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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Skihids
Bullet Cluster
1942
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Posted - 2013.08.23 18:17:00 -
[31] - Quote
I feel for vehicle users.
I saw the writing on the wall and speced completely out of vehicles with the last opportunity because I saw it getting worse before it gets better. I'm hoping for better but I'm not going broke while waiting.
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Brush Master
HavoK Core RISE of LEGION
736
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Posted - 2013.08.23 18:18:00 -
[32] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay.
it is still a major buff. figuring in reaction time you get a full volley off ever 2 seconds now when your skilled into it. In most cases thats 2-3 volleys off before a target even knows they are coming. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
147
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Posted - 2013.08.23 18:22:00 -
[33] - Quote
Serimos Haeraven wrote: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. FOTM killing.......infantry? /sigh
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Rynoceros
Rise Of Old Dudes
547
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Posted - 2013.08.23 18:23:00 -
[34] - Quote
Half of the projectiles will still be lost on guardrails, lamps, and other indestructibles. |
Spkr4theDead
International-Fleet
444
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Posted - 2013.08.23 18:24:00 -
[35] - 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. lol scrambler pistol
lol flaylock pistol
lol submachine gun |
ladwar
Dead Six Initiative Lokun Listamenn
1231
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Posted - 2013.08.23 18:25:00 -
[36] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay. ah so it is a huge buff like everyone see it. thanks for clearing that up. |
ladwar
Dead Six Initiative Lokun Listamenn
1231
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Posted - 2013.08.23 18:27:00 -
[37] - Quote
ragewardog wrote:Absolute Idiom II wrote:Here are some figures in the form of a table! http://i.imgur.com/tLiMw1K.png?1Pre-patchPost-patch clip53 ammo (max skills)88 lock on time (max skills)1.21.05 fire interval20.3 reload (max skills)3.8253.825 Time to exhaust clip14.83 Time to exhaust clip + reload20.6257.125 Time to exhaust ammo (inc. reloads)27.42518.15Boost Burst ROF (single clip)0.341.00194% Exhaust ammo ROF0.290.4452% So a 194% boost to burst ROF and a 52% ROF increase to exhausting all your ammo. yep tanks are dead and dropships are long gone. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
201
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Posted - 2013.08.23 18:32:00 -
[38] - Quote
"ich cant kwill LLAV , they invinsicible"
now you can
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Nemo Bluntz
TeamPlayers EoN.
406
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Posted - 2013.08.23 18:34:00 -
[39] - Quote
THE TRAINSPOTTER wrote:"ich cant kwill LLAV , they invinsicible" now you can
Still probably not. Things are too fast and swarms love hitting crates, hills, the sides of buildings, blowing up with doing no damage, or not being able to keep up with a speeding LAV.
The taxis will be just fine. |
Ryder Azorria
Amarr Templars Amarr Empire
512
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Posted - 2013.08.23 18:38:00 -
[40] - Quote
ragewardog wrote:Absolute Idiom II wrote:Here are some figures in the form of a table! http://i.imgur.com/tLiMw1K.png?1Pre-patchPost-patch clip53 ammo (max skills)88 lock on time (max skills)1.21.05 fire interval20.3 reload (max skills)3.8253.825 Time to exhaust clip14.83 Time to exhaust clip + reload20.6257.125 Time to exhaust ammo (inc. reloads)27.42518.15Boost Burst ROF (single clip)0.341.00194% Exhaust ammo ROF0.290.4452% So a 194% boost to burst ROF and a 52% ROF increase to exhausting all your ammo. yep tanks are dead Not as dead as you think, most of his numbers are wrong. |
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THE TRAINSPOTTER
ROMANIA Renegades C0VEN
201
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Posted - 2013.08.23 18:41:00 -
[41] - Quote
Nemo Bluntz wrote:THE TRAINSPOTTER wrote:"ich cant kwill LLAV , they invinsicible" now you can Still probably not. Things are too fast and swarms love hitting crates, hills, the sides of buildings, blowing up with doing no damage, or not being able to keep up with a speeding LAV. The taxis will be just fine.
your hate on LAV's is unfounded , ppl like you brought this change
"bu bu lav kill mi run obver ny lav ich hate "
all that because you dont pay attention in the battlefield and you want easy
NEXT |
TunRa
Gravity Prone EoN.
70
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Posted - 2013.08.23 18:41:00 -
[42] - Quote
ragewardog wrote:what tank vs av av win's hel lets make av stronger ccp do you even play this game wow Please use punctuation. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
70
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Posted - 2013.08.23 18:43:00 -
[43] - Quote
Ryder Azorria wrote:ragewardog wrote:Absolute Idiom II wrote:Here are some figures in the form of a table! http://i.imgur.com/tLiMw1K.png?1Pre-patchPost-patch clip53 ammo (max skills)88 lock on time (max skills)1.21.05 fire interval20.3 reload (max skills)3.8253.825 Time to exhaust clip14.83 Time to exhaust clip + reload20.6257.125 Time to exhaust ammo (inc. reloads)27.42518.15Boost Burst ROF (single clip)0.341.00194% Exhaust ammo ROF0.290.4452% So a 194% boost to burst ROF and a 52% ROF increase to exhausting all your ammo. yep tanks are dead Not as dead as you think, most of his numbers are wrong. Didn't look at his numbers but you can now get 3 volleys (full clip) in the air in 4 seconds and that kind of RoF from proto swarms will kill pretty much any armor tank out there. |
ugg reset
Molon Labe. League of Infamy
365
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Posted - 2013.08.23 18:43:00 -
[44] - Quote
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....
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KenKaniff69
Subdreddit Test Alliance Please Ignore
212
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Posted - 2013.08.23 18:43:00 -
[45] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay. Where is your justification for a weapon that requires ZERO aiming, 800k SP, and 100k isk to deal 3500 damage per volley to a slow moving target that costs 15 times as much and requires 15 times the SP to run effectively? Is my calculator broken? something doesn't seem right here. That's the equivalent to a proto TAR vs a scout suit. Anyone else see something wrong with this picture? |
Serimos Haeraven
Deep Space Republic Top Men.
431
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Posted - 2013.08.23 18:45:00 -
[46] - 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. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
212
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Posted - 2013.08.23 18:45:00 -
[47] - 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....
it works out to 125% efficiency vs armor. plus proficiency. plus the ability to stack 5 complex damage mods. and the missiles now do 330 base damage |
FATPrincess - XOXO
Shining Flame Amarr Empire
453
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Posted - 2013.08.23 18:47:00 -
[48] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay.
Why are you buffing the swarm launcher? Are vehicles getting ridiculously powerful in 1.5? This could be the only explanation to this insanity.
-XOXO
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Celus Ivara
DUST University Ivy League
89
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Posted - 2013.08.23 18:47:00 -
[49] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay. You're still making it so players can shoot 2.5x faster. This strikes me as highly unbalancing. |
Absolute Idiom II
No Free Pass
523
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Posted - 2013.08.23 18:57:00 -
[50] - Quote
Ryder Azorria wrote:ragewardog wrote:Absolute Idiom II wrote:Here are some figures in the form of a table! http://i.imgur.com/tLiMw1K.png?1Pre-patchPost-patch clip53 ammo (max skills)88 lock on time (max skills)1.21.05 fire interval20.3 reload (max skills)3.8253.825 Time to exhaust clip14.83 Time to exhaust clip + reload20.6257.125 Time to exhaust ammo (inc. reloads)27.42518.15Boost Burst ROF (single clip)0.341.00194% Exhaust ammo ROF0.290.4452% So a 194% boost to burst ROF and a 52% ROF increase to exhausting all your ammo. yep tanks are dead Not as dead as you think, most of his numbers are wrong.
Are they? I was in a bit of a rush. What do I need to fix? |
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gbghg
L.O.T.I.S.
3283
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Posted - 2013.08.23 18:58:00 -
[51] - Quote
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. |
Panther Alpha
DarkWingsss
925
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Posted - 2013.08.23 19:01:00 -
[52] - Quote
Yeah... hello!!.... how can a weapon that only kills vehicles and installations, be the FTOM ?... Did i miss something ? |
Serimos Haeraven
Deep Space Republic Top Men.
433
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Posted - 2013.08.23 19:02:00 -
[53] - 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. |
calisk galern
BurgezzE.T.F
788
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Posted - 2013.08.23 19:03:00 -
[54] - Quote
swarm launchers destroy vehicles - no effect on infantry forge gun is better at killing vehciles and probably one of the best weapons for killing infantry.
maybe the swarm launcher could be good at it's one job.
regardless If I can finally kill some solid vehcile users with swarms i'll be happy I suppose. |
Spkr4theDead
International-Fleet
447
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Posted - 2013.08.23 19:06:00 -
[55] - Quote
FATPrincess - XOXO wrote:CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay. Why are you buffing the swarm launcher? Are vehicles getting ridiculously powerful in 1.5? This could be the only explanation to this insanity. -XOXO I could only hope we're getting the Sagaris and Surya back, buffed up. I never had the chance to pilot them during Chromosome. |
Void Echo
Echo Galactic Industries
977
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Posted - 2013.08.23 19:08:00 -
[56] - Quote
Zero Harpuia wrote:The point of this is to make the more powerful Swarm Launchers (which have more shots per clip, but the same 6 shot total) be more powerful, as the current fre rate is almost as slow as the reload rate. Plus with all the Forge whining, and them going on record saying the Forge was fine, they needed to buff the other AV weapons accordingly. Probably gonna buff tanks too, who knows.
with every buff to AV in this game, tanks have always gotten a massive nerf |
Torr Wrath
Subdreddit Test Alliance Please Ignore
761
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Posted - 2013.08.23 19:14:00 -
[57] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay.
As has been pointed out already, thats STILL a significantly faster refire rate for the most powerful AV weapon currently in the game with the only downside being losing a single shot before reloading (the new bonus makes up for the small nerf given and then some)
Why do you guys hate tanks so much?
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Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
206
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Posted - 2013.08.23 19:16:00 -
[58] - 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.
Mmmmm Honestly he isn't. All that stopped me from lighting up the sky with missiles was that delay.
This is one of those cases where a weapon most people thought was ok has now gotten a buff no one asked for. If this had come hand in hand with a kind of flare / missile jammer system for dropships the nerf would have been on tanks only (which wouldn't have been much good either) |
Sgt Buttscratch
G I A N T EoN.
662
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Posted - 2013.08.23 19:19:00 -
[59] - Quote
CCP Logibro wrote:As several people mentioned above this post, I would like to point out that you will have to re-lock your target between shots with the swarm launcher. It's not a case of lock->fire->0.2sec delay->fire. It's Lock->fire-0.2sec delay->lock->fire->0.2sec delay.
That doesn't change the fact, they are already powerful as ****, why are they being improved. Maybe you could make a teleporting insta hit version while ya there....oh wait invisible swarms are already here.
What you the magical CCP are not understanding is that if someone is 350m away from my tank he is way out of render range, this gives him invisible swarms, so he fires one volley, at the flight speed, before they even hit, he already launched volley number 2 so we get 2 sets of invisi swarms, no reliable hit detection display on where they came from, another beautiful invisi swarm benefit. So we have to keep running to avoid, though we are running blind, possibly moving into an area that is still in his view and range. The only viable way to tank will be redline rail sniping, on a rocker postion, so we can roll over hit a few shots then roll back into cover. So beta had spider tanking, we have trapdoor spider tanking, without the ability to detect motion.
AV should not be touched in udate 1.4, It should be configured and released with Update 1.5, AV and Vehicles should ALWAYS be configured, tested and released together. Half your problem right now is the fact you went ahead and released ADV/PRO/OFFICER(rare) grade AV, whilst vehicles have bugged properties(resistances wrongly penalized, reps not working correctly[tho this benfits amor tanks it is nontheless a bug, PG skill not working right etc.) and are only available in MLT(Sica and Soma), ADV MLT(Vayu and Falchion), and STD(Madruger and Gunloggi). Which instantly bring inbalance, that has been left for months, and the 1st sign of any AV or Vehicle adjustments come in the form of making forge guns easier to use and swarmers deadlier. |
Serimos Haeraven
Deep Space Republic Top Men.
433
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Posted - 2013.08.23 19:28:00 -
[60] - Quote
This is just all one giant facepalm by the hands of CCP yet again. |
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