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Thread Statistics | Show CCP posts - 3 post(s) |
Poonmunch
Sanguis Defense Syndicate
924
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Posted - 2014.05.20 23:08:00 -
[1] - Quote
HOWDIDHEKILLME wrote:Seriously are you fu@king kidding? Make missiles faster or give them back their old damage. ADS are ridiculous. What moron made dropshs faster than a missile?
Word.
+1 in so many ways.
Missiles go faster than the speed of sound. I'd be happy with more speed myself.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
924
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Posted - 2014.05.20 23:33:00 -
[2] - Quote
Eko Sol wrote: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.
This is extremely helpful.
I have newly specced into proto swarms and this is just the sort of thing I need.
Thank you very much.
On another note: what suits do you use and what mods do you use. I use a Cal commando for the damage boost and faster reload speed.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
924
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Posted - 2014.05.20 23:42:00 -
[3] - Quote
bhold'the brngr ofLIKE wrote:Quote:
No suckin on the first date.
your mom disagrees bro
That's low, man.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
926
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Posted - 2014.05.21 11:33:00 -
[4] - Quote
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.
Make a second type of swarmer that does the things you list (I think that is what you mean).
Let us decide which variant we use.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
941
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Posted - 2014.05.25 04:45:00 -
[5] - Quote
My ideas to fix swarms:
1) Add 10m range to the swarm launchers per level.
And either 2) or 3)
2) Make the swarm launcher missiles travel faster.
3) Give swarm launchers better damage to armour.
Munch
Anyone who buys AUR now is a fool.
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