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D legendary hero
THE WARRIORS OF LEGEND
741
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Posted - 2013.08.27 05:06:00 -
[1] - Quote
The Black Jackal wrote:As a vehicle Driver, I drive LLAVs, LAVs, HAVs, Enforcers, and Dropships. With the 1.4 Change to Swarm launcher relock intervak, and the skill-based reduction in lock-on time... even a well tanked Dropship (My Logistics Dropship has 2800 HP in Shield, at 34% (roughly)) and it already gets 3 hit by forge guns, and proto swarms.
With Forges, simply moving out of LoS helps, but you have around 7.5 seconds to start moving and get that blocking obstacle (assuming Assault Forge). With Swarms, since they do track and there is nothing you can do but 'try' outrun them, you will get their full 3 shots in less than 4 seconds.
Dropships, even good ones, will have their lifespan reduced to >6 seconds once someone spots them with a Swarm Launcher.
Just some numbers, current 'rate of fire' for Swarm Launchers is 1 Volley every 3.4 Seconds (1.2 Lock-on Timer, 2 second refire timer). The Proposed 1.4 Patch will reduce the refire time to .3 seconds, with a slight increase in lock on time to 1.4 seconds. And they're changing the Swarm Launcher Operation's Skill to 5% reduction in Lock on Time per levek, equalling a total of a volley - EVERY 1.35 Seconds - effectively doubling the DPS of the Swarm Launcher.
That is why I suggested giving dropships explosive flares (these dnt harm infantry for balancing reasons) that blow up, o otherwis disable swams before they hit your dropship.
if we get flares we can deploy every 2.5 seconds, then we can evade effectively, but if we try to spam them we will still die.
tanks also, need an anit-AV defense. such as reactive armor (not the current ingame reactive plate,s but RL reactive armor they put on abrams ttanks) |
D legendary hero
THE WARRIORS OF LEGEND
762
|
Posted - 2013.08.29 03:10:00 -
[2] - Quote
KING CHECKMATE wrote:The Black Jackal wrote:As a vehicle Driver, I drive LLAVs, LAVs, HAVs, Enforcers, and Dropships. With the 1.4 Change to Swarm launcher relock intervak, and the skill-based reduction in lock-on time... even a well tanked Dropship (My Logistics Dropship has 2800 HP in Shield, at 34% (roughly)) and it already gets 3 hit by forge guns, and proto swarms.
With Forges, simply moving out of LoS helps, but you have around 7.5 seconds to start moving and get that blocking obstacle (assuming Assault Forge). With Swarms, since they do track and there is nothing you can do but 'try' outrun them, you will get their full 3 shots in less than 4 seconds.
Dropships, even good ones, will have their lifespan reduced to >6 seconds once someone spots them with a Swarm Launcher.
Just some numbers, current 'rate of fire' for Swarm Launchers is 1 Volley every 3.4 Seconds (1.2 Lock-on Timer, 2 second refire timer). The Proposed 1.4 Patch will reduce the refire time to .3 seconds, with a slight increase in lock on time to 1.4 seconds. And they're changing the Swarm Launcher Operation's Skill to 5% reduction in Lock on Time per levek, equalling a total of a volley - EVERY 1.35 Seconds - effectively doubling the DPS of the Swarm Launcher. So? At last swarms will be useful. Plus no ship should be able to whistand 3 Forge guns or Swarm launchers... i mean W*F?
forguns dnt lock on to your dropship you can dodge them or with lagg they miss (aint my fault). Swarms lock on. they should not have as much power as they do verse dropships.
forgun is long charge time, and target leading = skill. plus, its a high risk high reward weapon.
high-risk is getting killed while charging, high reward sis the damage output and accuracy
swarms are low-risk high reward = no skill the lock on, and follow your target and still do massive damage. so, in your medium frame you can jump from behind a corner blast off some rockets and run away ad the rrockets will do the rest of the job. If swarms weere weaker i'd have no problem with that.
but even now i spend half the game running from swarms imagine with this update!
swarms aren't OP even agains vehicles, but doing this could make them the on shop-stop for vehicle kills
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