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Greiskind
Ostrakon Agency Gallente Federation
30
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Posted - 2013.12.15 15:26:00 -
[1] - Quote
I get the Swarm Launcher damage reduction, no problems with that. What I don't get is the lock-on range reduction. Especially with the HAV turbo, I can get one hit before they run out of my lock-on, and then stop to kill me with their main gun when I can't touch them. Or run up close with hardeners so AV grenades have little effect. Whatever - only one or two AV guys on the field can't counter the current HAV-spam. Additionally, the nerfed SL range means I can't engage Dropships unless they are nearly overhead. The DS can hover out of SL range, but their guns can reach me just fine.
Recommendations:
1. Increase SL lock-on range to 300m. This allows locks on DS at more than point-blank range, primarily as a counter to Dropships. Should have little effect on HAVs in built-up terrain - with turbos they still would have plenty of places to hide to avoid/break a second lock. Maybe increase the lock-on range in Advanced/Proto SL.
OR
2. Return the SL to closed beta "dumb-fire" mode - trigger-only fires straight line without lock, and lock-on with the aim button. That way the SL still has some use on the battlefield as an infantry crowd-control weapon. (SL essentially ineffective as AV at this time, only bare-bones militia HAV have any reason to be concerned about SL anymore.)
OR
3. Increase missile speed, or create a proto version with increased missile speed to counter the turbo module.
OR
4. Any or all of the above. (Probably too much for the HAVers, and we all hate to see a HAVer cry.) |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
252
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Posted - 2013.12.15 16:44:00 -
[2] - Quote
.... have you ever though about why the swarms follow the target around ?? it's almost as if swarms where made to shoot down air vehicles hmmm i know it's a crazy idea and all but really gotta use a forge to take down tanks. |
Hobo on Fire
Goonfeet Top Men.
90
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Posted - 2013.12.15 18:40:00 -
[3] - Quote
I remember a few people commenting that the range nerf to swarms was just a workaround to the rendering issues they had for so long. If true, it means that CCP has every intention of at least retuning them to their original range once they figure out the issue... Having invisible missiles flying into your vehicle was a problem.
If they really did do it because they felt the range was too long, I'd suggest having the launcher work as it currently does out to it's current max lock-on range of 175m. At ranges beyond that, the launcher could still lock on (up to the old 400m max) but there would be an increased lock on time of 0.1 seconds for every 10m past the 175m "optimal" range. A target 375m could still be targeted, but at 200m past the "optimal," it would increase the lock on time by a full 2 seconds.
Letting swarms reach these targets, even at what amounts to a significantly reduced rate of fire, would allow players not skilled into heavy suits or vehicles to at least suppress long range vehicle targets. Forcing tanks or dropships to retreat obviously isn't as good as killing them, but it can absolutely mean the difference in a pitched battle. In addition, rail tanks and installations more than 175m past the redline can now only be targeted by forge guns or large rail/missile turrets. If these objects can strike at us, we shouldn't be forced to spec into heavy suits or HAVs just to shoot back. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
249
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Posted - 2013.12.15 18:44:00 -
[4] - Quote
message from Godin: projectile speed buff would be acceptable, and fun |
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