Sylwester Dziewiecki
Beyond Hypothetical Box
149
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Posted - 2013.08.23 23:49:00 -
[2] - Quote
Hobo on Fire wrote:DJINN leukoplast wrote:
I believe the swarm changes are meant to make low-end swarms less effective, but make dedicated AV players who have proto swarms more effective. All the tankers complained about militia swarms dominating them, so CCP made it so they are less useful than they are now, but more rewarding if you spend the SP to get higher end swarms.
Also this may be a hint at what is coming in 1.5, we might need all the AV firepower we can get when these tank scrubs get their proto tanks back (and probably several other buffs to their modules and whatnot).
As a dedicated Swarm user, this is exactly what I want. If I've dumped millions of SP into killing tanks, I should be able to eat militia HAVs for breakfast. If someone has invested as much into protecting their HAV as I have into killing it though, I should only be able to win if A) he just sits there while I shoot him over and over, or B) I have help. When prototype HAVs become a thing, it really should take a full squad of AV (or an equally well fit HAV) to bring it down. With proto SL you eating Madrugars by now, and all you have to dumped was something like 1,6kk SP. HAV drivers can not see you for most of the time because of poor draw distance, many times I die because of invisible swarmer - someone constantly shooting you, and all you can see is explosion on hull till you die(detection system is useless).
Swarmers completely did not require this buff, yet they got it. |
Sylwester Dziewiecki
Beyond Hypothetical Box
151
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Posted - 2013.08.24 12:21:00 -
[3] - Quote
Hobo on Fire wrote:Sylwester Dziewiecki wrote:With proto SL you eating Madrugars by now, and all you have to dumped was something like 1,6kk SP. HAV drivers can not see you for most of the time because of poor draw distance, many times I die because of invisible swarmer - someone constantly shooting you, and all you can see is explosion on hull till you die(detection system is useless).
Swarmers completely did not require this buff, yet they got it. I do eat Madrugers; most of them are poorly equipped and many are driven by people who think "I'm in a tank, I'm invincible!" and haven't spent anything past the 400,000 SP to sit in them. I have spent a million SP on the Swarm launcher skills alone; the Weaponry, handheld weapon upgrades, and light weapon operation skills put me up to 1.8 million invested before I even get into the dropsuit command/upgrades skills to fit these swarm launchers on the suits, and all the other weapon skills I've invested into so I can fight my way to a position to get a lock on. When I've invested 2 or 3 times as much into killing tanks as the tanker has into surviving, yes I should come out on top. A well fit Madruger can still get away from me; a poorly fit madruger with a good driver can still get away from me. These are standard tier, non-specialist HAVs; they are not the be-all, end-all of tanks. I can only ever kill a Falchion or Vayu with help from other AV players, and these are still standard tier tanks going up against proto AV. This update will make swarms deal damage faster, but it will only increase our damage output in the sense that you will have less time for your shields/armor repairers to kick in between shots. That "Damage Taken" stat at the end of the match won't be going up, and it never will because the damage per shot of AV has already peaked; your tanks, on the other hand, WILL get better, and I will have a much harder time killing you. Your time is coming, be patient. Also, I actually agree that the invisible missile thing is garbage and needs to be fixed; if you guys get a warning when you are close to a mine, you should get a warning that someone has locked onto you or that missiles are headed your way.
Listen, just because current tanks have MLT and STR tags on them, it doesn't mean they should have same stats when ADV and PRO will finally come out, it's because they should be balance with a wide range of AV tiers no matter what. Not so long time ago we had 4 types of suits in 4 different races, and they were all ballance. If something cannot be balance it should be temporarily remove from game till we all fide way to balance it.
Instead of balancing things in "AV vs. Vehicle", CCP add more, and more AV stuff on every build and cut off HAV's. For example: we had skill that boost our Armor/Shield HP when we get into it, but it had drawbacks(each time when you get in to vehicle red-bars appear), so CCP decide to "fix" it by replacing "+HP%" skill bonus with "+resistance%", but now each time we fit resistance module to our tank penalty is being cut from it, same as it suppose to be second module while it is a first one, so our overall survivability drop because of this change(another silent-nerf on long road of brilliant changes).
I specialize 11kk SP in HAV, and I feel that proto-SL **** apart me tank no matter what. People have wrong misconception about "well fitted Madrugar" if some Armor tanking HAV survive your attack, it is because he activated half of his tanking modules before your attack, and another half of them after getting hit by first wave, at this point you may think that you are not able to break his tank but it takes another 2-3 waves to do it, actually if escape and remains on battlefield for another 45-60 sec. he is dead for sure, because of cooldown modules(he will be vulnerable even to STR Mass Driver and MLT Locus).
This update will change battlefield significant, you will not kill HAV that you couldn't previously killed because they will stop spawning. This is just to big change to use same close-fittings on battlefield, people will read patch notes, decide to respec on railguns, and the next thing you will see on forums is Swarmers crying for nerf to those pesky Rail-Campers. It's like with taxes, when they are too high people will find a way to not pay them at all.
PS And how could you be so sure that HAV is poorly fitted, are you mailing to those people with "hey what's your fit, you blow up so fast :D" question... |