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Thread Statistics | Show CCP posts - 3 post(s) |
Eko Sol
Strange Playings
338
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Posted - 2014.05.20 22:02:00 -
[1] - Quote
It's not often I can take out an ADS with swarms 1vs1 but when I do it's because they get very close. The radius on AV nades is also the magnetic range meaning I use sleek nades since I just need to be within 9 meters and it will magnetise and hit the drop ship. Yes, you can throw them straight up and they will hit. If they hit the nose, not sure why, the armor tank ones go out of control a bit. It's relatively funny.
Shoot the Missiles AWAY from the ADS on the first shot and then shoot the swarms while staring at it for the 2nd shot. The idea is to have them hit about the same time. If they relatively close before the second shot then I'll throw nades toward it before shooting the 2nd shot of swarms. Want as much damage as possible at the same time also wrongly referred to is as high Alpha damage. Basically if you get two shots to land at the same time you can fire a third and about 50% of the time it will land and finish off the ADS. This is if you are using proto swarms. A lot of ADS's will take the first swarm hit and keep going for a bit. If you can land two shots at about the same time then they will have been caught off guard.
And yes, they can outrun swarms from close up. 50 meters is a bit far but if they are any closer try sleek nades. Also for fun one time I put RE"s on top of a tower where a normal DS landed to kill me. Jumped off and detonated and killed the DS and the proto cal heavy.
Again, it's VERY rare I've been able to solo an ADS. Maybe 3% of the time. That being said, if any other swarmer is helping it goes to about 20% depending on how good they are and about or even above 50% if a decent forger is helping. Nothing like your swarms landing right after a breach forge lands or vice versa.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Eko Sol
Strange Playings
347
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Posted - 2014.05.21 19:03:00 -
[2] - Quote
CCP Logibro wrote:DUST Fiend wrote:CCP Logibro wrote:This is just me spit balling an idea in my head, but what would you think of a slightly lower damage than base (I think we need to look at base swarm damage anyway, so it might be higher than current numbers) swarms that are faster and have more range (maybe different physical impulse, not sure on that one)? Basically a swarm type that's more geared to taking out LAVs and Dropships rather than tanks, or at the very least being more effective at creating a danger zone for them. Swarms have needed a speed buff for forever, and im still pretty sure their damage isnt fully applying to dropships. Anything lower than maxed out, damage modded swarms barely even begin to tickle my incubus :/ granted if you made them faster and shoot farther that may be ok, since much more of the field becomes a danger, but as is, swarms are certainly a joke Like I said, I think we need to look at the base damage numbers anyway, and these new variants would be based off the new base damage numbers, not current damage numbers. So think a lower damage version of a balanced swarm launcher with faster and longer range missiles. Maybe a bigger explosion radius and more splash damage would help with hitting dropships?
lol
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Eko Sol
Strange Playings
347
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Posted - 2014.05.21 20:03:00 -
[3] - Quote
Pvt Numnutz wrote:Atiim wrote:The job of Anti-Vehicle weapons is to kill vehicles. I've yet to see CCP state that AV should only suppress them, and even suggesting that they should only be suppressed is a problem because:
- If an Assault Dropship pilot can only be suppressed, he's not actually risking anything
- If a role makes it to where you won't die, why play as any other role?
- Nobody would spend SP into an AV weapon if they cannot kill targets with it. Just look at the PLC for reference.
Not to mention, it's possible to tilt the Assault Dropship to compensate for the knock-back effect, meaning it's not even a problem for those who actually know what they're doing. Hakyou Brutor wrote:You try ADSing mate, see how balanced it is. I've already done so. Still have yet to die. Even 80GJ Railguns aren't a problem because I can just warp to the flight ceiling when I get hit, it's not even difficult. I'm not even that good with ADSs either. First of all I have to see you fly atiim I'm going to hit you up so you can show me your "skills"
- the assault dropship can be shot down, most dropship pilots leave the danger zone if they are at risk of being downed. However you cannot always escape.
- ever had an rdv smack into you? Or a dropship suicide into you? Or a friendly tank ram you? Or a null cannon missile hit you? Or an ai missile turret flip you upsidedown from across the map? Or have something render at the last second when you can't avoid it? Or blown up a turret and suddenly have your ship explode? Or even just have the rdv drop your ship from too high? Or had a rail tank see it being brought down and pop it as the rdv tries to figure out how to deploy it? Been knocked into any building? Suddenly hit by 2 forge guns that didn't even render? Landing gear taps something and shuts off your engines in a combat zone? Lag causes you to crash? Get shot down and try to bail out only to instantly commit suicide? Engine fin gets caught and flips you over?
Yeah......dropship pilots NEVER die! even if you make it to the ground your out two games worth of isk so lol.
- I have a friend that uses the PLC to kill tanks, its pretty awesome to watch. I still get shot down by swarms and forge gunners who know what they are doing. If they couldn't kill me then I might agree with you.
There is no way to reason with Atiim. I've talked with numerous players and Atiim has, since a little after beta, complained about AV from an infantry perspective. 1.6 was broken as hell and one person in particular told me he/she still complained about AV imbalances for more favor of infantry. Not to mention that suppressing a vehicle is completely valid AV tactic. the "A" stands for "Anti" not KV for Kill Vehicle weapons.
And I agree 100% there is a danger zone for ADS's. In that zone swarms can take them out.
I think there is a legitimate argument for a speed increase of swarm missiles.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Eko Sol
Strange Playings
355
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Posted - 2014.05.22 00:13:00 -
[4] - Quote
Shion Typhon wrote:Eko Sol wrote:Not to mention that suppressing a vehicle is completely valid AV tactic. the "A" stands for "Anti" not KV for Kill Vehicle weapons.
Only imbecile vehicle users think this is a thing. "Oh, they shouldn't be able to KILL me, just make me pause for a few regen ticks. I don't actually want to risk my ISK during my unstoppable killing spree, I mean being forced to stop farming infantry for as long as 10-15s is terrible".
ask anyone that's played with me. I have about 100k SP in vehicles. I'm terrible with vehicles in general and avoid them like all hell. I'm a ground AV'r and have recently started having fun with just a MLT forge and that ish is ttttiiiiiiigggghhhhtttt.
Not a vehicle user. Don't need to be to bring the hurt....
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Eko Sol
Strange Playings
360
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Posted - 2014.05.22 20:36:00 -
[5] - Quote
lithkul devant wrote:Pvt Numnutz wrote:Chuck Nurris DCLXVI wrote:In short. Ass DS are OP as it is. With the proposed buff of the small Rail turrets they are about to be come an insurmountable menace. An Ass DS should die exactly as easily as a regular Tank. (A Madrugar of Gunnlogi.)
Large turrets need to have their upward deflection restored, so they can target DS. And the DS upper ceiling should be lowered so they can no simply escape upwards like a rocket at the spot of trouble, with no real counter. Also, like the LAV's, add an acceleration curve to the DS. Right now they are pretty much 0- to safety in 2 seconds flat. well you also clearly don't fly dropships. There is only one large turret that should have its elevation buffed (assuming that's what you mean by deflection?) The missile turret. Blaster, anti infantry Rail, anti tank Missile, anti air If you want to take away our flight ceiling then you have to take away your red line. That's about the only place a dropship can actually be safe. I'm assuming you don't know this because you don't fly, afterburners are great, they act like nitro for ground vehicles, it is certainly not fast enough to get to the flight ceiling in 2 seconds flat. The dropship does have an acceleration curve when its not afterburning, in fact on take off I point my dose straight down to get maximum forward thrust so I can get to speed faster. So yeah....you don't really know what your talking about.... I would love for the red line to be taken away, that thing is just so aweful. For aerial vehicles though, yes they need to be able to have a point of escape, however, swarm missiles should be much faster and a little bit smarter. I can only barely fly dropships so I'm not going to pretend to know all the problems. However, I will say that missile turrets on tanks are not anti air, well not currently, what they are is flash dps, to basically be able to roll up on someone and kill them within 5 seconds flat. They do not exactly have the aim to be taking on dropships or ADS as far as I know. They also are the rarest kind of tank on the battlefield.
LOL, take away the red line and then I'll park on the enemies MCC and snipe from there while my teammate sits with a Gatsuns FG and keeps drop ships away.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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