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Awry Barux
Shining Flame Amarr Empire
53
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Posted - 2013.09.19 05:45:00 -
[1] - Quote
As pretty much everyone at this point knows, when it comes to swarm launchers, its "go proto or go home". Why? Because SL damage increases a ridiculous amount as you go up the tiers. All other light weapons have ~5% increases per tier, while the swarm launcher is +25% from STD to ADV and +20% from ADV to PRO. This is inconsistent with the way that cost-vs-effectiveness is DESIGNED to work in this game. Prototype gear should give slight-to-moderate effectiveness increase, not a 50% damage boost over standard gear. I don't know where the new SL should fall, exactly. I would say keep ADV the same, and then just apply +5% and -5% damage/lock speed/ fire rate for PRO and STD respectively. |
Hobo on Fire
Goonfeet Top Men.
66
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Posted - 2013.09.19 06:00:00 -
[2] - Quote
edit: Double post. |
Hobo on Fire
Goonfeet Top Men.
66
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Posted - 2013.09.19 06:00:00 -
[3] - Quote
Swarm Launchers scale more drastically than anti infantry weapons because of the targets they are used against. The difference between a militia and a prototype dropsuit is a few hundred EHP, the difference between a militia and a standard HAV can be several thousand.
The difference is necessary. |
Awry Barux
Shining Flame Amarr Empire
53
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Posted - 2013.09.19 06:06:00 -
[4] - Quote
Hobo on Fire wrote:Swarm Launchers scale more drastically than anti infantry weapons because of the targets they are used against. The difference between a militia and a prototype dropsuit is a few hundred EHP, the difference between a militia and a standard HAV can be several thousand.
The difference is necessary.
Okay, I'll accept that a bigger difference than in infantry weapons is warranted. However, the difference between a MLT and PRO FG is ~17% damage, not 50%. Why do swarm launchers get a pass? |
Pocket Rocket Girl
Psygod9 D.E.F.I.A.N.C.E
28
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Posted - 2013.09.19 06:42:00 -
[5] - Quote
Awry Barux wrote:Hobo on Fire wrote:Swarm Launchers scale more drastically than anti infantry weapons because of the targets they are used against. The difference between a militia and a prototype dropsuit is a few hundred EHP, the difference between a militia and a standard HAV can be several thousand.
The difference is necessary. Okay, I'll accept that a bigger difference than in infantry weapons is warranted. However, the difference between a MLT and PRO FG is ~17% damage, not 50%. Why do swarm launchers get a pass?
because a FG CAN be used agains ground troops swarms can't .... unless you jump in the way of a the volley |
Hobo on Fire
Goonfeet Top Men.
68
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Posted - 2013.09.19 06:42:00 -
[6] - Quote
I actually think FGs should scale more in line with swarms, but I don't feel strongly enough about it to think they warrant a change.
The argument could be made that forgeguns get treated more like anti-infantry weapons because they function like anti-infantry weapons. Swarm launchers don't; they operate under the concept that you scatter lots of missiles over a wide area so that at least some of them get through. Proto swarms don't do more damage per missile, they get more missiles per shot to increase the chances of a hit.
That's the theory, anyway. It's not perfect. I actually wrote a really long post a while back about how Swarms should be streamlined (in a way that wouldn't change their damage or rate of fire!) to make them fit more in line with how they are described in their own data sheets on the marketplace. https://forums.dust514.com/default.aspx?g=posts&m=1212807#post1212807 I've put more thought into swarms than most. Before 1.4 dropped they really were my primary weapon. Now there aren't as many vehicles around for me to blow up. |
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