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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4070
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Posted - 2013.12.12 13:41:00 -
[31] - Quote
Diesel Heat seeker wrote:Anyone that has been in 1.7 knows that the distance has been significantly decreased. As a proto swarm I am not satisfied with the distance reduction and the hp damage reduction, I don't mind change but this is not a change that should have been implemented. As a loyal merc, I appreciate the 1.7 update but do not appreciate the distance and damage reduction. Hopefully everyone understands this. Now back to fighting on the floor. The lock range is fine, honestly.
THIS is what we all need: https://forums.dust514.com/default.aspx?g=posts&m=1598932#post1598932
Swarm flight speed is abysmal. If they're going to be rocket propelled, they should FLY like they're rocket propelled, not like paper airplanes.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Diesel Heat seeker
FERAL OUTCASTS.INC
7
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Posted - 2013.12.12 14:27:00 -
[32] - Quote
Mobius Wyvern wrote:Diesel Heat seeker wrote:Anyone that has been in 1.7 knows that the distance has been significantly decreased. As a proto swarm I am not satisfied with the distance reduction and the hp damage reduction, I don't mind change but this is not a change that should have been implemented. As a loyal merc, I appreciate the 1.7 update but do not appreciate the distance and damage reduction. Hopefully everyone understands this. Now back to fighting on the floor. The lock range is fine, honestly. THIS is what we all need: https://forums.dust514.com/default.aspx?g=posts&m=1598932#post1598932Swarm flight speed is abysmal. If they're going to be rocket propelled, they should FLY like they're rocket propelled, not like paper airplanes.
Mobius Wyvern, I agree that the lock on is fine but the fact that they took 65% from 400 meters to 175m which to me is bs. Now that swam mercs are now moving targets. But I also don't like the fact that a rail cannon can hit me over 500m away. And a sniper can sit on there red zone and hit across map for one shot one kill. I don't mind change, just make it some what realistic
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Krom Ganesh
Holdfast Syndicate Amarr Empire
864
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Posted - 2013.12.12 14:31:00 -
[33] - Quote
Leupox Dior wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Harpyja wrote:Nope, the range nerf was needed. Otherwise you had a skill-less weapon that can lock down objectives from the redline. In some maps, it could lock down all objectives from the redline. Why do people use that term " skill less " , when it takes skill to acquire the weapon and to go prototype ??? Do you mean that it doesn't take skill to use ??? Again I beg to differ . I don't know of a skill less weapon in this game and if I'm wrong then please correct me . No, clue why they use the term skill less. Probably because they think when you got a lock they think you don't have to do any further aiming. Wish it was as easy as it sounded, takes much more skill then just get a lock on a HAV, LAV or Dropship. You got to predict in which direction the vehicle is going, are there any obstacles that might block the rockets when they are launched, in which angle do you launch the rockets to minimize the chance having them hit buildings or obstacles. In which direction do you launch them when you got a lock to make sure they dont outrun the rockets and make sure the travel time of the rockets are as short as possible by predicting in which direction they are gonna move. Check what your fellow AV's are doing and get a good position to hit the vehicle. HAV you want to try to hit from the back and LAV from the front for maximum impact. Appearently this is skill less?! I don't mind the nerf and that I'm unable to solo a tank anymore, but at the moment the impact we make now with a Swarm Launcher is as if I'm trying to shoot a tank with a SMG.
The problem is that effective use of the Swarm is all about the setup (especially with the vehicle's new mini-godmode), not execution. They look at the execution and assume that is all there is to being a good Swarm user.
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Shijima Kuraimaru
warravens League of Infamy
418
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Posted - 2013.12.12 23:04:00 -
[34] - Quote
Diesel Heat seeker wrote:Mobius Wyvern wrote:Diesel Heat seeker wrote:Anyone that has been in 1.7 knows that the distance has been significantly decreased. As a proto swarm I am not satisfied with the distance reduction and the hp damage reduction, I don't mind change but this is not a change that should have been implemented. As a loyal merc, I appreciate the 1.7 update but do not appreciate the distance and damage reduction. Hopefully everyone understands this. Now back to fighting on the floor. The lock range is fine, honestly. THIS is what we all need: https://forums.dust514.com/default.aspx?g=posts&m=1598932#post1598932Swarm flight speed is abysmal. If they're going to be rocket propelled, they should FLY like they're rocket propelled, not like paper airplanes. Mobius Wyvern, I agree that the lock on is fine but the fact that they took 65% from 400 meters to 175m which to me is bs. Now that swam mercs are now moving targets. But I also don't like the fact that a rail cannon can hit me over 500m away. And a sniper can sit on there red zone and hit across map for one shot one kill. I don't mind change, just make it some what realistic
Careful Diesel. On these forums there are players who get offended by the word "realistic" unless it's to their convenience.
I still can't find tanks on the market. All I see are those HAVs.
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Alena Ventrallis
Osmon Surveillance Caldari State
272
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Posted - 2013.12.12 23:12:00 -
[35] - Quote
The range nerf was needed since vehicles were going to rely on active hardeners. HAVs outrunning LAVs, however, definitely needs to be fixed. That's a confirmed glitch as it is, and I'm for toning down HAV speed even more after the glitch is fixed.
Damage nerf is justified, because HAVs will have a lot less ehp after hardeners are down, meaning old AV would wreck them without blinking. The issue now, is that HAVs can escape way too fast for AV to get them after their hardeners run out.
People, it's a glitch. HAVs outrunning my dropship are not working as intended, and will be fixed. After that, start your QQ.
It hasn't even been two days. Chill. CCP needs time to fix things. |
Dunce Masterson
Savage Bullet
2
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Posted - 2013.12.13 00:42:00 -
[36] - Quote
the swarm launcher is in need a major speed buff to the missiles it launches as they are now birds fly faster then they do......... |
Diesel Heat seeker
FERAL OUTCASTS.INC
7
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Posted - 2013.12.13 01:29:00 -
[37] - Quote
It will eventually have to be correct cause no one will bring swarms do to not working properly. |
Shijima Kuraimaru
warravens League of Infamy
420
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Posted - 2013.12.13 10:12:00 -
[38] - Quote
Alena Ventrallis wrote:The range nerf was needed since vehicles were going to rely on active hardeners. HAVs outrunning LAVs, however, definitely needs to be fixed. That's a confirmed glitch as it is, and I'm for toning down HAV speed even more after the glitch is fixed.
Damage nerf is justified, because HAVs will have a lot less ehp after hardeners are down, meaning old AV would wreck them without blinking. The issue now, is that HAVs can escape way too fast for AV to get them after their hardeners run out.
People, it's a glitch. HAVs outrunning my dropship are not working as intended, and will be fixed. After that, start your QQ.
It hasn't even been two days. Chill. CCP needs time to fix things.
Balance wise, if you have a near god mode for thirty seconds, then you should be really squishy for the forty seconds of cool down time in which AV should become the sledge-o-matic to your water melon HAV.
Besides, most HAV pilots I've seen after the patch have started moving for their rear safe zone about ten seconds before their hardeners run out. With the buggy militia overdrive, they're safely away before their hardeners turn off singing "Can't touch this." all the way to their red line.
I still can't find tanks on the market. All I see are those HAVs.
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ADAM-OF-EVE
Dead Man's Game
629
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Posted - 2013.12.13 10:56:00 -
[39] - Quote
there are no short range guided av weapons in RL. reason is there is just no reason for them. you have a missile moving at what...200+m/s. with careful aim you are not going to miss even out to 400m. the range of swarms from 1.7 is un-realistic with the use of a lock on. by the time you get a lock every man and his dog knows your there and is hunting you down. if they don't know your there your first volley is going to light you up like a christmas tree.
what they have done is too drastic and doesn't work with the current functioning of swarms. they need to do 1 of 2 things. return the range but keep the damage reduction or keep the range but remove lock on, possibly making it a breach swarm launcher (unguided)
those are the only ways they will fix swarms and make them actually of any use
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Diesel Heat seeker
FERAL OUTCASTS.INC
7
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Posted - 2013.12.13 23:22:00 -
[40] - Quote
Ok, now the magical question is how long will it take for ccp to see the difference in the hp and range. Myself, I still will contine to run swarms just due to the fact that they are still a necessary weapon on the field. Not saying I give up on swarms but now that a lot of other mercs a now stating the same thing makes me curious of how much is enough. Again, I'm just saying what I have seen on the battlefield. |
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