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Exmaple Core
Ancient Exiles
795
|
Posted - 2013.08.14 05:54:00 -
[1] - Quote
As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post:
CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5.
So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Ive started a discussion on Plasma Cannons in this thread: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262 Also, this link is the AV nade discussion: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452 Feel free to throw in your thoughtful and reasonable ideas there.
What are your ideas for the swarm launcher rebalance? Remember to ALWAYS give reasons on your ideas, we dont want to give the DEVs crap to read. Put up a convincing argument!!
Personally, I believe the swarm launcher should be the weakest form of AV due to the simplicity of the weapon, that a no skill required weapon should not be an insainly effective weapon on the battlefield, like it currently is. However, it should still be able to keep a tank at bay, its AV. I feel it should do the least amount of damage and a post in the plasma cannon discussion sums it up here:
TheAmazing FlyingPig wrote:Tbh, I think the clip size is fine. I like the idea of a shoulder mounted "rocket" weapon in the game. It does, however suffer from a lack of a benefit, so here's what I'd do:
Swap swarm launcher damage with plasma cannon damage. The swarm launcher is in every way superior to the cannon - clip size, damage, range, and accuracy. I think that the plasma cannon should reward proper placement by being a burst damage close range rocket, while the benefit of swarms should remain the lock-on feature, at the cost of a lower damage.
This way, the shield tanks will be largely unbothered by explosive AV because of the explosive resist shield tanks boast and the real counter to shield tanks will be the eventual lasers and the current forge guns. Armor tanks will still be hurt by the explosive type of swarms, as it is their weakness and will scare them away. The swarms tracking is absurdly exact but very awsume to watch and needed, swarms would be too easy to avoid without such extreem tracking measures. If the damage is reduced it may be entitled for a +1 clip size as well, if not than the current clip is sufficent. My opinion |
Exmaple Core
Ancient Exiles
795
|
Posted - 2013.08.14 06:08:00 -
[2] - Quote
feedback? |
Nova Knife
Seituoda Taskforce Command Caldari State
1695
|
Posted - 2013.08.14 06:24:00 -
[3] - Quote
I don't know about the rest of you, but I want them to apply kick to the user when you fire them. I want dumb-fire back.
I want to be able to aim straight down and launch myself into the air, landing behind and enemy and then knifing them in the back of the face.
But, if I can be serious for a moment -
Ideally, I'd want swarms (assuming time was found to be put in to this) to be shifted to something like an 'assisted lock' TOW launcher.
Fly-by-wire missiles are nothing new in shooter games. However, they're usually pretty difficult to use. While I'd love to see a proper TOW system... I just don't see it happening. So... What I'd like to see, is essentially what we've got now but removing the 'fire and forget' aspect of the weapon, requiring someone to maintain the lock by keeping the 'locked on' target box inside their reticule until the missiles make contact. Losing track/LOS of the target would make the missiles miss, but could be corrected and put pack on course if the lock is re-established quickly enough.
Now, with a change like this you could fire repeated volleys off the same lock, but you'd need to maintain tracking throughout the entire thing. This requires a lot more dedication from swarmers. Alongside this, I'd like to see a missile velocity buff, but keep the damage the way they are. As-is missiles are pretty slow and can be evaded entirely by certain vehicles going at top speed. Faster missiles would prevent this in most cases, and would reduce the amount of time a swamer would have to maintain direct sight & lock.
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Niccolo deLuce
The Vanguardians
5
|
Posted - 2013.08.14 06:26:00 -
[4] - Quote
As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react. |
Exmaple Core
Ancient Exiles
796
|
Posted - 2013.08.14 06:33:00 -
[5] - Quote
Nova Knife wrote:I don't know about the rest of you, but I want them to apply kick to the user when you fire them. I want dumb-fire back.
I want to be able to aim straight down and launch myself into the air, landing behind and enemy and then knifing them in the back of the face.
But, if I can be serious for a moment -
Ideally, I'd want swarms (assuming time was found to be put in to this) to be shifted to something like an 'assisted lock' TOW launcher.
Fly-by-wire missiles are nothing new in shooter games. However, they're usually pretty difficult to use. While I'd love to see a proper TOW system... I just don't see it happening. So... What I'd like to see, is essentially what we've got now but removing the 'fire and forget' aspect of the weapon, requiring someone to maintain the lock by keeping the 'locked on' target box inside their reticule until the missiles make contact. Losing track/LOS of the target would make the missiles miss, but could be corrected and put pack on course if the lock is re-established quickly enough.
Now, with a change like this you could fire repeated volleys off the same lock, but you'd need to maintain tracking throughout the entire thing. This requires a lot more dedication from swarmers. Alongside this, I'd like to see a missile velocity buff, but keep the damage the way they are. As-is missiles are pretty slow and can be evaded entirely by certain vehicles going at top speed. Faster missiles would prevent this in most cases, and would reduce the amount of time a swamer would have to maintain direct sight & lock.
This is a neat idea, would deffenetly require some effort for this easy mode weapon. But at the same time all your changes are straight buffs, the hold lock targeting addition would force the user to take full advantage of increasing the increased missle speed and multiple vollys. Last time we had faster missles the dropships rarely escaped and no lav was spared. Tanks wont really be allowed to escape due to missle speed and volly ROF increase as well... Though this may be okay if the damage is decreased but id imagine it would not, there would not be any escape |
Exmaple Core
Ancient Exiles
796
|
Posted - 2013.08.14 06:37:00 -
[6] - Quote
Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable.
right onn you think their mostly ballanced. Armor tankers claim that proto swarms do a rediculas amount of damage. Do you agree of disagree? When i ask them about it they all say they do about 3000 damage per volly |
The legend345
TeamPlayers EoN.
860
|
Posted - 2013.08.14 06:38:00 -
[7] - Quote
Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. Two proto modded volleys will instapop well fitted tanks. |
The legend345
TeamPlayers EoN.
861
|
Posted - 2013.08.14 06:40:00 -
[8] - Quote
Exmaple Core wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. right onn you think their mostly ballanced. Armor tankers claim that proto swarms do a rediculas amount of damage. Do you agree of disagree? When i ask them about it they all say they do about 3000 damage per volly Dude proto swarms are stupid strong against armor. Like many have mentioned its one thing if it was hard to shoot. But they are easy mode and should lack power because of it, as mentioned in thread. |
Niccolo deLuce
The Vanguardians
5
|
Posted - 2013.08.14 06:44:00 -
[9] - Quote
The legend345 wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. Two proto modded volleys will instapop well fitted tanks.
No, they won't. Unless you're running more than the 3 complex dmg mods I am, you're not fighting "well fitted" tanks at all. Falchion yesterday, slightly over 9k shields. Armor can't hit those high of numbers, at least that I've ever seen, but they can certainly fit to negate damage or just rep through it.
Exmaple Core: Yes, they are definitely biased towards being used against armor targets. I'm not so sure about 3k, but then again these are some of the same people that kept saying Lai Dais were doing anywhere between 4k and 7k damage. Numbers always inflate. Generally I think they could use a buff though, as I have a slightly higher success rate against armor than shields. |
Valentine Crendre
ZionTCD
56
|
Posted - 2013.08.14 06:46:00 -
[10] - Quote
Exmaple Core wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. right onn you think their mostly ballanced. Armor tankers claim that proto swarms do a rediculas amount of damage. Do you agree of disagree? When i ask them about it they all say they do about 3000 damage per volly. I am a shield tanker and with totall 60% resist (counting the natural resist) 4 to 5 proto swarm vollys strips me of my shields. thats a lot of damage yeah, Exp. does way too much bonus damage against armor
perhaps lowering it's dmg bonus against armor (and equally raising the dmg against shields) they would not be so over powered.
PRO lvl swarms w/ dmg mods OHK STD LAVs that aren't runing like 2 active resists and even then they barely survive.
either that, or introduce ADV and PRO vehciles that have more slots/built-in resist/PG/CPU/etc. to contend with PRO level AV |
|
Vin Vicious
Capital Acquisitions LLC
249
|
Posted - 2013.08.14 06:50:00 -
[11] - Quote
I'd like to see them not go through hills and corners so I can make use of my LAV speed |
Exmaple Core
Ancient Exiles
796
|
Posted - 2013.08.14 06:53:00 -
[12] - Quote
Niccolo deLuce wrote:The legend345 wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. Two proto modded volleys will instapop well fitted tanks. No, they won't. Unless you're running more than the 3 complex dmg mods I am, you're not fighting "well fitted" tanks at all. Falchion yesterday, slightly over 9k shields. Armor can't hit those high of numbers, at least that I've ever seen, but they can certainly fit to negate damage or just rep through it. Exmaple Core: Yes, they are definitely biased towards being used against armor targets. I'm not so sure about 3k, but then again these are some of the same people that kept saying Lai Dais were doing anywhere between 4k and 7k damage. Numbers always inflate. Generally I think they could use a buff though, as I have a slightly higher success rate against armor than shields.
im not an armor tanker so i cant comment on the real damage to armor tanks, id imagine they do do alot of damage because they are made to destroy armor tanks, their explosive. 4 to 7k damage per lai dai is... and exageration lolol i dont talk to idiots who claim those numbers i assure you my armor tank freinds are more reasonable than that. But at the same time you use the swarms and i belive you both, though your opinions clash. Its weird. You say swarms should be buffed because you do better vs armor than you do shields. Armor tanks take more damage from swarms and shields take less, wouldent those kind of results make sence and be expected? how would you buff the swarm and why? |
Exmaple Core
Ancient Exiles
796
|
Posted - 2013.08.14 06:54:00 -
[13] - Quote
Valentine Crendre wrote:Exmaple Core wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. right onn you think their mostly ballanced. Armor tankers claim that proto swarms do a rediculas amount of damage. Do you agree of disagree? When i ask them about it they all say they do about 3000 damage per volly. I am a shield tanker and with totall 60% resist (counting the natural resist) 4 to 5 proto swarm vollys strips me of my shields. thats a lot of damage yeah, Exp. does way too much bonus damage against armor perhaps lowering it's dmg bonus against armor (and equally raising the dmg against shields) they would not be so over powered. PRO lvl swarms w/ dmg mods OHK STD LAVs that aren't runing like 2 active resists and even then they barely survive. either that, or introduce ADV and PRO vehciles that have more slots/built-in resist/PG/CPU/etc. to contend with PRO level AV
Explosives do more damage to armor and less to shields. I respectfully disagree, it is core game mechanics that swarms should not do much damage to shields but do more damage to armor. We should keep the balance of weapon damage types as is |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3131
|
Posted - 2013.08.14 06:55:00 -
[14] - Quote
Lower damage with super-fast missiles and less knock-back.
That way they're really good at hitting fast-movers while not blapping things and they don't throw Dropships out of the air with only a missile or two actually hitting. |
lowratehitman
Subdreddit Test Alliance Please Ignore
853
|
Posted - 2013.08.14 06:55:00 -
[15] - Quote
Dust 514 : The Importance Of AV Grenades
http://www.youtube.com/watch?v=laoXHCsk3hw
4 LAV'S in less than one minute...if you reduce the amount of AV or what not.....REDUCE the amount of LAV'S that can be present. |
The legend345
TeamPlayers EoN.
861
|
Posted - 2013.08.14 06:57:00 -
[16] - Quote
Niccolo deLuce wrote:The legend345 wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. Two proto modded volleys will instapop well fitted tanks. No, they won't. Unless you're running more than the 3 complex dmg mods I am, you're not fighting "well fitted" tanks at all. Falchion yesterday, slightly over 9k shields. Armor can't hit those high of numbers, at least that I've ever seen, but they can certainly fit to negate damage or just rep through it. Exmaple Core: Yes, they are definitely biased towards being used against armor targets. I'm not so sure about 3k, but then again these are some of the same people that kept saying Lai Dais were doing anywhere between 4k and 7k damage. Numbers always inflate. Generally I think they could use a buff though, as I have a slightly higher success rate against armor than shields. Let me tell you a little secret. Many people will tell you im the best tanker in the game. Im not saying I am, I just do my best and let others decide. But there is a reason people say these things. I know how to fit a tank better or as well as anyone in this game. I have a 7kdr and it would be like 15 if I didn't screw around from time to time. Perhaps if I activate every module on my tanks ill take 2 to 4 proto volleys.
Im talking about armor tanks which take more damage to swarms. Sheild tanks are different they wont have such a big deal but there reps are so sh!tty that taking any damage in a shield tank makes you very vulnerable.
just lol |
The legend345
TeamPlayers EoN.
861
|
Posted - 2013.08.14 06:58:00 -
[17] - Quote
lowratehitman wrote:Dust 514 : The Importance Of AV Grenades http://www.youtube.com/watch?v=laoXHCsk3hw4 LAV'S in less than one minute...if you reduce the amount of AV or what not.....REDUCE the amount of LAV'S that can be present. Lav are getting nerfed. You don't need to consider an overpowered lav in the future balance of AV. |
Exmaple Core
Ancient Exiles
798
|
Posted - 2013.08.14 07:00:00 -
[18] - Quote
lowratehitman wrote:Dust 514 : The Importance Of AV Grenades http://www.youtube.com/watch?v=laoXHCsk3hw4 LAV'S in less than one minute...if you reduce the amount of AV or what not.....REDUCE the amount of LAV'S that can be present.
You should post this in the AV nade thread, the amount of AV present or lavs has nothing to do with swarm launcher balance. Also about your point, you killed 4 lavs in only seconds and you are one person. If anything, the amount of AV should be lowered and amount of Lavs increased, as evident by your video. But lets keep this about the swarm launcher |
Himiko Kuronaga
SyNergy Gaming EoN.
1217
|
Posted - 2013.08.14 07:03:00 -
[19] - Quote
Nova Knife wrote:I don't know about the rest of you, but I want them to apply kick to the user when you fire them. I want dumb-fire back.
I want to be able to aim straight down and launch myself into the air, landing behind and enemy and then knifing them in the back of the face.
But, if I can be serious for a moment -
Ideally, I'd want swarms (assuming time was found to be put in to this) to be shifted to something like an 'assisted lock' TOW launcher.
Fly-by-wire missiles are nothing new in shooter games. However, they're usually pretty difficult to use. While I'd love to see a proper TOW system... I just don't see it happening. So... What I'd like to see, is essentially what we've got now but removing the 'fire and forget' aspect of the weapon, requiring someone to maintain the lock by keeping the 'locked on' target box inside their reticule until the missiles make contact. Losing track/LOS of the target would make the missiles miss, but could be corrected and put pack on course if the lock is re-established quickly enough.
Now, with a change like this you could fire repeated volleys off the same lock, but you'd need to maintain tracking throughout the entire thing. This requires a lot more dedication from swarmers. Alongside this, I'd like to see a missile velocity buff, but keep the damage the way they are. As-is missiles are pretty slow and can be evaded entirely by certain vehicles going at top speed. Faster missiles would prevent this in most cases, and would reduce the amount of time a swamer would have to maintain direct sight & lock.
Actual fly-by-wire missiles that are camera controlled would be amazing, but that's not something I think a bunch of newbies need to get their hands on. If you think forge guns frustrate people currently with the amount of anti-infantry they can do, you can just imagine the tears from people using fly-by-wire missiles. It would be the single most spammed weapon in the game easily.
So I'm not sure what the solution is for swarms, but if maps get secondary command objectives implemented their are already a few nodes with what appear to be missile sites. It wouldn't be a stretch for a single player to take control of a cruise missile launch site and wreck some havoc doing what you describe. Would give some much needed complexity to skirmish mode as well. |
Bob Teller
Red Star. EoN.
59
|
Posted - 2013.08.14 07:22:00 -
[20] - Quote
Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Ive started a discussion on Plasma Cannons in this thread: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262Also, this link is the AV nade discussion: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452 Feel free to throw in your thoughtful and reasonable ideas in ethire. What are your ideas for the swarm launcher rebalance? Remember to ALWAYS give reasons on your ideas, we dont want to give the DEVs crap to read. Put up a convincing argument!! Personally, I believe the swarm launcher should be the weakest form of AV due to the simplicity of the weapon, that a no skill required weapon should not be an insainly effective weapon on the battlefield, like it currently is. However, it should still be able to keep a tank at bay, its AV. I feel it should do the least amount of damage compared to the other AV and a post in the plasma cannon discussion sums it up here: TheAmazing FlyingPig wrote:Tbh, I think the clip size is fine. I like the idea of a shoulder mounted "rocket" weapon in the game. It does, however suffer from a lack of a benefit, so here's what I'd do:
Swap swarm launcher damage with plasma cannon damage. The swarm launcher is in every way superior to the cannon - clip size, damage, range, and accuracy. I think that the plasma cannon should reward proper placement by being a burst damage close range rocket, while the benefit of swarms should remain the lock-on feature, at the cost of a lower damage. This way, the shield tanks will be largely unbothered by explosive AV because of the explosive resist shield tanks boast and the real counter to shield tanks will be the eventual lasers and the current forge guns. Armor tanks will still be hurt by the explosive type of swarms, as it is their weakness and will scare them away. The swarms tracking is absurdly exact but very awsume to watch and needed, swarms would be too easy to avoid without such extreem tracking measures. If the damage is reduced it may be entitled for a +1 clip size as well, if not then the current clip is sufficent. The missle speed, range and lock time are also very sufficent as is. The promblem with the weapon is its damage. My opinion Swarm lawncher does high dammage because it can only hit vehicules unlike plasma canon and forge gun.Only plasma canon require skill at long range,forge gun is just point an click so i disagree 100%. |
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Kane Fyea
DUST University Ivy League
1607
|
Posted - 2013.08.14 07:38:00 -
[21] - Quote
I want a dumbfire rocket launcher (Like an RPG). I pretty much want the plasma cannon but make it anti armor and more like how BF3's RPGs are. I hate lock on weaponry and always will. If you want an argument then tell me reasons why we shouldn't have this. |
Niccolo deLuce
The Vanguardians
6
|
Posted - 2013.08.14 11:01:00 -
[22] - Quote
The legend345 wrote:Niccolo deLuce wrote:The legend345 wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. Two proto modded volleys will instapop well fitted tanks. No, they won't. Unless you're running more than the 3 complex dmg mods I am, you're not fighting "well fitted" tanks at all. Falchion yesterday, slightly over 9k shields. Armor can't hit those high of numbers, at least that I've ever seen, but they can certainly fit to negate damage or just rep through it. Exmaple Core: Yes, they are definitely biased towards being used against armor targets. I'm not so sure about 3k, but then again these are some of the same people that kept saying Lai Dais were doing anywhere between 4k and 7k damage. Numbers always inflate. Generally I think they could use a buff though, as I have a slightly higher success rate against armor than shields. Let me tell you a little secret. Many people will tell you im the best tanker in the game. Im not saying I am, I just do my best and let others decide. But there is a reason people say these things. I know how to fit a tank better or as well as anyone in this game. I have a 7kdr and it would be like 15 if I didn't screw around from time to time. Perhaps if I activate every module on my tanks ill take 2 to 4 proto volleys. Im talking about armor tanks which take more damage to swarms. Sheild tanks are different they wont have such a big deal but there reps are so sh!tty that taking any damage in a shield tank makes you very vulnerable. just lol
That's one hell of a boast considering one of the top ten in the game is a tanker and has around a 20kdr. You're far from the best |
Niccolo deLuce
The Vanguardians
6
|
Posted - 2013.08.14 11:07:00 -
[23] - Quote
Exmaple Core wrote:
im not an armor tanker so i cant comment on the real damage to armor tanks, id imagine they do do alot of damage because they are made to destroy armor tanks, their explosive. 4 to 7k damage per lai dai is... and exageration lolol i dont talk to idiots who claim those numbers i assure you my armor tank freinds are more reasonable than that. But at the same time you use the swarms and i belive you both, though your opinions clash. Its weird. You say swarms should be buffed because you do better vs armor than you do shields. Armor tanks take more damage from swarms and shields take less, wouldent those kind of results make sence and be expected? how would you buff the swarm and why?
Exmaple Core: That is my bad there perhaps. I meant to say that armor could use a buff, not that swarms could. I'm really not sure what the best way to do that would be, whether raising the pure numbers of the armor or reducing the explosive damage bonus by a bit. Swarms don't need a buff.
To Vin Vicious: What you're saying goes both way, I've never noticed my missiles going through anything (from my viewpoints least), although there are all sorts of display differences considering lag and other mechanics. I do notice that a decent amount of the time that my swarms will hit the 20cm of ground that a tank or lav is driving behind. That was the biggest reason that I started investing in disposable dropships to find high ground and shoot from above. It's infuriatingly common with turrets, but pretty hit or miss. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
98
|
Posted - 2013.08.14 11:09:00 -
[24] - Quote
you should be able to cancel a swarm lock without having to turn around 360 , thats whats missing from swarms |
Niccolo deLuce
The Vanguardians
6
|
Posted - 2013.08.14 11:18:00 -
[25] - Quote
THE TRAINSPOTTER wrote:you should be able to cancel a swarm lock without having to turn around 360 , thats whats missing from swarms
Oh god, yeah. And also the fact that instead of the tank dead center in my crosshairs, I've locked the CRU about 20degrees to the side and behind two walls. |
Mortedeamor
Ancient Exiles
152
|
Posted - 2013.08.14 11:31:00 -
[26] - Quote
clearly they need to fire twice as many rockets maple 2x the dmg will fix everything (god i hope ccp takes me seriously roflmao) |
Mikey The Bandaid
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
22
|
Posted - 2013.08.14 12:13:00 -
[27] - Quote
Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Ive started a discussion on Plasma Cannons in this thread: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262Also, this link is the AV nade discussion: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452 Feel free to throw in your thoughtful and reasonable ideas in ethire. What are your ideas for the swarm launcher rebalance? Remember to ALWAYS give reasons on your ideas, we dont want to give the DEVs crap to read. Put up a convincing argument!! Personally, I believe the swarm launcher should be the weakest form of AV due to the simplicity of the weapon, that a no skill required weapon should not be an insainly effective weapon on the battlefield, like it currently is. However, it should still be able to keep a tank at bay, its AV. I feel it should do the least amount of damage compared to the other AV and a post in the plasma cannon discussion sums it up here: TheAmazing FlyingPig wrote:Tbh, I think the clip size is fine. I like the idea of a shoulder mounted "rocket" weapon in the game. It does, however suffer from a lack of a benefit, so here's what I'd do:
Swap swarm launcher damage with plasma cannon damage. The swarm launcher is in every way superior to the cannon - clip size, damage, range, and accuracy. I think that the plasma cannon should reward proper placement by being a burst damage close range rocket, while the benefit of swarms should remain the lock-on feature, at the cost of a lower damage. This way, the shield tanks will be largely unbothered by explosive AV because of the explosive resist shield tanks boast and the real counter to shield tanks will be the eventual lasers and the current forge guns. Armor tanks will still be hurt by the explosive type of swarms, as it is their weakness and will scare them away. The swarms tracking is absurdly exact but very awsume to watch and needed, swarms would be too easy to avoid without such extreem tracking measures. If the damage is reduced it may be entitled for a +1 clip size as well, if not then the current clip is sufficent. The missle speed, range and lock time are also very sufficent as is. The promblem with the weapon is its damage. My opinion Firstly, I apologize because I haven't read any of this thread except the OP (I'm at work and wanted to respond with my idea before I forget).
I was gunning in a friends tank a couple days ago and we were discussing how cool it would be if the gunners in the tanks could shoot the swarm missiles and blow them up before they hit the tank. Now this would apply to all gunners and swarms. I like to run AV and use proto swarms and used to use FG back in chrome. I think nerfing swarms is a bad idea because they are strictly AV, FG and plasma cannons can be used on infantry. Nerfing the swarms would make them completely useless. Instead of nerfing, they can be balanced by letting gunners shoot them out of the sky! How cool would that be?
Ps: Sorry for any typos or grammatical errors. I'm at work typin this on my phone trying not to get caught. |
Niccolo deLuce
The Vanguardians
7
|
Posted - 2013.08.14 12:26:00 -
[28] - Quote
Mikey The Bandaid wrote: Firstly, I apologize because I haven't read any of this thread except the OP (I'm at work and wanted to respond with my idea before I forget).
I was gunning in a friends tank a couple days ago and we were discussing how cool it would be if the gunners in the tanks could shoot the swarm missiles and blow them up before they hit the tank. Now this would apply to all gunners and swarms. I like to run AV and use proto swarms and used to use FG back in chrome. I think nerfing swarms is a bad idea because they are strictly AV, FG and plasma cannons can be used on infantry. Nerfing the swarms would make them completely useless. Instead of nerfing, they can be balanced by letting gunners shoot them out of the sky! How cool would that be?
Ps: Sorry for any typos or grammatical errors. I'm at work typin this on my phone trying not to get caught.
I like the idea, something would still have to be done to enable the guys to actually see the swarms though. |
Canari Elphus
Pro Hic Immortalis League of Infamy
283
|
Posted - 2013.08.14 12:39:00 -
[29] - Quote
Its not that Swarms are OP, its that you have a proto weapon versus standard and advanced vehicles. I have proto swarms and I use them a decent amount of time depending on the map and whether I am with a team.
These are my observations on swarms and vehicles - LAV drivers need to understand that their vehicles are speed tanked. Just like with infantry, they need to use buildings and cover to their advantage. I have seen some good LAV drivers that have been near impossible to kill because of this. Of course a militia or standard LAV will be popped by proto swarms if they are out in the open with no cover. Unless its a militia LAV with militia modules, it will take at least two or more volleys to take down. That is plenty of time to turn and burn.
- The skill of the tank driver in fitting the tank and with positioning and area awareness will be tough for a solo swarm to take down. A well fitted militia tank will take two or three volleys from a proto swarm to take down and a well fitted standard tank can take twice that or more. Again, there is no advanced 'tank' besides the glass cannons that are out there now and there is no proto version yet going against proto weapons.
- I am not going to touch dropships because we all know that they are underpowered. That being said, they do have the ability to outrun swarms with either straight line speed or climb rate. Also, their flight ceiling is greater than swarms can reach even on the tallest of buildings.
Swarms are all about positioning on a map. Their range is not as great as many think as its not like you can post up anywhere and be able to hit targets all the way across the map. While they can make course adjustments, they do not take hills or buildings into account in doing so. For a non-stationary target that isnt just driving around on open land, they are more likely to hit an obstacle than the target itself. Also, as someone else stated, they are the only main AV weapon that has no ability to target ground troops so they are very niche. With only a sidearm for defense, you can easily be dropped by infantry if they have at least decent skill.
The problem right now is the player count in matches. If we had 32 v 32 or more, I could easily see buffing tanks more because then you could run an AV team to counteract that. As long as the game is in its current state, there is always going to be this constant back and forth between AV and Vehicles. With small matches, there just isnt the room for more than a few players to be specialized in a particular role without conceding the match to the other team. If you have too many AV, snipers or true logis then your ground troops can be overwhelmed. |
SCAT mania
Seraphim Initiative..
378
|
Posted - 2013.08.14 13:04:00 -
[30] - Quote
Missiles should rotate in the air instead of heading straight for the target. terrain and scenery would dictate on whether the missiles reached its target as they could hit these and explode.
Also, missiles should have momentum. so if im flying my dropship and i know swarms are on my tail and if at the last second i dived or looped the missiles momentum would carry them past my ship where they would lose target lock |
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