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Thread Statistics | Show CCP posts - 1 post(s) |
Exmaple Core
Ancient Exiles
808
|
Posted - 2013.08.16 01:54:00 -
[61] - Quote
Billi Gene wrote: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.
please explain |
Henchmen21
Planet Express LLC
97
|
Posted - 2013.08.16 01:59:00 -
[62] - Quote
Exmaple Core wrote:Henchmen21 wrote:Make em anti air only. why? then there would be no counter to armor tanks
I don't use swarms, be it AV nade or tank I never have a problem with armor tanks. But than again that takes risking suits to get close enough to throw a nade or risking my own tank to take out theirs. Swarms are the I win button of AV, no skill no risk and devastating to even the best fit tanks. Every other form of AV has some risk, swarms power has to come in line with the risk that's not involved. |
DJINN leukoplast
Hellstorm Inc League of Infamy
997
|
Posted - 2013.08.16 02:00:00 -
[63] - Quote
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?
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The legend345
TeamPlayers EoN.
874
|
Posted - 2013.08.16 02:04:00 -
[64] - 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... |
Exmaple Core
Ancient Exiles
808
|
Posted - 2013.08.16 02:40:00 -
[65] - Quote
Henchmen21 wrote:Exmaple Core wrote:Henchmen21 wrote:Make em anti air only. why? then there would be no counter to armor tanks I don't use swarms, be it AV nade or tank I never have a problem with armor tanks. But than again that takes risking suits to get close enough to throw a nade or risking my own tank to take out theirs. Swarms are the I win button of AV, no skill no risk and devastating to even the best fit tanks. Every other form of AV has some risk, swarms power has to come in line with the risk that's not involved.
It is absolutly a no skill weapon, easy mode but that doesent mean we should punnish the weapon too heavily, it still needs to fullfill its role and become balanced at the same time |
Spkr4theDead
Namtar Elite Gallente Federation
367
|
Posted - 2013.08.16 03:08:00 -
[66] - Quote
Best counter to a tank should be another tank.
No, you assault scrubs shouldn't be able to one-shot me with a single PRO swarm or AV grenade. You're on the wrong game if you want that. |
Henchmen21
Planet Express LLC
97
|
Posted - 2013.08.16 03:22:00 -
[67] - Quote
Exmaple Core wrote:Henchmen21 wrote:Exmaple Core wrote:Henchmen21 wrote:Make em anti air only. why? then there would be no counter to armor tanks I don't use swarms, be it AV nade or tank I never have a problem with armor tanks. But than again that takes risking suits to get close enough to throw a nade or risking my own tank to take out theirs. Swarms are the I win button of AV, no skill no risk and devastating to even the best fit tanks. Every other form of AV has some risk, swarms power has to come in line with the risk that's not involved. It is absolutly a no skill weapon, easy mode but that doesent mean we should punnish the weapon too heavily, it still needs to fullfill its role and become balanced at the same time
Anti air is a role. |
DJINN leukoplast
Hellstorm Inc League of Infamy
997
|
Posted - 2013.08.16 04:07:00 -
[68] - Quote
The legend345 wrote: Your not doing it right then. end of discussion...
Wasn't aware there was a wrong way to use a no-skill weapon.
Care to elaborate?
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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
114
|
Posted - 2013.08.16 04:45:00 -
[69] - 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?
swarms take down tanks but not LAVs
you and your lies again
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Rynoceros
Rise Of Old Dudes
502
|
Posted - 2013.08.16 04:52:00 -
[70] - Quote
Just shoot straight out of the barrels instead of that spread thing. An unnecessary pain in the ***. |
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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
114
|
Posted - 2013.08.16 05:01:00 -
[71] - Quote
Rynoceros wrote:Just shoot straight out of the barrels instead of that spread thing. An unnecessary pain in the ***. spread is actually a visual warning that swarms are being fired
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snarrarr
ROGUE SPADES EoN.
3
|
Posted - 2013.08.16 06:20:00 -
[72] - Quote
This probably isn't the popular opinion in this thread, but i think that AV is in a pretty good place right now. One thing that is usually mentioned in these threads but also usually disregarded is that we are comparing PROTO AV versus STANDARD Vehicles. If we were to "re-balance" AV to require a squad of Proto AV to take down the tanks we have now, what happens when the higher level tanks come out? Is it supposed to take half or more of a team to take out one Proto tank? Is that the balance we are looking for? I think the best re-balancing that could happen is for CCP to release the higher level vehicles, leave AV where it is and maybe slightly buff the existing tanks and dropships. Then we could see where we are at while comparing apples to apples. But, thats just my opinion. As for swarm launchers, swarm users are the only class of AV that gives up a huge amount of effectiveness and survivability against other infantry in order to fulfill their role. To be effective as a swarm user, I have to expose myself long enough to find the vehicle, lock on, make sure nothing is between me and the target and also whether the vehicle is moving toward cover(due to missile travel time.) And then I have to do it again. And maybe again. And mayb....you see where this is going. Despite the popular opinion, most vehicles above are not one hit kill for proto swarms. And I can do everything right and still get defeated by a 3 inch mound of dirt. And when I fire, I also fire six flares alerting enemy infantry to the location of a relatively easy kill. So not exactly easy-mode, I-win button. Again, just my experience and opinion. And thanks, Exmaple, for attempting to have civil and intelligent AV vs. Vehicle threads. |
SponkSponkSponk
The Southern Legion
237
|
Posted - 2013.08.22 03:59:00 -
[73] - Quote
Vin Vicious wrote:I'd like to see them not go through hills and corners so I can make use of my LAV speed
I'd like swarms to be the premiere light vehicle killers. The whole point of lock-on weapons is to make it much easier to kill weak, agile targets compared to brick tanks. |
Adiran Zanzalin
DUST University Ivy League
3
|
Posted - 2013.08.25 12:48:00 -
[74] - Quote
((The thing with this weapon is we have the technology today to make them. Just we only need one missile not 6 to destroy a vehicle.
Several seconds later pop, half second and 20 yards later whoosh, up the missile goes. I'm already moving position and about 5-10 seconds later tank is dead and I'm shooting my M4 at someone ells.
To balance it I would say is to leave it alone. Just my opinion. ))
God will judge us both. My conscience is clear, is yours? |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
218
|
Posted - 2013.08.25 12:50:00 -
[75] - Quote
swarms are fine |
Charlotte O'Dell
0uter.Heaven
1103
|
Posted - 2013.08.25 15:23:00 -
[76] - 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 good.
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CCP Logibro
C C P C C P Alliance
774
|
Posted - 2013.08.26 13:04:00 -
[77] - Quote
Moved to Feedback/Requests CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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ADAM-OF-EVE
Svartur Bjorn
226
|
Posted - 2013.08.26 13:40:00 -
[78] - Quote
i cant see how any "fix" is going to help anyone.
less damage = stronger vehicles = dead swarms = more vehicles
more damage = weaker vehicles = less vehicles = less av
faster speed = vehicles cant escape = less vehicles = less need of av
slower speed = vehicles can avoid them almost all the time = dead swarms = more vehicles
better tracking = vehicles cant hide as good = less vehicles = less need for av
poorer tracking = vehicles can out manouver them = dead swarms = more vehicles
maintain lock = vehicle never stops moving in and out of cover making missiles lose lock = dead swarms = more vehicles
fire and forget = more missiles in the air means better chance at killing the vehicle = less vehicles = less need of av
and on and on and on.
and this goes for any av. none of it can be balanced with the current state of the game.
weaker av means we will be over run with vehicles like before with the free lavs, and better av will just mean less vehicles on the ground.
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Bullets2yaface
Ancient Exiles
56
|
Posted - 2013.08.26 21:38:00 -
[79] - Quote
Honestly the ability to make 90 degree turns is a big of an aggravation but maybe its just me |
Pocket Rocket Girl
Psygod9
11
|
Posted - 2013.08.26 22:25:00 -
[80] - Quote
Vin Vicious wrote:I'd like to see them not go through hills and corners so I can make use of my LAV speed
Being a AV swarmer i have seen this happen once , my entire volley went through a rock that was sticking out and i thought it stopped my swarms but then 3 secs later a "+50 kill" appeared on my screen i do not know what caused it but i can understand how frustrating it can be. I dont know if any one else has noticed but when i fire my volley i keep an eye on it just to be sure that it hit or didnt but right before the misses hit or miss they slow down for a second then accelerates towards the direction of what was locked on also i have noticed that my swarms have a lock on time of about 2 sec. then after firing i have to wait about 2secs before i can run, switch, reload or even attempt to lock on again.
I enjoy using the swarms but i feel like calling it a easy weapon is wrong, why? its one thing to just lock on and fire away but to have some one wait until the indented target is in a open field where cover isn't easily accessible isn't.most people just want to pull the trigger. or knowing when not to engage a target. i have seen people using swarms and just locking on to the railgun sniper tank on the mountain in the red zone and not hitting but still just launching volley after volley or the tank that just came around the building and hit with swarms then rolling back behind cover. but maybe thats just me. |
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echo47
Sebiestor Field Sappers Minmatar Republic
43
|
Posted - 2013.08.27 00:24:00 -
[81] - Quote
There is nothing wrong with swarm launchers. People who skill into and use them on a consistant basis give up a lot. With only a side arm to defend your self against other infantry, the movement penaly when firing, GOOD tankers know this is their counter and use this counter efectively. Tankers come off as wanting an I win button only looking at stats on paper, not taking team play and player skill into consideration and compeltely ingnoring actual game play.
For all the talk about swarms being a no skill weapon and op against tanks one thing is never compared. KIll death ratio. As a class what are tankers KDR vs dedicated swarm users?
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Killar-12
The Corporate Raiders
676
|
Posted - 2013.08.27 00:29:00 -
[82] - Quote
echo47 wrote:There is nothing wrong with swarm launchers. People who skill into and use them on a consistant basis give up a lot. With only a side arm to defend your self against other infantry, the movement penaly when firing, GOOD tankers know this is their counter and use this counter efectively. Tankers come off as wanting an I win button only looking at stats on paper, not taking team play and player skill into consideration and compeltely ingnoring actual game play.
For all the talk about swarms being a no skill weapon and op against tanks one thing is never compared. KIll death ratio. As a class what are tankers KDR vs dedicated swarm users?
Generally Swarmers have a higher K/D due to their mobility |
echo47
Sebiestor Field Sappers Minmatar Republic
43
|
Posted - 2013.08.27 00:33:00 -
[83] - Quote
I would love to be able to see this stat. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
332
|
Posted - 2013.08.27 01:14:00 -
[84] - Quote
Pocket Rocket Girl wrote:Vin Vicious wrote:I'd like to see them not go through hills and corners so I can make use of my LAV speed Being a AV swarmer i have seen this happen once , my entire volley went through a rock that was sticking out and i thought it stopped my swarms but then 3 secs later a "+50 kill" appeared on my screen i do not know what caused it but i can understand how frustrating it can be. I dont know if any one else has noticed but when i fire my volley i keep an eye on it just to be sure that it hit or didnt but right before the misses hit or miss they slow down for a second then accelerates towards the direction of what was locked on also i have noticed that my swarms have a lock on time of about 2 sec. then after firing i have to wait about 2secs before i can run, switch, reload or even attempt to lock on again. I enjoy using the swarms but i feel like calling it a easy weapon is wrong, why? its one thing to just lock on and fire away but to have some one wait until the indented target is in a open field where cover isn't easily accessible isn't.most people just want to pull the trigger. or knowing when not to engage a target. i have seen people using swarms and just locking on to the railgun sniper tank on the mountain in the red zone and not hitting but still just launching volley after volley or the tank that just came around the building and hit with swarms then rolling back behind cover. but maybe thats just me.
No, it's not just you. Increasing the fire rate for the swarms will kinda fix the whole delay after firing thing you're dealing with.
`Sigh. Just another fun game of DUST. |
XiBravo
TeamPlayers EoN.
188
|
Posted - 2013.08.27 01:58:00 -
[85] - Quote
4:50 weak swarms... |
843 nerfnut96
BurgezzE.T.F
46
|
Posted - 2013.08.27 02:31:00 -
[86] - Quote
I would like to see milita swarms droped to 2 or 3 rockets per shot. This would reduce the ablity to just have an entre squad take out a tank by just spaming it with militia swarms. |
XiBravo
TeamPlayers EoN.
188
|
Posted - 2013.08.27 03:09:00 -
[87] - Quote
843 nerfnut96 wrote:I would like to see milita swarms droped to 2 or 3 rockets per shot. This would reduce the ablity to just have an entre squad take out a tank by just spaming it with militia swarms.
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