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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2760
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Posted - 2013.10.09 21:35:00 -
[1] - Quote
I disagree with the swarms being OP somewhat. They are the long range, hard counter to my beloved Armour HAV.
However rather than simply nerfing them, can we make them more in keeping with the Caldari style of combat?
How?
Increasing the initial lock on time, possibly to the region of between 3-6 seconds. Now swarmer's need to consider strong positions when firing and not simply strafing the hell out of tanks.
I also feel like during this lock on time we must, as tankers have some means to breaking lock, either moving to within a certain distance, exposing ourselves to AV grenades or, to a longer distance where swarms cannot lock to, but can travel to. This could also pave the way for vehicle counter measures against swarms, and AV.
E.G Magnetic inversion fields to deny AV nades their locking, AMS to dislock swarms and force them to travel in a straight path (only useful for a single second of gameplay).
Swarms should retain their DPS though, keep them firing at the same rate for the same damage but lets put limits on the swarms auto locking capabilities. They should be very long range AV weapons, not something that can be easily spammed within say 20m by a strafing scout or Speed tanker.
I also think everyone knows how I feel about AV grenades, they make no sense.
However to rectify them lets reduce the carry capacity to 1-2, not allow grenade respawns from nanohives, and increase the Alpha of the grenades |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2760
|
Posted - 2013.10.09 21:38:00 -
[2] - Quote
Benjamin Ciscko wrote:I'm an armor tanker and I say as far as armor vs shield double shield boost and make shield tanks distinctly faster than armor so their able to do what their supposed hit run and get the jump on people. They will be one day due to the new prospective change to HAV and vehicles, with the shield injector, as I have heard, allowing for 23K EHP, while armour tanks sit at something like 12K. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2762
|
Posted - 2013.10.09 22:24:00 -
[3] - Quote
Benjamin Ciscko wrote:True Adamance wrote:Benjamin Ciscko wrote:I'm an armor tanker and I say as far as armor vs shield double shield boost and make shield tanks distinctly faster than armor so their able to do what their supposed hit run and get the jump on people. They will be one day due to the new prospective change to HAV and vehicles, with the shield injector, as I have heard, allowing for 23K EHP, while armour tanks sit at something like 12K. I thought they were trying to force they hit and run aspect of shield tanks now your telling me shield and armor tanks will be flipped. Somebody worked this out on the forums, I would take it with a grain of salt, we aren't all maths majors like CCP.
But they are making Shield tanks very resilient in this sense, though I think this is to facilitate escapes rather than to enable straight up combat.
Basically I feel like CCP is reversing the role of vehicle shields vs armour.
Armour should/ is slated to be slow passive reps, rather than prodigious reps for a stand and deliver, while shields will be prodigious with no passive, so the rumours say. |
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