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Spec Ops Cipher
Seraphim Initiative..
540
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Posted - 2013.09.07 15:03:00 -
[1] - Quote
I did. Scrub? Nah, at least I ain't in a starter corp. We got 0.3s faster firing, but lost 2 shots per clip. Seems like a nerf to the lone AV'er to me. Used to fire 5 then reload, now it's 3 then a 4.5s reload. Of course it's a slight buff to av teams, but all vehicle pilots always complain about 1 guy killing em.
By the way, I run Pythons, (bad) gunloggi's and scout suits. When I complain about swarm nerf, it's only to correct people, I kinda like it. |
Spec Ops Cipher
Seraphim Initiative..
545
|
Posted - 2013.09.07 22:30:00 -
[2] - Quote
MarasdF Loron wrote:Spec Ops Cipher wrote:I did. Scrub? Nah, at least I ain't in a starter corp. We got 0.3s faster firing, but lost 2 shots per clip. Seems like a nerf to the lone AV'er to me. Used to fire 5 then reload, now it's 3 then a 4.5s reload. Of course it's a slight buff to av teams, but all vehicle pilots always complain about 1 guy killing em.
By the way, I run Pythons, (bad) gunloggi's and scout suits. When I complain about swarm nerf, it's only to correct people, I kinda like it. It now takes 14.7 seconds to shoot 6 times with Swarm (reload included), it used to take 16 seconds to shoot 5. It would take 12.6 seconds to shoot 6 times if the skill was working. Probably kicking a dead horse with the lateness of the reply, but its better to correct you, just in case. I'm guessing you don't use swarms much, because you overlooked something.
* 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
The fire interval includes the lock on time. So, using the corrected values -
Pre-1.4 In prime conditions, each shot takes 2 seconds. 5 Shots at 2s each = 10s 4.5s reload = 14.5s 1 more = 16.5s Meaning 16.5 seconds to fire 6 shots.
1.4 In prime conditions, each shot takes 1.4 seconds to fire, with 3 shots in a clip. 3 x 1.4 = 4.2s then a 4.5s reload = 8.7s 3 more shots = 4.2s, so the grand total is 12.9s for 6 shots
Of course a more realistic time in battle is about 16s for each, because the swarms take time to leave the launcher.
*Edited numbers on pre-1.4, in my head I had a magical 6 shot swarm launcher, now its fixed to have 5 in a clip. |
Spec Ops Cipher
Seraphim Initiative..
545
|
Posted - 2013.09.07 22:39:00 -
[3] - Quote
And if that is a little unclear, imagine it with 5 shots. Pre 1.4 its 10s for 5 shots Post 1.4 its 11.5 for 5 shots
This is what I originally meant. |
Spec Ops Cipher
Seraphim Initiative..
546
|
Posted - 2013.09.08 11:25:00 -
[4] - Quote
Needless Sacermendor wrote:MarasdF Loron wrote:Where did you leave the lock on time for pre-1.4 stats? Apparently ... "The fire interval includes the lock on time." ... Which puts his post 1.4 number out by a long shot cos the fire interval is now 0.3 seconds and I certainly don't fire swarms 3 times per second. @Spec Ops Cipher -- The fire interval is the delay after firing that you can't do ANYTHING ... including running, reloading, changing weapons, starting to lock a target, pretty much anything that's not walking. THAT is why it has been reduced, because 2 seconds was far too long to be put out of action every time you launched swarms. @jin foxdale -- It's not inside knowledge ... it's simple intelligent deduction ... 1.5 is the vehicle balance pass, which means they will be balanced against both AV and infantry. It would be a waste of a months worth of research, development and coding to balance them without A full spectrum of vehicles. In just the same way it would be a waste to put much effort into balancing what we have now, especially since Marauders and Black Ops HAVs have already been on the market in the past. (and to whoever said you've never killed a proto HAV ... depends how long you've been here ... some of us HAVE ! ) Also jin -- yeah just wait till you get the sound bug (which is still around) and your musscle memory doesn't even have a lock tone to help it forget ! Kane Fyea wrote:Swarms had a 5 round clip before 1.4 not 6. I know my memories bad, but I could have sworn I had 6 ... ohh well they must have nerfed swarms at some point then, cos they definately had 4 base in the clip all through beta n there's no mention of it changing in any of the patch notes, must have happened when Uprising dropped, we got the ammo capacity skill then n I just thought 'great more ammo', didn't go into the details of it really. After the 1.2s locking time, you used to be unable to do stuff for a further 0.8. Now that the fire interval is insignificant there is no more being stuck after firing swarms, you can do anything immediately afterwards. |
Spec Ops Cipher
Seraphim Initiative..
546
|
Posted - 2013.09.08 11:28:00 -
[5] - Quote
And my post 1.4 number still stands, because you still have to re-lock between each shot. The fire interval is insignificant while it is lower than the lock time, unless the lock on stays through multiple shots. |
Spec Ops Cipher
Seraphim Initiative..
546
|
Posted - 2013.09.08 13:59:00 -
[6] - Quote
Needless Sacermendor wrote:Spec Ops Cipher wrote:unless the lock on stays through multiple shots. You clearly don't use swarms ! Its a possible future variant of swarms |
Spec Ops Cipher
Seraphim Initiative..
547
|
Posted - 2013.09.09 11:50:00 -
[7] - Quote
Needless Sacermendor wrote:Spec Ops Cipher wrote:Needless Sacermendor wrote:Spec Ops Cipher wrote:unless the lock on stays through multiple shots. You clearly don't use swarms ! Its a possible future variant of swarms source !? It's somewhere in the really long wolfman weapons thread |
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