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Cyrille Fodeux
DUST University Ivy League
79
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Posted - 2013.10.30 19:45:00 -
[1] - Quote
Nerfing the Swarm Launcher in the way you want to do it in 1.6 will destroy this weapon. I don-¦t say that the Swarm launcher is balanced right now or on pair with any other AV weapon right now but you-¦re going in the wrong direction with that nerf in 1.6.
CCP Wolfman wrote:
Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing:
- Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m
WeGÇÖre looking forward to hearing your feedback!
CCP Wolfman
The Swarm Launcher the probably easiest weapon to use in the game and thus so many choose it as their AV weapon, be it Heavy AV or any other suit, and it is also one of the strongest. So now you simply make it a weak, easy to use weapon. Why?
The reason because it-¦s so common is mainly that it-¦s so damn easy to use not because of it-¦s damage. Almost any other weapon in this game needs actual player skill to get the maximum out of it. Here some examples:
Plasma Cannon, Mass Driver -> trajectory Scrambler Rifle, Laser Rifle, HMG -> heat Forge Gun -> no ADS
Something like that is needed for the Swarm Launcher too.
1) New Guidance system At the moment it-¦s a fire-and-forget weapon. I-¦m fine with it as long as the missiles are not too intelligent. Currently missles follow their target even if it flies behind a big building where the missle should loose it-¦s tracking. In this case the missile should actually just fly straight ahead until it gets the signature again.
2) Start phase Like a real missile it should have two phases: The first to gain speed and the second one where it hunts down the target. Instead of getting out of the launch tube and almost immediately tracking the target they should fly a certain distance straight at first. This would give more control to the player and add a tactical aspect as they can shoot the swarm in a direction where it-¦s more likely that they hit the target.
3) Dumb fire mode Any other weapon in the game is used against both vehicles and infantry. Many may not be effective but you can use them. Same should be for the Swarm Launcher. To prevent people from abusing it like it was the case in Closed BETA they should require to be armed either manually by holding the trigger or by travelling a certain distance.
4) Damage increase per level Unlike the current increase of one missile per level there should be an increase of missile damage.
5) Other variants At the moment the two variants of the Swarm Launcher are pretty much useless. Targeting 2 vehicles might be useful if there are more vehicles at once but even then you barely use it because you generally fire straight after locking on. The specialist one is okay but also is the lock on time a bad downside.
So here are some suggestions for the variants:
Assault Swarm Launcher: More missiles per swarm, shorter arming distance, more agile missiles, less total damage and damage per missile, less range.
Breach Swarm Launcher: Less missiles per swarm, faster and less agile missiles, longer start phase, less clip size, more total damage and damage per missile, longer range.
Specialist Swarm Launcher: Less CPU/PG, No lock on feature (you have to keep the target in the sight)
That are my points about the Swarm Launcher. I hope you consider a few of the ideas because with the planned nerf you will get serious problems.
Cheers, Cy |
Templar 514
Amarr Templars Amarr Empire
19
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Posted - 2013.10.30 19:59:00 -
[2] - Quote
You know, you should really read the patch notes, and maybe the accompanying devblog as well.
In case you're too lazy to do so, here's the short version: new rifles, Swarm and AV grenade changes are coming in 1.7. Uprising 1.6 is going to be mostly bugfixes, engine improvements, and a slight tweak to heavies and scouts.
And for the record, Swarm nerfs are coming at the same time as vehicle changes. So don't cry about that either. |
Meeko Fent
expert intervention Caldari State
1342
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Posted - 2013.10.30 20:14:00 -
[3] - Quote
*Looks at swarm launcher losing a third of its damage per volley*
*Looks at Vehicles Losing Slots, Having limited ammo, Passive Armor rep instead of strong active ones*
So... You do realize that the days of "OMG HE JUST REPPED BACK TO FULL HEALTH!" are going to be gone right?
Only shield tanks will be able to do that
*Throws Flux*
One or two Grenades and a Swarm Volley will still be able to kill them, and armor, again, will rep back damage so slowly that 2 guys unloading an entire clip of MLT Swarms should kill the tank if people still think Resists are viable.
Maybe 2 guys unloading a clip plus one extra volley per person should kill it. And, again, due to the rep changes, that damage will stick for a longer period then now.
tldr; Realize that Shield already have an almighty destroyer, and Armor will rep back so slow that you can deal 1.6k damage in the time it takes them to rep 200 damage.
AV will still be VERY viable, only less an instant death card as opposed to now.
Meeko's Novelty Shop Opening Soon!
We (will)sell all the novelty items you desire! Really!
King of Uncertainty.
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Cyrille Fodeux
DUST University Ivy League
79
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Posted - 2013.10.30 20:15:00 -
[4] - Quote
Templar 514 wrote:You know, you should really read the patch notes, and maybe the accompanying devblog as well. In case you're too lazy to do so, here's the short version: new rifles, Swarm and AV grenade changes are coming in 1.7. Uprising 1.6 is going to be mostly bugfixes, engine improvements, and a slight tweak to heavies and scouts. And for the record, Swarm nerfs are coming at the same time as vehicle changes. So don't cry about that either.
Bro, sometimes you mess things up so stop bitching about that. Any serious thoughts?
BETA Veteran, AV Specialist and LAV Driver
@AmlSeb on Twitter
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