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Henchmen21
Planet Express LLC
979
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Posted - 2014.04.20 00:54:00 -
[61] - Quote
After skilling them to prof 3 my only gripe with them is the stupid flight paths they take.
Your game f'ing sucks, but I'll still play it.... damn you!
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Zaaeed Massani
RisingSuns Dark Taboo
261
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Posted - 2014.04.21 20:15:00 -
[62] - Quote
Henchmen21 wrote:After skilling them to prof 3 my only gripe with them is the stupid flight paths they take.
Their flight paths are fine. They're currently just too slow and too easy to outrun.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9609
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Posted - 2014.04.21 20:18:00 -
[63] - Quote
I really don't know that Wyrkomi's do. I had Marquess chase me around the map using Swarms on my Shield HAV and he was doing some very impressive damage per volley.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Scheherazade VII
424
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Posted - 2014.04.21 20:24:00 -
[64] - Quote
Zaaeed Massani wrote:Earlier today, my squad and I were running some chain domination games. We ran into a lot of the same squads. One in particular spammed vehicles like there was no tomorrow.
In response, we had an ADV FG and two Minmatar Commandos rocking Wiyrkomi Swarms. We wrecked tanks with ease, but the Incubus the other team called in was damn near impossible to kill. After three close calls he recalled his Incubus and whipped out a triple rep Maddy. Between the three of us we were able to continually scare him off, but we never killed him. I wish to God I had the video from the match.
The Incubus had 950 shields and 38xx armor. As soon as his armor started to get low, he would hit the afterburner and rocket straight up, outrunning all 12-24 of the swarms in the air after him. This should not be so simple and easy to do. I'm sorry, but it just shouldn't. Nerf afterburners. Buff swarm flight speed. Something...but swarms are not in a great place right now.
I can't find the thread, but one forum poster described swarms as "fire-and-forget rockets of death". Lets break that down...
You mean the rockets that can be easily outrun by a ADS with a burner? You mean the rockets that crash into the ground if you dodge behind a low hill? You mean the rockets that you can see coming and dodge so they smash into anything you choose to hide behind?
Fire and forget, indeed. Forget that you fired, maybe.
Swarms DO NOT need a straight damage buff. They are space-age, futuristic rockets...the USAF has rockets that travel at Mach 6 and you're telling me that the Caldari can't engineer rockets that can chase down a fat dropship traveling at a few hundred km/h? If anything, I'd like to see them get a significant flight speed buff. If you see them coming and have the reaction time to find cover, good on you. But if they're behind you and homing in for the kill, there should be nothing in the game currently that can outrun them.
Flame as you will. Running swarms is fun for me and I do not regret for an instant that I spent the SP to get them to 5 and start working on proficiency...but they desperately need a buff. Right now the only vehicle I can "fire-and-forget" my swarms with is a FULL militia fit DS/LAV/HAV with a crap-ass pilot. And maybe any variant of shield LAV because they're pretty squishy.
dropships rep too fast, some shields can rep THROUGH blaster fire, I couldn't do anything to an incubus' shield earlier and he had almost 4000 armour underneath that!
and what about the dropships with over 4000 shield? there is NO CHANCE that any amount of proto swarms will ever get through that.
i think vehicles can stack way too much health, i understand it's either actives or passives but that madrugar with 7335 armour sat on a hill doesn't need hardeners. |
Zaaeed Massani
RisingSuns Dark Taboo
262
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Posted - 2014.04.21 20:55:00 -
[65] - Quote
True Adamance wrote:I really don't know that Wyrkomi's do. I had Marquess chase me around the map using Swarms on my Shield HAV and he was doing some very impressive damage per volley.
There's nothing wrong wrong with the damage, nothing at all.
The issue is that swarms are incredibly easy to avoid...and when you sink millions of skill points into something and are a dedicated AV'er (or at least use a dedicated build), it would be nice if the swarms actually hit the target from time to time.
I really like the suggestion another poster had where aircraft pilots should have a bitching Betty that has a slow intermittent tone when you're being painted, a fast intermittent tone when you're locked on, and a solid tone when missile are in the air. Then there's no excuse when the missiles are as fast as they're meant to be and can't be outrun...because you'll have a 1.5-4 second head start depending on how far from the launcher the aircraft is...because then by the time the second and certainly third swarm is in the air, the pilot should be bugging out and evading.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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Zaaeed Massani
RisingSuns Dark Taboo
262
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Posted - 2014.04.21 20:56:00 -
[66] - Quote
Scheherazade VII wrote:Zaaeed Massani wrote:Earlier today, my squad and I were running some chain domination games. We ran into a lot of the same squads. One in particular spammed vehicles like there was no tomorrow.
In response, we had an ADV FG and two Minmatar Commandos rocking Wiyrkomi Swarms. We wrecked tanks with ease, but the Incubus the other team called in was damn near impossible to kill. After three close calls he recalled his Incubus and whipped out a triple rep Maddy. Between the three of us we were able to continually scare him off, but we never killed him. I wish to God I had the video from the match.
The Incubus had 950 shields and 38xx armor. As soon as his armor started to get low, he would hit the afterburner and rocket straight up, outrunning all 12-24 of the swarms in the air after him. This should not be so simple and easy to do. I'm sorry, but it just shouldn't. Nerf afterburners. Buff swarm flight speed. Something...but swarms are not in a great place right now.
I can't find the thread, but one forum poster described swarms as "fire-and-forget rockets of death". Lets break that down...
You mean the rockets that can be easily outrun by a ADS with a burner? You mean the rockets that crash into the ground if you dodge behind a low hill? You mean the rockets that you can see coming and dodge so they smash into anything you choose to hide behind?
Fire and forget, indeed. Forget that you fired, maybe.
Swarms DO NOT need a straight damage buff. They are space-age, futuristic rockets...the USAF has rockets that travel at Mach 6 and you're telling me that the Caldari can't engineer rockets that can chase down a fat dropship traveling at a few hundred km/h? If anything, I'd like to see them get a significant flight speed buff. If you see them coming and have the reaction time to find cover, good on you. But if they're behind you and homing in for the kill, there should be nothing in the game currently that can outrun them.
Flame as you will. Running swarms is fun for me and I do not regret for an instant that I spent the SP to get them to 5 and start working on proficiency...but they desperately need a buff. Right now the only vehicle I can "fire-and-forget" my swarms with is a FULL militia fit DS/LAV/HAV with a crap-ass pilot. And maybe any variant of shield LAV because they're pretty squishy. dropships rep too fast, some shields can rep THROUGH blaster fire, I couldn't do anything to an incubus' shield earlier and he had almost 4000 armour underneath that! and what about the dropships with over 4000 shield? there is NO CHANCE that any amount of proto swarms will ever get through that. i think vehicles can stack way too much health, i understand it's either actives or passives but that madrugar with 7335 armour sat on a hill doesn't need hardeners.
I have no issue with dropship repping...just a problem that swarms are soooo easy to outrun.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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Kindel Monix
SMARTCREW Canis Eliminatus Operatives
7
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Posted - 2014.04.21 21:22:00 -
[67] - Quote
I have a suit that is meant to kill dropships. All I need on it is 2 things -a nanohive -swarm launcher Using these 2 things I drive the enemy dropship to attack me. I hit him at least 20 times (not all at once) during the match. He was a master of avoiding damage from a swarm launcher. He flew up and down without running into the height limit. He only flew in round curved paths to avoid my shots. I would just sit there on my nanohive wasting rounds. I have to say I dont have a problem with him surviving my encounter. Someone of that skill should survive one persons swarm launcher. It is the other guy I had a problem with.
This guy just flew out of my range, wile I was on top of one of the 4 towers, made me watch as his 5 hit ship regenerate all the damage I did to him, and came back and blasted my suit dead in only 2 shots. I was in a scout suit to avoid most of the shots from a far so that I get a chance to kill him. All he did was go god knows speed and his HP was given to him. I don't care if he used armor repair to heal, or if he used fuel injectors to avoid my swarm. But he should not be able to do both before my eyes. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9609
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Posted - 2014.04.21 21:27:00 -
[68] - Quote
Zaaeed Massani wrote:True Adamance wrote:I really don't know that Wyrkomi's do. I had Marquess chase me around the map using Swarms on my Shield HAV and he was doing some very impressive damage per volley. There's nothing wrong wrong with the damage, nothing at all. The issue is that swarms are incredibly easy to avoid...and when you sink millions of skill points into something and are a dedicated AV'er (or at least use a dedicated build), it would be nice if the swarms actually hit the target from time to time. I really like the suggestion another poster had where aircraft pilots should have a bitching Betty that has a slow intermittent tone when you're being painted, a fast intermittent tone when you're locked on, and a solid tone when missile are in the air. Then there's no excuse when the missiles are as fast as they're meant to be and can't be outrun...because you'll have a 1.5-4 second head start depending on how far from the launcher the aircraft is...because then by the time the second and certainly third swarm is in the air, the pilot should be bugging out and evading.
Since you don't actually aim the gun....... well look at it this way, those same swarms that are "so easy to avoid" will turn on a dime around corners to hit you in places you never thought was possible....
Not arguing, just giving my perspective.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Commander Tzu
L.O.T.I.S. D.E.F.I.A.N.C.E
123
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Posted - 2014.04.21 21:34:00 -
[69] - Quote
Until they fix the render issues that are STILL in the game, I really don't care how unfair it is for AV that I can go straight up to the skybox. ADS's need to be like fifty feet above someone for them to render half the time, meaning most of the time all you see are swarms coming at you or forge gun shots materializing around you as they get close enough for the game to decide they are a threat. The render issue is a fundamental game mechanic, it can screw up balancing for everything that comes after it, until it and other core issues (like redline sniping, adding adv and proto vehicles, adding the other races' vehicles) I doubt it's ever going to be balanced. It'll just bounce around from AV being OP to vehicles being OP and back again. Although, as a vehicle pilot I have to say that you guys don't really have it that bad, it took us 7 builds to be effective again you guys have only gone through 2, I might be more sympathetic in 2.2. |
Zaaeed Massani
RisingSuns Dark Taboo
266
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Posted - 2014.04.22 11:26:00 -
[70] - Quote
True Adamance wrote:Zaaeed Massani wrote:True Adamance wrote:I really don't know that Wyrkomi's do. I had Marquess chase me around the map using Swarms on my Shield HAV and he was doing some very impressive damage per volley. There's nothing wrong wrong with the damage, nothing at all. The issue is that swarms are incredibly easy to avoid...and when you sink millions of skill points into something and are a dedicated AV'er (or at least use a dedicated build), it would be nice if the swarms actually hit the target from time to time. I really like the suggestion another poster had where aircraft pilots should have a bitching Betty that has a slow intermittent tone when you're being painted, a fast intermittent tone when you're locked on, and a solid tone when missile are in the air. Then there's no excuse when the missiles are as fast as they're meant to be and can't be outrun...because you'll have a 1.5-4 second head start depending on how far from the launcher the aircraft is...because then by the time the second and certainly third swarm is in the air, the pilot should be bugging out and evading. Since you don't actually aim the gun....... well look at it this way, those same swarms that are "so easy to avoid" will turn on a dime around corners to hit you in places you never thought was possible.... Not arguing, just giving my perspective.
I just see them turn and hit buildings and low-rising hills more often than not. I'm not asking for them to have a terrain-avoidance protocol...just to be faster.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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Zaaeed Massani
RisingSuns Dark Taboo
266
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Posted - 2014.04.22 11:28:00 -
[71] - Quote
Commander Tzu wrote:Until they fix the render issues that are STILL in the game, I really don't care how unfair it is for AV that I can go straight up to the skybox. ADS's need to be like fifty feet above someone for them to render half the time, meaning most of the time all you see are swarms coming at you or forge gun shots materializing around you as they get close enough for the game to decide they are a threat. The render issue is a fundamental game mechanic, it can screw up balancing for everything that comes after it, until it and other core issues (like redline sniping, adding adv and proto vehicles, adding the other races' vehicles) I doubt it's ever going to be balanced. It'll just bounce around from AV being OP to vehicles being OP and back again. Although, as a vehicle pilot I have to say that you guys don't really have it that bad, it took us 7 builds to be effective again you guys have only gone through 2, I might be more sympathetic in 2.2.
Fair points.
I started at the end of 1.6 and never AV'd until 1.8 so I never knew a time that AV was OP.
All I've ever known is tank spam.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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BigStuarty
Endless Hatred Ishuk-Raata Enforcement Directive
12
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Posted - 2014.04.22 11:40:00 -
[72] - Quote
Henchmen21 wrote:Atiim wrote:Awry Barux wrote: It should at least be reduced. Pythons can't handle a mass increase to offset it, since agility is their real advantage over the legions of Incubii, but it means that one swarm makes it extremely hard to aim, and two, especially with de-synced firing, makes it all but impossible. I'm not a great pilot, but I consider myself at least somewhat competent- you shouldn't need to be "great" to be able to aim despite a single MLT swarm buffeting you around.
It's called a weakness. 80GJ Railguns have an area around them that they can't fight back in, a Swarm Launcher can't attack Infantry, and Forge Guns can't re-supply ammo by themselves. Welcome to the party. And ADS's are flying tinfoil that forges and rail guns punch through like, well tinfoil. Swarms can knock them upside down while the people launching them duck in and out of cover. Don't act like swarmers have it so bad, fire and forget and all.
he didnt say that did he ??? ^... AREAD DUST DESCRIPTION OF SWARMS----NOW WHY DNT THEY SEE A BUILDING OR A HILL--a lock on is a lock on, guys are asking for balance which brings me to a point ADS missles dont kill you, its the outrageous splash...you dnt even have to aim |
wait reloading
Molon Labe. General Tso's Alliance
7
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Posted - 2014.04.22 12:15:00 -
[73] - Quote
Rather than nerf of buff anything, I think a change would be better. ASL is rather usless at the moment at an increase in price, wouldn't it be better for an Assault SL to have a longer lockon range at the cost of damage. Maybe give a longer flight time as well. Basicly thinking a higher damage/shorter lockon range, and a lower damage/higher lockon range and flight time variants |
Mojo XXXIII
Abandoned Privilege Top Men.
10
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Posted - 2014.04.22 12:34:00 -
[74] - Quote
True Adamance wrote:Zaaeed Massani wrote:True Adamance wrote:I really don't know that Wyrkomi's do. I had Marquess chase me around the map using Swarms on my Shield HAV and he was doing some very impressive damage per volley. There's nothing wrong wrong with the damage, nothing at all. The issue is that swarms are incredibly easy to avoid...and when you sink millions of skill points into something and are a dedicated AV'er (or at least use a dedicated build), it would be nice if the swarms actually hit the target from time to time. I really like the suggestion another poster had where aircraft pilots should have a bitching Betty that has a slow intermittent tone when you're being painted, a fast intermittent tone when you're locked on, and a solid tone when missile are in the air. Then there's no excuse when the missiles are as fast as they're meant to be and can't be outrun...because you'll have a 1.5-4 second head start depending on how far from the launcher the aircraft is...because then by the time the second and certainly third swarm is in the air, the pilot should be bugging out and evading. Since you don't actually aim the gun....... well look at it this way, those same swarms that are "so easy to avoid" will turn on a dime around corners to hit you in places you never thought was possible.... Not arguing, just giving my perspective.
But, you do have to "aim". With the reduced lock-on range, in order to fire Swarms, you need to maintain clear line of sight from pretty close range for a good 3-5 seconds (well within range of the tank's ability to kill you in 1-2 shots), all while completely vulnerable to enemy infantry while you wait for the lock-on (don't get me started on running around playing cat-and-mouse with Dropships, constantly looking at the sky while completely oblivious to everything around you on the ground).
Now add to that that you have to repeat this (while chasing the vehicle as it tries to evade) 10+ times just to put a dent in it's shields. And, once you've fired your first volley, you've also set up a very obvious homing beacon to any and all enemies in the area that says "Here I am, and I've got my Swarm Launcher out, so I can't defend myself!"
And "turn on a dime?", yeah, maybe they do, only to inevitably slam into any building, pipe, wall, or knee-high mound of dirt between them and their target, lol.
True story:
A couple of nights ago, I sat and fired a full inventory of standard Swarms (but with stacked Damage Mods) at a stationary Dropship, dropped a Nanohive, fully restocked, completely emptied my inventory again, while he just hovered directly in front of me and simply let me (probably laughing the whole time at my futility).
When I finally did run out of ammo, I was killed by an enemy tank (which simply followed the Swarm trail to my exact location), so I switched to my Proto Swarms (again, with stacked Damage Mods), and this time unloaded a full clip at the Dropship (before being killed by infantry while I was busy looking at the sky, lol) again, I barely made a scratch.
Once again, the Dropship pilot just sat there and let me fire away, and didn't even TRY do evade. He just didn't see me as a significant threat because, even with Proto Swarms and stacked Damage Mods, I was nothing more than a nuisance. Overall, I easily spent more than the cost of that Dropship in Dropsuits trying to make a dent, but I just couldn't do it. Even when two other teammates pulled out Swarms to help me, the best we could do is chase him away. The entire match wasted (and at least three of us taken out of the fight for the objectives) without even killing that one guy.
With my DEDICATED AV character (using Minmitar Commando for the Damage Bonus, nearly 10 million SP devoted specifically enhancing Swarm Missiles and increasing their damage, using Proto Swarms and stacked Damage Mods), and I was nothing more than an inconvenience to this Dropship. An insect to be swatted away.
I don't know exactly what the problem is, or how to fix it, but I do know that something is seriously wrong with that picture.
Tank guys want it to take a team effort of 2-3 dedicated AVers to take them out and I'm OK with that but, unfortunately, there's no real incentive to spec into dedicated AV, so there will rarely (if ever), be enough of us (ESPECIALLY in a pub match) to get the job done. You expect us to devote time and SP into making an AV weapon viable, so we can what, share a few kills and get a few damage points? Not worth it.
Sorry, but the potential payoff for speccing into DEDICATED AV is too small in relation to the commitment required.
Players shouldn't be expected to spend that kind of SP and ISK on a build just so that, every time they join a battle, they can hope that there are at least 2 or more other players on you team who happen to have made the same mistake (speccing AV), are willing to squad-up, and are capable of working together just so they can all share a kill or two.
It's just easier (and much more profitable) to spec Heavy, Scout, or Logi and just avoid the tanks altogether. |
Zaaeed Massani
RisingSuns Dark Taboo
266
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Posted - 2014.04.22 12:58:00 -
[75] - Quote
BigStuarty wrote:he didnt say that did he ??? ^... AREAD DUST DESCRIPTION OF SWARMS----NOW WHY DNT THEY SEE A BUILDING OR A HILL--a lock on is a lock on, guys are asking for balance which brings me to a point ADS missles dont kill you, its the outrageous splash...you dnt even have to aim
In defense of Dropship pilots, flying while shooting is very, very far from easy. There are several who can do it effectively, but it's not easy at all.
That said, the lolsplashdamage missiles make the job much, much easier. Not as hard once you start using xt's.
wait reloading wrote:Rather than nerf of buff anything, I think a change would be better. ASL is rather usless at the moment at an increase in price, wouldn't it be better for an Assault SL to have a longer lockon range at the cost of damage. Maybe give a longer flight time as well. Basicly thinking a higher damage/shorter lockon range, and a lower damage/higher lockon range and flight time variants
Based on the other assault variants in the game, I envision the ASL having either an additional round in the clip, a faster lock-on time, or something like that.
Tracking two targets at once does seem rather pointless most of the time.
Mojo XXXIII wrote:It's just easier (and much more profitable) to spec Heavy, Scout, or Logi and just avoid the tanks altogether.
True story.
I just have fun running swarms right now because I run a commando and I retain my anti-infantry capabilities with my CR.
Minmatar & Gallente A.R.C. Program Instructor
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Do you even lift?
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