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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Serimos Haeraven
Deep Space Republic Top Men.
427
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Posted - 2013.08.23 15:52:00 -
[1] - Quote
Not trying to be negative about the new 1.4 patch notes, but what CCP decided to change for swarm launchers is completely insane.
CCP Logibro wrote: * Swarm Launcher base lock-on time has been increased to 1.4 from 1.2 and its fire interval has been reduced from 2 to 0.3
I don't take any issue with the lock-on time being increased by only .2 seconds, but reducing the fire interval from 2... to .03!?!? That change means that proto-swarm launchers can practically act like 3 seperate swarm launcher players by firing at an un-godly interval, sending at least 12-16 missiles in near succession at whatever target they like. Combine this with 2-3 other proto swarm launchers and you get a weapon that's probably even harder hitting than the forge gun. All i have to say is I'm confused, as a dropship pilot i desperately needed that 2 seconds it took for them to fire again at me so I could actually engage the swarm launcher without worrying he would OP lock on kill me, now all I'll be able to do is run away when i see swarms. This is simply crazy. |
Serimos Haeraven
Deep Space Republic Top Men.
427
|
Posted - 2013.08.23 15:55:00 -
[2] - Quote
Daxxis KANNAH wrote:They cant kill infantry - Most of the players run infantry
You are overstating the buff while not looking at the nerf. That "nerf" has always existed, and it won't matter at all when swarm launchers often take refuge on high locations where other infantry can't even reach them. Proto swarms hurt my proto dropship enough as it was, now it's enough to OHK my proto dropship easily. They shouldn't make this kind of change without also buffing dropships first. |
Serimos Haeraven
Deep Space Republic Top Men.
427
|
Posted - 2013.08.23 15:58:00 -
[3] - Quote
Well, if there really are no dropship buffs in 1.5, it will practically seal my fate into leaving this cluster-chaotic game for quite some time, and enjoying a truly well-developed gta V. |
Serimos Haeraven
Deep Space Republic Top Men.
428
|
Posted - 2013.08.23 16:06:00 -
[4] - Quote
THE TRAINSPOTTER wrote:Serimos Haeraven wrote:Well, if there really are no dropship buffs in 1.5, it will practically seal my fate into leaving this cluster-chaotic game for quite some time, and enjoying a truly well-developed gta V. dropshits players are like annoying mosquitos , just afk up in the air , spectators , not really participating in combat maps in dust514 are too small for dropships , you have no obstacles to avoid and you get where you want very fast but to what purpose? but in a game like Planetside 2 they make more sense , they can serve as mean of transport and attack and retreat you sir, are a complete and utter idiot, plain and simple. Just AFK up in the air? Spectators? In my assault dropship i often times can carry an entire team, with my best match going 32-0. I know how to play, and I also serve transport roles by also flying a proto logistics dropship that drops people wherever they need to go, you obviously know nothing about flying if you think all of that bull ****. And we don't have any obstacles!?!!??! WTF ARE YOU, IGNORANT TO FORGE GUNS, RAILGUN TANKS, SWARM LAUNCHERS!?!?!? |
Serimos Haeraven
Deep Space Republic Top Men.
428
|
Posted - 2013.08.23 16:10:00 -
[5] - Quote
Cyrius Li-Moody wrote:Not sure how an AV only weapon can be a FOTM. You guys are really digging for stuff to complain about/sensationalize at this point. If you view the forums often, you would know that dropships are extremely underpowered and easy to take down by any AV, OHK's happen often by proto AV even if you're flying a dropship fitted with all proto modules, and now for them to introduce a buff to AV even more is a nail in the coffin to anyone wishing to fly at all, especially new players who want to try out weaker ships, those can now be practically taken down instantly by militia swarms even. |
Serimos Haeraven
Deep Space Republic Top Men.
428
|
Posted - 2013.08.23 16:32:00 -
[6] - Quote
THE TRAINSPOTTER wrote:Serimos Haeraven wrote:THE TRAINSPOTTER wrote:Serimos Haeraven wrote:Well, if there really are no dropship buffs in 1.5, it will practically seal my fate into leaving this cluster-chaotic game for quite some time, and enjoying a truly well-developed gta V. dropshits players are like annoying mosquitos , just afk up in the air , spectators , not really participating in combat maps in dust514 are too small for dropships , you have no obstacles to avoid and you get where you want very fast but to what purpose? but in a game like Planetside 2 they make more sense , they can serve as mean of transport and attack and retreat you sir, are a complete and utter idiot, plain and simple. Just AFK up in the air? Spectators? In my assault dropship i often times can carry an entire team, with my best match going 32-0. I know how to play, and I also serve transport roles by also flying a proto logistics dropship that drops people wherever they need to go, you obviously know nothing about flying if you think all of that bull ****. And we don't have any obstacles!?!!??! WTF ARE YOU, IGNORANT TO FORGE GUNS, RAILGUN TANKS, SWARM LAUNCHERS!?!?!? you are not a PRIMARY target since all you do is fly around , you more like a annoying mosquito that gets splashed eventually Dude you're just one giant ******* facepalm, go fly a proto python in a pub match while 2-shot killing ground infantry and tell me that you're not a primary target to every single AV on the map, your attempt to try to compare dropships to an annoying mosquito is so erroneous and mis-directed you must be under 10 years old. |
Serimos Haeraven
Deep Space Republic Top Men.
431
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Posted - 2013.08.23 18:45:00 -
[7] - Quote
ugg reset wrote:the best part is the operations skill now lowers the lock on time. these things will be shooting 8 missiles x 300 damage(110% to armor) at mass driver RoF and at sniper range. no countermeasures, no warnings, nothing because if you can't tank it you're dead. bravo....
that's also what i need to edit into my OP, because that's the only argument that these aren't overpowered, because of the lock-on time, but because of these new operation skills, it makes it even shorter now. |
Serimos Haeraven
Deep Space Republic Top Men.
433
|
Posted - 2013.08.23 19:02:00 -
[8] - Quote
gbghg wrote:You know, that clip size nerf may balance out the RoF increase, this may be something that works better in practice than in theory, we need to see how this plays out in the field and what the vehicle changes in 1.5 are before we can make an accurate judgement on wise this update is. Yes, but that's a very long, and costly month of swarm **** to deal with before getting any recognition at all. And GTA V will be out by then... ouch. |
Serimos Haeraven
Deep Space Republic Top Men.
433
|
Posted - 2013.08.23 19:28:00 -
[9] - Quote
This is just all one giant facepalm by the hands of CCP yet again. |
Serimos Haeraven
Deep Space Republic Top Men.
439
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Posted - 2013.08.24 12:21:00 -
[10] - Quote
medomai grey wrote:Serimos Haeraven wrote: as a dropship pilot i desperately needed that 2 seconds it took for them to fire again at me so I could actually engage the swarm launcher without worrying he would OP lock on kill me If your dropship gets hit by AV and you stick around to look for and engage the hostile AV, you are probably doing something wrong. You must not be a proto assault dropship pilot then because with an XT-Accelerated on the front, it's very possible to engage and kill hostile AV in a dropship, as long as they cant fire 2-3 volleys of swarms before the first can even hit me. Infact last night my gunner and I engaged 3 AV including 2 swarms and 1 advanced forge gun, all on seperate occasions in the same game, and killed every single one of them. Believe me, I'm not doing it wrong, because I kill the people that want to kill me the most. |
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