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Atiim
Living Like Larry Schwag
1248
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Posted - 2013.11.22 01:43:00 -
[31] - Quote
DeadlyAztec11 wrote:Atiim wrote:Pokey Dravon wrote:I mean swarms are pretty mindless, this could be CCP making a push for people to use more skill-oriented AV weapons and being less reliant on the noob-proof ones? Plasma Cannons are the only AV weapon that requires skill beyond rotating your joystick. Should we all be forced to use the same weapon? Plasma Cannons are the only weapon within itself that requires skill beyond the rotation of your joystick. Not just AV but as a weapon in general. The Proto Allotek Plasma Cannnon is pretty good AV, as long as you use Complex Damage Mods and get the Damage Proficiency. Saw a guy the other day one shotting Proto Gallante Logis with just splash Any weapon is good when you have the PRO variant, Proficiency Level 3, and stacked complex damage mods.
Check out my corp's new website here :D
-HAND
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Atiim
Living Like Larry Schwag
1248
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Posted - 2013.11.22 01:55:00 -
[32] - Quote
True Adamance wrote:Atiim wrote: Nobody has ever been able to supply a reasonable reply as to why they should be able to force people to use teamwork when I myself have no requirements to use teamwork. And I guess you won't either. Such a shame
From my experience, using an HAV does not require teamwork. The presence and threat of an HAV is simply increased by teamwork. In 1.7 HAVs will require no teamwork whatsoever beyond directions to the nearest supply depot. Yet you want AV to require 3-6 people to be successful.
Also, I wouldn't be out of a job because I'm not dumb enough to skill into one thing and then cry about how boring this game is when I get tired of running the exact same fittings and loadouts everyday.
To rip a page out of my 3rd favorite Forum Punching Bag, Spkr4TheDead's book:
Teamwork for thee, but no teamwork for me... Such is the motto of pilots.
What does any military try to reinforce amongst its soldiers? Comradery and Teamwork. However I understand this is a game and gamers are notoriously selfish and anti social recluses...but hell try to consider that you are playing a tactical shooter not a cod clone where one man makes himself and entire army because he can jack up his sensitivity and rock quick scopes all day. Balance>Gameplay
If AV is FORCED to use teamwork to be successful, then HAVs should be FORCED to use teamwork to be successful.
So answer the question already. Do you think that both HAV and AV should BOTH be forced to use teamwork and tactics to be successful?
Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?
Check out my corp's new website here :D
-HAND
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4213
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Posted - 2013.11.22 02:08:00 -
[33] - Quote
Atiim wrote:True Adamance wrote:Atiim wrote: Nobody has ever been able to supply a reasonable reply as to why they should be able to force people to use teamwork when I myself have no requirements to use teamwork. And I guess you won't either. Such a shame
From my experience, using an HAV does not require teamwork. The presence and threat of an HAV is simply increased by teamwork. In 1.7 HAVs will require no teamwork whatsoever beyond directions to the nearest supply depot. Yet you want AV to require 3-6 people to be successful.
Also, I wouldn't be out of a job because I'm not dumb enough to skill into one thing and then cry about how boring this game is when I get tired of running the exact same fittings and loadouts everyday.
To rip a page out of my 3rd favorite Forum Punching Bag, Spkr4TheDead's book:
Teamwork for thee, but no teamwork for me... Such is the motto of pilots.
What does any military try to reinforce amongst its soldiers? Comradery and Teamwork. However I understand this is a game and gamers are notoriously selfish and anti social recluses...but hell try to consider that you are playing a tactical shooter not a cod clone where one man makes himself and entire army because he can jack up his sensitivity and rock quick scopes all day. Balance>Gameplay If AV is FORCED to use teamwork to be successful, then HAVs should be FORCED to use teamwork to be successful. So answer the question already. Do you think that both HAV and AV should BOTH be forced to use teamwork and tactics to be successful? Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?
I don't understand why you say I don't use team work. I very much so do. Scans, forward scouts, covering hacks, taking down marauding enemy HAV with AV support....why are you blindly assuming I am some soloist who spends his time trying to get tanks buffed into God mode.
More often than not O have said that I wish the OP turret, that's what you are complaining about not tanks, is ruining tanking, more often than not have said I feel tanks are good where they are, but for some small modifications to how AV works.
I believe tanks do require team work, however that is not very well emphasised because turret gunning is worthless. I almost all other games I have played where vehicles are present they are anti infantry weapons used by a single pilot with control of powerful Anti Infantry guns, only through massed fire can you bring them down.
I also believe in the cycles of unit to unit interaction.
AVer < Infantry Assault Infantry Assault < Tanks Tanks < AV barrage
However there is no point in having HAV on the field at all if one single man with half the ISK investment can deny and entire facet of game play from some hidden crevice of the map....which at present AV can do.
Dropships are not worth using Tanks barely useful in a fight LAV.... mobile and disposable...very useful
Like in EVE I think that someone who invests ISK into something should be victorious unless they are poorly skilled.
I don't really care what you say but no Frigate, Destroyer, Cruiser I believe at the moment is capable of beating my Armageddon, fully fitted and equipped.
Much like in EVE or any other game when you hunt something bigger than you, you take as many men as you can, and the biggest guns you can find to go and kill it.
Can you give me a reason to deploy vehicles to a battle? I cant think of one right now with the game the way it is? All it does is cost me ISK and, I wont say Im the top dog pilot, but I'm pretty damn good when I get going.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1018
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Posted - 2013.11.22 02:12:00 -
[34] - Quote
Atiim wrote:Pokey Dravon wrote:I mean swarms are pretty mindless, this could be CCP making a push for people to use more skill-oriented AV weapons and being less reliant on the noob-proof ones? Plasma Cannons are the only AV weapon that requires skill beyond rotating your joystick. Should we all be forced to use the same weapon? Plasma Cannons are the only weapon within itself that requires skill beyond the rotation of your joystick. Not just AV but as a weapon in general.
Sad part is the Forge Gun requires more thought than the Swarm Launcher.
ADS Reports - Defining Racial Themes
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1218
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Posted - 2013.11.22 02:37:00 -
[35] - Quote
Pokey Dravon wrote:I mean swarms are pretty mindless, this could be CCP making a push for people to use more skill-oriented AV weapons and being less reliant on the noob-proof ones?
Unless they're adding something, there's the Forge Gun, the Forge Gun, or the Forge Gun. The AV nades and Plasma Cannon are both very short ranged due to their parabolic flight paths and projectile speeds as well as being shorter ranged than the Swarm Launcher. I'm just worried this will lead to more unfounded Anti-Forge smear campaigns because it'll be the only AV weapon to use beyond 100 meters.
Shields as Weapons
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Rusty Shallows
526
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Posted - 2013.11.22 02:54:00 -
[36] - Quote
Cat Merc wrote:Swarms are going to be lame against tanks. Low damage, tanks will run away fast, bla bla bla. Ok then, how about dropships? Hmm... Damage is low, sounds like they're area denial... But wait.
snip Wasn't the range nerf done for Dropships?
I'm almost willing to bet the kittens will get a velocity ninja buff. Vehicles out racing missiles has been an old issue. Now that SLs can't troll-la-la-la Dropships from seemingly everywhere the range defense for keeping them slow is gone. Unfortunately if they do get a speed boost life will get much more interesting in my LAV.
Semi-aside I'm glad dropships have the improved height. They need that added protection from rail weaponry. My only concern is if they end up become high altitude small rail sniping platforms or missile spammers. That could get bad or it could end up being hilariously useless, no clue here.
"She may not be Miss Right but she'll do right now." SR-71
310k+ SP for +0.05m/s (>2in) on a Heavy. Totally worth it.
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Cat Merc
Ahrendee Mercenaries EoN.
3860
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Posted - 2013.11.22 11:31:00 -
[37] - Quote
Pokey Dravon wrote:I mean swarms are pretty mindless, this could be CCP making a push for people to use more skill-oriented AV weapons and being less reliant on the noob-proof ones? Then give me a light AV weapon that doesn't suck ass. PLC is like the worst AV weapon in the game, even after the swarms nerf.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cat Merc
Ahrendee Mercenaries EoN.
3860
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Posted - 2013.11.22 11:32:00 -
[38] - Quote
Vyzion Eyri wrote:Virtual Riot wrote:Umm... Dropships can already sit at the flight ceiling and be totally safe from all av
Don't fight me on this I'm a pretty dam good ADS pilot if I do say so myself, been doing it before it was cool Except we make ourselves absolutely useless up there. We need to come down, within 175m of the ground in fact, to be of use. To be honest, this lock on restriction is a boon for noob ( )swarm users. Experienced users will know to let the vehicle get as close as possible so as not to lose the element of surprise and get whole clips in the air before the vehicle can back away. This encourages that sort of play. Furthermore, what with vehicle reliance on supply depots, squads of swarms can camp enemy depots knowing vehicles will need to resupplying ammo there eventually, and gangbang them. Sorry feline overlord but I'm inclined to disagree on this one. That's fine, you gave good reasoning and showed why not. That's half the reason I make these threads
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Korvin Lomont
United Pwnage Service RISE of LEGION
255
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Posted - 2013.11.22 12:01:00 -
[39] - Quote
Iskandar Zul Karnain wrote:As a lock-on scrublet with proficiency 4 in swarms I'll hold back my QQ until I actually play 1.7.
Swarms are going to function differently that's for sure but with teamwork and creativity they will still be a threat. The bottom line on swarms? They can no longer 1v1 well fit vehicles and that's how is it should be IMO.
The problem is scalability as long as you have maxed Team sizes this ratio will not work its pretty easy if I need 2 people to fight against 1 guy using a certain equipment there is a problem (this does not only refere to vehicles).
What will happen if two are using the same Equipment or three or four or five all at the same time. Lets stick with the more extreme case 5 tanks by your logic it would take 10 guys from team A to counter 5 guys on team B, wheras the 10 from Team A can easily be countered from the rest of Team B (11).
So the only Real Answer for Team A to Counter Team B would be to use the same Equipment and we get a scenario where the only viable counter to a rock is another rock and for this making paper a nonfactor...
Well some will say you could take on one after another (which would only be true IF they were stupid enough to line up). But even then this still causes a small inbalance in teams.
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Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
280
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Posted - 2013.11.22 12:10:00 -
[40] - Quote
1. you're an idiot cat merc 2. swarms are area denial, dropships guns have very little range. 3. dropships with mcru's have always been untouchable at max height 4. you're an idiot cat merc |
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Cat Merc
Ahrendee Mercenaries EoN.
3862
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Posted - 2013.11.22 12:13:00 -
[41] - Quote
Pvt Numnutz wrote:1. you're an idiot cat merc 2. swarms are area denial, dropships guns have very little range. 3. dropships with mcru's have always been untouchable at max height 4. you're an idiot cat merc 1. Thanks 2. 250m, when compared to the swarms 175m range. 3. Well, uplinks yay. But now they can get closer allowing for better drop accuracy. 4. Thanks
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 12:34:00 -
[42] - Quote
Atim wrote:"Balance>Gameplay
If AV is FORCED to use teamwork to be successful, then HAVs should be FORCED to use teamwork to be successful.
So answer the question already. Do you think that both HAV and AV should BOTH be forced to use teamwork and tactics to be successful?
Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?" oh atim atim aim, why do you want it rediculously easy to destroy vehicles? i barely get killed by vehicles, as they cant go where i can, and vehicles use teamwork to defend objectives or assault with infantry. for my last point: it's okay for proto infantry to go 30-0 but vehicles cant go 10-0? it's okay for proto infantry using no teamwork but not vehicles? oh and my well fit suit solo's all day and profits. bottom line: it's okay for proto infantry to do well but not vehicles cuz your AR/ScR can't hurt it? pss, 1 forge gunner destroying well fit vehicles is BS from like 300M, high damage high rof high range isn't balanced.
recuruit link
5 to 11 mil isk per 100k recuruit
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Racro 01 Arifistan
501st Knights of Leanbox
78
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Posted - 2013.11.22 12:44:00 -
[43] - Quote
compains about av nerf.........................
dosnt know how long tanks have been nerfed for.... |
Judge Rhadamanthus
Amarr Templars Amarr Empire
758
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Posted - 2013.11.22 12:45:00 -
[44] - Quote
Cat Merc wrote:....2. 250m, when compared to the swarms 175m range. ...
Effective long missile range is about 80m. Very few kills happen above 100m range. Try it. Swarms do not have to aim. they can fire while jumping off a ledge or hopping like a fairy on skipping drugs. At the same time it am trying to hit their 3 pixel dot of a body that is the same colour as the ground; their hits are knocking me all over the place, yet my missiles do not hinder their aim one bit.
I have never hit anyone from a dropship at 175m. Even if I did it would not OHK you unless it was a direct hit, and even then only if you are in a weak suit. You seem to like to spread misinformation Cat Merc yet never change what you say even after you have been corrected many times. We can see your agenda is a selfish one, which is something New Eden allows for but It would greatly help the community if you tried to be more honest and fair with other posters.
You have already been corrected about the 175m being lock on not range, yet you keep saying range. Why do you keep trying to mislead people?
Everything Dropship youtube channel
my Community Spotlight
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Korvin Lomont
United Pwnage Service RISE of LEGION
257
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Posted - 2013.11.22 12:49:00 -
[45] - Quote
jerrmy12 kahoalii wrote:Atim wrote:"Balance>Gameplay
If AV is FORCED to use teamwork to be successful, then HAVs should be FORCED to use teamwork to be successful.
So answer the question already. Do you think that both HAV and AV should BOTH be forced to use teamwork and tactics to be successful?
Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?" oh atim atim aim, why do you want it rediculously easy to destroy vehicles? i barely get killed by vehicles, as they cant go where i can, and vehicles use teamwork to defend objectives or assault with infantry. for my last point: it's okay for proto infantry to go 30-0 but vehicles cant go 10-0? it's okay for proto infantry using no teamwork but not vehicles? oh and my well fit suit solo's all day and profits. bottom line: it's okay for proto infantry to do well but not vehicles cuz your AR/ScR can't hurt it? pss, 1 forge gunner destroying well fit vehicles is BS from like 300M, high damage high rof high range isn't balanced.
The point is a Proto infantry can easily be killed by anyone using militia gear, you don't need teamwork you don't need to be smart for doing this. So when a Proto goes 30-0 its usually because he simply better or uses lots of teamwork in a squad not because he is nearly invincible to most weapons. |
Takahiro Kashuken
Red Star. EoN.
1747
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Posted - 2013.11.22 12:50:00 -
[46] - Quote
Judge Rhadamanthus wrote:Cat Merc wrote:Swarms can't reach more than 175m up since that's the max range right?. Wrong thats their max lock on range Cat Merc wrote:Forge guns in 1.7 will basically be the only viable AV, so at least give swarms area denial of air. At least that, please? At about 100 meters you guys on the grond are a single black pixel. Giving you 175 menter lock on is generous. You can see me approach clearly at over 400 meters while i cannot see you until 100. Your advantage is so huge I am confused at why you feel more is needed.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 12:56:00 -
[47] - Quote
Korvin Lomont wrote:The point is a Proto infantry can easily be killed by anyone using militia gear, you don't need teamwork you don't need to be smart for doing this. So when a Proto goes 30-0 its usually because he simply better or uses lots of teamwork in a squad not because he is nearly invincible to most weapons. yet when vehicles try to be effective, they die, besides the good-ones are unkillable, yet good vehicles die quick, btw, it takes teamwork to kill a heavy A.K0 for some reason, but thats just my GEK, but my point is infantry can go atleast 20-0 but vehicles cant do crap, besides if infantry die they can easily get thier suits back, in 1 game too, proto even...
recuruit link
5 to 11 mil isk per 100k recuruit
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Korvin Lomont
United Pwnage Service RISE of LEGION
257
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Posted - 2013.11.22 13:06:00 -
[48] - Quote
jerrmy12 kahoalii wrote:Korvin Lomont wrote:The point is a Proto infantry can easily be killed by anyone using militia gear, you don't need teamwork you don't need to be smart for doing this. So when a Proto goes 30-0 its usually because he simply better or uses lots of teamwork in a squad not because he is nearly invincible to most weapons. yet when vehicles try to be effective, they die, besides the good-ones are unkillable, yet good vehicles die quick, btw, it takes teamwork to kill a heavy A.K0 for some reason, but thats just my GEK, but my point is infantry can go atleast 20-0 but vehicles cant do crap, besides if infantry die they can easily get thier suits back, in 1 game too, proto even...
The cost IS a factor I admit but this counts for Protosuits as well right now the ISK payouts are to low to run expensive gear like Protosuits or good vehicles there I agree.
I do not agree on the heavy part heavies are not really hard to kill thanks to the low TTK they are annoying sometimes but thats it.
IMHO Vehicles suffer somewhat from the same problem like scouts they simply have no role on the battlefield but making them OP won't help as CCP sonner or later will nerf them again. So this leads just to another useless balancing cycle with lots of whining on both sides.
BTW even Vehicles can go 30-0 I have seen lost of tankers doing so. And most Tanks drop fast is when they face multiple AV. I have never really seen how a fully healthy well fitted tank gets truly soloed.
Yes a militia tank is easy pray but to bring down a Madrugar you already better use teamwork to be sure it goes down. The thing is lots of AV veterans remenber the Chromosone Tanks well and consider tanks still as priority targets so they get some focus (from multiple sources) once they are on the field.
Those tanks that run with infantry to cover them usually do well also those backed up by a LLAV... |
Cat Merc
Ahrendee Mercenaries EoN.
3862
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Posted - 2013.11.22 13:14:00 -
[49] - Quote
Judge Rhadamanthus wrote:Cat Merc wrote:....2. 250m, when compared to the swarms 175m range. ... Effective long missile range is about 80m. Very few kills happen above 100m range. Try it. Swarms do not have to aim. they can fire while jumping off a ledge or hopping like a fairy on skipping drugs. At the same time it am trying to hit their 3 pixel dot of a body that is the same colour as the ground; their hits are knocking me all over the place, yet my missiles do not hinder their aim one bit. I have never hit anyone from a dropship at 175m. Even if I did it would not OHK you unless it was a direct hit, and even then only if you are in a weak suit. You seem to like to spread misinformation Cat Merc yet never change what you say even after you have been corrected many times. We can see your agenda is a selfish one, which is something New Eden allows for but It would greatly help the community if you tried to be more honest and fair with other posters. You have already been corrected about the 175m being lock on not range, yet you keep saying range. Why do you keep trying to mislead people? "You have already been corrected about the 175m being lock on not range, yet you keep saying range. Why do you keep trying to mislead people?" Because that's EFFECTIVELY their range.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Atiim
Living Like Larry Schwag
1255
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Posted - 2013.11.22 13:20:00 -
[50] - Quote
Judge Rhadamanthus wrote:Cat Merc wrote:....2. 250m, when compared to the swarms 175m range. ... Effective long missile range is about 80m. Very few kills happen above 100m range. Try it. Swarms do not have to aim. they can fire while jumping off a ledge or hopping like a fairy on skipping drugs. At the same time it am trying to hit their 3 pixel dot of a body that is the same colour as the ground; their hits are knocking me all over the place, yet my missiles do not hinder their aim one bit. I have never hit anyone from a dropship at 175m. Even if I did it would not OHK you unless it was a direct hit, and even then only if you are in a weak suit. You seem to like to spread misinformation Cat Merc yet never change what you say even after you have been corrected many times. We can see your agenda is a selfish one, which is something New Eden allows for but It would greatly help the community if you tried to be more honest and fair with other posters. You have already been corrected about the 175m being lock on not range, yet you keep saying range. Why do you keep trying to mislead people? This is so idiotic that it hurts.
The lock practically is their range. How is a Swarm Launcher going to fire at something if they can't lock? The only way this could happen is if someone gets hit by a SL while trying to evade them, which won't even be a concern when our PRO variants do as much damage as a STD swarm launcher.
Stop trying to mislead people.
(Also, if you get OHK'd by any SL, your mods either down, you are using MLT gear, or you are just plain awful.)
Check out my corp's new website here :D
-HAND
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Atiim
Living Like Larry Schwag
1255
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Posted - 2013.11.22 13:27:00 -
[51] - Quote
jerrmy12 kahoalii wrote:Atiim wrote:"Balance>Gameplay
If AV is FORCED to use teamwork to be successful, then HAVs should be FORCED to use teamwork to be successful.
So answer the question already. Do you think that both HAV and AV should BOTH be forced to use teamwork and tactics to be successful?
Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?" oh atim atim aim, why do you want it rediculously easy to destroy vehicles? i barely get killed by vehicles, as they cant go where i can, and vehicles use teamwork to defend objectives or assault with infantry. for my last point: it's okay for proto infantry to go 30-0 but vehicles cant go 10-0? it's okay for proto infantry using no teamwork but not vehicles? oh and my well fit suit solo's all day and profits. bottom line: it's okay for proto infantry to do well but not vehicles cuz your AR/ScR can't hurt it? pss, 1 forge gunner destroying well fit vehicles is BS from like 300M, high damage high rof high range isn't balanced. LOL PRO Infantry rarely go 30-0 without teamwork.
I could care less if they use teamwork. The only problem here is that pilots want to be able to solo everyone and force everyone to use teamwork while they themselves are not required to use teamwork. Thanks for proving my point though.
And why would I fire my AR/ScR at a vehicle when I can destroy it with a Wyrikomi and watch them QQ about how I destroyed their poorly fit vehicle.
Tell that FG stuff to people like GeneralButtNaked, CharCharOdell, and Void Echo who think that FGs require skill.
As if piloting anything other than a DS required skill
Check out my corp's new website here :D
-HAND
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DeadlyAztec11
Gallente Federation
2189
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Posted - 2013.11.22 13:53:00 -
[52] - Quote
Atiim wrote:DeadlyAztec11 wrote:Atiim wrote:Pokey Dravon wrote:I mean swarms are pretty mindless, this could be CCP making a push for people to use more skill-oriented AV weapons and being less reliant on the noob-proof ones? Plasma Cannons are the only AV weapon that requires skill beyond rotating your joystick. Should we all be forced to use the same weapon? Plasma Cannons are the only weapon within itself that requires skill beyond the rotation of your joystick. Not just AV but as a weapon in general. The Proto Allotek Plasma Cannnon is pretty good AV, as long as you use Complex Damage Mods and get the Damage Proficiency. Saw a guy the other day one shotting Proto Gallante Logis with just splash Any weapon is good when you have the PRO variant, Proficiency Level 3, and stacked complex damage mods. Can't argue with that.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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KenKaniff69
Fatal Absolution
924
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Posted - 2013.11.22 15:34:00 -
[53] - Quote
Atiim wrote:True Adamance wrote:Atiim wrote:Iskandar Zul Karnain wrote:As a lock-on scrublet with proficiency 4 in swarms I'll hold back my QQ until I actually play 1.7.
Swarms are going to function differently that's for sure but with teamwork and creativity they will still be a threat. The bottom line on swarms? They can no longer 1v1 well fit vehicles and that's how is it should be IMO.
So I should be able to force people to work together to take me out as a single person? You do realize that HAVs require no teamwork right? So why should AV require teamwork? And no "because I paid more" Is not a valid argument. If it was a valid excuse then it would be perfectly logical to say that AUR AV weapons should OHK everything and AUR vehicles should have a base resistance of 99%. It would also be perfectly logical to say that AUR weapons should have a damage modification of +10%. No tanking does require team work or you would be out of a job. You are constantly say how easy unsquadded tankers are to take down....well yes they are easy because they aren't using team work. If you are a good tanker you don't need it, I'm not good, just very lucky. Nobody has ever been able to supply a reasonable reply as to why they should be able to force people to use teamwork when I myself have no requirements to use teamwork. And I guess you won't either. Such a shame From my experience, using an HAV does not require teamwork. The presence and threat of an HAV is simply increased by teamwork. In 1.7 HAVs will require no teamwork whatsoever beyond directions to the nearest supply depot. Yet you want AV to require 3-6 people to be successful. Also, I wouldn't be out of a job because I'm not dumb enough to skill into one thing and then cry about how boring this game is when I get tired of running the exact same fittings and loadouts everyday. To rip a page out of my 3rd favorite Forum Punching Bag, Spkr4TheDead's book: Teamwork for thee, but no teamwork for me... Such is the motto of pilots. Run a tank in PC and then comment that HAV's require no teamwork to use. Try moving from one point to another without being hit by two proto maxed IAFG's and a side of proto swarms chasing you in an LLAV. The only ones who can help you are your teamates, while the FG mindlessly spams shots from an unseen location on a tower.
So about those vehicle locks...
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KenKaniff69
Fatal Absolution
924
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Posted - 2013.11.22 15:37:00 -
[54] - Quote
Cat Merc wrote:Judge Rhadamanthus wrote:Cat Merc wrote:....2. 250m, when compared to the swarms 175m range. ... Effective long missile range is about 80m. Very few kills happen above 100m range. Try it. Swarms do not have to aim. they can fire while jumping off a ledge or hopping like a fairy on skipping drugs. At the same time it am trying to hit their 3 pixel dot of a body that is the same colour as the ground; their hits are knocking me all over the place, yet my missiles do not hinder their aim one bit. I have never hit anyone from a dropship at 175m. Even if I did it would not OHK you unless it was a direct hit, and even then only if you are in a weak suit. You seem to like to spread misinformation Cat Merc yet never change what you say even after you have been corrected many times. We can see your agenda is a selfish one, which is something New Eden allows for but It would greatly help the community if you tried to be more honest and fair with other posters. You have already been corrected about the 175m being lock on not range, yet you keep saying range. Why do you keep trying to mislead people? "You have already been corrected about the 175m being lock on not range, yet you keep saying range. Why do you keep trying to mislead people?" Because that's EFFECTIVELY their range. Lock on range and missile termination range are different. If you lock on to me at 175 m and I go an additional 224 m, guess what happens? Your swarms, which are fire and forget, still hit me.
So about those vehicle locks...
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Judge Rhadamanthus
Amarr Templars Amarr Empire
763
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Posted - 2013.11.22 16:15:00 -
[55] - Quote
Atiim wrote:...This is so idiotic that it hurts.
The lock practically is their range. How is a Swarm Launcher going to fire at something if they can't lock? The only way this could happen is if someone gets hit by a SL while trying to evade them, which won't even be a concern when our PRO variants do as much damage as a STD swarm launcher.
Cat, Atiim you must use the correct words in a discussion. If you dont you cannot have a valid discussion. let me explain why range and lock on are important distinctions that are NOT effectively the same.
A drop ship hovers at 200m. No lock on. No missile range. No shot. It moves to 160 meters. It is now in lock on range. A swarm launcher fires a shot that hits the dropship, who then decides to move. the swarm meantime has another volly in the air before the first even hit, as is easily possible today, and the dropship is at 200m before the 2nd volley reaches it. That volly will chase and hit the dropship in most cases.
As you can see lock on and range are different and the difference greatly effects tactics. If a swarmer shoots at a dropship as soon as it enders LO range, it will move out of LO range before volley two can be fired. A smart swarmer will wait. This adds tactics to the easiest weapon in the game.
What you are complaining about is this :
"if I shoot at a target at the limit of my ability to hit it, I cant hit it it it runs away" This applies to all weapons. Shoot a guy at the limits of your ARs range and your ability to kill him is reduced. There is less damage, time for him to hide or just run from you. Scouts play now like swarms will in 1.7. Get into a good spot to shoot first before you act.
Swarmers are just to used to shooting anything they see and never having to think. just spam spam spam. It is the weakest playstyle with the lowest skill level. Watch this. that is what swarms are like. Replace stinger with swarm and this may as well be about dust.
So you are right. You cannot kill something when you shoot at the wrong time and it runs ways. Why are you even making this point?
Everything Dropship youtube channel
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Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
281
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Posted - 2013.11.22 16:40:00 -
[56] - Quote
Judge Rhadamanthus wrote:Atiim wrote:...This is so idiotic that it hurts.
The lock practically is their range. How is a Swarm Launcher going to fire at something if they can't lock? The only way this could happen is if someone gets hit by a SL while trying to evade them, which won't even be a concern when our PRO variants do as much damage as a STD swarm launcher. Cat, Atiim you must use the correct words in a discussion. If you dont you cannot have a valid discussion. let me explain why range and lock on are important distinctions that are NOT effectively the same. A drop ship hovers at 200m. No lock on. No missile range. No shot. It moves to 160 meters. It is now in lock on range. A swarm launcher fires a shot that hits the dropship, who then decides to move. the swarm meantime has another volly in the air before the first even hit, as is easily possible today, and the dropship is at 200m before the 2nd volley reaches it. That volly will chase and hit the dropship in most cases. As you can see lock on and range are different and the difference greatly effects tactics. If a swarmer shoots at a dropship as soon as it enders LO range, it will move out of LO range before volley two can be fired. A smart swarmer will wait. This adds tactics to the easiest weapon in the game. What you are complaining about is this : "I can't hit something that is too far away for my weapon" This applies to all weapons. Shoot a guy at the limits of your ARs range and your ability to kill him is reduced. There is less damage, time for him to hide or just run from you. Scouts play now like swarms will in 1.7. Get into a good spot to shoot first before you act. Swarmers are just to used to shooting anything they see and never having to think. just spam spam spam. It is the weakest playstyle with the lowest skill level. Watch this. that is what swarms are like. Replace stinger with swarm and this may as well be about dust. So you are right. You cannot kill something when you shoot at the wrong time and it runs away. Why are you even making this point? Well said judge, now sawrms aren't just spam, they will have to think for once in this game. Question is, will they be able to get some skill and use the weapon smart? Or will we be seeing more of these posts?
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2436
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Posted - 2013.11.22 16:42:00 -
[57] - Quote
Korvin Lomont wrote:Iskandar Zul Karnain wrote:As a lock-on scrublet with proficiency 4 in swarms I'll hold back my QQ until I actually play 1.7.
Swarms are going to function differently that's for sure but with teamwork and creativity they will still be a threat. The bottom line on swarms? They can no longer 1v1 well fit vehicles and that's how is it should be IMO.
The problem is scalability as long as you have maxed Team sizes this ratio will not work its pretty easy if I need 2 people to fight against 1 guy using a certain equipment there is a problem (this does not only refere to vehicles). What will happen if two are using the same Equipment or three or four or five all at the same time. Lets stick with the more extreme case 5 tanks by your logic it would take 10 guys from team A to counter 5 guys on team B, wheras the 10 from Team A can easily be countered from the rest of Team B (11). So the only Real Answer for Team A to Counter Team B would be to use the same Equipment and we get a scenario where the only viable counter to a rock is another rock and for this making paper a nonfactor... Well some will say you could take on one after another (which would only be true IF they were stupid enough to line up). But even then this still causes a small inbalance in teams.
I get what you're saying but that's assuming that one team tries to counter tanks with only AV, and more particularly only swarms, a tactic which would be completely stupid.
Swarms are such a nub friendly, fool-proof weapon that if they were competitive in a 1v1 AV role there would never be any need for diversity or more AV weapons. Swarms should stop being looked at as an end-game AV weapon and instead as a vehicle deterrent that has the potential to become devastating as their number increases. As it stands right now, with a couple proto nanohives, complex damage mods and proto swarms I can camp a tower and lock down most of the map. This is obviously broken, not to mention boring.
One swarm is a deterrent. Multiple swarms are a threat. One forge gun is a threat. Multiple forge guns are a death sentence.
The best AV against tanks is another tank!
If you just scale up your weak AV against hoards of vehicles you aren't doing AV right.
HellsGÇáorm, Director
Bringing the Wrath of God down on the Matari since YC114
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Xender17
Ahrendee Mercenaries EoN.
933
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Posted - 2013.11.22 16:59:00 -
[58] - Quote
Atiim wrote:Judge Rhadamanthus wrote:Cat Merc wrote:Swarms can't reach more than 175m up since that's the max range right?. Wrong thats their max lock on range That doesn't matter. I can't fire at you unless I can lock on to you.Cat Merc wrote:Forge guns in 1.7 will basically be the only viable AV, so at least give swarms area denial of air. At least that, please? At about 100 meters you guys on the ground are a single black pixel. Giving you 175 meter lock on is generous. You can see me approach clearly at over 400 meters while i cannot see you until 100. Your advantage is so huge I am confused at why you feel more is needed. Still doesn't change the fact that LDSs and Dropships w/ Mobile CRUs can sit above our lock range and be untouched by SL users. Also, would it be inappropriate to say that I thoroughly enjoy your videos? That still doesn't change the fact that they will get last place if that's all they do.
What the fox say?
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Justice Prevails
103
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Posted - 2013.11.22 17:04:00 -
[59] - Quote
Judge, I am a scrub SL user, but that video made me ROFL. Thank you.
Range never bothered me because I want to be close enough where I can do max damage before the vehicle runs. I like to have a direct LOS also so my babies don't hit a building or a hill.
Can't comment on the teamwork aspect because I'm usually a lone wolf. But I don't sit on some hill just spamming swarms. There is risk because most of the time you have to be in the tanks visual to get a lock. When you do fire, you also let the enemy infantry know where you are and that you don't have a primary weapon.
I would actually prefer to aim and dumbfire(av only). The missiles would probably hit the target faster.
Great job, team. Head back to the MCC for debriefing and cocktails.
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chase rowland
The Enclave Syndicate Dark Taboo
77
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Posted - 2013.11.22 17:09:00 -
[60] - Quote
Cat Merc wrote:Swarms are going to be lame against tanks. Low damage, tanks will run away fast, bla bla bla. Ok then, how about dropships? Hmm... Damage is low, sounds like they're area denial... But wait. Swarms can't reach more than 175m up since that's the max range right? Does that mean that a dropship with an MCRU can just sit at top height and drop soldiers without being touched? Or an assault dropship that can rain down missiles with 300 splash without being damaged? Forge guns in 1.7 will basically be the only viable AV, so at least give swarms area denial of air. At least that, please? http://i.imgur.com/5U6GLvl.pngSo basically - Just change vertical range to be unlimited, and done. really dude? they not OP enough for you? want to take out the MCC do you? |
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