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Cody Sietz
Bullet Cluster Legacy Rising
1323
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Posted - 2013.11.01 16:10:00 -
[1] - Quote
STD launcher before nerf: 4 missiles each doing 330 dmg=1320
STD launcher after nerf:4 missiles each doing 220 dmg=880
So we are losing 440 dmg per volly on a STD swarm launcher.
now lets look at it with advanced and proto.
ADV launcher before nerf:5 Missiles each doing 330 dmg=1650
ADV launcher after nerf: 5 missiles each doing 220=1100
Losing 550 dmg and only doing a extra 320 dmg total.
PRO launcher before nerf:6 missiles each doing 330 dmg=1880
PRO launcher after nerf:6 Missiles each doing 220 dmg=1320
Losing 560 dmg per volley and doing a extra 220 dmg over a advanced swarm launcher.
Losing one missile from each volley would have been effective enough to nerf the weapon without making it useless.
The new versions would do:
STD=990
ADV=1320
PRO=1650
The new swarm launcher will make it so people don't even bother with proto. Too expensive, too hard to fit and just not worth it. |
Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 16:23:00 -
[2] - Quote
Kasote Denzara wrote:Beck Weathers wrote:Why is there a missle launcher variant that splits your missles between two targets? I have never said "Hay both those tanks are almost dead why waist an entire volly on just one LUL!!!" THey should give us a variant that shoot 3 high damage really slow moving missles, that way if the tank dosent move its F***ed If anyone ever kills two HAVs with one of those, they deserve a salute. Just... oh man. That killfeed would be glorious. yeah, someone had a idea here suggesting they make them have ten missiles that do about 100-200 dmg each.
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Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 16:28:00 -
[3] - Quote
Takahiro Kashuken wrote:Have you even looked at the new vehicles/mods/skills/HP/EHP/fitting requirements/CPU/PG etc etc etc?
It doesn't change the fact that swarm launchers take a light slot to fit and leave you only a sidearm to defend yourself with. If the swarm launcher had another function besides locking onto a vehicle it wouldn't be so bad. It only does one thing. |
Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 16:33:00 -
[4] - Quote
Soldner VonKuechle wrote:To answer your question Cody, It's easier to change a number value instead of a mechanic and animation. :-D True, but then they could have made each missile do 245 dmg. It's only a extra 25 dmg points per missile but it would being the dmg total on a STD launcher to 980. Same result as removing a missile from each volley. |
Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 16:42:00 -
[5] - Quote
Takahiro Kashuken wrote:Cody Sietz wrote:Takahiro Kashuken wrote:Have you even looked at the new vehicles/mods/skills/HP/EHP/fitting requirements/CPU/PG etc etc etc?
It doesn't change the fact that swarm launchers take a light slot to fit and leave you only a sidearm to defend yourself with. If the swarm launcher had another function besides locking onto a vehicle it wouldn't be so bad. It only does one thing. Boohoo I have a railgun turret which has less direct damage/ splash damage and radius than a FG currently and is only good for vehicles mainly Sidearms are beast, toxin SMG ftw or a pistol if you are a good shot, thats what my swarms loadout has and i do fine but currently thats because i can lock on 400m away and thus the sidearm is next to useless or use a lolcommando suit and whack an AR with it The swarms and other AV are being changed to go with the vehicle changes, 1 missile isnt enough of a change with the vehicle changes Side arms are beastly, I guess that's why Logis are so on board with losing their light weapon.
Your not foruced to use a railgun, you can use a blaster or missile turret. Besides a railgun can kill infantry, a swarm launcher can not. As a light infantry soldier I have access to a plasma cannon and swarm launcher.
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Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 17:48:00 -
[6] - Quote
Spkr4theDead wrote:Cody Sietz wrote:STD launcher before nerf: 4 missiles each doing 330 dmg=1320
STD launcher after nerf:4 missiles each doing 220 dmg=880
So we are losing 440 dmg per volly on a STD swarm launcher.
now lets look at it with advanced and proto.
ADV launcher before nerf:5 Missiles each doing 330 dmg=1650
ADV launcher after nerf: 5 missiles each doing 220=1100
Losing 550 dmg and only doing a extra 320 dmg total.
PRO launcher before nerf:6 missiles each doing 330 dmg=1880
PRO launcher after nerf:6 Missiles each doing 220 dmg=1320
Losing 560 dmg per volley and doing a extra 220 dmg over a advanced swarm launcher.
Losing one missile from each volley would have been effective enough to nerf the weapon without making it useless.
The new versions would do:
STD=990
ADV=1320
PRO=1650
The new swarm launcher will make it so people don't even bother with proto. Too expensive, too hard to fit and just not worth it. What, you need that extreme crutch to destroy vehicles? It's funny, I can make threads asking for tank buffs, looking for balance. But I ask for balance on a weapon I use and suddenly it I want a crutch. I'm fine with the range nerf, I was fine with losing 2 rounds from my weapon, I'm not even trying to stop the nerf. Just lessen it so the weapon doesn't become useless.
tankers don't seem to care about balance. Just nerf everything AV.
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