Delta 749
Kestrel Reconnaissance
2784
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Posted - 2014.03.28 19:03:00 -
[31] - Quote
DUST Fiend wrote:Leonid Tybalt wrote:Your "sayin" is then redundant, because it doesn't refute my argument at all.
Prove to me why the skillpoints of person x are supposed to be worth more than the skillpoints of person y.
'til you can present a coherent argument as to why, I suggest all of you drop the "well I spent x skillpoints into y, so I should be invincible and be able to kill everybody else"-debacle. Just as you danced around my point. Show me how a swarm launcher is harder to operate than an assault dropship I also didn't say that one was worth more than the other, simply that different aspects of the game are ::gasp:: different.
Lower movement speed limiting reaction ability, gimped range, actually fundamentally broken in its designated role as Judge was so kind to create a video showing, and drastically more vulnerable So when you take all these things into account then yeah, using a swarm launcher is an exercise in madness and much harder to operate with any sort of efficiency, after all we cant pop a hardener or after burner and turn tail when things go badly for us
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Kaminoikari
DROID EXILES General Tso's Alliance
51
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Posted - 2014.03.28 19:39:00 -
[32] - Quote
Delta 749 wrote:DUST Fiend wrote:Leonid Tybalt wrote:Your "sayin" is then redundant, because it doesn't refute my argument at all.
Prove to me why the skillpoints of person x are supposed to be worth more than the skillpoints of person y.
'til you can present a coherent argument as to why, I suggest all of you drop the "well I spent x skillpoints into y, so I should be invincible and be able to kill everybody else"-debacle. Just as you danced around my point. Show me how a swarm launcher is harder to operate than an assault dropship I also didn't say that one was worth more than the other, simply that different aspects of the game are ::gasp:: different. Lower movement speed limiting reaction ability, gimped range, actually fundamentally broken in its designated role as Judge was so kind to create a video showing, and drastically more vulnerable So when you take all these things into account then yeah, using a swarm launcher is an exercise in madness and much harder to operate with any sort of efficiency, after all we cant pop a hardener or after burner and turn tail when things go badly for us
>Lower movement speed
Not by much. You're using a light AV weapon. Why you do you think it's in the light weapon category? Swarms are meant to be a team-use AV. A single swarmer should, yes, be able to take out pretty much any LAV but against an air vehicle (mind you, the ONLY air vehicle in the game) it should not. Not by his or herself anyway. Not only is the name of the weapon a swarm launcher, but that is also indicative that a swarm (2 or more) of people should be used for the weapon to be effective against medium and heavy vehicles.
>Gimped range
That has nothing to do with it requiring more skill. Point is moot.
>Broken in its role and you are more vulnerable
Refer to my first point. light is not medium or heavy. Of course you are going to be more vulnerable. It should be effective at taking out light vehicles (Jets, when (if) they ever get introduced) and only against a medium or heavy vehicle if you have a swarm of swarmers.
>Using a swarm launcher is an exercise in madness and much harder to operate with any sort of efficiency, after all we cant pop a hardener or after burner and turn tail when things go badly for us
No. It is not much harder to "operate". You aim, hold the fire button, lock on, let go, rinse and repeat. You are an infantry unit. Not a LAV, not a dropship and certainly not a tank. If you want to become a hardened rock, then get into a vehicle or just go heavy and stay out of the line of fire of the vehicles. Your afterburner is the ability to run. The afterburner on a dropship is the equivalent of stacking Catalyzers. It gives the ship a (limited time) boost of speed to get out of sticky situations which include the following:
1) Any number of forge guns ranging from 1 and beyond which are lethal to a dropship even with a hardener on. 2) A large group of swarmers doing what it is meant for: swarming. 3) Rail tanks of any and all kinds. 4) Redline rail tanks; nerfing their range from 600m to 300m just makes it so they cut off half of the map instead of the entire map. This was actually effective (although small rails didn't need the nerf because it's already hard as **** to hit with them when operating the vehicle as well). 5) Blaster tanks of any number and kind; They have a large angle of operations, almost as much as missile tanks which brings me to the next one. 6) Missile tanks of any kind; their angle of operations is the largest of all, but I'm pretty sure it's because missile tanks are made to be AA and AV specifically. 7) An enemy dropship trying to Kamikaze you (note: This means a MLT/STD dropship, costing no more than 100k ISK crashing and destroying a 500k ISK dropship). 8) Enemies calling in Bolas' in order to kill your dropship. 9) 1 or more dropships attacking you.
That's 9 reasons why the afterburner is necessary. Also another reason why hardeners should be in two separate classes. One for ground and one for air vehicles. With only 25% reduction to armor damage a damage modded rail tank and OHK my ADS with the hardener active. Dropships should have their own hardener modules which still give that 40% reduction to armor damage. That would allow ADS' to function as an air support unit by having increased survivability across all fronts while still having the ground vehicles (tanks) keeping their 25% reduction. They already have more armor/shields than a dropship (because they are a heavy unit). Which means their hardeners need to be less... Hard. This also would lead to LAVs needing their own hardeners in order to compete with the tanks and dropships absolutely #REKT'ing them. |