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Iron Wolf Saber
Den of Swords
7695
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Posted - 2013.08.23 17:43:00 -
[1] - Quote
Swarm Launcher Firing interval (which was of 1.3 at 2 seconds) prevented the swarm launcher operator from doing the following things after launch.
A.) Firing the swarm launcher B.) Relocking with the swarm launcher C.) Sprinting away into cover D.) Swapping weapons to deal with nearby hostiles. E.) Meleeing nearby hostiles F.) Swapping equipment G.) B,C,D,E & F
Answer correctly and you will see the reason for the change in the interval. |
Iron Wolf Saber
Den of Swords
7696
|
Posted - 2013.08.23 17:51:00 -
[2] - Quote
Takahiro Kashuken wrote:So a bug which was fixed also came with a big big big buff by a reduction of 2secs to 0.3secs
Infantry CPM supporting the AV buff against basic vehicles what a suprise
CPM out of touch yet again
I do drive a Sica, and I don't have to wonder why swam launcher operators just seem to stand there as a launch, I know exactly why, the methods I use an an AV and being simply aware of them helps keep my own vehicles alive.
I also know there that there is a desync issue between operating a swarm which will NEVER go around corners, through walls and fly at a CONSTANT speed. Whereas a third person observer and/or victim, swarms do the weirdest crap such as the terminal kill vector is hyper speed.
While I agree with the fix, I don't agree with the new numbers, the lock could have been added 2 seconds total and the reload lengthened.
And if you haven't guessed yet, answer is G. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:01:00 -
[3] - Quote
Exergonic wrote:wow... never thought CCP could really be that dumb
Vehicles were suppose to get a buff in 1.4... much needed buff
Instead you buff the object that kills Underpowered things???????
I mean i know the lead designer for Vehicles is trash but come on... You really didn't think this one through
Swarms are fine... Buff tanks first before AV
I feel like 10 year olds are making the road map to this game smh
1.5 and a post about that is coming soon.
1.4 is about infantry controls, Swarm launchers where the only weapon that had a factor where the player was 'not in control' breach forge guns are a close second but those operators can easily melee/discharge out of it. Swarms can't do a damn thing about being 'locked' up in being able to do anything for an unusually long amount of time.
Any pilot who has done serious amounts of AV will KNOW the threat vector and how to counter, with swarm operators in close range you're usually better off killing the guy because he's screwed in general unable to move or escape that easily if he is attempting a second launch. Silhouette of a swarm launcher is pretty distinctive and unmistakable and easy to spot.
Long range swarms you just have to be a bit more aware and get to cover better and always have an escape plan and don't sit in the freaking open all the time. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:03:00 -
[4] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:Takahiro Kashuken wrote:So a bug which was fixed also came with a big big big buff by a reduction of 2secs to 0.3secs
Infantry CPM supporting the AV buff against basic vehicles what a suprise
CPM out of touch yet again I do drive a Sica, and I don't have to wonder why swam launcher operators just seem to stand there as a launch, I know exactly why, the methods I use an an AV and being simply aware of them helps keep my own vehicles alive. I also know there that there is a desync issue between operating a swarm which will NEVER go around corners, through walls and fly at a CONSTANT speed. Whereas a third person observer and/or victim, swarms do the weirdest crap such as the terminal kill vector is hyper speed. While I agree with the fix, I don't agree with the new numbers, the lock could have been added 2 seconds total and the reload lengthened. And if you haven't guessed yet, answer is G. A sica are you ******* serious?
Yes a missile launching, anti-armor, squad supporting bombardment Sica
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Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:09:00 -
[5] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:Takahiro Kashuken wrote:Iron Wolf Saber wrote:Takahiro Kashuken wrote:So a bug which was fixed also came with a big big big buff by a reduction of 2secs to 0.3secs
Infantry CPM supporting the AV buff against basic vehicles what a suprise
CPM out of touch yet again I do drive a Sica, and I don't have to wonder why swam launcher operators just seem to stand there as a launch, I know exactly why, the methods I use an an AV and being simply aware of them helps keep my own vehicles alive. I also know there that there is a desync issue between operating a swarm which will NEVER go around corners, through walls and fly at a CONSTANT speed. Whereas a third person observer and/or victim, swarms do the weirdest crap such as the terminal kill vector is hyper speed. While I agree with the fix, I don't agree with the new numbers, the lock could have been added 2 seconds total and the reload lengthened. And if you haven't guessed yet, answer is G. A sica are you ******* serious? Yes a missile launching, anti-armor, squad supporting bombardment Sica lol popped in a single hit, squad aint going to do **** for a milita tank if it cant do **** for a proper tank
Actually I got it up to 3 proto forge hits now. I Laugh swarms off now. Its my rail sica that instant pops >< though. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:17:00 -
[6] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:
Actually I got it up to 3 proto forge hits now. I Laugh swarms off now. Its my rail sica that instant pops >< though.
You wont when 3 volleys with at least 3 times your hp alphas you
I normally don't get hit by a swarm in the first place though because I have several escape plans in motion all the time. Even the protos if they do hit me I usually get away in time before the second launch is in the air. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:19:00 -
[7] - Quote
Takahiro Kashuken wrote:Delta 749 wrote:Takahiro Kashuken wrote:Delta 749 wrote:
gibberish
Okay crutch defender i dont do them things because you dont believe me lol fail argument more gibberish and i dont believe you stuff t I dont care if you dont believe me Swarms are no skill fact and easy to use because fire and forget with no aim and skill required, missiles around corners and can lock on through stuff and keep lock on when not looking at target - facts Basic vs proto - fact and even more so in PC Why should i bother with a defender of the crutch, your even defending the buffs its recieving because it makes it easier to use so your obv an idiot anyways
Further proof you don't use them that often. Swarms take a degree of skill in ensuring the launch will connect. A rookie swarmer launcher against a really good tank pilot will only get 10% connection rate. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:25:00 -
[8] - Quote
Takahiro Kashuken wrote:Iron Wolf Saber wrote:Takahiro Kashuken wrote:Iron Wolf Saber wrote:
Actually I got it up to 3 proto forge hits now. I Laugh swarms off now. Its my rail sica that instant pops >< though.
You wont when 3 volleys with at least 3 times your hp alphas you I normally don't get hit by a swarm in the first place though because I have several escape plans in motion all the time. Even the protos if they do hit me I usually get away in time before the second launch is in the air. You wont anymore follow around cover 3 volleys 7k damage at least pop goes the milita tank
You once again prove you don't operate swarms enough to know there is a desync issue and don't know how to work around that. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:29:00 -
[9] - Quote
I think AV should be a training requirement for all vehicle operators, know what kills you and how, will help you survive.
Goes back to my original vehicle mantra
Be absolutely afraid of EVERYTHING. You either make sure its dead or run away. |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:31:00 -
[10] - Quote
Knight Soiaire wrote:
Lock Vehicle. Jump. Shoot up.
Skill. Lol.
I love watching people try to justify this.
Watch swarms hit the roof while putting a rocket though the swam launcher operators head.
360x360 warfare doctrine, adopt it. |
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Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:34:00 -
[11] - Quote
Knight Soiaire wrote:Iron Wolf Saber wrote:Knight Soiaire wrote:
Lock Vehicle. Jump. Shoot up.
Skill. Lol.
I love watching people try to justify this.
Watch swarms hit the roof while putting a rocket though the swam launcher operators head. 360x360 warfare doctrine, adopt it. Why would you need to be launching Swarms from indoors?
Why would a tank park underneath a building? |
Iron Wolf Saber
Den of Swords
7698
|
Posted - 2013.08.23 18:39:00 -
[12] - Quote
ladwar wrote:IWS first you are on crack again, stop it and yes i am blaming you for this buff. 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.
I didn't think it would have gotten fixed this way... |
Iron Wolf Saber
Den of Swords
7699
|
Posted - 2013.08.23 18:52:00 -
[13] - Quote
Actually was stating how easy it is to defeat swarms by not getting hit in the first place. A highly skillful HAV operator can ammo out an idiot swarm launcher and survive.
As for threats I regard much much higher than swarms would be the Assault Dropship because the amount of attention it takes away for me to deal with that threat vector opens up me getting blindsided by other threats easily.
Forge Guns because most of the time when I do get hit I have no idea where the shot came from thus makes escape execution far more difficult.
Finally other HAVs, namely rail tanks, Gunnlogis because they win out in the brawling contest. Madrugers also just because raw HP is much higher than I can chew through before their blaster fits melt me.
Finally my own idiocy, biting off more than I should be chewing.
At least unlike most vehicle operators I am willing to self fault all my vehicle losses and try to learn from each of them and learn quite a few stupid nuances in vehicle operator like how high a tank can aim is different between camera views. High ground is not an advantage for brawling tanks, playing in the ditch is more advantageous. Stayed in the open too long. Got too far away from infantry support. Didn't protect my own sniper line. Didn't engage the target at the most opportune time. List goes on and on. |
Iron Wolf Saber
Den of Swords
7699
|
Posted - 2013.08.23 18:53:00 -
[14] - Quote
Spkr4theDead wrote:Iron Wolf Saber wrote:ladwar wrote:IWS first you are on crack again, stop it and yes i am blaming you for this buff. 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. I didn't think it would have gotten fixed this way... So you are responsible for it.
Not exactly I was complaining about getting locked out from doing anything after a launch. I didn't ask for a numerical buff. If you want direct answers ask CCP Remnant on why he picked those numbers. He is also the guy responsible for the vehicle work going into 1.5. |
Iron Wolf Saber
Den of Swords
7700
|
Posted - 2013.08.23 18:59:00 -
[15] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Delta 749 wrote:Defender of the crutch talks more gibberish to protect his super no skill OP weapon Local moron dodges argument Now you would think that as evasive as he is that no swarm would ever hit him
lol. |
Iron Wolf Saber
Den of Swords
7700
|
Posted - 2013.08.23 19:06:00 -
[16] - Quote
Serimos Haeraven wrote:Iron Wolf Saber wrote:Actually was stating how easy it is to defeat swarms by not getting hit in the first place. A highly skillful HAV operator can ammo out an idiot swarm launcher and survive.
As for threats I regard much much higher than swarms would be the Assault Dropship because the amount of attention it takes away for me to deal with that threat vector opens up me getting blindsided by other threats easily.
Forge Guns because most of the time when I do get hit I have no idea where the shot came from thus makes escape execution far more difficult.
Finally other HAVs, namely rail tanks, Gunnlogis because they win out in the brawling contest. Madrugers also just because raw HP is much higher than I can chew through before their blaster fits melt me.
Finally my own idiocy, biting off more than I should be chewing.
At least unlike most vehicle operators I am willing to self fault all my vehicle losses and try to learn from each of them and learn quite a few stupid nuances in vehicle operator like how high a tank can aim is different between camera views. High ground is not an advantage for brawling tanks, playing in the ditch is more advantageous. Stayed in the open too long. Got too far away from infantry support. Didn't protect my own sniper line. Didn't engage the target at the most opportune time. List goes on and on. Ironwolf, you know my history with dropships, and that means you know that my experience with dealing with swarms is very, very, very extensive. The way they were in 1.3 was already overpowered enough as a proto swarm, being able to wind around the corners of buildings, sometimes be invisible, and not able to speed up fast enough to escape more volleys unless you have an afterburner which comprimises defense. this new RoF increase means that dropships are no longer a relevant tool on the battlefield, because forge guns and railguns were already a reason to not fly, and with this RoF increase to swarm launchers, it will be nearly impossible to survive 1 match, even in a proto dropship. I really wish you would think this over more in the eyes of a pilot, and see that this is a horrible new addition to dust.
I will have to agree that out of all vehicle operators, you guys get royally screwed because a good swarm launch operator on the ground can stack a launch up so that salvo 1 and 2 arrive at the same time a common trick I use for those peskier dropships and with the new skills salvo 3 will be in so quick that you didn't have time to respond to it and without any indicator you're getting locked onto (a needed survival tool) and unless you are somehow super aware there is a launch in progress chances of survival is slim. I have escaped swarms before as a dropship pilot but only on a hunch knowing I got shot at by swarms and I start taking off full speed to avoid but that doesn't always work and I do often respond too slowly to that.
Overall this 'buff' is going to effectively render a dropship useless in normal 'service' range thus the only function they have left would be high flying drop uplinks which they get no warppoints for ><.
HAV pilots should have it far easier with an enormous toolbox of counters they can utilize to their disposal. I am just afraid quite a few of them don't use all the tools they're given.
Dropships don't have the lovely advantage of cover, ground infantry synergy, and stealth. |
Iron Wolf Saber
Den of Swords
7702
|
Posted - 2013.08.23 20:04:00 -
[17] - Quote
Knight Soiaire wrote:Iron Wolf Saber wrote:Actually was stating how easy it is to defeat swarms by not getting hit in the first place. A highly skillful HAV operator can ammo out an idiot swarm launcher and survive.
As for threats I regard much much higher than swarms would be the Assault Dropship because the amount of attention it takes away for me to deal with that threat vector opens up me getting blindsided by other threats easily.
Forge Guns because most of the time when I do get hit I have no idea where the shot came from thus makes escape execution far more difficult.
Finally other HAVs, namely rail tanks, Gunnlogis because they win out in the brawling contest. Madrugers also just because raw HP is much higher than I can chew through before their blaster fits melt me.
Finally my own idiocy, biting off more than I should be chewing.
At least unlike most vehicle operators I am willing to self fault all my vehicle losses and try to learn from each of them and learn quite a few stupid nuances in vehicle operator like how high a tank can aim is different between camera views. High ground is not an advantage for brawling tanks, playing in the ditch is more advantageous. Stayed in the open too long. Got too far away from infantry support. Didn't protect my own sniper line. Didn't engage the target at the most opportune time. List goes on and on. So basicaly what you're saying is to try not tank damage in a tank? k
The best bullets heading your way are the ones that never arrive. |
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