| Pages: 1 [2]  :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Spkr4theDead
 Red Star.
 EoN.
 
 1182
 
 
      | Posted - 2013.11.03 19:09:00 -
          [31] - Quote 
 
 Tech Ohm Eaven wrote:Takahiro Kashuken wrote:Lies 
 A HAV cannot outrun a swarm launcher
 
 The only way it may look like it outrunned it is because you were 380m away and the swarms time out at 400m and all the tank had to do was back up
 
 Also you tried to solo it like a scrub does, for best results use 2 ppl because it isnt hard
 your post has ZERO relevance to a discussion on tank SPEED learn to READ.............scrub. distance 150 m madrugar outran swarms speeder fit soma or madrugar can out run a lav and swarms for five to seven seconds fast tanks are a reality the same as basic laser 84m elm 84m viziam laser 84m  games unbalanced  Fact: swarms lock on to tanks outside of their terminal range. The sooner you realize and understand and accept that, the further away you move from a stroke because your EZ Mode swarms don't one-shot all tanks no matter the fit and pilot.
 
 Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry. | 
      
      
        |  Spkr4theDead
 Red Star.
 EoN.
 
 1182
 
 
      | Posted - 2013.11.03 19:11:00 -
          [32] - Quote 
 
 castba wrote:Kallas Hallytyr wrote:One advanced Swarm Launcher not killing a tank? Oh the travesty!
 Yet tankers complain when one proto forge gunner makes them run or destroys their poorly fitted STD or MLT tank. Can't have it both ways. Why should a handheld weapon deal so much more damage than vehicle turrets? With how powerful AV is, there's no point to use tanks at all.
 
 Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry. | 
      
      
        |  Spkr4theDead
 Red Star.
 EoN.
 
 1182
 
 
      | Posted - 2013.11.03 19:16:00 -
          [33] - Quote 
 
 Kallas Hallytyr wrote:castba wrote:Kallas Hallytyr wrote:One advanced Swarm Launcher not killing a tank? Oh the travesty!
 Yet tankers complain when one proto forge gunner makes them run or destroys their poorly fitted STD or MLT tank. Can't have it both ways. I can definitely see the point that AV should be able to kill tanks, but it should not be a simple  job for a single Merc to destroy a tank. Proto heavy  AV (ie, Heavy AV weapons like Forge Guns and future heavy weapons) should definitely be a massive threat to Standard and Advanced level tanks, which is why it's currently an imbalance issue: there is no counter to Prototype AV, because vehicles only have access to low-/mid-level hulls. This is why the ground-up rework of both vehicles and AV is a good things. Sure, the swarm change will hurt for the month or so until 1.7, but not as much as every DS pilot has felt when they've been destroyed with impunity by an advanced Swarmer from half a planet away because their entire payload connects before you can reasonably react and get into cover.  To respond to your post more succinctly, poorly fit and/or STD/MLT vehicles should die to fairly decent Prototype AVers without much fuss: if they're using badly optimised vehicles then they should  go down easily! If, however, you're looking at a full decked out Advanced/Prototype tank versus a good Prototype AV merc, you should be having a pretty back and forth duel: the AVer should be able to threaten the tanker but not immediately wipe it from the battlefield. Conversely, the Prototype tanker should be able to threaten their chosen target (ie, anti-personnel turrets should be extremely dominating when pitted against groups of infantry; anti-vehicle turrets should be powerful versus vehicles) and able to withstand STD/ADV AV reasonably well but must be threatened into caution by Prototype AV lest they get ambushed. With the 1.7 change in how Hardeners/Reps, etc work, we should see periods of incredible power but also periods of incredible vulnerability (relatively speaking) - my only concern is the potential stacking of defensive modules (mostly looking at Hardeners) and being able to have one active while a second cools down. But that will be something to examine and discuss when 1.7 drops. The swarm changes will take effect when the vehicle pass is deployed, not before.
 
 But it would be nice to have modified AV with current tanks for just a week before we get the reworked vehicles. Just one week for AV to see what it's been like through multiple builds of them complaining they can't solo vehicles with their ARs. Just one week.
 
 Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry. | 
      
      
        |  Cosgar
 ParagonX
 
 7056
 
 
      | Posted - 2013.11.03 19:31:00 -
          [34] - Quote 
 
 Paran Tadec wrote:Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) Remove redline. Add countermeasures.  Doesn't fit with the new direction vehicles are going. Instead of having tank that can be dominant on the field, they're going to have limited encounters whether to retreat to restock ammo or heal up. AV needs to be for pressure and suppression with the capacity for destruction instead of the other way around.
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
      
        |  Krom Ganesh
 Holdfast Syndicate
 Amarr Empire
 
 543
 
 
      | Posted - 2013.11.03 19:37:00 -
          [35] - Quote 
 
 Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) 
 While I have no opinion either way on the swarm changes, one thing I would like to note is that the images Judge used to show the swarm ranges are misleading. They would be accurate if the swarm user was at the same altitude as the dropship. The effective range on swarms will be shorter since dropships have a tendency to stay above ground level (as long as there are no forge gunners about).
 | 
      
      
        |  Spkr4theDead
 Red Star.
 EoN.
 
 1182
 
 
      | Posted - 2013.11.03 19:45:00 -
          [36] - Quote 
 
 Krom Ganesh wrote:Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) While I have no opinion either way on the swarm changes, one thing I would like to note is that the images Judge used to show the swarm ranges are a bit misleading. They would be accurate if the swarm user was at the same altitude as the dropship. The effective range on swarms will be shorter since dropships have a tendency to stay above ground level (as long as there are no forge gunners about). LOL inaccurate? There's nothing saying the range is only in a flat circle. The range is in half a sphere.
 
 Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry. | 
      
      
        |  Krom Ganesh
 Holdfast Syndicate
 Amarr Empire
 
 544
 
 
      | Posted - 2013.11.03 19:50:00 -
          [37] - Quote 
 
 Spkr4theDead wrote:Krom Ganesh wrote:Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) While I have no opinion either way on the swarm changes, one thing I would like to note is that the images Judge used to show the swarm ranges are a bit misleading. They would be accurate if the swarm user was at the same altitude as the dropship. The effective range on swarms will be shorter since dropships have a tendency to stay above ground level (as long as there are no forge gunners about). LOL inaccurate? There's nothing saying the range is only in a flat circle. The range is in half a sphere. 
 He showed two images showing a circle of the swarm ranges before and after the change then referred to them as the area the swarm could defend which is not entirely true if the dropship is at a different altitude than the swarm user.
 
 After calculating out different heights, it doesn't make too great of a change, but it is still something to note.
 | 
      
      
        |  Cy Clone1
 Cy CL0Ne 1
 
 312
 
 
      | Posted - 2013.11.03 19:50:00 -
          [38] - Quote 
 Well the lock on distance is 175m, but the missile can travel much farther than that I believe. Within the range it'll be rare to see anything out run them. Unless its a full speed dropship
 
 It's over 9000! | 
      
      
        |  Spkr4theDead
 Red Star.
 EoN.
 
 1182
 
 
      | Posted - 2013.11.03 20:00:00 -
          [39] - Quote 
 
 Krom Ganesh wrote:Spkr4theDead wrote:Krom Ganesh wrote:Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) While I have no opinion either way on the swarm changes, one thing I would like to note is that the images Judge used to show the swarm ranges are a bit misleading. They would be accurate if the swarm user was at the same altitude as the dropship. The effective range on swarms will be shorter since dropships have a tendency to stay above ground level (as long as there are no forge gunners about). LOL inaccurate? There's nothing saying the range is only in a flat circle. The range is in half a sphere. He showed two images showing a circle of the swarm ranges before and after the change then referred to them as the area the swarm could defend which is not entirely true if the dropship is at a different altitude than the swarm user. After calculating out different heights, it doesn't make too great of a change, but it is still something to note. You're still ignoring the height. It seems like you still believe swarms can only lock on in a flat circle.
 
 Relinquish your membership in the Flat Earth Society and join the 21st century.
 
 Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry. | 
      
      
        |  Krom Ganesh
 Holdfast Syndicate
 Amarr Empire
 
 544
 
 
      | Posted - 2013.11.03 20:07:00 -
          [40] - Quote 
 
 Spkr4theDead wrote:Krom Ganesh wrote:Spkr4theDead wrote:Krom Ganesh wrote:Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) While I have no opinion either way on the swarm changes, one thing I would like to note is that the images Judge used to show the swarm ranges are a bit misleading. They would be accurate if the swarm user was at the same altitude as the dropship. The effective range on swarms will be shorter since dropships have a tendency to stay above ground level (as long as there are no forge gunners about). LOL inaccurate? There's nothing saying the range is only in a flat circle. The range is in half a sphere. He showed two images showing a circle of the swarm ranges before and after the change then referred to them as the area the swarm could defend which is not entirely true if the dropship is at a different altitude than the swarm user. After calculating out different heights, it doesn't make too great of a change, but it is still something to note. You're still ignoring the height. It seems like you still believe swarms can only lock on in a flat circle.  Relinquish your membership in the Flat Earth Society and join the 21st century. 
 Ignoring the height? That is entirely what I'm talking about. The range a swarm user can defend with a swarm launcher is dependent on the the difference in height between the swarm user and the dropship. I am pointing out that Judge used images showing a flat circle, explained them to be the range a swarm can lock onto, and did not mention that the difference between height is a factor.
 | 
      
      
        |  Talos Vagheitan
 
 128
 
 
      | Posted - 2013.11.03 20:41:00 -
          [41] - Quote 
 I love cryhard "I'm quitting Dust!" posts. :)
 
 Welcome to the roughnecks.... RICO'S ROUGHNECKS! | 
      
      
        |  Alam Storm
 Neo Terra Imperial Army
 Neo Terra Empire
 
 21
 
 
      | Posted - 2013.11.03 21:34:00 -
          [42] - Quote 
 
 Takahiro Kashuken wrote:Lies 
 A HAV cannot outrun a swarm launcher
 
 The only way it may look like it outrunned it is because you were 380m away and the swarms time out at 400m and all the tank had to do was back up
 
 Also you tried to solo it like a scrub does, for best results use 2 ppl because it isnt hard
 
 his not lying i was aiming at a tank from 50 metres away and the tank shot off pretty quickly i didnt get touched by the swarms becuase the exploded before they reached the tank
 | 
      
      
        |  Kallas Hallytyr
 Skullbreakers
 
 52
 
 
      | Posted - 2013.11.03 23:01:00 -
          [43] - Quote 
 
 Spkr4theDead wrote:Kallas Hallytyr wrote:The swarm changes will take effect when the vehicle pass is deployed, not before.This is why the ground-up rework of both vehicles and AV is a good things. Sure, the swarm change will hurt for the month or so until 1.7, but not as much as every DS pilot has felt when they've been destroyed with impunity by an advanced Swarmer from half a planet away because their entire payload connects before you can reasonably react and get into cover.  But it would be nice to have modified AV with current tanks for just a week before we get the reworked vehicles. Just one week for AV to see what it's been like through multiple builds of them complaining they can't solo vehicles with their ARs. Just one week. 
 Bah, I was hoping that they'd simply slipped from the 1.6 Patch Notes! The Forge Changes are in there, it wouldn't be unreasonable to see the Swarm changes too.
 | 
      
      
        |  Alam Storm
 Neo Terra Imperial Army
 Neo Terra Empire
 
 21
 
 
      | Posted - 2013.11.03 23:16:00 -
          [44] - Quote 
 
 Cosgar wrote:This is one of the reasons why swarm range is getting nerfed in the first place. (All credit goes to Judge Rhadamanthus) 
 i never saw it like that thats pretty good maybe a lil to short i would have done 200 metres but i like this idea :D
 | 
      
      
        |  Croned
 B o u n d l e s s.
 
 497
 
 
      | Posted - 2013.11.04 03:21:00 -
          [45] - Quote 
 
 Tech Ohm Eaven wrote:just did a faction warfarecbr advanced swarms versus madrugar driven by Fusilador from Corp Armada Hispana
 
 results were Fusilador from Corp Armada Hispana 22 kills with ZERO deaths and a mad tech ohm.
 
 why??
 
 the madrugar was OUTRUNNING the swarms.
 
 so when the swarms range is cut then forget about using swarms for AV.
 
 and guess what??
 
 not putting up with two months of tanks going 50 kills with ZERO deaths when 1.7 hits.
 
 deleting Dust 514 in a few days.
 
 see ya maybe in 2014??
 
 
 This is a load of crap. The farther away you are from a tank when using a swarm launcher, the more time the tank has to avoid the swarms. The closer you are, the harder it is for the tank to outrun them. How would a shorter lock-on range make it easier for tanks to outrun swarm missiles? And on a side note, how was the tank able to do so much damage if it was *constantly* avoiding your swarms?
 
 How to Get Tons of ISK In Pub Matches | 
      
      
        |  Laurent Cazaderon
 What The French
 
 1986
 
 
      | Posted - 2013.11.04 11:26:00 -
          [46] - Quote 
 
 Tech Ohm Eaven wrote:just did a faction warfarecbr advanced swarms versus madrugar driven by Fusilador from Corp Armada Hispana
 
 results were Fusilador from Corp Armada Hispana 22 kills with ZERO deaths and a mad tech ohm.
 
 why??
 
 the madrugar was OUTRUNNING the swarms.
 
 so when the swarms range is cut then forget about using swarms for AV.
 
 and guess what??
 
 not putting up with two months of tanks going 50 kills with ZERO deaths when 1.7 hits.
 
 deleting Dust 514 in a few days.
 
 see ya maybe in 2014??
 
 
 
 I'd save my opinion on the matter for after seeing the vehicle revamp in action. I'll admit it's not the solution i'd pick for a swarm launcher rebalance but considering many things should change in the AV\infantry dynamic (let's hope), i'd go with a wait and see.
 | 
      
      
        |  Mobius Wyvern
 Guardian Solutions
 DARKSTAR ARMY
 
 3795
 
 
      | Posted - 2013.11.05 01:35:00 -
          [47] - Quote 
 
 Cosgar wrote:Mobius Wyvern wrote:Honestly, the only thing the Swarm Launcher needs now is faster missiles.
 They do less damage and the lock range has been reduced, so why not boost the speed?
 If that were to happen, make swarms into tow missiles so you have to manually track a target. Keeping the speed at what it is only makes the weapon perform stupidly.
 
 Giving them a speed increase wouldn't make them over-powered or anything.
 
 Amidst the blue skies A link from past to future The sheltering wings of the protector | 
      
        |  |  | 
      
      
        | Pages: 1 [2]  :: one page | 
      
      
        | First page | Previous page | Next page | Last page |