dalt ud
Vacuum Cleaner. LLC RUST415
106
|
Posted - 2013.05.19 22:15:00 -
[1] - Quote
factor 1. Enemy railgun tank in red zone = assault dropship total useless. I cant do anything on battlefield coz this tank destroy me in two shots in any distance, and i cant destroy tank coz redzone dont let me it. Two railgun tanks - while i TRY to destroy one (and its hard enough for me) - second will destroy me.
factor 2. One enemy advanced swarm launcher (SL) = assault dropship total useless. I cant do anything on battlefield coz this guy sneak somewhere and distance he can lock me too big. They shoot faster than i can sneak somewhere, and all my modules useless. It seems: i come to battlefield, i got damage by swarm launcher, i enabled all active modules to damage resist and shield restore, begin to move to safe place, got second shot from SL and pray i will find building for sneak before 3rd swarm shot. Most skirmish maps have not so many buildings. 2-3 enemy with militia SL do like one advanced SL, let me do nothing but sneak somewhere far away from battlefield. Ok, i see guy with swarm launcher under me in clear field, i begin shoot to him. I must be damned the seer to know way of my prototype rockets, coz factor 5, and i must make direct hit to destroy him (if he have less then 470 HP), or 2-3 splash damage. So no chances do it before him destroy me even in clear field. Advanced SL do 2 shoots, so i cant do anything. I met guy with good SL today, i have no chances to look where he is, have no chances to fly at all. He just made 2 shots and i am dead. My dropship cost 1.5kk ISK, thanks CCP i spent 6kk ISK when tried to just find this guy use my dropship. I failed, i do no one shots to this guy coz i even didnt found where he was, i was dead after 2-4 seconds after my takeoff.
factor 3. Turrets is overpowered against dropships too. If anyone use any kind of turret i cant destroy it, i must go to safe place and wait while my team or squad will destroy this turret. And CCP, thanks a lot for turrets in red zone, its great fun try to destroy it, coz it dont let me do anything too. Turrets is no threat for tanks, they destroy turret in 2-3 second. I need 7-8 shots as minimum, its not fair.
factor 4. Forge guns, it is not so great threat, but skilled guys can hit me easy enough before i will see them. So this factor bad just coz its not only factor 4, factors 1,2,3,5 exist too every time.
factor 5. Shooting from assault dropship - is something special. I did shot rocket in point on ground, and got acceleration to left/right. What the hell, my rocket got same acceleration!!! Stupidest thing. Same with grenades in infantry playing. I did stay, i tossed greanade and after this toss i began strafe.... and what the hell, my grenade strafe in the air too!!!! But my dropship moving every second, i have no time to hover for each shoot.
Ok, If enemy dont use factors 1,2,3 and i have time to shooting, i can kill 3-4 noobs per round. When i become better i will kill 6-10 noobs Why noobs? Coz only total noobs cant use factors 1,2 and 3 against me.
==================== So if i am the seer and sharpshooter for my shooting, and my team neutralized factors 3 and 4 - my dropship is still useless coz factor 1 and 2. If enemy team not blocked on base - anyone can get swarm launcher and destroy me everywhere + tanks in red zone + turrets in red zone.
Guy in militia equipment have much more chances to survive than assault dropship (1.5kk), too many threats, and no way to resist against all of them.
================= Ways to resolve it:
most important Factor 1. Remove red zone for aicraft. As minimum battle field must be twice bigger than now for aicraft. It give chances vs campers in red zone (especially railgun tanks), coz red zone tanking is apparent fraud.
most important Factor 2. Just see how made it Dice in battlefield 3. At start they did same fail - too big distance for lock of target for stingers. But they patched it. They did: Small radius locking of target. Stingers cant lock target if target fly "below radars" below 30 meters. And choppers have flares to skip locked rockets.
So antiair infantry can defend some zone of ground near one objective if it necessary for tactic, and they cant control entire map. And they need teamwork, coz one guy cant destroy skilled chopper.
Now in dust514 - every one, every one not skilled guy - alone guy can annihilate prototype assault dropship in 5 secs, with cheap enough swarm launcher. As example - entire squad have troubles against any prototype tank.
factor 3. Reduce the angle of the barrel of turrets - will enough i think. Btw for tanks too, but slightly. Increase aicraft's damage against turrets.
factor 4. Need no changes. Just a little buff dropship's HP. if they will withstand two hits of protoforge and railgun tanks - it will fair enough.
factor 5. Make shots more predictable if Unreal Engine let it. At least a little more predictable. |
dalt ud
Vacuum Cleaner. LLC RUST415
187
|
Posted - 2013.05.30 14:58:00 -
[4] - Quote
Yeah, redzone is most stupid thing. And easiest to fix it :(
Balance of aicraft is very important. I understand it. If overbuff ADS - it will OP and will kill everything. What meam ADS is OP? When ADS or DS can survive long time and kill people most of the time.
Now - we cant survive, and cant kill many people.
Obvious way to balance it - let dropships to survive, but dont let them do too many kills. Best situation when for destroing of dropship enemy team must do some teamplay work, and in same time 1-2 guys with AV weapons dont let ADS kill too many people. And it is not so hard as it seems.
Now, if enemy have advanced AV weapons - we have no time for attack anyone, we need to sneak all the time. Its stupid when one guy with weapon cost 70-100k ISK - dont let dropship do anything Forgegun need almost one shot to destroy dropship (cost 1.2kk). Swarm launcher need 2 shots. And both weapons do 2 shots faster then ADS can leave dangerous area.
Now dropship have active modules for 30% reduce taken damage . Module for restore shield, and speed module. 1. When i took one enemy hit from advanced SL - i activate this module, module for recharging of shield and speed burst and go away and probably i will survive. 2. If i take hit of proto SL - i wont survive at all. They do second shot too fast for me. 3. If first hit was advanced or proto forgegun - i wont survive. They do second shot too fast for me. 4. If it was railgun tank - i wont survive. They do second shot too fast for me. So i can survive only if enemy have militia swarm launcher, or have really bad aim skill as players.
Ok. Enemy have no AV weapons right now. I got 3-4 kills, and skilled enemies got good AV weapon coz pissed off by me. My game as pilot is finished. I have no time for attack anyone, because i take damage before i will kill anyone (they wait me) and die in 70% or must go away.
So way for balance it: Give for ADS the modules (one module for reduce 80-90% of damage for 30 sec as example) that will give me capacity to operate on some area of battlefield 30-40 seconds vs 1-3 infantry with AV weapon and will leave this area alive for reload this module.
It will seems so: I fly over map, i see group of enemy (with or without good AV weapons - i dont know), i activate modules for 30-40 seconds of surviving. I do 10-20 shots, and i activate speed module for leaving this area for 40-60 seconds of reloading my modules and i still vulnerable for railgun tanks, swarm guys and FG guys who stay in other areas. Even for skilled ADS's gunner/pilot - it one frag per 3 rockets. So if i am great gunner i can kill 4-10 guys per one attack if enemy have no shelters at all. Most of the time they have shelters or inside buildings or walk alone, so it will 2-5 per attack. For each attack i need 2 minuts of time, so 15 minuts of ambush will give me 14-35 frags. It is equal for any skilled infantry guy can kill. In fact here is ideal circumstances, and in real fight ADS will do not so many kills at all.
And most great thing - you easy can tuning ADS. If dropships do too many kills - just a little increase reload time. Not work time of module, REOAD time. 30-40 sec active time is constant. 2-5 kills per 40 sec + 60 sec = 14-35 kills per round of ambush 2-5 kills per 40 sec + 70 sec = 12-30 kills per round of ambush 2-5 kills per 40 sec + 80 sec = 10-25 kills per round of ambush
I wrote the rough figures to show how easy it for tuning.
As i see its only way to right balance of aircraft. |