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Thread Statistics | Show CCP posts - 1 post(s) |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
99
|
Posted - 2013.08.14 13:15:00 -
[31] - Quote
SCAT mania wrote: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
lock on is a lock on unless there is a cover betwen you and swarms
what you want is a countermeasur ala chaff grenade
|
SCAT mania
Seraphim Initiative..
378
|
Posted - 2013.08.14 13:23:00 -
[32] - Quote
THE TRAINSPOTTER wrote:SCAT mania wrote: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 lock on is a lock on unless there is a cover betwen you and swarms what you want is a countermeasur ala chaff grenade just say this.. you lock onto your target no probs there but in between your target is a crane. doesn't look like its in the way but since the missiles are rotating one of them hits the crane decreasing ur damage. all because the user was too lazy to wait and get a clear shot. cant remember which dust video but one of the scenes is a guy shooting a swarm and the missiles are rotating |
Alena Ventrallis
Osmon Surveillance Caldari State
68
|
Posted - 2013.08.14 13:23:00 -
[33] - 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 grand idea. Maintaining sight lock makes good sense, even if you boost missile velocity (Slightly, 10% at the extreme most) to make lolswarms have to work for their kills. Yeah, vehicles could move in and out to dodge, but you know what? Your job is to make sure that tank isn't killing your team, and he can't kill your team if he's busy avoiding your swarms.
This is war. It's about who wins, not your personal kd ratio or padding your wp. AV's job is to deny the enemy vehicular assistance, whether my forcing him to hide, or blowing him to hell.
Also, I agree that dropships should be able to dodge swarms. Missiles turning 180 with no change in acceleration is ridiculous. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
100
|
Posted - 2013.08.14 13:25:00 -
[34] - Quote
SCAT mania wrote:THE TRAINSPOTTER wrote:SCAT mania wrote: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 lock on is a lock on unless there is a cover betwen you and swarms what you want is a countermeasur ala chaff grenade just say this.. you lock onto your target no probs there but in between your target is a crane. doesn't look like its in the way but since the missiles are rotating one of them hits the crane decreasing ur damage. all because the user was too lazy to wait and get a clear shot. cant remember which dust video but one of the scenes is a guy shooting a swarm and the missiles are rotating so what you want is to fly around all over the place without worries
ok
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SCAT mania
Seraphim Initiative..
378
|
Posted - 2013.08.14 13:44:00 -
[35] - Quote
whats with the butthurt? just tryin to make the game more realistic. a 5 year old could master the swarm launcher at its present state. or are you afraid they might increase the age requirement need to operate the swarm launcher??
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The legend345
TeamPlayers EoN.
871
|
Posted - 2013.08.14 17:12:00 -
[36] - 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 |
Stefan Stahl
Seituoda Taskforce Command Caldari State
190
|
Posted - 2013.08.14 17:33:00 -
[37] - Quote
1. There needs to be a rocket launcher variant that shoots fast unguided rockets at ranges up to 100 meters.
2. Make the Swarm Launcher similar to all other weapons in that each tier should give a boost of 5% to DPS. Raise standard level damage slightly so they aren't as laughable as they are right now. My opinion is that advanced Swarm Launchers are roughly where they should be DPS-wise and the two other tiers are too high respectively too low on the DPS-scale.
3. Return dumb fire to the Swarm Launcher at the expense of some DPS. Keep the current version as a variant.
Dumb fire needs some improvement from what it used to be: - Splash damage needs to be minimal. The Swarm Launcher is primarily an AV weapon, so it should act as such. But it should have some anti-infantry capabilities. - Dumb fired missiles should not converge on a single spot but keep a certain distance to one another.
These changes give the Swarm Launcher a weak but long range area-of-effect role. This way a Swarm Launcher operator can assist his squad in dealing with groups of enemies. The anti-infantry capability will make it less risky to run AV and softens the dichotomy between absolutely nobody being AV and half the team being AV. |
Moochie Cricket
SyNergy Gaming EoN.
424
|
Posted - 2013.08.14 17:37:00 -
[38] - 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.
YES!!!!
This would solve the problem of missiles bending around corners as well as preventing the "fire and hide" strategy which takes no skill whatsoever. |
Exmaple Core
Ancient Exiles
799
|
Posted - 2013.08.15 01:06:00 -
[39] - Quote
Mortedeamor wrote:clearly they need to fire twice as many rockets maple 2x the dmg will fix everything (god i hope ccp takes me seriously roflmao) dont give them the wrong idea!! you swarm faaag :) |
Exmaple Core
Ancient Exiles
799
|
Posted - 2013.08.15 01:09:00 -
[40] - Quote
Alena Ventrallis wrote: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 grand idea. Maintaining sight lock makes good sense, even if you boost missile velocity (Slightly, 10% at the extreme most) to make lolswarms have to work for their kills. Yeah, vehicles could move in and out to dodge, but you know what? Your job is to make sure that tank isn't killing your team, and he can't kill your team if he's busy avoiding your swarms. This is war. It's about who wins, not your personal kd ratio or padding your wp. AV's job is to deny the enemy vehicular assistance, whether my forcing him to hide, or blowing him to hell. Also, I agree that dropships should be able to dodge swarms. Missiles turning 180 with no change in acceleration is ridiculous.
very intelligent follow up, we need more out of the box thinkers |
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Exmaple Core
Ancient Exiles
799
|
Posted - 2013.08.15 01:16:00 -
[41] - Quote
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.
give a reason for dumbfire swarms as well!! I am opposed because the swarms are meant for AV and not meant for killing infaintry. It is an AV weapon, so the damage of these weapons can be a couple thousand. If you were given the ability to shoot infaintry with it, wouldent you? Also, if it werre a dumb fire weapon the missiles would likely spread in random directions, becoming inacurate at range. Additionally, you would not be hitting at swarm range without a lock. Tanks, dropships and lavs will be unnhitable to you at 150m+ and the current swarms have a range of like 400m.
All of these factors morph the swarm launcher into an anti infaintry, it is meant to be AV. No dumbfire or ppl will use it on infaintry like forge gunners do, except it would be almost exclusively anti infaintry because it simply wouldent be effective against vehicals |
Fire of Prometheus
DUST University Ivy League
110
|
Posted - 2013.08.15 01:22:00 -
[42] - Quote
I want swarms to "take the path of least resistance", meaning they should try and cut you off whn flying or driving as opposed to following your flight path. Right now, swarms follow me around buildings all the time. It's worse cause I don't have countermeasures to this except for trying to out run them. At least if the tried to cut me off while I'm flying, I could just fly around a building (not like there is many to fly around anyways) and then problem solved. Right now swarms just flya round everything and its kinda annoying, so can you please fix this? |
THUNDERGROOVE
ZionTCD
143
|
Posted - 2013.08.15 01:32:00 -
[43] - Quote
Drop "effective" range to 200 meters and make it so if you go into cover where the user of the swarms can't see you they should lose target and smash into the ground.
After 200 meters the swarm targeting should be really bad often times just cutting out mid air or crashing into random objects. 50% hit chance After 300 meters chances of the swarms hitting anything should be under 10% After 400 meters the swarms backfire and hit the user for being that much of a ***** to go into the battlefield. |
Garth Mandra
The Southern Legion
70
|
Posted - 2013.08.15 02:07:00 -
[44] - Quote
The Numbers:
1 missile: 330 damage [armour/shield 396 / 264] Proto Swarms: 6 missiles = 1980 [2376 / 1584] Prof 5: +15% = 2277 [2732.4 / 1821.6] 1st Damage mod: +10% = 2504.7 [3005.6 / 2003.8] 2nd Damage mod: +8.7% = 2722.6 [3267.1 / 2178.1] 3rd Damage mod: +5.7% = 2877.8 [3453.4 / 2302.2]
Vehicle weak points do extra damage. I'm not sure how much. Armour and shields are +/- 20% as far as I know. |
Soldiersaint
Deepspace Digital
328
|
Posted - 2013.08.15 02:09:00 -
[45] - Quote
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. |
Cy Clone1
Ancient Exiles
204
|
Posted - 2013.08.15 02:13:00 -
[46] - Quote
I like the op original idea of making the plasma cannon stronger and swarms weaker, simply due to the degree of difficulty of the weapon, and its effective range. |
Soldiersaint
Deepspace Digital
328
|
Posted - 2013.08.15 02:14:00 -
[47] - Quote
THUNDERGROOVE wrote:Drop "effective" range to 200 meters and make it so if you go into cover where the user of the swarms can't see you they should lose target and smash into the ground.
After 200 meters the swarm targeting should be really bad often times just cutting out mid air or crashing into random objects. 50% hit chance After 300 meters chances of the swarms hitting anything should be under 10% After 400 meters the swarms backfire and hit the user for being that much of a ***** to go into the battlefield. Oh so your saying the weapon should force you out of cover? lol the weapon was designed so that you could engage the enemy armor without exposing yourself. You want to kill me? well then get up that mountain and come get me because im not budging. This is a war game. I will do whatever it takes not to die while making you die as many times as possible. Welcome to the true battlefield where patience and playing on the defense is rewarded and being a run and gun sport tard is punished. |
Exmaple Core
Ancient Exiles
800
|
Posted - 2013.08.15 02:17:00 -
[48] - Quote
Cy Clone1 wrote:I like the op original idea of making the plasma cannon stronger and swarms weaker, simply due to the degree of difficulty of the weapon, and its effective range.
very important factors, i agree :) |
Exmaple Core
Ancient Exiles
802
|
Posted - 2013.08.15 05:35:00 -
[49] - Quote
Soldiersaint wrote:THUNDERGROOVE wrote:Drop "effective" range to 200 meters and make it so if you go into cover where the user of the swarms can't see you they should lose target and smash into the ground.
After 200 meters the swarm targeting should be really bad often times just cutting out mid air or crashing into random objects. 50% hit chance After 300 meters chances of the swarms hitting anything should be under 10% After 400 meters the swarms backfire and hit the user for being that much of a ***** to go into the battlefield. Oh so your saying the weapon should force you out of cover? lol the weapon was designed so that you could engage the enemy armor without exposing yourself. You want to kill me? well then get up that mountain and come get me because im not budging. This is a war game. I will do whatever it takes not to die while making you die as many times as possible. Welcome to the true battlefield where patience and playing on the defense is rewarded and being a run and gun sport tard is punished.
truth |
Kane Banned
Red and Silver Hand Amarr Empire
0
|
Posted - 2013.08.15 23:11:00 -
[50] - Quote
Exmaple Core 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. give a reason for dumbfire swarms as well!! I am opposed because the swarms are meant for AV and not meant for killing infaintry. It is an AV weapon, so the damage of these weapons can be a couple thousand. If you were given the ability to shoot infaintry with it, wouldent you? Also, if it werre a dumb fire weapon the missiles would likely spread in random directions, becoming inacurate at range. Additionally, you would not be hitting at swarm range without a lock. Tanks, dropships and lavs will be unnhitable to you at 150m+ and the current swarms have a range of like 400m. All of these factors morph the swarm launcher into an anti infaintry, it is meant to be AV. No dumbfire or ppl will use it on infaintry like forge gunners do, except it would be almost exclusively anti infaintry because it simply wouldent be effective against vehicals Make the blast radius 1.5 meters or even less and/or reduce damage against infantry (Discourages using it as an anti infantry weapon. Still wouldn't be as bad as a forge gun). It would have a little less damage then swarms but have faster reload speed and more ammo supply (Possibly a little faster projectile speeds too).
If you have anything else I'll gladly reply.
EDIT: I don't see how you automatically say it won't be effective vs vehicles. It can it just matters how CCP implements it. |
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Kane Banned
Red and Silver Hand Amarr Empire
0
|
Posted - 2013.08.15 23:16:00 -
[51] - 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're a dumbass. IDGAF about e sports and sht like that. I just want a good dumbfire launcher. No need to be a prick about it. |
Shokhann Echo
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.15 23:22:00 -
[52] - Quote
how about making swarms visible for starters, iv been hit by countless invisible swarms |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
393
|
Posted - 2013.08.15 23:27:00 -
[53] - 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
If possible I would like to see swarm mechanics reworked. It takes no skill to use. Maybe put a little 'exhaust' duct on a tank or other such token small object that SL user has to keep in view for x seconds to lock on. It's ridiculous that you just point that thing in the dierction of a tank and don't have to do anything else at all skillwise to make it work.
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The legend345
TeamPlayers EoN.
874
|
Posted - 2013.08.15 23:58:00 -
[54] - 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? |
ladwar
Dead Six Initiative Lokun Listamenn
1137
|
Posted - 2013.08.16 00:00:00 -
[55] - Quote
i'd be happy with gone. |
Henchmen21
Planet Express LLC
97
|
Posted - 2013.08.16 00:55:00 -
[56] - Quote
Make em anti air only. |
Exmaple Core
Ancient Exiles
808
|
Posted - 2013.08.16 01:06:00 -
[57] - Quote
Henchmen21 wrote:Make em anti air only.
why? then there would be no counter to armor tanks |
Big miku
Nation of Miku
259
|
Posted - 2013.08.16 01:10:00 -
[58] - Quote
vehicle work? but foot work is still needed |
Baal Roo
Subdreddit Test Alliance Please Ignore
2299
|
Posted - 2013.08.16 01:12:00 -
[59] - Quote
As a full time DS pilot and Swarm user, I honestly think they are in a pretty good spot. I never feel like it's an unfair fight in either role. |
Billi Gene
Forty-Nine Fedayeen Minmatar Republic
280
|
Posted - 2013.08.16 01:17:00 -
[60] - Quote
wtf does skill have to do with anything?
difficulty of proper use is a valid point, skill at circumventing said difficulties is an individual player trait and has no place in any balancing conversation.
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