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The legend345
TeamPlayers EoN.
860
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Posted - 2013.08.14 06:38:00 -
[1] - 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
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Posted - 2013.08.14 06:40:00 -
[2] - 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. |
The legend345
TeamPlayers EoN.
861
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Posted - 2013.08.14 06:57:00 -
[3] - 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
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Posted - 2013.08.14 06:58:00 -
[4] - 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. |
The legend345
TeamPlayers EoN.
871
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Posted - 2013.08.14 17:12:00 -
[5] - Quote
Niccolo deLuce wrote: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 just lol |
The legend345
TeamPlayers EoN.
874
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Posted - 2013.08.15 23:58:00 -
[6] - Quote
Soldiersaint wrote:Kane Fyea wrote: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. Soldiers use lock on weapons. If you hate lock on weapons then you better hate ALL military games. Which means you shouldnt be playing dust. Why dont you go outside and kick a ball or something. Oh and dont come back to dust we dont need your ******** thoughts on here. lol I mean listen to this guy this game is about war 1000 years in the future and hes whining about guided weapons? lol watch this guy say something like this. YEA ITS WAR BUT ITS A VIDEO GAME IT DOESNT NEED GUIDED WEAPONS IT NEEDS TO BE COMPETITVE SPORTS GAME! Dude if your looking for competition i think you need to go play some NFL or NBA or whatever you fanatics call that stuff. War is not competition Its a nightmare soldiers will do whatever it takes to survive a nightmare. Thus the guided weapon was created. In short if you dont like guided weapons then you shouldnt be playing games about war. Its that simple. You mad? |
The legend345
TeamPlayers EoN.
874
|
Posted - 2013.08.16 02:04:00 -
[7] - Quote
DJINN leukoplast wrote:Personally I find the swarm launcher to be mostly useless against vehicles, at least up to the adv variant (haven't tried proto yet in Uprising).
LAV's (and especially LLAV's) - Swarms are almost 100% useless, the LAV's are far too fast and nimble for swarms to really give them much trouble aside from giving them a temporary distraction. Heck, the LLAV is even mostly immune to the forge due to their speed and insane ability to tank up their health with hardeners, resistance mods etc.
Dropships - Yeah, pretty much the same as the LAV's, they are fast enough to escape before any devastating blows can be had. And they can just fly high or go behind/on-top of a building which makes them unable to be targeted as they regen for another rinse-and-repeat attack. Also the time it takes to lock and send a volley towards them, usually is enough time for them to massacre you with their gunners (this is if they are really close to you).
Tanks - Probably the best things swarms are good at, but that isn't saying much. From my experience, as soon as the tank gets hit once or twice, they just back up behind a hill or wall and any incoming volleys, or future volleys of swarms, are null and void. They regen then pop back out, rinse-and-repeat. Even if the swamer has the high ground, it doesn't take much movement with a tank for the missiles to hit buildings, hills etc.
And tanks are pretty fast, they can easily relocate to a new section of the map which forces the swarm player to basically run to the entire other side of the map, and if they can make it over there without being slaughtered by infantry using anti-infantry weapons, the tank just runs away again back to their old spot... once again requiring the swarm player to relocate.
IMO, swarms could use a buff. Faster lock times and significantly faster missiles. ATM, the adv assault forge is almost infinitely superior to swarms when it comes to taking out vehicles. But alas it requires a heavy fat suit which is extremely slow and has no equipment slots. Swarms need to get closer to the ability of a forge, simply because it is the only viable AV weapon for the light weapon slot. And light/medium framed players shouldn't be forced to spec into the forge or heavy to get decent AV results. It's already bad enough we have to gimp ourselves against fellow infantry to use AV, but to use a completely new suit with less slots and be slow as hell?
Your not doing it right then. end of discussion... |
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