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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.
|
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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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
|
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??
|
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 |
|
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. |
|
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.
|
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.
|
|
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?
|
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?
|
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
|
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 ***. |
|
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
|
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
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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
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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
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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
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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
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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
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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
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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
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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
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Posted - 2013.08.27 01:58:00 -
[85] - Quote
4:50 weak swarms... |
843 nerfnut96
BurgezzE.T.F
46
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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
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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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