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The Black Jackal
The Southern Legion The Umbra Combine
767
|
Posted - 2013.08.26 23:18:00 -
[1] - Quote
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. |
Monkey MAC
killer taxi company General Tso's Alliance
19
|
Posted - 2013.08.26 23:32:00 -
[2] - 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.
Its just an experiment, too see how it affects the weapon before the big vehicle rebalance, have faith and wait it out!! |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3334
|
Posted - 2013.08.26 23:39:00 -
[3] - 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. Dear god...
And I was actually think I might just suck it up and try to fly soon...
Let's hope they change that before this patch drops, or can at least hotfix it maybe a week in before every vehicle becomes useless. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
198
|
Posted - 2013.08.27 00:26:00 -
[4] - Quote
just be happy vehicle burn is gone... |
The Black Jackal
The Southern Legion The Umbra Combine
767
|
Posted - 2013.08.27 00:42:00 -
[5] - Quote
We need countermeasures.... something that say 'disables all locks on vehicle' so if they fire everything at us at once, we can disable their entire 'barrage' with like a 15 second CD, so we can't do it again before they reload and refire.
Countermeasure Burst Disables all locks and locked-on projectile (including friendly) within 1 kilometre. Any locked-on projectiles will immediately detonate.
Pulse Interval: 1 second No. of Pulses: 1 Range of Pulse: 1km Cooldown: 15 seconds
This would have to be standard on all Aerial Craft. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
199
|
Posted - 2013.08.27 00:47:00 -
[6] - Quote
or we could allow the missiles to be shot out of the sky... |
Combat Clinic
Swamp Marines Kleenex Inc.
1
|
Posted - 2013.08.27 00:50:00 -
[7] - 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.
Seriously i drive assault dropship and in have no problem with swarms as with my afterburner they cannot even hit me, swarms are soo slow compared to dropships if you dont have a afterburner on your dropship thats your problem because even my super slow logi dropship with afterburner can out run swarms lol tbh swarms do less dmg on dropships than lav however FG is still a problem |
CLONE117
Planetary Response Organization Test Friends Please Ignore
200
|
Posted - 2013.08.27 01:23:00 -
[8] - Quote
i killed a logi derpship it went down in 4 rounds its just the unmodded adv though still pretty funny it would have got away if the last shot hadnt knocked it into a building.. |
Vulpes Dolosus
Neanderthal Nation Public Disorder.
45
|
Posted - 2013.08.27 01:50:00 -
[9] - Quote
AFTERBURNERS MOTHER THUKKER DO YOU USE THEM!?
But in all seriousness, I am a bit worried about the swarm "fix" (like they needed fixing...). Anyway, if they prove to be too powerful, just complain to CCP and hopefully they can be redone in 1.5. |
BL4CKST4R
WarRavens League of Infamy
1252
|
Posted - 2013.08.27 02:07:00 -
[10] - 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.
I usually don't agree with many of your posts but I agree with this one, also there is a slight chance dropships might not be super weak now, whenever a dropship catches fire the engine shuts off. In 1.4 they are removing the vehicle burn so many dropships won't crash when they are on fire so putting a armor repairer might make your dropship semi immortal. |
|
D legendary hero
THE WARRIORS OF LEGEND
741
|
Posted - 2013.08.27 05:06:00 -
[11] - 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) |
Alena Ventrallis
Osmon Surveillance Caldari State
109
|
Posted - 2013.08.27 05:08:00 -
[12] - Quote
Monkey MAC 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. Its just an experiment, too see how it affects the weapon before the big vehicle rebalance, have faith and wait it out!! Make vehicles free, and I will wait it out. |
The Black Jackal
The Southern Legion The Umbra Combine
770
|
Posted - 2013.08.27 05:37:00 -
[13] - Quote
Vulpes Dolosus wrote:AFTERBURNERS MOTHER THUKKER DO YOU USE THEM!?
But in all seriousness, I am a bit worried about the swarm "fix" (like they needed fixing...). Anyway, if they prove to be too powerful, just complain to CCP and hopefully they can be redone in 1.5.
Boom - Swarms on field.. you just got hit.
Activate AB, angle DS, mash down on button
Boom - You got hit again
^^ That's current. Yes you can then outrun the 3rd volley. I'm talking from a stand-still start.. you still have to accelerate etc.
4.5 seconds Is not enough time to get to safely when the swarms are already in the air, and likely you got hit to recognize there are swarms on the field... thus... 3 seconds until the 3rd swarm volley hits... Not to count being knocked around by saids volleys.
A count myself as a competent DS pilot, and 3 seconds simply isn't enough time to go from stationary or slow moving to support your ground troops or provide Spawn point to fast enough to outrun 2 swarm volleys. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.28 13:51:00 -
[14] - Quote
Hmmm. This note in the 1.4 Patchnotes interested me greatly, because I was not sure, and I suggest NONE of us is truly sure, what they MEAN by the phrase "fire interval". I think many of us agree, if 'fire interval' means "Time between volleys" that would result in a ridiculous HOSING of the target.
But I've sampled a standard swarm missile launcher, and found that, once the trigger is pulled, it takes ABOUT 2 seconds for all four missiles to clear the launcher (meaning you have to hold you weapon still for about 2 seconds while it's releasing its rounds). THIS may be what they mean by the "fire interval". Reducing this volley release down to under a second WOULD help the user get back under hiding quicker----while having to stand partially in the open during a LONGER lock-on period will make him exposed to fire longer.
Maybe THIS is what they are referring to when they use the (slightly-ambiguous?) time "fire interval". We'll have to see. |
Fire of Prometheus
DUST University Ivy League
211
|
Posted - 2013.08.28 13:56:00 -
[15] - Quote
Monkey MAC 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. Its just an experiment, too see how it affects the weapon before the big vehicle rebalance, have faith and wait it out!! Wait it out? Us dropship pilots have been waiting since uprising. I guess my incubus and prometheus ships will spend yet another month sitting in my merc garage collecting dust (hehehe pun intended) |
The Black Jackal
The Southern Legion The Umbra Combine
774
|
Posted - 2013.08.28 14:04:00 -
[16] - Quote
CELESTA AUNGM wrote:Hmmm. This note in the 1.4 Patchnotes interested me greatly, because I was not sure, and I suggest NONE of us is truly sure, what they MEAN by the phrase "fire interval". I think many of us agree, if 'fire interval' means "Time between volleys" that would result in a ridiculous HOSING of the target.
But I've sampled a standard swarm missile launcher, and found that, once the trigger is pulled, it takes ABOUT 2 seconds for all four missiles to clear the launcher (meaning you have to hold you weapon still for about 2 seconds while it's releasing its rounds). THIS may be what they mean by the "fire interval". Reducing this volley release down to under a second WOULD help the user get back under hiding quicker----while having to stand partially in the open during a LONGER lock-on period will make him exposed to fire longer.
Maybe THIS is what they are referring to when they use the (slightly-ambiguous?) time "fire interval". We'll have to see.
If it was fire interval,. it would take around 8 seconds for all 4 missiles to clear your swarm launcher at current. Since we have an 'intial' Fire Interval of 2 seconds currently (in the patch notes).
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.28 16:05:00 -
[17] - Quote
Wait. No, Black Jackal. Let me try to clarify.
If the current notes refer to the "interval" as 2 seconds, and IF my observation was correct that it took around 2 seconds for all 4 missiles to launch, then "interval" very likely is referring to the launching animation of a single 4-missile VOLLEY.
I don't mean to suggest it's trying to create a 2-second gap between EACH MISSILE in the volley.
If at any time at all, I am more familiar with the RECEIVING end of a swarm launch than the triggering end. LOL. In that situation, I can also perceive that a hit of 4 successful rapid eruptions lasts about 2 seconds before I can respond effectively to what just happened. Of course this is NOT the same condition as what's happening at your nozzle end of the event (one missile might track a little wider than the others in the volley and lose some precious time and angle before reaching target).
But the more I dwell on the possibilities, the more I SUSPECT, "fire interval" is only referring to that brief time between the instant you've released the 1st missile and the instant the 4th missile has gone and you can now lower your smoking launcher.
Let's see, Black Jackal. It's an interesting analysis. |
Tal-Rakken
DUST University Ivy League
69
|
Posted - 2013.08.28 16:56:00 -
[18] - Quote
As a swarm user I would have to agree that any dropship pilot worth anything uses an afterburner and is nigh on impossible for my proto swarms to take down hey just pop their ab and zoom off. The decrease in the time between shots will give me maybe 2 hits over 1 but that's all I'm expecting.
Flares:, 1.5 will be seeing ammo consumption added to vehicle turrets(afaik) so this would mean that flares would probably have 3-5 shots with a short cool down. main use would be to give the pilot time to bug out. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.28 17:11:00 -
[19] - Quote
Tal-Rakken wrote:As a swarm user I would have to agree that any dropship pilot worth anything uses an afterburner and is nigh on impossible for my proto swarms to take down hey just pop their ab and zoom off. The decrease in the time between shots will give me maybe 2 hits over 1 but that's all I'm expecting.
Flares:, 1.5 will be seeing ammo consumption added to vehicle turrets(afaik) so this would mean that flares would probably have 3-5 shots with a short cool down. main use would be to give the pilot time to bug out.
Time interval: I saw some confusion on this in the thread the "interval" being talked about is the time after a swarm is launched where you cannot swap weapons cannot run cannot start locking another target. All u can do in this time interval is walk and I believe jump.
Tal, I think you are right on target. The VERY SLIGHT nudging of the balance scales you've described seems exactly what a good game developer would be trying to acheive---not a sudden tip in any one side's favor. And the "firing interval" as a "Pause" during which time the shooter is somehow made vulnerable against his will, would be used as the counter-balance to whatever more (or less) lock-on time he's given.
Thanks Tal!
...As for the flares... I once heard from a real combat pilot who was so full of himself that he boasted "only @#&&ies need flares!" |
Harpyja
DUST University Ivy League
555
|
Posted - 2013.08.28 19:52:00 -
[20] - Quote
CELESTA AUNGM wrote:Wait. No, Black Jackal. Let me try to clarify.
If the current notes refer to the "interval" as 2 seconds, and IF my observation was correct that it took around 2 seconds for all 4 missiles to launch, then "interval" very likely is referring to the launching animation of a single 4-missile VOLLEY.
I don't mean to suggest it's trying to create a 2-second gap between EACH MISSILE in the volley (as in your 8-second conclusion).
If at any time at all, I am more familiar with the RECEIVING end of a swarm launch than the triggering end. LOL. In that situation, I can also perceive that a hit of 4 successful rapid eruptions lasts about 2 seconds before I can respond effectively to what just happened. Of course this is NOT the same condition as what's happening at your nozzle end of the event (one missile might track a little wider than the others in the volley and lose some precious time and angle before reaching target).
But the more I dwell on the possibilities, the more I SUSPECT, "fire interval" is only referring to that brief time between the instant you've released the 1st missile and the instant the 4th missile has gone and you can now lower your smoking launcher.
Let's see, Black Jackal. It's an interesting analysis. Your theory is incorrect. It doesn't even take a second to launch all missiles in a volley. "Fire interval" applies to the interval between launching a volley and re-acquiring a target. With the change in 1.4, there will be a delay of only 0.3 seconds after launching a volley after which you can lock on again. |
|
The Black Jackal
The Southern Legion The Umbra Combine
785
|
Posted - 2013.08.28 22:55:00 -
[21] - Quote
Tal-Rakken wrote:As a swarm user I would have to agree that any dropship pilot worth anything uses an afterburner and is nigh on impossible for my proto swarms to take down hey just pop their ab and zoom off. The decrease in the time between shots will give me maybe 2 hits over 1 but that's all I'm expecting.
Flares:, 1.5 will be seeing ammo consumption added to vehicle turrets(afaik) so this would mean that flares would probably have 3-5 shots with a short cool down. main use would be to give the pilot time to bug out.
Time interval: I saw some confusion on this in the thread the "interval" being talked about is the time after a swarm is launched where you cannot swap weapons cannot run cannot start locking another target. All u can do in this time interval is walk and I believe jump.
Any Dropship Pilot worthy anything is hard to kill, yes. But when he's ABing away from your swarms, he's not able to do his job in supporting his team...
As stated... the only issue I have with it is the fact that at the moment, we have no way of knowing if Swarms are on the ield unles a) we see them launched or b) we get hit by them. No pilot will get away in a mere 3 seconds after a) dropship gets pushed around by first swarm volley, second swarm volley, and accelerating into the third in 1.5 seconds. And THAT is assuming there is only 1 Swarm Launcher on the field, which is rare at the beginning of ANY coordinated match.
Give us an Early Lock System that informs us when a) we are being locked onto, b) informs us when they have a lock, and c) changes tone when a projectile is locked onto us. Then yes, we MAY be able to compensate for the 4.5 second (actually less) damage burst coming to tear down the Dropship.
Give us Flares on limited supply, or CD, and we'll be able to stay in the air long enough to actually do something. Dropships at the moment are one shot wonders. At the start of PC battles, we are used as fast transport to a tower, a far point, or something, and then ditched. This buff to swarms will only make us more redundant. |
KING CHECKMATE
Bragian Order Amarr Empire
669
|
Posted - 2013.08.29 01:39:00 -
[22] - 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.
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? |
D legendary hero
THE WARRIORS OF LEGEND
762
|
Posted - 2013.08.29 03:10:00 -
[23] - 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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The Black Jackal
The Southern Legion The Umbra Combine
787
|
Posted - 2013.08.29 07:36:00 -
[24] - 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?
I have no qualms about the 3 hits.. it's the SPEED at which they will come.
3 Hits over roughly 10 seconds Vs. 3 hits in less than 4.5 seconds. |
The Black Jackal
The Southern Legion The Umbra Combine
787
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Posted - 2013.08.29 07:42:00 -
[25] - Quote
1.4 WILL be the death of most Vehicle Drivers. Most Tankers, and Dropship pilots I've talked to have said that come 1.4 they wont be often seen in tanks as from then on, any person with a Swarm marginally trained will be able to put a full 3 volleys into the air in 4.35 Seconds, reducing most Armor Tanks to rubble, Dropships to scrapheaps, and will take away 1 of the two things that Shield Tanks ACTUALLY manage to do ok (tanking Swarms).
Logistics LAVs, which I can only guess this 'buff' is aimed at... are going to be the least effected. Why? Because a) they're fast, and well tanked and when they roll around the field at full tilt, it's hard enough to get a single volley to hit, let alone 3... even in rapid succession due to the cover they dodge in and out of.
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nakaya indigene
0uter.Heaven
63
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Posted - 2013.08.29 08:27:00 -
[26] - Quote
we should all know this by now. CCP HATES DROPSHIPS. CCP STILL refuses to buff dropships (despite everyone asking them to), they also haven't fixed the DAMN SMALL MISSILE LAUNCHERS (missiles still fly out the side of the turret), they STILL haven't fixed flying mechanics (they've only made it FAR worse every update) for the love of god CCP hire a programmer for your physics models, and last but not least where is the WP for having people spawn in you're vehicle or remote repping? it COMPLETELY de-incentives even using the dropship. THIS is why this game is failing. not just because of core mechanic issues. BUT because people have asked and given feedback and given up by now, devs virtually not acknowledging that these are priority issues and STILL haven't fixed it since... well mid closed beta. what the hell CCP? these are small fixes. WHY hasn't this been addressed yet? |
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