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Korvin Lomont
United Pwnage Service RISE of LEGION
382
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Posted - 2013.12.20 10:53:00 -
[1] - Quote
Jason Pearson wrote:Use PLCs, Swarms for Armor k?
PLC??? We should use a PLC??? You do know that its a one shot weapon with charge? Even on Proto that means 1 shot every 4 seconds that do 1155 damage (witout mods or proficiency). Even an unfitted Sica would can withstand 3-4 shots, thats 12 to 16 seconds with a slow firing projectile! |
Korvin Lomont
United Pwnage Service RISE of LEGION
383
|
Posted - 2013.12.20 11:09:00 -
[2] - Quote
Garrett Blacknova wrote:Alena Ventrallis wrote:*twitch*
Okay people, let's get something straight here. You are not supposed to be able to down a vehicle while a hardener is running. That is the entire point of them. You have to wait until they turn off to attack. Your attack is supposed to be ineffective when hardeners are active. There's a pretty big difference between dealing minimal damage, but STILL HAVING THAT MINIMAL DAMAGE COUNT, and what happens with Swarm Launchers against Hardeners. The regen rate is FASTER than Swarm DPS, and in spite of TAKING HITS FROM PROTOTYPE AV WEAPONRY, the shield regen isn't being interrupted. So you're using a 60% damage resist, and effectively turning an AV weapon into not merely reduced damage, but all it's doing is SLOWING DOWN YOUR REGEN. Reducing your rate of healing is not minor damage. It's non-damaging hits. Anti-vehicle weapons should NOT be hitting zero effect because of a 60% resist. If you fire a Plasma Cannon at an armour tank while its shields are down, it can have THREE hardeners active and see more impact than a shield tank gets from a Swarm Launcher while running only ONE. Quote:1. Limit one hardener per vehicle. ONE hardener, to reiterate. Gives us vehicles our window of opportunity, but ensures that window closes and AV windows open. Not only is this a terrible idea at its base when literally every other module, active or otherwise, is allowed multiples fitted, but it also doesn't solve the problem because one hardener is enough to literally turn Swarm Launchers into a pretty light show with a smaller effect than a passive regen that doesn't even require a module to activate.
Yes the limit of one hardener would not solve the underlying problem but at least it gives AV a chance. With enough hardeners you could have active hardeners nearly non stop, that creates only one big wave of oppertunity for the HAV Pilot. |
Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 11:48:00 -
[3] - Quote
pegasis prime wrote:I support the one hardener restriction as yes it will negate swarms on my gunlogi but only for 30 seconds(max skills) and then be very vulnerable for 42 seconds which is plenty of time to kill a tank with swarms or forges or even gosh the plasma cannon, The problem isn't just the tanks its how av are going about destroying them i.e. iv shot many forge gunnners and swarm launchers who still stand out in the open and attempt to spam av at me there is also things av needs to consider when taking down a tank firstly is it shield or armour - iif it is shield based then you need high alpha damage weapons to take them down especially when the hardners are active, right so that means you need a single shot high damage projectile that has bonuses towards shield damage like say the plasma cannon ( don't laugh I have tested it up to the kla and found it to cut through hardeners and make a shield pilot freek out and retreat even when the hardeners are up ) also the forge has great alpha damage and will tear through shields as will flux nades . the problem with swarms is that they are a tricle attack weapon that deals explosive damage that already has a -11% damage to shields combind with 60% resists ....well you get where im going . now if it is armour then you need something to tricke away at those reps as they constantly rep that's what the swarm is for the fact it has a damage bonus to armour tells you this +29% damage to armour infact as well as av nades having the same bonus tells you that they are meant for armoured vehicles not shield based vehicles.
Regarding non moving AVs well it depends on the Weapon they use some forges can only be charged while not moving and you cant Sprint while chargin or with a charged forge and heavies in general are slow...
Similar is true for swarms if you move too fast the lock will break and getting the lock is easier when standing rather still as you need to stay on target for a while to get the lock.
For the shield argument there is not much AV can do against shields other than throwing a flux as there is no viable AV weapon thats is effective vs shields (the PLC is a bad joke as AV weapon) .
If you than take into account that even a full clip of proto swarms is not enough to bring down a soma the grenade choice is difficult you may need he AV variant to finish a soma or the flux to do anything against a sica... |
Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 12:53:00 -
[4] - Quote
Django Quik wrote:Please stop talking about AV killing tanks - that is not what this thread is about and simply derails the discussion into AV vs HAV poop throwing. This thread is about an AV weapon not resetting a vehicle's shield recharge delay.
If a proto swarm dealing 1320 damage in one volley gets reduced by 30% for shields and then 60% for a hardener, that's 370 damage it should be dealing. Why would 370 damage be below the threshold for inducing the shield recharge delay? That's far too high a threshold.
By that maths, militia swarms should be dealing 246 damage per volley through shields and hardeners, which also seems like a perfectly reasonable amount to reset the the delay.
And remember, I'm not saying those weapons should be doing more than that amount of damage - only that they should be inducing the delay.
I think this is because the damage treshold is calculated per missile so you don't inflict 1320 damage but 6 x 220 that comes down to 62 Damage per missile. If you look at this the treshold is not that high as this is less damage than a SCR round would do (or a Tac AR)... |
Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 13:13:00 -
[5] - Quote
Garrett Blacknova wrote:Korvin Lomont wrote:Yes the limit of one hardener would not solve the underlying problem but at least it gives AV a chance. With enough hardeners you could have active hardeners nearly non stop, that creates only one big wave of oppertunity for the HAV Pilot. With the slot limit, it's theoretically possible to have a single hardener running permanently, but to do so, you have NOTHING else on your tank, no raw HP buff, no booster to quickly recover when needed, and no option to trigger a second hardener without delay once you're into your hardening pattern. Unfortunately, because of the issue with swarms, there's a primary AV weapon that even a full Militia tank can ignore to Proto level. Limiting to one hardener reduces the strategies open to tankers, reduces the variety in fits, and reduces the complexity of tanking down to ONE hit-and-run approach. Fixing the core problem so that a hardened shield tank can't literally pretend that Prototype AV players don't exist just because they brought "the wrong gun" is a solution. Your proposal is not. If I bring a Combat Rifle, I can still hurt a guy with his shields up. If I bring a Scrambler Rifle, I still deal armour damage. Bringing the wrong weapon in infantry combat doesn't make you instantly unable to scratch your target. My Missile Tank can hit enemy shield tanks hard enough to see their shields drop EVEN WHILE HARDENED, and I'm only running a Standard turret, with no damage mods. When AV infantry using the infantry equivalent - an explosive weapon - fire at the same hardened MILITIA tank, the tank's regen is faster than they can apply damage while using PROTOTYPE gear. Yes, it's reasonable for my large turret to be more effective. But it's still not reasonable for the Swarm Launcher to be literally a non-presence. Even if it's hitting for such reduced damage it may as well not be hurting, it's reasonable to expect ANTI-VEHICLE weaponry to have enough impact to delay shield recharge. My suggestion of adjusting the threshold along with resistance makes sense by those standards. Anything that's treated as AV while your tank isn't hardened will be treated as AV when it is. The damage is still reduced, but the threshold effectively looks at the base damage of the weapon instead of the modified damage applied through hardeners. It wouldn't be - as was suggested on the first page - an "exception" being made for Swarm launchers. It would simply be the difference between AV weapons and non-AV.
I would prefere a real solution to that problem as well but I don't know whats easier to implement. Also even Two hardeners reduce the effective time of vulnerability to 15 sec compared to a whopping 60 sec of protection. That does not seem like a balanced layout...
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Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 13:17:00 -
[6] - Quote
Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me?
You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... |
Korvin Lomont
United Pwnage Service RISE of LEGION
384
|
Posted - 2013.12.20 13:26:00 -
[7] - Quote
Takahiro Kashuken wrote:Korvin Lomont wrote:Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me? You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... Sorry but PLC is a shield based AV weaopn weather you like it or not Next best option is the FG which deals a mass amount of damage which does stop shield regen
Correct me but the description of the PLC never stated to be an AV weapon. The only reference toward this is a DEV statement claiming this weapon was introduced as AV weapon. And how a singleshot weapon with slow reload and a slow moving dumbfire projectile should be an AV weapon is at least a very bad concept. Unless we get something to actually stop vehicles... |
Korvin Lomont
United Pwnage Service RISE of LEGION
389
|
Posted - 2013.12.20 18:09:00 -
[8] - Quote
Spkr4theDead wrote:Korvin Lomont wrote:Takahiro Kashuken wrote:So OP is an idiot
Why are you shooting swarms at a gunlogi?
Why are you shooting swarms at a gunlogi with its hardeners on?
When swarms deal 80% damage at best to shields and the hardener adds on another 60% resistance to anymore incoming damage, why are you suprised that my regen can rep through the swarm damage when at most you are doing 20% damage to me? You should know there is NO shield fucussed AV weapon. And please don't come up with the PLC this is not an AV weapon in its current design. So whats left only the flux grenade a weapon that do enourmous damage to shields but is very ineffective versus moving targets and does no damage to armor at all. So it leaves you plenty of time to react when you get hit by a flux...especially when it took several flux nades to bring down a sicas shield... You're obviously not good enough to use the plasma cannon. All fire and forget for you, and your face goes red when your swarms don't 2-shot a shield tank, no matter what the fit is, or who is piloting it. There's also flux grenades. One of those and we're left with around 1400 shields. That's really not much, especially if you catch us by surprise. Guess what.... if you successfully time throwing 2 flux grenades, we have no more shield left. But trying to time 2 grenade throws is OP, STD flux should do 2600 damage to vehicle shields, right? And several flux grenades? Well, let's see. A Sica has I think 2650 shields. A STD flux does 1200 damage. So 1200 + 1200 = 2400. Well, would you look at that, a Sica is left with around 250 shields. That's not much at all. If you could get someone that could, ahem, aim, you could basically have your way with that MLT tank. When you say several, I'm guessing the blast radius of the first flux wasn't close enough to the tank to do full damage, which again, is an example of failed tactics and teamwork.
Only REALLY stupid tankers would not activate their modules or flee once they get hit by a flux. And by the way I do not use the swarm any longer I start using RE's and well they work it's a bit risky to sneak up a tank but all in all better than running with a useless weapon.
Regarding the PLC it takes roughly 4.5 secs to get the second shot out of the PLC on proto. So it takes a huge time (in Dust terms) to kill a militia HAV with this thing, but I guess even that amount of time is still to fast for you . Currently the PLC works like a sidearm (in terms of AV) its just a finisher but takes the main weapon slot... |
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