Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ballistic surgeon
killer taxi company
12
|
Posted - 2014.01.07 02:32:00 -
[31] - Quote
Keep dmg same but give it a huge speed buff (never seen missles move so slow b4) and range buff (std/mlt stay as is, 200m for adv, 250m for proto). Wouldnt mind CCP adding a dumbfire swarm version to the mix. Kinda like a rpg, shoots 1 projectile at a time (dmg, reload time and distance all increase with higher skill).
|
Poonmunch
Sanguis Defense Syndicate
760
|
Posted - 2014.01.07 02:42:00 -
[32] - Quote
Soraya Xel wrote: The gradual changes thing is a big thing I keep trying to emphasize.
This is very true.
Tiny changes in complex systems can cause very large downstream effects.
I agree that they should try to gently change things when they do make changes.
I've been using Swarm Launchers of late and I have to get Kamikaze close to tanks and dropships to do damage.
I'm not asking to be able to solo a tank but a Swarm Launcher should make the area unpleasant enough for a tank that it won't linger.
Having said this, I think dropships need to get some sort of buff because they suffer badly from hits by Swarm Launchers.
Munch
Dedicated Sniper.
Minmatar Patriot (6).
|
Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
613
|
Posted - 2014.01.07 03:53:00 -
[33] - Quote
Suanar Daranaus wrote:If CCP would just give Swarm launchers back their Lock Range and keep the damage nerf they have implemented. It would fix a lot of the problems with 'Red line ' tanks, Un-droppable Drop ships. Not Enough damage for one person to kill them but enough range to be peskey to them and make them have to use their Skills to out maneuver them to a safer, ( note I said "SAFER" ) not SAFE zone to regroup. It would also give them a chance to use those new skills/mods that most find OP. j/k. It might also settle down some of the complaints about Militia type tanks and dropships being to cheap and ever body being a 'pro' with them and them having no skills to back it up. The 'Cheaper' models of those vehicles would be at the Most disadvantage of increased range of the old lock range on the swarms. Just a thought. You may now release the hounds with flame throwers on this idea. Dropships can still be destroyed. It takes a more powerful weapon than a swarm to bring down a proto fit assault dropship. And why should it? Its cost compared to a proto fit assault dropship is nothing, should a weapon like that really be able to destroy a well fit and skilled dropship. I could understand increasing the damage slightly, but the range should remain the same. Now here me out, the old swarms could Cover most if not all of the map depending on the map. The new swarm lock range Makes it so that one man cannot lock down the map.
I know you think that pilots should be able to skillfully avoid or out maneuver swarms, the simply fact is swarms will turn straight 90 degree angles to hit the target. Unless the dropship is fit with afterburners and manages to speed away in time. There is no skill or fun in that situation. |
P14GU3
The Southern Legion The Umbra Combine
475
|
Posted - 2014.01.07 04:02:00 -
[34] - Quote
Lynn Beck wrote:175 meters is a long enough range, ever tried shooting a rail rifle past 150? That's some huge frickin distance.
Past 200m they don't even render, so stop wishing for gamebreaking things. Did you know blasters can shoot farther than swarms right now?
Seems like balance to me |
Soraya Xel
The Corporate Raiders Top Men.
942
|
Posted - 2014.01.07 04:25:00 -
[35] - Quote
Pvt Numnutz wrote: Dropships can still be destroyed. It takes a more powerful weapon than a swarm to bring down a proto fit assault dropship. And why should it? Its cost compared to a proto fit assault dropship is nothing, should a weapon like that really be able to destroy a well fit and skilled dropship.
Here's the problem: ISK should not allow you to be invulnerable for an entire match. If you aren't losing your vehicle in a match, your vehicle is OP. They can make them cheaper, they can make swarms more expensive, but the last thing you should get, is the ability to buy a slightly more expensive fit (a vehicle) that can't die, so it doesn't end up costing you anything 90% of the time.
I'd like to be your CPM1 candidate
|
Nirwanda Vaughns
261
|
Posted - 2014.01.07 04:57:00 -
[36] - Quote
personally i think swarm damage is fine. i have mine to prof 3 and run 3 complex damage mods to it. yes its a lot to get them killing effectivly but i think it helps keep more balance. i had a few ideas about swarms to try keep balance together vs ground and air vehicles applying one or two could help bring them more back in line
1. lock range of swarms increases with tier. STD - 200m. ADV - 250m. PRO - 300m 2. Instead of Assault Swarms have a specialized Ariel Swarm. starting at 400m lock range as before at ADV/Lv4 and upto 500m PRO that can only lock air vehicles 3. More specialized skills. Instead of just applying changes to the swarms introduce specialization skills so AV'ers can truly specialize. these 3, 4x skill training skills (ammo is 3x prof is 5x) could be Swarm Lock range, Swarm missile flight time and swarm missile velocity. each one adds 10% per level to their attribute.
using a mix of the above suggestions will help keep swarms and vehicles baalnced but gives those who want to be true AV'ers the ways to improve their weapons and give tanks and dropships a true run for their money
Real Gallente structure tank :)
|
Beck Weathers
Ghosts of Dawn General Tso's Alliance
224
|
Posted - 2014.01.07 05:03:00 -
[37] - Quote
You should have to keep a continuous lock on the target until the missles impact or they fly off into space, Then you can have your range and damage back. |
Zunist Tae
Single Player Opps
29
|
Posted - 2014.01.07 05:18:00 -
[38] - Quote
Pvt Numnutz wrote:Dropships can still be destroyed. It takes a more powerful weapon than a swarm to bring down a proto fit assault dropship. And why should it? Its cost compared to a proto fit assault dropship is nothing, should a weapon like that really be able to destroy a well fit and skilled dropship. I could understand increasing the damage slightly, but the range should remain the same. Now here me out, the old swarms could Cover most if not all of the map depending on the map. The new swarm lock range Makes it so that one man cannot lock down the map.
I know you think that pilots should be able to skillfully avoid or out maneuver swarms, the simply fact is swarms will turn straight 90 degree angles to hit the target. Unless the dropship is fit with afterburners and manages to speed away in time. There is no skill or fun in that situation.
The issue is they can currently hover just out of range firing without fear. That's just bad design. Assault DS make the situation worse by providing a single player the ability to kill essentially without fear of reprisal (unless you count tanks...and even then DS's are agile enough to stay overhead while still dropping missiles on the tank) . Even worse, with speed boost they're frequently pushing well past the red line to abuse ground troops in a manner very similar to tanks.
Beyond that these are weapons designed to destroy vehicles. If a weapon designed to destroy vehicle is incapable of doing so then it's a failure as a weapon.
As to being unable to avoid swarms, they're suppose to be hard to dodge. However, the devs were nice enough to provide multiple tools for dealing with this. Hardeners, afterburners, shield boosters, extra armor, armor reps etc...Additionally I frequently see DS pilots dip behind buildings etc. While being airborne should provide benefits it shouldn't mean you can't be killed. |
Jason Pearson
3799
|
Posted - 2014.01.07 05:27:00 -
[39] - Quote
Beck Weathers wrote:You should have to keep a continuous lock on the target until the missles impact or they fly off into space, Then you can have your range and damage back.
I wouldn't be opposed to this.
King of the Forums // Vehicle Specialist for Hire.
You're a total git, Jason. - Kingbabar
|
FAKIR REDETTa
0uter.Heaven
108
|
Posted - 2014.01.07 05:40:00 -
[40] - Quote
Takahiro Kashuken wrote:Atiim wrote:Takahiro Kashuken wrote:
I am good I dont get killed by milita dropships like you do
I got killed by an Incubus with both a PRO and a MLT missile Launcher firing at me. The fact that you couldn't survive a match against AV before 1.7 means that you weren't good at all. Scrub maybe? Dont lie it was a militia DS with a milita turret But i could survive and you couldnt impossible once a assault dropship is on top of you ur ****** |
|
Mercenary Anti Armor
Dust2Dust. Top Men.
25
|
Posted - 2014.01.07 06:13:00 -
[41] - Quote
Im a swarm guy and i personally think swarm shouldnt go back to how it was in1.6. But it should get a LITTLE buff, not too much and not too little. Like 50more damage or somewhere around there, the range should increase a little,but not too much.
I'll swarm the out of you guys
|
Ld Collins
Titans of Phoenix Legacy Rising
102
|
Posted - 2014.01.07 06:31:00 -
[42] - Quote
Are there any commandos that use the swarm launcher? Having 20% reload speed over 10% reload speed should help you down a vehicle. |
Beld Errmon
The Southern Legion The Umbra Combine
1207
|
Posted - 2014.01.07 07:25:00 -
[43] - Quote
My protoswarms still nail tanks, I guess it takes a tanker to know how to kill a tank, maybe its because I understand them or perhaps its cause I'm not sitting around balling my eyes out about the loss of easy mode AV, btw swarms won't do jack about redline rail tanks, they never have and never will. |
Nirwanda Vaughns
262
|
Posted - 2014.01.07 07:50:00 -
[44] - Quote
Ld Collins wrote:Are there any commandos that use the swarm launcher? Having 20% reload speed over 10% reload speed should help you down a vehicle.
i have a dual proto swarm commando and the reload speed is pretty nice but the main issue isn't reload but locking time. with overdrivers and afterburners a vehicle can be out of lock range before 2nd or 3rd lock
Real Gallente structure tank :)
|
Killar-12
The Corporate Raiders Top Men.
1965
|
Posted - 2014.01.07 07:54:00 -
[45] - Quote
Takahiro Kashuken wrote:Atiim wrote:Takahiro Kashuken wrote:Get good OP Sadly Tankahiro, that would imply that your "good" in the first place. I am good I dont get killed by milita dropships like you do Challenge Accepted, does Stayy Freshh Still play, get me and him and I'll give you a new *******...
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
|
Killar-12
The Corporate Raiders Top Men.
1965
|
Posted - 2014.01.07 07:55:00 -
[46] - Quote
Mercenary Anti Armor wrote:Im a swarm guy and i personally think swarm shouldnt go back to how it was in1.6. But it should get a LITTLE buff, not too much and not too little. Like 50more damage or somewhere around there, the range should increase a little,but not too much. This^ a little more dam and lock-on
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
|
Zunist Tae
Single Player Opps
29
|
Posted - 2014.01.07 07:57:00 -
[47] - Quote
Beck Weathers wrote:You should have to keep a continuous lock on the target until the missles impact or they fly off into space, Then you can have your range and damage back.
No. We usually use three back to back volleys just to drive them off. Having to maintain a lock means we get one volley, even at the old damage it isn't enough to more than make them giggle. Additionally it increases my vulnerability 10 fold by keeping me focused on a target that I still won't be able to kill. This means it'll be even easier for infantry to kill me. |
Echoist
Fenrir's Wolves Zero-Day
106
|
Posted - 2014.01.07 10:05:00 -
[48] - Quote
Why are people having so much trouble with the new swarm launcher? I mostly use my Adv. swarm fit and still have no problem taking out tanks, you just have to learn when to attack and team up with a forge gunner. I'm just glad that now swarm launcher users can't solo tanks cause before that was ridiculous lol.
Noobasaures: "Rawr"
Ex-Laser Rifle Specialist, fuck you CCP.
|
P14GU3
The Southern Legion The Umbra Combine
484
|
Posted - 2014.01.07 10:33:00 -
[49] - Quote
Echoist wrote:Why are people having so much trouble with the new swarm launcher? I mostly use my Adv. swarm fit and still have no problem taking out tanks, you just have to learn when to attack and team up with a forge gunner. I'm just glad that now swarm launcher users can't solo tanks cause before that was ridiculous lol. Right... cus ONE guy in a tank, with same isk/sp investment as ONE guy with a swarm, should be so much more powerful |
Echoist
Fenrir's Wolves Zero-Day
106
|
Posted - 2014.01.07 10:47:00 -
[50] - Quote
P14GU3 wrote:Echoist wrote:Why are people having so much trouble with the new swarm launcher? I mostly use my Adv. swarm fit and still have no problem taking out tanks, you just have to learn when to attack and team up with a forge gunner. I'm just glad that now swarm launcher users can't solo tanks cause before that was ridiculous lol. Right... cus ONE guy in a tank, with same isk/sp investment as ONE guy with a swarm, should be so much more powerful He's in a -->tank<-- he should have more fire power over me with one swarm launcher. Since when did rocket launchers make more of a bang than a tank cannon?? I couldn't give two ***** about sp investment balance thats not how you balance things. Numbers don't balance things its how they perform in the field and how well they do out in the field that should be the deciding factor of a balance.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
|
|
ballistic surgeon
killer taxi company
12
|
Posted - 2014.01.07 12:15:00 -
[51] - Quote
Echoist wrote:P14GU3 wrote:Echoist wrote:Why are people having so much trouble with the new swarm launcher? I mostly use my Adv. swarm fit and still have no problem taking out tanks, you just have to learn when to attack and team up with a forge gunner. I'm just glad that now swarm launcher users can't solo tanks cause before that was ridiculous lol. Right... cus ONE guy in a tank, with same isk/sp investment as ONE guy with a swarm, should be so much more powerful He's in a -->tank<-- he should have more fire power over me with one swarm launcher. Since when did rocket launchers make more of a bang than a tank cannon?? I couldn't give two ***** about sp investment balance thats not how you balance things. Numbers don't balance things its how they perform in the field and how well they do out in the field that should be the deciding factor of a balance. A javelin will f'up a tank real quick. It can reach up to 2500 yds in a couple of seconds. U tellin me in the future we have gone backwards in weapon technology. Im not askin for a OHK swarm but at least give the guys who put the SP investment into SL a chance. |
KingBabar
The Rainbow Effect
1604
|
Posted - 2014.01.07 12:15:00 -
[52] - Quote
So I Wonder, how about them Assault suits????
http://s1286.photobucket.com/user/KingBabar/media/BannerKingbabarcopy.png.html
|
steve0809
GRIM MARCH D.E.F.I.A.N.C.E
3
|
Posted - 2014.01.07 12:31:00 -
[53] - Quote
ballistic surgeon wrote:Echoist wrote:P14GU3 wrote:Echoist wrote:Why are people having so much trouble with the new swarm launcher? I mostly use my Adv. swarm fit and still have no problem taking out tanks, you just have to learn when to attack and team up with a forge gunner. I'm just glad that now swarm launcher users can't solo tanks cause before that was ridiculous lol. Right... cus ONE guy in a tank, with same isk/sp investment as ONE guy with a swarm, should be so much more powerful He's in a -->tank<-- he should have more fire power over me with one swarm launcher. Since when did rocket launchers make more of a bang than a tank cannon?? I couldn't give two ***** about sp investment balance thats not how you balance things. Numbers don't balance things its how they perform in the field and how well they do out in the field that should be the deciding factor of a balance. A javelin will f'up a tank real quick. It can reach up to 2500 yds in a couple of seconds. U tellin me in the future we have gone backwards in weapon technology. Im not askin for a OHK swarm but at least give the guys who put the SP investment into SL a chance.
Dude we must have gone backwards, in the future apparently they cant jump anymore because my clone cant clear a 2 inch high barrier !
|
Sirys Lyons
Tronhadar Free Guard Minmatar Republic
7
|
Posted - 2014.01.07 12:39:00 -
[54] - Quote
steve0809 wrote:
Dude we must have gone backwards, in the future apparently they cant jump anymore because my clone cant clear a 2 inch high barrier !
Apparently, the future economies of scale in tanks must be absurd. My AV clone and an AV Sica are almost equal in cost.
Bonus: I can pretty much ignore infantry (including AV infantry) in the tank. Benefit: The railgun projectile moves quickly, and doesn't get confused by small hills. Plus: I can actually do serious alpha damage to a tank. And when they run off - I can follow them.
If you've got AV problems, you just need a tank.
And yes, that's broken. |
Echoist
Fenrir's Wolves Zero-Day
106
|
Posted - 2014.01.07 13:10:00 -
[55] - Quote
ballistic surgeon wrote:Echoist wrote:P14GU3 wrote:Echoist wrote:Why are people having so much trouble with the new swarm launcher? I mostly use my Adv. swarm fit and still have no problem taking out tanks, you just have to learn when to attack and team up with a forge gunner. I'm just glad that now swarm launcher users can't solo tanks cause before that was ridiculous lol. Right... cus ONE guy in a tank, with same isk/sp investment as ONE guy with a swarm, should be so much more powerful He's in a -->tank<-- he should have more fire power over me with one swarm launcher. Since when did rocket launchers make more of a bang than a tank cannon?? I couldn't give two ***** about sp investment balance thats not how you balance things. Numbers don't balance things its how they perform in the field and how well they do out in the field that should be the deciding factor of a balance. A javelin will f'up a tank real quick. It can reach up to 2500 yds in a couple of seconds. U tellin me in the future we have gone backwards in weapon technology. Im not askin for a OHK swarm but at least give the guys who put the SP investment into SL a chance. People who invested in swarm launchers (myself included) do have a chance at killing tanks. Just yesterday I was with some corp and alliance members and we destroyed a number of tanks. What people are wanting is to be able to solo kill raspberry tanks, which in my opinion is stupid and I'm not even a tanker myself. So what i'm trying to say is maybe the problem isn't in AV vs. Tanks but rather in how many tanks each side is able to call in at once. Its actually surprising easy to kill a tank when working with one or more AV users, of course that's depending on the skill of said hunted tanker. And i'm not saying that every tanker 8've come across I've been able to kill, but there IS an outline of AV vs. Tank balance people just need to learn how to adapt and accept that some actics from the past just aren't viable anymore. No matter how much fun they used to be.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
|
Big Swool
fux'd your mom DP
0
|
Posted - 2014.01.07 13:19:00 -
[56] - Quote
Fox Gaden wrote:I still say:
Buff missile damage by 30 = 250 damage per missile (down from 330 in 1.6) Buff range by 25m = 200m range (down from 400 in 1.6)
These small buffs would get the Swarm Launcher a lot closer to being balanced. After seeing the how that plays out we can determine if they need to be buffed any further. I like the range idea but the damage should be brought all the way back and I'd like too see then swarms fly faster. |
NAV HIV
The Generals General Tso's Alliance
694
|
Posted - 2014.01.07 13:37:00 -
[57] - Quote
Suanar Daranaus wrote:If CCP would just give Swarm launchers back their Lock Range and keep the damage nerf they have implemented. It would fix a lot of the problems with 'Red line ' tanks, Un-droppable Drop ships. Not Enough damage for one person to kill them but enough range to be peskey to them and make them have to use their Skills to out maneuver them to a safer, ( note I said "SAFER" ) not SAFE zone to regroup. It would also give them a chance to use those new skills/mods that most find OP. j/k. It might also settle down some of the complaints about Militia type tanks and dropships being to cheap and ever body being a 'pro' with them and them having no skills to back it up. The 'Cheaper' models of those vehicles would be at the Most disadvantage of increased range of the old lock range on the swarms. Just a thought. You may now release the hounds with flame throwers on this idea.
I want my swarm Launcher Skills back CCP |
Echoist
Fenrir's Wolves Zero-Day
106
|
Posted - 2014.01.07 18:40:00 -
[58] - Quote
Big Swool wrote:Fox Gaden wrote:I still say:
Buff missile damage by 30 = 250 damage per missile (down from 330 in 1.6) Buff range by 25m = 200m range (down from 400 in 1.6)
These small buffs would get the Swarm Launcher a lot closer to being balanced. After seeing the how that plays out we can determine if they need to be buffed any further. I like the range idea but the damage should be brought all the way back and I'd like too see then swarms fly faster. I don't mind the damage the swarm launcher does right now it's quite fitting, although I do agree with you on how fast the missiles travel for us to make do with the range we have right now faster missiles would help without needing to increase the damage at all.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
|
The Robot Devil
Molon Labe. Public Disorder.
1398
|
Posted - 2014.01.07 18:42:00 -
[59] - Quote
Suanar Daranaus wrote:If CCP would just give Swarm launchers back their Lock Range and keep the damage nerf they have implemented. It would fix a lot of the problems with 'Red line ' tanks, Un-droppable Drop ships. Not Enough damage for one person to kill them but enough range to be peskey to them and make them have to use their Skills to out maneuver them to a safer, ( note I said "SAFER" ) not SAFE zone to regroup. It would also give them a chance to use those new skills/mods that most find OP. j/k. It might also settle down some of the complaints about Militia type tanks and dropships being to cheap and ever body being a 'pro' with them and them having no skills to back it up. The 'Cheaper' models of those vehicles would be at the Most disadvantage of increased range of the old lock range on the swarms. Just a thought. You may now release the hounds with flame throwers on this idea.
Just introduce modules and skills that augment how the SL works and make being a dedicated AV a real profession.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
|
Atiim
Living Like Larry Schwag
3148
|
Posted - 2014.01.07 18:56:00 -
[60] - Quote
Echoist wrote: He's in a -->tank<-- he should have more fire power over me with one swarm launcher. Since when did rocket launchers make more of a bang than a tank cannon?? I couldn't give two ***** about sp investment balance thats not how you balance things. Numbers don't balance things its how they perform in the field and how well they do out in the field that should be the deciding factor of a balance.
Look up the Javelin. And it is a TANK.
Against ANTI-VEHICLE weaponry.
You may sit down now.
CoD ----->
<----- WoT
Please AR and Tank scrubs, go to your respective games. Leave DUST alone!
|
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |