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Cody Sietz
Bullet Cluster Legacy Rising
1323
|
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. |
Beck Weathers
Ghosts of Dawn
190
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Posted - 2013.11.01 16:14:00 -
[2] - Quote
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 |
Kasote Denzara
A Vulture
631
|
Posted - 2013.11.01 16:19:00 -
[3] - Quote
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 at once, they deserve a salute. Just... oh man. That killfeed would be glorious.
I go commando in my Commando. Feels good, man.
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Takahiro Kashuken
Red Star. EoN.
1576
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Posted - 2013.11.01 16:22:00 -
[4] - Quote
Have you even looked at the new vehicles/mods/skills/HP/EHP/fitting requirements/CPU/PG etc etc etc?
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Cody Sietz
Bullet Cluster Legacy Rising
1323
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Posted - 2013.11.01 16:23:00 -
[5] - 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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Soldner VonKuechle
SAM-MIK
243
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Posted - 2013.11.01 16:27:00 -
[6] - Quote
To answer your question Cody, It's easier to change a number value instead of a mechanic and animation. :-D
Something witty here.
How about?
#DELAY 514
... been waiting for a rail rifle longer than SoTa's been trolling.
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Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 16:28:00 -
[7] - 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 -
[8] - 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. |
Takahiro Kashuken
Red Star. EoN.
1576
|
Posted - 2013.11.01 16:34:00 -
[9] - Quote
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 |
Rynoceros
Rise Of Old Dudes
1141
|
Posted - 2013.11.01 16:34:00 -
[10] - Quote
Your suggestion is too simple. Simplification is the enemy of CCP.
How much of the Pilot QQing could've been alleviated with a Market pricing hotfix? Matchmaking working on a Dropsuit fitting's collective Meta Level? Remove or nerf Road Kill ability (like it is now) instead of removing free LAVs? Etc, etc, etc...
Cheeseburgers.
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Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 16:42:00 -
[11] - 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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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3780
|
Posted - 2013.11.01 16:45:00 -
[12] - Quote
Rynoceros wrote:Your suggestion is too simple. Simplification is the enemy of CCP.
How much of the Pilot QQing could've been alleviated with a Market pricing hotfix? Matchmaking working on a Dropsuit fitting's collective Meta Level? Remove or nerf Road Kill ability (like it is now) instead of removing free LAVs? Etc, etc, etc...
Reducing the price of vehicles doesn't fix the fact that they die to an angry look unless you manage to create some kind of god-tier fit that makes you completely unkillable.
CCP already said that gear-based matchmaking is a terrible idea because it would do nothing to factor in player skill level. Imagine Regnum running STD gear and thus getting into matches with other people in STD gear. Do you really thing that would give anyone any more of a chance against him?
Free LAV call-ins needed to go because they were everywhere and eliminated any need to train for the real ones. We'll eventually have speeders that are even cheaper than LAVs to allow one person to move around quickly.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Goric Rumis
Dead Six Initiative Lokun Listamenn
246
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Posted - 2013.11.01 16:55:00 -
[13] - Quote
In direct response to your proposal:
Increasing the damage by adding missiles is already a problematic scheme. If you take out one missile from each, you make the jump from one tier to the next even steeper.
4 missiles to 5: 25% damage increase 5 missiles to 6: 20% damage increase
Yielding a total 50% damage increase from standard to proto. Instead you'd make it:
3 missiles to 4: 33% damage increase 4 missiles to 5: 25% damage increase
Yielding a total 66% damage increase from standard to proto.
By comparison, most weapons add only 10-15% per tier.
As to your real complaint, which is "why not nerf the swarm launchers less?," the above actually has a lot to do with it. Proto swarms have to be balanced out, but because the gaps between your tiers are fixed, that makes the lower-level swarms a lot less effective than they should be. Standard swarms might be struggling to do anything while proto swarms are utterly devastating.
One solution is to give every swarm launcher 6 missiles and have the damage increase rather than the number of projectiles. Or to give them 6, 7, and 8 missiles instead of 4, 5, and 6. Anything that narrows the gap between the tiers. |
Takahiro Kashuken
Red Star. EoN.
1581
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Posted - 2013.11.01 17:23:00 -
[14] - Quote
Cody Sietz wrote: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.
As a logi i like my sidearm since i use amarr suits, i need a SMG or pistol they are good
Blaster is short range with dodgy hit detection and missiles are iffy at best and all the turrets are situational while all AV is long range mainly
A railgun can, just depends if they render 1st and splash is terrible, a FG can kill infantry much better
If swarms could kill infantry again then infantry will cry OP because 1k+ damage will kill any suit and it will be spammed like no tommorow |
Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
206
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Posted - 2013.11.01 17:36:00 -
[15] - Quote
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
That's a great idea, and if extended, I think it could help balance swarms against all vehicle types....have slow-moving, high damage, short max lock on variants for tanks, and fast, very long lock on range, but very low damage variants that would be capable of hitting dropships, but not OP against them. Sort of like the AV grenade variants we have now. I love taking DSes out with AV grenades...I doubt they have any idea what's hitting them ;) |
Spkr4theDead
Red Star. EoN.
1178
|
Posted - 2013.11.01 17:38:00 -
[16] - Quote
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?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1178
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Posted - 2013.11.01 17:40:00 -
[17] - Quote
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. Risk vs reward
Tanking: all risk, no reward
AV: no risk, all reward
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1178
|
Posted - 2013.11.01 17:42:00 -
[18] - Quote
Rynoceros wrote:Your suggestion is too simple. Simplification is the enemy of CCP.
How much of the Pilot QQing could've been alleviated with a Market pricing hotfix? Matchmaking working on a Dropsuit fitting's collective Meta Level? Remove or nerf Road Kill ability (like it is now) instead of removing free LAVs? Etc, etc, etc...
Lowering the price of everything vehicle doesn't change the fact that vehicles are useless when PRO AV is around.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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SILVERBACK 02
SVER True Blood Public Disorder.
251
|
Posted - 2013.11.01 17:43:00 -
[19] - Quote
it wont matter because the volleys fire so fast no amount of nerfing would make a differne unless to nerf the lock on time... so happy the range is getting a nerf HELL YEAH!!
I CAN FLY AGAIN LOL
the BEST pilot in DUST 514, no.1 ranked pilot on BATTLEFIELD 3, and top 16 on WAR THUNDER.... come at me bro!
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Cody Sietz
Bullet Cluster Legacy Rising
1323
|
Posted - 2013.11.01 17:48:00 -
[20] - 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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