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Bright Cloud
Namtar Elite Gallente Federation
187
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Posted - 2013.09.20 00:09:00 -
[1] - Quote
Well ive got both weapons on proto and im aible to put 3 damage mods on my sawrm fit and 2 on my forgegun fit (both proto suits). Well due to the recent changes to swarms i think that they deal more damage in a shorter amount of time then forgeguns do. And to top it you can put them on any suit you like which gives you a advantage to use nanohives and keep spamming your AV weapon. Well im gonna share now my experience and some stuff which some people are maybe not aware off. (following content is with proto weapons)
Swarms: i tried to use it against all sorts of vehicles and im surprised that it actually does more damage then a forgegun to shield tanks (CCP screwed up again?) i can take down a very decent shield tanker with around 5-6 volleys. Logi LAV's usually go pop after 3 hits in a row. Hardest to take down are however dropships with a swarm launcher. Simply cause they can outrun them and the last time i aimed at a dropship i get a efficency rating off 55% (basically half the damage). Which explains why certain dropships survive 3-4 hits.
Forgeguns: Compared to swarm launchers the charge time is longer then the actual charge time from a assault forgegun. However the shots are near instant hits which makes it aswell a decent weapon against infantry. However taking out LAV's with it can be tricky cause they usually are fast and sometimes unpredictable in their movement. It does equally good against shield or armor tanks. But due to my experience it takes longer to kill a tank with a forgegun then it does with swarms. However the forgegun can get a 200% efficency (double damage) if you shot a tank in the back. Against dropships its the best weapon to use due to its near insta hits and you have your full damage applied which is 100% efficency. This explains aswell why allmost every dropship gets shot down with just 2 hits. This is actually kinda easy to do cause dropships are slacking momentum when turning in a different direction which makes them easy targets.
TL;DR -Swarms are good against Tanks and LAV's -Forgeguns are good against dropships and infantry |
Bright Cloud
Namtar Elite Gallente Federation
188
|
Posted - 2013.09.20 10:17:00 -
[2] - Quote
KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. They where the key is to lure them on open field and start shoting when they are at the point of no return. Oh and i got quick reload on lvl4 to lower realoading time. Oh and i usually sit on buildings where infantry and tanks wont get me. |
Bright Cloud
Namtar Elite Gallente Federation
188
|
Posted - 2013.09.20 13:18:00 -
[3] - Quote
Mortedeamor wrote:KING CHECKMATE wrote:'' i can take down a very decent shield tanker with around 5-6 volleys''This with 3 Cx damage mods. WOW. I mean if you need PROTO SWARMS,6 volleys and 3 Cx damage mods just to take out 1 tank...i mean, that doesnt seem balanced AT ALL ...You are risking your life every second while locating and shooting down the tank, this plus the need to reload sounds awful. After 3 volleys, the ''decent tanker'' would have looked for shelter...so they were not DECENT TANKERS. as far as i know your the one that actually needs 3x dmg mods ona swarm to kill a tank. most avers dont even pull proto av out why bother its over kill no if i kill you you are probably being hit by my cheap av suit and just suck terribad at your role. most of us removed our dmg mods after chromosome. why bother using dmg mods so you can 1 shot a tank yawns boring. Why i use damage mods? To farm tears and prevent that the guy runs off with his tank and recalls it. If he brings a vehicle that costs like 2 million isk he better thought about it that he can loose that 2 million ISK tank in the match. Too many people think that the more ISK you spend the higher their advantage should be. How do they say it on eve?
"As soon you undock you basically accept that your ship is a target for every 1 and allready lost." "Dont use what you cant afford to loose" People who use proto suits or tanks need to accept it that they can be destroyed/killed as soon they deploy to the field. |
Bright Cloud
Namtar Elite Gallente Federation
188
|
Posted - 2013.09.20 18:58:00 -
[4] - Quote
8213 wrote: Tank: 200,000 ISK just for the HAV itself, not including turrets(needed) and modules. And a whole new host of SP to spend.
Swarm Launcher: 60,000 ISK, throw in a protosuit, damage mods, and whatever you want, it's half the price of an HAV.
So, a 500,000 ISK HAV build should be able to be taken out single handedly, by a guy with a 120,000 ISK Swarm Launcher fit?
What exactly is your definition of balance? Tanks cost insane amounts of ISK, and SP. A tanker has more on the line in the battle than some guy in an A/V infantry suit. Plus, the Tanker risks his dropsuit fit as well.
Oh... I also forgot, AI/manned turrets on the field can take out a HAV at no cost/risk to anyone...
Blame CCP for overpricing vehicles not the Av guys. On the other hand i know what happends when there is no AV on the opposite site and some 1 calls in a tank and gets on a unstoppable rampage. But usually most tankers have enough time to get into cover before blowing up. The only time where they allmost insta pop is when 2 AV guys are timing their shots reducing the reaction from the tanker to 0. Personally i see it like this:
-1 tank is worth like 4 guys with assault rifles (firepwoer perspective and with no gunners) to balance this out there is AV to either destroy them or put them on so heavy fire that they need to take shelter.
In my opinion if tank drivers would have 2 gunners (1 AR guy+1 Forgegunner) you could drastically reduce the options of the enemy team. Like the forgegunner jumps out and shots down dropships BEFORE they get on high ground. And AV can be dealt with regular infantry.
What people seem to forget doing the AV job is not that easy. First off you need to avoid infantry that eventually is crawling around the tank. And if you get on high ground you are a target for snipers who will allways try to kill you. And encounters 1vs1 on open field where the tank can shot you the Av guy will allways die. |
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