|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
87
|
Posted - 2014.05.21 14:27:00 -
[1] - Quote
HOWDIDHEKILLME wrote:Arkena Wyrnspire wrote:Why should a dropship die to swarms, they're like, light AV, and dropships are medium air vehicles. Light AV should never be able to kill medium vehicles.
Also, infantry being able to kill vehicles would be ridiculous. Ever seen a heavy bomber or fighter jet survive a hit from a missile idiot? That's about as stupied as saying a scout shouldn't be able to kill a heavy. Aircraft is lightly armored or it wouldn't fly. And I've hit YOUR ADS with a proto forge gun with 3 damage mods at close range and you still had all your armor and flew away... 3-4 indirect hits from your missile and my heavy is dead? Your a good pilot but that's complete b.s.
3-4 indirect hits... when the Sentinel skill reduces splash damage by 25% at level 5... please don't use false numbers. Also, why were you in the open long enough to get shot and killed by him? It's understandable if you get killed by infantry when trying to kill him, but you should really try to be more aware of your surroundings. Also, pro tip, being a pilot myself helps considerably in knowing how a ADS functions and how they should be dealt with. Know thy enemy... To stand in the open long enough to get killed by 3-4 missiles requires about 2-3 seconds per missile to just fire, unless that pilot was 1) Using a Python 2) Has the Python skill maxed out, which increased missile rate of fire, which isn't OP, as it requires the same amount of sp as a proto suit (x8 skill multiplier).
Think I need to start a AV school, but considering the state of Dust right now... yea. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
87
|
Posted - 2014.05.21 16:06:00 -
[2] - Quote
Driftward wrote:Supacharjed 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. So, a more 'KInetic damage" based swarm launcher as opposed to the more "Explosive Damage" one we have now? This would be interesting. Would the "kinetic" variant cause greater disorientation to the dropship than the explosive variant or the other way around? (would the dropship get pushed around more / lose control)
As swarms can already flip over Pythons/Myrons/Vipers, although somewhat rare... no thank you. I have no issue's with there being varients for the swarm launcher, but more force is not necessary... |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
87
|
Posted - 2014.05.21 16:21:00 -
[3] - Quote
Ryme Intrinseca wrote:shaman oga 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. It's a good idea, but... if you buff AV you need to eliminate vehicle to vehicle collision damage, then there will be no more jihad jeeps and no more (i hate them more than anyone else) dropship rammers. There's no reason why two big bits of metal smashing into each other wouldn't cause damage.
There's no reason why it shouldn't cause damage, but the amount it does is game breaking when regarding dropships. It needs to be toned down considerably.
|
|
|
|