Fox Gaden wrote:Alena Ventrallis wrote:Make current proto swarms the new militia/basic swarms. All versions would shoot 6 missiles.Militia/basic would do 220 damage per missile. Advanced would do 235 per missile. Proto would be 250 per missile.
That would be a massive buff to Militia/Basic Swarm Launchers, giving them the same damage they had in 1.6. Considering that every player has access to Militia Swarms for free on the Starter AV suit, I think this is a serious problem.
Also you are proposing a 44% buff to Militia/Basic Swarm Launcher damage while only giving the Proto Swarm Launcher a 12% damage buff.
I personally prefer giving Swarm Launchers a 12% buff across the board (increasing missile damage from 220 to 250, but not changing the current missile counts), plus giving them a 12% range buff (increasing lock range from 175m to 200m.)
I propose the changes because of how ridiculous the current damage scaling is on swarms. No other weapon, and I mean NO OTHER WEAPON, scales as heavily as swarms do. They go up by 220 damage a tier. The closest thing that does that is large railguns, which go up in damage by 218 a tier.
As was shown in the video, under Ideal conditions, a standard swarm launcher took two magazines to kill an armor tank,
which it has bonus damage to.I think the best demonstration was against my Gunnlogi at the end. With hardeners up, He couldn't down me period. This is as it should be. But when he sht me with my hardeners off, he took my entire shield off in 3 swarms. That's what should happen. I have my wave of opportunity when my hardener is up, where I can get in, do my job, and get out. His wave of opportunity begins when my hardener turns off, which is keeping me away while my cooldowns are running. The problem with tanks is they can bypass that cooldown by running multiple hardeners. That is unfair. One hardener per vehicle. Make all tiers of hardeners have the same uptime and cooldown. (caveat: armor and shield hardeners can be different from each other) Make base resistance increase among the tiers. for shields, 60% at standard, 80% at proto. A proto hardener should mean I can take on any AV that comes my way. But when that hardener turns off, AV should have a big window, on the order of 2-3 minutes, where they can easily drive me away/kill me. Also, Add in wp for damaging tanks enough to retreat.
The infantry game is the keystone of Dust. In the end, what matters is capturing and holding objectives.
Everything else[u] is in support of the infantry. A tank should be an asset the same as an orbital. It should be used for 30 seconds or whatever, and then cannot be used for 2-3 minutes without fear of losing it quickly.