Baal Omniscient
L.O.T.I.S. Public Disorder.
701
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Posted - 2013.10.30 08:00:00 -
[1] - Quote
I just hope that the Minmatar burst actually has a functional scope on it, because the Galllente one has far too much zoom for it's limited range. I'd rather the scope be under powered than have enemies look like they are close enough to hit with optimal damage and just barely scratch them when you pull the trigger.
Also I hope the grouping is decently tight on the burst, otherwise it will be useless. The other 2 projectile high ROF weapons we have have ungodly spread at any range beyond spitting distance, but burst rifles need tight bullet grouping. As for the full auto combat rifle... hopefully it has a comparable spread to the current AScR. It will need a bit of spread since it's main upside is it's ROF.
Basically... GIMME A FULLY FUNCTIONAL BURST RIFLE WITH A PROPER SCOPE CCP! I MISS MY OLD ALLOTEK FROM CHROMOSOME SOOOOO BAD!!!
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Baal Omniscient
L.O.T.I.S. Public Disorder.
702
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Posted - 2013.10.31 21:12:00 -
[2] - Quote
Swarms. I've maxed out every skill involved with them the moment LLAV's started running rampant and a respec was handed out, and I have issues with swarms vs vehicles that both sides of the debate can agree with and some that neither side would, but since things are changing soon the current issues no longer matter.
My concern right now is not with tanks. Swarms vs the new tank setups should be just fine, on paper it looks close to balanced since tanks are getting less modules, less module slots, and limited ammo in return for high resistance modules, higher damage, etc. Basically tanks will be tanks like today. Killable but deadly if they see you... until they run out of ammo. A tool that supports the team and requires support from the team. We'll have to see how it plays out, but it looks like things will be.... ok. At least to an extent once tankers get a feel for the new play style of tanks.
I'm more concerned with swarms vs LAV's and Dropships. With the current swarm range dropships in most cases are already able to easily out run them by simply flying straight up to the flight ceiling (unless the swarmer is directly below them, then it's a toss up based on the elevation of the terrain). With the new swarm range, you will be able to avoid a swarm by simply flying a few seconds to the left.
As for LAV's, I've not seen much change other than they are going to have to switch from passive resistance mods to active ones. They will all be basic LAV's, so with the new swarm stats about 3-4 swarms might take a well specced and built one down. That sounds about right damage-wise for a swarm vs a well built LAV, but the fact is you will never land more than one swarm on it because of the range. In order to take out a LAV, you have to be able to hit it enough times to kill it. Can't do it with the new range.
The problem is that everyone thinks of swarm range while thinking the swarms need to travel a straight line between a person and a stationary target. Fire a swarm at a moving dropship today and watch what it does, it paints the picture well. In reality it's from a person to the midpoint between the targets initial position and it's current one, then it alters course to follow and track until it hits or it disappears. A lot of a swarms range is eaten up in it finding the midpoint before actually tracking the target.
Now I'm not saying that swarm range doesn't need to be toned down, I agree it should. But to function properly vs LAV's and dropships it needs to be taken down a lot less than this. A 30-40% range nerf would be just about right, while this.... this is just a bit overkill.
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Baal Omniscient
L.O.T.I.S. Public Disorder.
706
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Posted - 2013.11.01 21:21:00 -
[3] - Quote
Spkr4theDead wrote:Wombat in combat wrote:Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. Why is the range reduction too much? May I point out my earlier post?
Baal Omniscient wrote:The problem is that everyone thinks of swarm range while thinking the swarms need to travel a straight line between a person and a stationary target. Fire a swarm at a moving dropship today and watch what it does, it paints the picture well. In reality it's from a person to the midpoint between the targets initial position and it's current one, then it alters course to follow and track until it hits or it disappears. A lot of a swarms range is eaten up in it finding the midpoint before actually tracking the target. As for swarms v tanks, these new stats somewhat make sense, at least on paper. But for swarms v LAV's and swarms v dropships it makes no sense whatsoever.
CCP needs to find something other than the range to nerf on swarms as the range is the only thing that makes them viable against all vehicles. I would suggest scrapping the range nerf and instead buff the speed of missiles but increase the lock-on time again to about what it used to be and increasing the reload time. That coupled with the new damage reduction would make them still relatively effective vs tanks but also allow them to be effective vs LAV's and dropships. Range and speed of the projectile is what makes an AV weapon viable against more than tanks, and if a weapon is only good at killing one thing in the game, there is no point in it being in the game.
So, to summarize: Keep the damage nerf, scrap the range nerf, buff the projectile speed, increase lock-on time, decrease reload speed.
Results: Swarms do less damage, Swarms hit the target sooner after being launched, swarms take longer to launch, swarms take longer to reload (with only 3 in a clip, reloading is very frequent), swarms keep the range needed to hit dropships and fleeing LAV's.
You have to remember that dropships are going to be tougher to kill soon via swarms because of the damage drop (swarms were already pretty bad at killing them since they can just immediately fly away when in trouble), so a speed buff is almost essential since the damage swarms can do is going down. This speed buff will make swarms hit more often, but cut down on the number of swarms that can be fired in a set amount of time. This will make it so that people will have to work together so they can take out a vehicle by alternating fire to fill in the gap between firing.
Last note: IIRC, swarms were originally supposed to be fast, highly intelligent tracking missiles that had moderate range. I'd really like to see that in game rather than all of this crazy finagling over different stats that's just moving them further and further from their original design. Fast, smart, high damage, mid range. Up close, they would be deadly, at long range they would be virtually useless, and at mid range they would be a challenge to avoid. And by moderate range, I mean moderate for AV, around 1/3-1/2 forge gun optimal range. But I think that's a pipe dream that's long since past.
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