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Poplo Furuya
Condotta Rouvenor Gallente Federation
702
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Posted - 2013.08.23 17:15:00 -
[1] - Quote
Mobius Wyvern wrote:ZDub 303 wrote:R F Gyro wrote:I know next to nothing about swarms, but does Quote: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 mean that firing will look like this? 0.0s Start lock #1 1.4s Fire #1 1.7s Start lock #2 3.1s Fire #2 3.4s Start lock #3 4.8s Fire #3 * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% 0.0s Start lock #1 1.05s Fire #1 1.35s Start lock #2 2.4s Fire #2 2.7s Start lock #3 3.75s Fire #3 4 seconds to do three volleys... that's insane. You will need to have a completely modded tank to do anything, even then tanks are so slow they are pretty much toast as it is. Somas are done, no reason to use them now. Only hardened maddys can take that kind of punishment, and not for very long. Operating under the assumption that you can just stand out in the open and fire off all three volleys in a game where a quarter or more of each team goes sniper up in the mountains or on towers. That's not a very realistic assumption. ...It's a pretty realistic assumption in most scenarios. Count to 4. If firing while not having a sniper already gunning for you that's how long they have to sight you, zoom in, let sway settle and drop you with on average 2 shots.
"In the open" is also not the first choice for engagement positioning. An obscured approach is favoured, as is cover. Even if a sniper is on to you it's possible to guess their position and maintain your LoS to target while keeping out of the sniper's. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
703
|
Posted - 2013.08.23 17:32:00 -
[2] - Quote
Maken Tosch wrote:Bendtner92 wrote:Maken Tosch wrote:@Obi Wan-Jacobi
You just went full stupid. You can't go full stupid.
Read the patch notes again and read it carefully. Look at the calculations. From what we can gather from the notes, you will NOT BE ABLE TO DEAL 9000 DAMAGE IN A SECOND, YOU HAVE TO RE-LOCK AFTER EVERY SHOT AND THE LOCKING TIME HAS BEEN INCREASED. Oh look, my caps lock slipped again. I think it was you that just went full stupid and maybe you need to read the notes again. It clearly says the skill now gives reduced lock-on time, which means the Swarm Launcher will have less lock-on time than it currently has. It's able to fire 3 shots in 4 seconds. That's just terribad. Let's see. * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% * 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 Assuming level 5 on the skill book, that will reduce lock-on time to 1.05 seconds. Then there is the interval of 0.3 seconds. Yeah, about 3 shots in less than 4 seconds like you said. But keep in mind that is assuming every rocket in the volley hits. Most of the tanks that I see often use cover and often times a few of the rockets hit the hills or rocky spires before they reach their target. But then again, we are talking NON-proto tanks here. We have no idea what kind of HPs the Proto-tanks will have when they come out. Your scenario is assuming a head-on AV to HAV engagement. In this case it's about threat, not whether you can destroy the HAV. Limiting their engagement possibilities. At the moment Swarms do this, post-change they still will. This is not the scenario this change impacts most heavily.
Another scenario, a speedy Medium or Scout taking the long route to offload on a HAV 'safely' behind their lines with no immediate escape route to block AV to HAV LoS. This new change will give Wiyrkomis an incredible alpha, 3 salvos impacting within 4 seconds of each other. In practice this means far more damage makes it in before active hardeners activate or reppers begin pulsing... this might equate to some of the best armour tankers getting toasted by one person's surprise attack before any real reaction is possible.
Alternately the same thing but from a tower, Swarms from above negate most cover. If an armour HAV notices this ahead of time their only recourse is to pick a god and pray they can recall before the 3 salvos make it.
Seriously, their potential with this change is utterly incredible. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
703
|
Posted - 2013.08.23 18:12:00 -
[3] - Quote
The Attorney General wrote:Ted Nugget wrote:
general i used to question ccp but now i just smh in disappointment and embrace it cause they are going to screw vehicles over just as hard as they can.... in what world should an LAV take more damage than a tank?
I know, it seems as if CCP has absolutely no idea of what they are doing. When they give a buff to a lock on fire and forget weapon, while leaving the PLC as a second rate POS, then you know they are completely without a clue. Aye, it's really incredibly sad if you look at the PlC. It was already behind on DPS and burst damage compared to swarms, severely... and that's in perfect conditions. It's also dumbfire, has a slow projectile and arcs. For AV it's awful, doesn't even one-shot unmodded militia LAVs.
But at least it looks cool.
I'm not entirely sure how this Swarm Launcher change got approved. |
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