ADAM-OF-EVE
Dead Man's Game
620
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Posted - 2013.12.12 06:39:00 -
[1] - Quote
1- d, f (av is blatantly up on the basis of range especially)
2 -a (high), c (nitrous making them too fast,resistance modules making all damage sustained almost pointless), e (there is more tank spam now than there was lav spam back when they were free), f (no sp cost to roll mlt tanks and with all the above makes them op for anyone in them)
3- a (with stacked hardeners there ehp is insane and makes them indestructible),b(same as a), c (because they can now sit still out of range of most av they can now nuke even the hardest suit with just 2 shots. with splash they barely miss), g (can work out of range of most if not all av)
4-pretty much no change there
5- a/b (damage at old range would have been deemed ok. at new range damage is too low. you get 1 volley and in that second everyone with a rifle is shooting at you and you cant do nothing about it but run for your life with your 50k swarm launcher on your back. even if you do get off your full clip you stand zero chance of killing anything but lav's. ccp should have taken it 2 ways - half dps but increase range or half range but increase damage. instead they more than halfed the range and decreased damage by a 3rd rendering them almost useless)
6- a/b ( you get 1 shot off and the vehicle just moves breaking you aim and by the time your recharged for the next shot and back on target they are already healing shield. you will be lucky to get to arm)
7-don't use so cant comment
8-don't use so cant comment
9 - 2 changes
modules - fix that damn speed mod, lower the amount of damage reduction of hardeners or limit them to 1.
av weapons - swarms - return the range to previous if not increase it but give them half of the original damage. this would allow for a group of mercs to effectively lock down the skies. at the same time the reduced damage along with the damage mitigation of the active modules would allow dropships and tanks to pierce through occasionally without risk but be forced back once on cooldown. as it stands they just sit there with hordes of av raining down on them and they dont even flinch.
forge - lower damage but increase refire rate. this or lower their range to medium range and increase splash radius. this would allow them to work in the front line where tanks currently are. lock on range has no place in close quaters where as direct line of fire does.
10 its my opinion ccp did the tweaks to swarms and forge the wrong way round rendering both prety much useless where as the opposite would have been more balanced for everyone
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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