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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
35
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Posted - 2013.12.20 16:09:00 -
[1] - Quote
though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this? |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
36
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Posted - 2013.12.20 18:41:00 -
[2] - Quote
Stinker Butt wrote:Alam Storm wrote:though i agree to the tank speed being reduced and Armour hardeners should be limits
i do not agree with swarms being set back to 1.6 settings i am an assault/ AV player though yes swarms are a waste of SP right now hell all AV weapons are i think if they slowed the tanks down and gave us swarms 300 per missile 1800 damage but kept the range of the swarms to 175m i think it will defo even the balance if it turns out swarms become to OP though this fix drop them down to 250 damage per missile 1500 damage or make the target lock slower
there was talk in a post a few days ago in one of the threads about bringing flaylocks back purely for AV use quicker lock on 300 damage per shot 900 damage before reloading and good rate of fire but only has 100m range i liked this idea most players do have flaylocks SP i know it wont do much damage but the rate of fire they gave out and with loads of people using them for AV it will defo give the tankers something to worry about
the idea was to make the flaylock shine again
not sure what you think of this? My tank can passively rep through proto swarms, so I find it hard to believe that a 35% buff to swarm damage would affect the current tanks. But, from my LAV perspective, I agree that I would be wrecked, and of course i don't "want" it to be that way. It's only a level 3 LAV, so I expect some degree of wreckage from proto weapons. It's hard to argue about flaylocks having some purpose in the game. And it would probably become an essential sidearm to most players if it worked. Again, I think my LAV would suffer horribly, but it seems there is no way to win that fight.
i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
37
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Posted - 2013.12.21 12:24:00 -
[3] - Quote
Stinker Butt wrote:Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers.
range is good but if they ups the damage and kept the range it will defo help granted it may only be an extra 300 damage or so per swarm luancher but thats a lot better without it and with 1% proficency any 3 damage mods u looking at 500 to 600 per swarm |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
51
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Posted - 2014.01.01 00:06:00 -
[4] - Quote
Stinker Butt wrote:Alam Storm wrote:Stinker Butt wrote:Alam Storm wrote: i agree the passive repair is quicker then 1 proto swarm but team of 2 or 3 will defo give it a run for its money with the 35% damage plus the damage mods and proficiency put on each swarm may do over 2k damage
and the reason i brought up the flaylocks is because i think even now more people are speced into them more then a swarm launcher
Currently, 2 proto swarms are laughable to my tank, unless I'm AFK. 3 can do some damage, but are not a considerable threat. Maybe if they all had proto, level 5 proficiency, stacked damage mods, and increased range, then I might be worried, a little. But I will be shooting back, so not too worried. Either way, that is not an average player that you are describing. And to have 3 of them together focused on a tank, should be OP, in my opinion. Also remember that the tank is unlikely alone. There are 15 other players on the team and they loooove shooting swarmers. range is good but if they ups the damage and kept the range it will defo help granted it may only be an extra 300 damage or so per swarm luancher but thats a lot better without it and with 1% proficency any 3 damage mods u looking at 500 to 600 per swarm You would think, but most don't have the build you speak of. In addition, shields have built in 20% resistance to swarms. So with a hardner on, that's 80% resistance, So with continuous hardners, youre proto swarms are doing about 44 dmg per missile. When a tank passively heals shields at over 200 hp/sec (dont remember the actual number), it heals faster than you can hurt it. It just seems logical to me that if you're going to make a weapon useless, just remove it from the game. CCP seems to be passive aggressive about it and just turns it into a paperweight for your collection. Anyway, I'm tired of talking about swarms. I haven't used them in months, so doesn't bother me terribly. I do think it's a little unfair to the light suit AV players though.
that does some what make sense but what if they up the damage on swarm luachers say 250 per missile thats 1000 for basic swarms and prototype has 1500
then put the shields on tanks like what you out of suits put a delay on them but say 30 seconds and then restrict the hardeners you have down to 1 hardener per tank i know a few people put 2 or 3 on when one runs out they switch to anther one and wait for first one to cool down then restrict the speed of the tank down so its not faster then an LAV
i read a post a few days ago i liked the idea of where tanks LAVs and drop ships will have swarms on them
tanks have anti air craft but will need to give up a slot for an extra player to use the AA gun and drop ships have anti vehicle on them i was thinking maybe an extra turret that comes out the bottom of the drop ship to give it best possible chance
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
52
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Posted - 2014.01.01 05:05:00 -
[5] - Quote
well why not do it wear the tanks weakness is at the rear where the engines are if u manage to hit them u do double damage |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
56
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Posted - 2014.01.02 20:57:00 -
[6] - Quote
Stinker Butt wrote:Alam Storm wrote:that does some what make sense but what if they up the damage on swarm luachers say 250 per missile thats 1000 for basic swarms and prototype has 1500
then put the shields on tanks like what you out of suits put a delay on them but say 30 seconds and then restrict the hardeners you have down to 1 hardener per tank i know a few people put 2 or 3 on when one runs out they switch to anther one and wait for first one to cool down then restrict the speed of the tank down so its not faster then an LAV
i read a post a few days ago i liked the idea of where tanks LAVs and drop ships will have swarms on them
tanks have anti air craft but will need to give up a slot for an extra player to use the AA gun and drop ships have anti vehicle on them i was thinking maybe an extra turret that comes out the bottom of the drop ship to give it best possible chance
People seem generally against the idea of buffing swarms. I guess tankers don't feel it's fair that they should have to die to swarms. I don't really get it, but I give up. I like the idea you mentioned - anti aircraft on tanks and vice versa. something for LAVs too. good idea
well tbh i think swarms should have a 30 damage buff added to every missile that isnt that much that 250 per missile keep the range as it is
and tbh if tankers are against the idea perhaps we should ask to have tanks in the loyalty market to be more expensive
the arguement was people were sick of having to pay 1.2mil per tank to have it blown up by a 7k swarm launcher now they can build really good tanks for less then 100k and about 600 loyalty points and proto swarms cant tank them out
if they dont want swarms to be buffed that extra 30 damage per missile then make tanks more expensive
also going by what i said in post above i think tanks need a weak spot like the engine at the rear on the tank where it does double damage if something hits it |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
57
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Posted - 2014.01.03 18:46:00 -
[7] - Quote
Stinker Butt wrote:I've read the post about maps, and while I agree that the maps need major reworking, I do have a couple of problems. First, I've been playing this game since early in closed beta, and we average a new map about every 4-5 months. So waiting for new maps to be made and old to be redesigned is extremely unlikely. And second, making maps where you don't really need to deal with the problem, doesn't really solve the problem.
The problem is, when I get in my tank, I'm able to destroy everything in sight. There is nothing that can stop me, short of another tank. I usually go multiple matches back to back before I find one match that there is a group of people working together that can beat me. And I'm solo. I don't even have that much sp invested in tanks. I don't consider myself a tanker, but I think I'm over-powered. I usually get 250k to 450k isk per match, and lose nothing. If you make maps that I only have access to some of the infantry, I may have lower kills, but I'm still OP.
Some people seem to want to buff swarms to fight tanks, others seem to think they are only meant for LAVs. i'm ok either way, but they are currently very effective against LAVs. with proto swarms, cheap LAV's go down in 2 shots, and the best LAV's go down in 3. that seems reasonable to me, because they are extremely hard to escape if you stop for more than 1 second. But if you are going to buff swarm damage for tanks, I think LAVs need a buff to compensate. 1 shot to kill LAVs is a little ridiculous. if it still takes 2-3 shots after the buff, then no big deal.
I still like the delayed spawn time for tanks. 1 minute isn't that long to wait to instantly become the most OP person on the map. Maybe I'm just used to it. I've been playing competitive fps since Doom was on a dial up modem. First time I played with tanks was "Unreal Tournament" and even then you had to wait patiently for the tank. It seemed to work perfectly well, and we never just sat and did nothing while waited. You defend the point until it gets there - unless you call it into the safe zone, but that's your choice. If 1 minute is really too long, then make it 45 seconds. It's not carved in stone. but there should be some kind of sacrifice made to bring in the tank.
but they havent made any maps all they down in take some old buildings off and put new ones on and cover it in snow thats not new that cheap
i would like to see different types of maps like 1 very dusty or foggy raining heavy snow grass maps would be nice maybe some trees i find it hard to believe the only maps CCP can come up with are deserts |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
57
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Posted - 2014.01.03 20:38:00 -
[8] - Quote
lee corwood wrote:Alam Storm wrote:
i would like to see different types of maps like 1 very dusty or foggy raining heavy snow grass maps would be nice maybe some trees i find it hard to believe the only maps CCP can come up with are deserts
Ooooh, one like vietnam. Heavy brush so you can barely see through it and BAM enemy. Well actually more like 'scan' there you are, but still, jungle would be a fun mash up too.
it would but make it to laggy im talking about different grounds and weathers im tired of just desert |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
59
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Posted - 2014.01.05 20:59:00 -
[9] - Quote
i like trains |
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