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0bi wan-jacobi
Ancient Exi1es
33
|
Posted - 2013.08.23 18:58:00 -
[61] - Quote
Iron Wolf Saber wrote: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 which then causing 'thumbeling' losing even more time being 'out of cadance.' 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. No its easy mode. Its a lock on if your having trouble with that gaming isnt for u... |
Takahiro Kashuken
Red Star. EoN.
1025
|
Posted - 2013.08.23 18:58:00 -
[62] - 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
At least you finally admitted that its a crutch which requires no skill and is OP
Even a moron like me can see how its OP so why cant you? |
Delta 749
Kestrel Reconnaissance
1826
|
Posted - 2013.08.23 18:58:00 -
[63] - Quote
RKKR wrote:I think a lot of people want to ask questions direct to CCP employees, how do we do that? I already figured out that The forums aren't the way.
IRC is your best bet |
Serimos Haeraven
Deep Space Republic Top Men.
433
|
Posted - 2013.08.23 18:59:00 -
[64] - Quote
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 if they really want to balance vehicles at all. |
Iron Wolf Saber
Den of Swords
7700
|
Posted - 2013.08.23 18:59:00 -
[65] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1234
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Posted - 2013.08.23 18:59:00 -
[66] - Quote
whelp i feel doomed now that none of my vehicles will last 2 minutes and this new "battleground" i hope you all like huffing it across 5km because there won't be much vehicles can do it they get spotted by anything, they die.
GG, all hail AR 514. |
Delta 749
Kestrel Reconnaissance
1826
|
Posted - 2013.08.23 18:59:00 -
[67] - Quote
Takahiro Kashuken wrote: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 Taka herp derps grasping at straws to save face and attempts to make a statement that justifies his QQing
Im out now, gotta go to work |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
100
|
Posted - 2013.08.23 19:06:00 -
[68] - Quote
0bi wan-jacobi wrote:Iron Wolf Saber wrote: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 which then causing 'thumbeling' losing even more time being 'out of cadance.' 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. No its easy mode. Its a lock on if your having trouble with that gaming isnt for u... Someone is missing the point of that interval decrease.
I am 100% certain that the DPS increase was not intended. But then again DPS is a stupid way to measure something as that assumes 100% accuracy and 100% firing efficiency, neither of which are always achievable. |
Iron Wolf Saber
Den of Swords
7700
|
Posted - 2013.08.23 19:06:00 -
[69] - 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. |
Takahiro Kashuken
Red Star. EoN.
1025
|
Posted - 2013.08.23 19:07:00 -
[70] - Quote
ladwar wrote:whelp i feel doomed now that none of my vehicles will last 2 minutes and this new "battleground" i hope you all like huffing it across 5km because there won't be much vehicles can do it they get spotted by anything, they die.
GG, all hail AR 514.
You gonna get banned with talk like that
Cant say **** about infantry stuff |
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Knight Soiaire
Better Hide R Die
1979
|
Posted - 2013.08.23 19:12:00 -
[71] - Quote
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 |
Criteria Shipment
Baynaer Space Command The Ditanian Alliance
236
|
Posted - 2013.08.23 19:14:00 -
[72] - Quote
ladwar wrote:whelp i feel doomed now that none of my vehicles will last 2 minutes and this new "battleground" i hope you all like huffing it across 5km because there won't be much vehicles can do it they get spotted by anything, they die.
GG, all hail AR 514. The heavys need to lose some weight because of how slow they move. Have you ever compared the heavy's fatass with it's head? |
Iron Wolf Saber
Den of Swords
7702
|
Posted - 2013.08.23 20:04:00 -
[73] - 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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