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Borne Velvalor
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Posted - 2013.10.27 22:49:00 -
[1] - Quote
Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes.
Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. |
Borne Velvalor
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Posted - 2013.10.27 22:56:00 -
[2] - Quote
Flix Keptick wrote:Well, I dont see why you would be trying to solo a falshion (SHIELD TANK) with swarms (EXPLOSIVE DAMAGE) I meant Vayu's, I always get them confused. Either way, it doesn't really matter. It can be a Madrugar, which actually makes more sense since Falchions/Vayus are gone in 1.6. |
Borne Velvalor
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Posted - 2013.10.27 22:59:00 -
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Fizzer94 wrote:Borne Velvalor wrote:Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes. Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. Tanks get less health in the future. Also, as I have said before, if I can kill tanks with a Plasma Cannon, your easy mode swarms will do just fine.
If you can sit next to a HAV hitting it with a Plasma Cannon for 15 seconds straight, I applaud you, kind sir. See, every time I see someone attack a HAV with a Swarm Launcher, it backs away and recalls. You must have fantastic aim and some crazy mods, or be blowing up Somas and Sicas, considering the Plasma Cannon deals less damage per shot with a longer delay and no lock on, plus bullet drop and a slow projectile. |
Borne Velvalor
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Posted - 2013.10.27 23:00:00 -
[4] - Quote
medomai grey wrote:mmm... The damage is per missile fired, which increases the higher up in tier you go.
Current STD Launcher: 330 * 4 = 1320 Nerfed PRO Launcher: 220 * 6 = 1320 |
Borne Velvalor
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Posted - 2013.10.27 23:07:00 -
[5] - Quote
Fizzer94 wrote:Borne Velvalor wrote:Fizzer94 wrote:Borne Velvalor wrote:Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes. Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. Tanks get less health in the future. Also, as I have said before, if I can kill tanks with a Plasma Cannon, your easy mode swarms will do just fine. If you can sit next to a HAV hitting it with a Plasma Cannon for 15 seconds straight, I applaud you, kind sir. See, every time I see someone attack a HAV with a Swarm Launcher, it backs away and recalls. You must have fantastic aim and some crazy mods, or be blowing up Somas and Sicas, considering the Plasma Cannon deals less damage per shot with a longer delay and no lock on, plus bullet drop and a slow projectile. So far I've killed 2 Gunnlogis, 1 Maddy, 1 Sica, and countless infantry. HAVs don't go down easy.
Good for you? I am honestly impressed if those were at full health and properly fitted. It takes what, 5 shots to down a Madrugar without hardeners? Plenty of time to flee and recall. 8000 eHP Madrugar + 40% resistance to armor is almost 11000 HP damage you need to deal with your PC. With a PRO PC, Prof 5 and 2 Complex Mods you'll need 8 direct hits over 16~ seconds, plus any damage that was healed. Yeah. |
Borne Velvalor
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Posted - 2013.10.27 23:19:00 -
[6] - Quote
Pvt Numnutz wrote:well the part that you are forgetting is that alot of vehicles are being taken out as a part of this re balancing. No more logistics and assault dropships just standard. You know how easy it is to take those down with proto tier AV... The new swarms are quite nice, they are going to make swarmers think alot more and rely on actual player skill. Judge Rhadamanthus put a video up explaining these changes with nice visuals so you can understand http://www.youtube.com/watch?v=3au9H-NcgSw&feature=c4-overview&list=UUy11xToip47aIW0M9TSOKrQ
True. I should've made this thread specifically about HAVs.
As for the video, I did the math for Madrugar's when the new vehicle stats were announced. They are slightly frailer after hardeners with one set of plates, one hardener and one repair unit. I don't think they die fast enough to warrant a 33% damage reduction to Swarm Launchers, especially non-proto swarm launchers which already cannot usually kill any properly fitted HAV unless the pilot is incompetent. What will a Madrugar take? 10 standard swarms with hardeners up or 6 proto swarms with glass cannon mods? Proto swarms needed to be nerfed a bit, so maybe this will work out somewhat for them. But this just makes standard and advanced swarms even harder to use. Few players spec into AV, because AV can only kill vehicles and they need the SP for their normal gear. Pilots mostly have nothing to spend SP on but their diamond encrusted recallable bricks.
HAVs with one or two guys inside are situationally either completely slaying whole teams or getting slain by proto AV. I don't think that making proto AV just "OK" and making everything below even worse crap will be solving any problems. |
Borne Velvalor
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Posted - 2013.10.27 23:32:00 -
[7] - Quote
Pvt Numnutz wrote:Borne Velvalor wrote:Pvt Numnutz wrote:well the part that you are forgetting is that alot of vehicles are being taken out as a part of this re balancing. No more logistics and assault dropships just standard. You know how easy it is to take those down with proto tier AV... The new swarms are quite nice, they are going to make swarmers think alot more and rely on actual player skill. Judge Rhadamanthus put a video up explaining these changes with nice visuals so you can understand http://www.youtube.com/watch?v=3au9H-NcgSw&feature=c4-overview&list=UUy11xToip47aIW0M9TSOKrQ True. I should've made this thread specifically about HAVs. As for the video, I did the math for Madrugar's when the new vehicle stats were announced. They are slightly frailer after hardeners with one set of plates, one hardener and one repair unit. I don't think they die fast enough to warrant a 33% damage reduction to Swarm Launchers, especially non-proto swarm launchers which already cannot usually kill any properly fitted HAV unless the pilot is incompetent. What will a Madrugar take? 10 standard swarms with hardeners up or 6 proto swarms with glass cannon mods? Proto swarms needed to be nerfed a bit, so maybe this will work out somewhat for them. But this just makes standard and advanced swarms even harder to use. Few players spec into AV, because AV can only kill vehicles and they need the SP for their normal gear. Pilots mostly have nothing to spend SP on but their diamond encrusted recallable bricks. HAVs with one or two guys inside are situationally either completely slaying whole teams or getting slain by proto AV. I don't think that making proto AV just "OK" and making everything below even worse crap will be solving any problems. You can't really talk about just tanks in dust. When you talk vehicles you have to talk all vehicles because any balancing that you suggest is going to affect the other vehicles as well. Especially when there is talk of increasing swarm launcher damage. So if you want to only talk tanks then only talk about a tanks tank and not about swarm launcher damage as you will get dropship pilots and LAV drivers who will feel wronged. Thank you
The problem lies with SL damage relative to HAVs and also HAV recalls, so maybe my topic is too broad. This is only because LLAVs and ADSs will be removed, though, which is stupid because it basically becomes impossible to balance SLs across all vehicle types now. Make them weak enough for a standard DS to take a few and it doesn't do enough to HAVs. Make them slightly weaker than they are now but still enough to destroy HAVs in a timely manner and DS pilots complain. |
Borne Velvalor
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Posted - 2013.10.27 23:44:00 -
[8] - Quote
Pvt Numnutz wrote:Borne Velvalor wrote:Few players spec into AV, because AV can only kill vehicles and they need the SP for their normal gear. Pilots mostly have nothing to spend SP on but their diamond encrusted recallable bricks. sigh.....yeah i had to spend an insane amount of SP just to make my vehicle usable, millions more than the advanced swarm/ forge that killed me in 2-3 hit. Let me tell you this, as a dropship pilot i had to invest into ground game to afford the isk cost to get into the ship that i spent all my sp into just to survive 1 or maybe 2 games. so after spending 5 games on the ground with a basic fit, i got one dropship. which was then shot down by a guy who makes 4-5 av suits a game. At least with AV you spec into suits and damage mods and nano's and other things that can also be applied to your ground game. The vehicle tree is completely separate, and with as good as current AV is i'm lucky if i break even on a good day. tanks are much the same, i use to tank in chrom but gave it up when i realized that i couldn't make isk in tanks unless i invested into them as heavily as i did dropships. so i gave it up and went ground to earn some isk. there is more to pilots than tankers buddy, please keep us in mind before saying swarms should have more damage
I never said they should have anything. I just pointed out that the damage is too low to take out HAVs before they disappear before walls. As to whether or not straight up buffing the DPS will balnce the situation or not, it won't. It's not balanced now, as its too strong at high tiers and too weak at lower tiers against HAVs. It's also too strong at all tiers against certain vehicles.
As for ISK and SP investment, that's a whole separate ball game. Vehicles can be very effective, but they cost too much. Their effectiveness is actually TOO LOW with the amount they cost, which is why HAV users needs to recall every two minutes. At the same time, the guy getting slaughtered doesn't care at all how much you've invested. It's not like he can put 10 million ISK on the line and lase the whole planet's surface with missiles.
Swarms have a 50% boost at higher levels that can easily be boosted to twice the damage of standard swarms with proto modules. Every other weapon gets 10%. Instead of normalizing the advancement curve and variations in eHP between vehicles, CCPs response is to straight up nerf the damage and range. |
Borne Velvalor
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Posted - 2013.10.27 23:52:00 -
[9] - Quote
Tectonic Fusion wrote:Ooh I can't wait to get back into my murder taxi again! *gets blown up by forge gun* NOOOOOOOOOOOO!!!!!!
CCP says it plans to look into "balancing" the Forge Gun as well. We'll see what happens with that. |
Borne Velvalor
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Posted - 2013.10.28 11:11:00 -
[10] - Quote
CharCharOdell wrote:Borne Velvalor wrote:medomai grey wrote:mmm... The damage is per missile fired, which increases the higher up in tier you go. Current STD Launcher: 330 * 4 = 1320 Nerfed PRO Launcher: 220 * 6 = 1320 Good. Maybe tanks will be the preferred AV in PC now like they should be. Only tanks can solo tanks!!! I'm happy.maybe u try teamwork, now?
So, Rock trumps Paper and Scissors, tieing with itself. Stellar game balance. |
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Borne Velvalor
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Posted - 2013.10.28 13:00:00 -
[11] - Quote
pegasis prime wrote:Borne Velvalor wrote:Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes. Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. have you even looked at the stats for the vehicle change ??? or just looked at one part of the picture , you will rarely ever see a shield gunlogi with excess of 3000 shields when the changes come into play as we will only have 3 high slots to play with and quite low hp gunlogis will have to use our highs for 1 booster 2 hardener combos or 2 booster 1 hardener combos , yes swarms are getting a nerf but until they release the full set of stats for all the weapon changes all you are doing is crying and bsing
I meant Vayu for the OP. I correct this a third of a page down. Madrugar is the only accurate baseline, though, so I apologize.
Commander Tzu wrote:Ohhhhh, your tears are delicious. Has anyone bothered to read the post CCP made? They clearly mention that in this new build tanks are supposed to be god mode for the 15-20 seconds all their modules are on, then they are really weak. As far as the range reduction, HTFU, you guys have been invisible for what seems like ever and CCP can't fix the render issue so I guess they decided to force everyone to close quarters to compensate. Oh, by the way, I was the one on the forums trying to get more people (including the QQ'vers) to push CCP to work on the renders instead of going through and changing the way everything works for exactly this reason. Besides, AV is getting nerfed for the first time since...........well I guess since DUST was launched and there have been quite a few changes to tanks that could be considered nerfs, just gotta wait and see how they all fit in the new ss
P.S. Maybe this is good, I have heard from quite a few vehicle users that don't really like the changes and is this QQ post is any indication then the AV people aren't happy either. That is usually the result of a good compromise.
P.P.S. When you are crying about AV and you want to look somewhat intelligent, don't say things like "Just wait until you try the new swarms against a Falchion or Vayu!!!111!!11!!!!eleven!!." Especially not when they have already said they are taking them out of the game in 1.7, along with LLAV's, LDS's, and every other hull that isn't the standard one.
- I read the post CCP made. I read both the weapon and vehicle changes. When the vehicle stat changes were announced I wrote multiple essay length posts. Much of the math on how Madrugars would be pretty much the same as they are now with hardeners up was cut out due to the character limit.
- Oh boy. A cyclical life and power span so that HAV users will have even more reason to boost around a corner and magically disappear into the air. What fun for both pilot and swarm user!
- It's okay that Swarm Launcher range has been reduced, because CCP can't fix draw distance? Not a valid reason. The player doesn't care because of what technical incompetence or insufficiency the change is made. The range nerf doesn't seem too bad, except in combination with the damage nerf, though.
P.S. I said try the swarms against the current Falchion. I meant Vayu. If HAVs with hardeners do last longer (some others have claimed that after stacking, they live LONGER than current HAVs), then a Vayu -> Madrugar comparison could be more accurate. It slipped my mind at the time that they were being removed, but the Madrugar stays. I know, I know. The whole concept of the OP is negated by using the word "Falchion/Vayu" instead of "Gunnlogi/Madrugar."
Beld Errmon wrote:oh look another moronic scrub crying about the AV changes before seeing how the dice land, they've shown us stats, they haven't and probably won't tell us about many other little tweaks they'll implement, they may randomly screw with the aiming speed of turrets (again) and make tanks generally useless vs infantry.
Hell if your lucky they might even make swarmlaunchers even more easy mode and make them follow tanks around 2 or 3 corners, at the end of the day saying anything other than "you lot are a bunch of scrubs" is the only useful thing i can add because anyone that has played this game long enough knows there is an entrenched group of CODfanbois that won't be happy till any vehicle that can kill them is removed from the game.
You're right. CCP should just post all the stats of the HAVs and Swarm Launcher changes and no one should say anything negative about them. We should all just wait until they are in front of our faces months from now, without any prior speculation.
My point is simply that PRO launchers will be doing STD damage. That's a fact, unless they make them fire a different amount of missiles, which was not stated. From what I've seen of vehicles, the nerf will prevent PRO Swarms from tearing every HAV a new hole while simultaneously making anything below utter garbage. This may all be wrong, of course. I'll feel free to QQ all I want. There's no need for you to participate by QQing about QQers because you don't like me stating facts and speculating what I think that the effects of said facts might be. |
Borne Velvalor
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Posted - 2013.10.28 13:14:00 -
[12] - Quote
Harpyja wrote:Borne Velvalor wrote:Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes. Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. Oh, you won't be able to solo tanks anymore? Cry some more, and here's a cookie.
Proto AV can indeed solo tanks and needed nerfing. Standard swarms, and even sometimes advanaced swarms, have always needed multiple people, at which point the tank just boosts behind a wall and disappears. Also, the nerf to range affects HAVs, LAVs and DSs differently. Same with the damage, since different vehicles have been removed (LLAVs, ADSs). I suppose it's more complicated than what the OP leads one to believe, but I think this will create as many problems as it solves. |
Borne Velvalor
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Posted - 2013.10.28 13:29:00 -
[13] - Quote
pegasis prime wrote:born when you say pro launchers do std damage std havs are getting mlt grade hp
HAVs are getting a big buff to hardeners. I did the math when the stats were released, and a hardened Madrugar should live about as long as the one we have now with the standard hardener(s) + repair unit + plates with nitrous/heat sink/scanner. Double hardeners might make them ridiculously hard to kill, I can't remember much about the total health after resistance for that, though. Shield HAVs get a 60% reduction in damage when their hardeners go up, after the changes. Armor HAVs get a 40% reduction. They might be frail enough when not hardened to kill before they can get away but a good HAV has a ring of infantry around it. Meanwhile, you've got a swarm launcher that kills squat. So, good luck following those HAVs that decide to boost around a corner and recall, or cooldown and repair. |
Borne Velvalor
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Posted - 2013.10.28 13:40:00 -
[14] - Quote
Keri Starlight wrote:Not only tanks HP are going down too, but they won't have passive resistance anymore! I can't wait for the vehicle respec to get rid of my Gunnlogi, it's the dumbest thing I've ever specced into. Including Scout suits. I might go for a Maddy or just stay out of tanks this time. Haven't decided yet.
Passive resistance was never as good as just cycling two hardeners, anyways. The passive resistance skills were useful, though. The hardeners have been buffed, so the total health after resistance isn't bad. Swarms have been made STD, a tier below STD and two tiers below STD now, so you can take many swarms. Forge Guns are being "looked into." Whatever that means. Maybe CCP will make Forge Guns one shot vehicles like they one shot infantry and we can switch to screaming about that. Might be fun. |
Borne Velvalor
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Posted - 2013.10.30 04:34:00 -
[15] - Quote
Spkr4theDead wrote:Borne Velvalor wrote:
I meant Vayu for the OP. I correct this a third of a page down. Madrugar is the only accurate baseline, though, so I apologize.
Why mention a MLT tank by another name? The Vayu is terrible, and only viable with significant infantry and sniper support.
Hyperbole. But you're right. After examining the stats, the Vayu sucks. Another problem.
I read the post CCP made. I read both the weapon and vehicle changes. When the vehicle stat changes were announced I wrote multiple essay length posts. Much of the math on how Madrugars would be pretty much the same as they are now with hardeners up was cut out due to the character limit.
Same? No. Any tanker that wants to survive the escape after the engagement is going for one repper and two hardeners. CCP put in the proposed module tree that after skills, active armor hardeners will last for only 45 seconds, instead of the current 60 seconds.
So, even more cyclical if two are stacked or less in exchange for longer duration if cycled? Still can recall around a corner.
Oh boy. A cyclical life and power span so that HAV users will have even more reason to boost around a corner and magically disappear into the air. What fun for both pilot and swarm user!
So, what, you want hardeners removed altogether? You want NOS modules removed altogether just because you're stupid enough to try to solo every tank you come across?
Of course not. Fixing recall would help, though, so we can realistically hit HAVs once their hardeners drop. Maybe then I'd agree with the swarm nerf.
It's okay that Swarm Launcher range has been reduced, because CCP can't fix draw distance? Not a valid reason. The player doesn't care because of what technical incompetence or insufficiency the change is made. The range nerf doesn't seem too bad, except in combination with the damage nerf, though.
CCP gave the single biggest buff to swarms because they couldn't make it so you can do any action immediately after firing. You're really going to complain about not being able to use extreme range to your advantage now? I hear Call of Duty is more close quarters, maybe you should give that a try.
Although I was debunking the whole "oh, they nerfed swarm range because the draw distance sucks" argument, I mentioned that the range nerf would be fine if it weren't for the 33% reduction in damage at the same time. Also, I prestiged twice in BLOPS 2 and I now hate CoD.
P.S. I said try the swarms against the current Falchion. I meant Vayu. If HAVs with hardeners do last longer (some others have claimed that after stacking, they live LONGER than current HAVs), then a Vayu -> Madrugar comparison could be more accurate. It slipped my mind at the time that they were being removed, but the Madrugar stays. I know, I know. The whole concept of the OP is negated by using the word "Falchion/Vayu" instead of "Gunnlogi/Madrugar."
Again, reps are going to be passive, not active. We'll be less able to survive high-alpha damage when the pass comes. Does your brain function properly?
How often do the repair units repair? I couldn't find an answer. It seems to be the same as dropsuit passive repair. In this case, the best armor repair unit repairs 140 armor a second. The best active one repairs at 414 repair every 3 seconds. Passive would be 420 in three seconds. This doesn't seem balanced, though, so maybe it doesn't work that way. Also, maybe my brain doesn't "work." Maybe yours doesn't. Petty.
You're right. CCP should just post all the stats of the HAVs and Swarm Launcher changes and no one should say anything negative about them. We should all just wait until they are in front of our faces months from now, without any prior speculation.
How many other stealth tweaks, fixes, nerfs and buffs have they given us? Do you not recall how many of us angrily posted threads (rightfully so) that the powergrid skill had been stealth nerfed into the ground?
Is your point that we should be grateful for a forewarning or that I should stop QQing because you've got plenty to QQ about, too?
My point is simply that PRO launchers will be doing STD damage. That's a fact, unless they make them fire a different amount of missiles, which was not stated. From what I've seen of vehicles, the nerf will prevent PRO Swarms from tearing every HAV a new hole while simultaneously making anything below utter garbage. This may all be wrong, of course. I'll feel free to QQ all I want. There's no need for you to participate by QQing about QQers because you don't like me stating facts and speculating what I think that the effects of said facts might be.
Swarms are being nerfed commensurate to how tanks are being nerfed. If they kept AV stats as is when the pass comes, do you really think anybody would tank anymore? But then again, that's your goal, isn't it? To make vehicles so weak and AV so totally OP that nobody will drive a tank ever again?
Oh, boy, assumptions. I love those. No, I want vehicles to be more prevalent, not less, while also being balanced. Proto AV was OP and needed a nerf. Lower tiers were not, unless you were running several proto damage mods with proficiency. This was mostly due to the missile amount curve, rather than a damage curve. Of course, the lower tiers weren't bad against some vehicle types. This nerf affects all tiers, so that all we essentially have is STD, worse STD and even worse STD. Maybe this is in line with the vehicle changes and maybe you've thought it through better than I have. I'll admit it. I could be completely wrong.
Also, the proto to standard AV equivalency statement was to show the severity of the change, since 33% isn't very easy to relate to. It's not saying that proto AV is perfectly fine and AV to vehicle balance is all sugar and lolipops.
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Borne Velvalor
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Posted - 2013.10.30 04:42:00 -
[16] - Quote
Spkr4theDead wrote:Borne Velvalor wrote:pegasis prime wrote:born when you say pro launchers do std damage std havs are getting mlt grade hp HAVs are getting a big buff to hardeners. I did the math when the stats were released, and a hardened Madrugar should live about as long as the one we have now with the standard hardener(s) + repair unit + plates with nitrous/heat sink/scanner. Double hardeners might make them ridiculously hard to kill, I can't remember much about the total health after resistance for that, though. Shield HAVs get a 60% reduction in damage when their hardeners go up, after the changes. Armor HAVs get a 40% reduction. They might be frail enough when not hardened to kill before they can get away but a good HAV has a ring of infantry around it. Meanwhile, you've got a swarm launcher that kills squat. So, good luck following those HAVs that decide to boost around a corner and recall, or cooldown and repair. Why are you trying to figure it out as if you're the sole person on your team, in every match, with any AV at all? You don't run in a squad with at least one other person, ever? 60 seconds > 45 seconds (after skills)
I run in squads all day. I never play without a squad these days. Still, half the time I'm the only guy to pull out a swarm launcher. Now, on a good squad, a few guys may pull them out. Then we all die, because 3 guys with crappy SL's can't take out a HAV before it boosts behind a corner and gets recalled, at which point we respawn as anti-infantry and the HAV gets redeployed. Sure, we could have 2-3 players always on Swarm Launchers to prevent the HAV from being called back in, but these players can't fight and aren't having much fun running around with a purely AV weapon with no Vs to fight. HAVs are the biggest problem in Ambush, where there's often only one supply depot and the HAV blows it up. You need to lose a clone every time you want to swap to AV.
If the recall mechanic were fixed (not removed altogether) then the Swarm Launchers might indeed be in line with the vehicle changes, specifically HAVs. So, maybe I'm just blaming the wrong mechanics. You and others have brought up some valid points, so I'll just wait for the changes and see. |
Borne Velvalor
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Posted - 2013.10.30 05:06:00 -
[17] - Quote
Justin Tymes wrote:Spkr4theDead wrote:Justin Tymes wrote:CharCharOdell wrote:So stop trying to solo tanks and you'll be okay. Did you know that if you get your whole squad to equip mlt swarms, you can kill any tank possible in two volleys at the most? 1 man in a tank that can kill both vehicles and infantry vs 6 men with AV that is useless against anything but Vehicles. Seems legit. You can use commando suits and PRO sidearms. You can use 3 forge guns up high so they're equally devastating against both infantry and vehicles. Why must pilots always figure things out for infantry? Did you just try to counter the 1 v 6 argument with use lolcommando suits? Sidearms against ARs with a 1-40+ meter optimal? Light and Medium Frames can use Forge Guns now, (completely irrelevant to swarm launchers)? You actually expect people to take you seriously?
Aside from that, this thread is about Swarm Launchers. This quote pyramid seemed to be about them until "lolno, use a Forge Gun" came into play. In my experience, Forge Guns have been more viable in Ambush because you don't die 3 seconds after equipping them. HAV recalls? No problem, pseudosniper mode engaged. Annoying? Yes. Fun? Yes. Even if I do get OHKO by them a lot. |
Borne Velvalor
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Posted - 2013.10.30 19:52:00 -
[18] - Quote
Fox Gaden wrote:Borne Velvalor wrote:Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes. Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. It is irresponsible to make a post like this and not link a source. I see no mention of this in the 1.6 Patch Notes. So I am going to assume that you are reading stuff proposed for 1.7 and assuming it will be in 1.6. Unless you can provide a reliable reference that says otherwise.
Yes, sorry, it looks like they'll be coming in 1.7. I'll try to be less haphazard in the future. The Vehicle Changes thread says "after 1.6" and the blog says 1.7. Maybe I thought it said "in 1.6." I can't even remember if the proposed vehicle changes were going to originally launch in 1.6, but maybe that's why that came to my mind first. |
Borne Velvalor
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Posted - 2013.10.31 11:29:00 -
[19] - Quote
Spkr4theDead wrote:Borne Velvalor wrote:Fox Gaden wrote:Borne Velvalor wrote:Just so people understand the severity of the nerf, after 1.6 proto swarms will deal the same damage as current standard swarms, with a 55% range reduction. Hardened HAVs have around the same TTK as they do now, so the comparison should be accurate, even after vehicle changes. Find a Falchion and take out your standard swarms. This is how using top tier swarms will feel in the future, but with lower range. You're welcome. It is irresponsible to make a post like this and not link a source. I see no mention of this in the 1.6 Patch Notes. So I am going to assume that you are reading stuff proposed for 1.7 and assuming it will be in 1.6. Unless you can provide a reliable reference that says otherwise. Yes, sorry, it looks like they'll be coming in 1.7. I'll try to be less haphazard in the future. The Vehicle Changes thread says "after 1.6" and the blog says 1.7. Maybe I thought it said "in 1.6." I can't even remember if the proposed vehicle changes were going to originally launch in 1.6, but maybe that's why that came to my mind first. They were proposed for 1.5.
That figures. Well, time passes by and I forget. You know, CCP with their SoonGäó. |
Borne Velvalor
Endless Hatred
871
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Posted - 2013.10.31 11:32:00 -
[20] - Quote
Spkr4theDead wrote:Justin Tymes wrote:Spkr4theDead wrote:Justin Tymes wrote:CharCharOdell wrote:So stop trying to solo tanks and you'll be okay. Did you know that if you get your whole squad to equip mlt swarms, you can kill any tank possible in two volleys at the most? 1 man in a tank that can kill both vehicles and infantry vs 6 men with AV that is useless against anything but Vehicles. Seems legit. You can use commando suits and PRO sidearms. You can use 3 forge guns up high so they're equally devastating against both infantry and vehicles. Why must pilots always figure things out for infantry? Did you just try to counter the 1 v 6 argument with use lolcommando suits? Sidearms against ARs with a 1-40+ meter optimal? Light and Medium Frames can use Forge Guns now, (completely irrelevant to swarm launchers)? You actually expect people to take you seriously? When did scouts gain the ability to use heavy weapons? Are you spewing BS out of your rear end?
You missed the question mark at the end of the sentence.
Light and Medium Frames can use Forge Guns now? = Light and Medium Frames cannot use Forge Guns, which are the primary users of Swarm Launchers. Thus, they are not a valid substitute.
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