Pages: 1 2 3 4 [5] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lynn Beck
Granite Mercenary Division Top Men.
261
|
Posted - 2013.11.24 07:28:00 -
[121] - Quote
Cat Merc wrote:Lynn Beck wrote:Isnt this the same logic that brought the heavy down?
"One class that needs focused fire to kill? Thats OP! We can't think! We lack brain-CPU to power that function! ccP pweez give us moar crutches!"
I find every single AVer and AR person to be ******* morons.
A single AVer SHOULD be a threat to a tank. But not an instantaneous WTFpwn to any tanker nearby. Making the swarmlauncher have reduced range that it needs to be closer to fire rockets is one way to look at it.
Another way we could've nerfed the swarm is 500m range, 110 damage a missile, and they're shootable. Wht do we have then? A constant nuisance to every tank, but not a viable threat.
In it's to be nerfed state, tankers can avoid you guys, and you can be a deterrant singlehandedly. If you wish to instawtfpwn a goddamned tank, think. Or just Zerg on it until it pops. Whichever one you deem fit enough for your faschist ways. And yes, i called EVERY GODDAMNED AVER A NAZ.I.
Tankers want their fun, as do avers i get that. But when you want it such that 1 aver can kill something with little patience, nor thinking, thats being selfish.
"Wahh CCP make my AR do 30% damage to vehicles, ooh ooh! And throw splash damage and seeker underbarrel ForgeGuns!" Is what you are in a sense asking. So... Swarm launchers acting as a deterant is not ok? k
Theres a difference between 'threat' and 'HOLY ****! Get the ducknipples outta the...!'(explosion)
A swarm should take 2 clips average to kill a tank. Not 2 volleys. Does the laser rifle kill within 12 shots of it's 100 clip? Does a SMG kill in under 10? Nor should swarms kill in .4 seconds. 3 swarmers should have the same danger level as 1 wyrkom of today. That being, the point where 2 combined 'volleys' will kill a tank instantly.
So yes. I want swarms nerfed. And iMHO, it should be by about 40% damage potential. But you guys would rage, wouldnt you? And you'd probably quit eh? Good. Lets tankers have a breath of fresh air not having to run every time MLT hits them.
-Newly proclaimed Lazor riffle specialist-
"You said yourself fantastically 'congratulations you are all alone.'"
|
Atiim
Living Like Larry Schwag
1321
|
Posted - 2013.11.24 08:25:00 -
[122] - Quote
jerrmy12 kahoalii wrote:Atiim wrote:jerrmy12 kahoalii wrote: im so 1337 i can spam diz swarm launcher anywhere in my redline or on a ladder or bunny hope in the open or hide im smal area im so leet i just got a free kill hurp derp.
im so 1337 I can spam turrets with infinite ammo and monitor my hardners and make sure they still runnin. Ya gotta be hardcore to be able to use dem joysticks to move dat tank. And dem scanners yo. Drivin a tank is for 1337s only. tanks have finite ammo now AR/ScR noob Oh yes, because I don't want god mode tanks apparently the only thing I run are ARs and SCRs.
And SLs will no longer be able to be spammed from the redline turret n00b
Check out my corp's new website here :D
-HAND
|
Atiim
Living Like Larry Schwag
1321
|
Posted - 2013.11.24 08:35:00 -
[123] - Quote
Lynn Beck wrote:
Theres a difference between 'threat' and 'HOLY ****! Get the ducknipples outta the...!'(explosion)
A swarm should take 2 clips average to kill a tank. Not 2 volleys. Does the laser rifle kill within 12 shots of it's 100 clip? Does a SMG kill in under 10? Nor should swarms kill in .4 seconds. 3 swarmers should have the same danger level as 1 wyrkom of today. That being, the point where 2 combined 'volleys' will kill a tank instantly.
So yes. I want swarms nerfed. And iMHO, it should be by about 40% damage potential. But you guys would rage, wouldnt you? And you'd probably quit eh? Good. Lets tankers have a breath of fresh air not having to run every time MLT hits them.
Ah yet another crusader. Where does Void, Char, and Spkr find these idiots?
In it's optimal range and some damage mods, a LR has a TTK of about .5-1 second. Ishukone Assault SMG doesn't kill people in 10 rounds but is insanely powerful and has a TTK of 1-3 seconds in it's optimal range.
I have never had to run from MLT AV. Your clearly doing it wrong.
Stop exaggerating. 2 volleys of swarms will only take out a MLT Tank. (unless it magically hits the weakspot)
I say we give everyone a BPO Officer SL or something equally idiotic. But you guys would rage, wouldn't you? And you'd probably quit eh? Good. Lets infantry have a breath of fresh air and not run to a supply depot everytime an HAV hits them.
If one class is forced to use teamwork, then it's rival/counter should also be forced to use teamwork. Get this through your thick, 180mm skull.
Check out my corp's new website here :D
-HAND
|
Blaze Ashra
Ametat Security Amarr Empire
31
|
Posted - 2013.11.24 11:44:00 -
[124] - Quote
Atiim wrote:Or was I right when I said Teamwork for thee, but no teamwork for me... Such is the motto of pilots?
The basic goal for us pilots is we want to be able to play as often as infantry. We want our investments to be seen as an asset rather than a liability. That's pretty much what it comes down to.
For tankers swarms are ridiculously overpowered, for fitted dropship pilots it's pretty balanced at the moment. For dropships forge guns are ridiculously over powered, for tankers its pretty balanced as long as its not rooftop camping. Large rail turrets are slightly under forges. Plasma cannons are slightly underwhelming when it comes down to enough punch for vehicles beyond LAVs, but they should definitely do more than swarms. |
Blaze Ashra
Ametat Security Amarr Empire
31
|
Posted - 2013.11.24 13:26:00 -
[125] - Quote
@atim You should look at these
https://www.youtube.com/watch?v=wZOTAdpFZpc https://www.youtube.com/watch?v=BPSPIsdAtVs |
Takahiro Kashuken
Red Star. EoN.
1772
|
Posted - 2013.11.24 13:40:00 -
[126] - Quote
Nova Knife wrote:Rather than take part in the debate, I'm just going to drop this :
Swarm launchers should behave like an assisted-lock TOW missile.
The lock-on box should appear on screen. You lock on. You fire. The box stays on the screen. You have to keep the locked target in the box until the missiles hit. If they leave the box or LOS, you have two seconds to re-acquire or the missiles lose tracking and detonate. You can re-fire from the same lock within the normal re-fire delay (With the normal lock delay added to it, to keep the fire rate the same as before) but you cannot reload while a lock is being maintained.
Range should be 250-350m for lock, flight distance max 500m (To prevent fleeting/skirting immunity)
350m lock lolno
Its already at 400m and that is more than enough to cut 90% of the map of to all vehicles
Also 350m is out of the blaster/missile turret ranges
175m is fine
Also if this TOW missile was optional not many would use it since you cant lock on fire and forget, its anti scrub
|
|
|
|
Pages: 1 2 3 4 [5] :: one page |
First page | Previous page | Next page | Last page |