can easily take those shots on my DS without needing to aim at all because of the slow speed i have with it. That being said, i have taken 1 shield off making it 3,200 shield with an Overdrive Injector. The only issue is the DS should be capable of at least sporting a 4,200 sheild tank while also managing to fit an Overdrive in as well, however the PG and CPU limits are far too small to make any of this possible.
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GOTCHA SUCKER
killer taxi company
7
|
Posted - 2013.05.26 22:29:00 -
[206] - Quote
WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. |
Freshticles
Internal Error. Negative-Feedback
202
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Posted - 2013.05.26 22:33:00 -
[207] - Quote
GOTCHA SUCKER wrote:WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. I'd like to see you step out from behind your alt. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
75
|
Posted - 2013.05.26 22:33:00 -
[208] - Quote
GOTCHA SUCKER wrote:WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. ...Are you not reading the conversation being had in this topic? You aren't supposed to simply play "bumper cars" with other drop ships, every time an enemy tries that with me i just activate the overdrive and avoid the fool. Dropships are meant to be troop insertion vehicles as well as a mobile defense units, not a tool with which you abuse the recently dwongraded collision data they have now. If you as a pilot use the tactic "playing bumper cars", then right off the bat you aren't even a real pilot. And landing gear? What are you even talking about? You can land Dropships with absolute ease without "landing gear" that notion alone is completely ridiculous. |
Mondrath
always KICKING ass
0
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Posted - 2013.05.26 22:58:00 -
[209] - Quote
Any advice for a would-be pilot gentlemen? |
Nguruthos IV
Namtar Elite Gallente Federation
87
|
Posted - 2013.05.26 23:08:00 -
[210] - Quote
Mondrath wrote:Any advice for a would-be pilot gentlemen?
http://www.youtube.com/watch?v=4R0bBL1sudU |
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