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Thread Statistics | Show CCP posts - 3 post(s) |
Gemini Cuspid
Amarr Templars Amarr Empire
68
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Posted - 2014.05.21 17:12:00 -
[91] - 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. The sh*t is frankly already beyond the control of fixing without knowing how many intangibles you create. After the initial patch on swarms the idea was to create a way to ensure a specific area on the map could be protected without the swarms going from one end of the map to the other. However current vehicle mods (all vehicles really) allow them a degree of invulnerability; it's not the case that a proto swarm SHOULD take a proto vehicle but rather using proto swarms aren't enough without a forgegun AND another swarm user AND a vehicle staying in relative proximity for a while. When you start needing to use 20% of y our force to "try" to have a slight chance of taking any vehicle down then really you should have been scratching your heads long ago asking why such a scenario is possible.
With a maddy you have the slight chance of praying proximity mines work [and these mines suck so mine with pisspoor range that I'm better off using a packed vehicle grenade] but overall it's tripple hardeners just make it impossible to kill in most situations without the kamikaze vehicles.
Pythons have the speed advantage and terrain advantage; fly high enough and you're guaranteed that even installations can't hit you. They're also already tough enough to kill with the rate it can repair and move around; you can do a full repair, make a run and drop some missiles all the while heading to the other side to prep another run and not a single swarm launcher could hit you either but loosing lock or outrunning.
And then even if you fix base damage, ranges and whatnot the invincible vehicle pilots will whine that their stuff is broken... |
Stefan Stahl
Seituoda Taskforce Command
524
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Posted - 2014.05.21 17:59:00 -
[92] - Quote
CCP Logibro wrote:... think a [...] balanced swarm launcher ... Now that's a thought I didn't have in a long time...
Anyway, is there any chance to fix the scaling on Swarm Launchers? PRO swarm launchers do 50% more damage than STD swarm launchers. I can think of no scenario in which both the STD and PRO variants are useful and neither is overpowered.
Personally I think the Swarm Launcher should focus on consistent long-range damage application. We already have a forge gun for that high-alpha damage. Let's give the Swarm Launcher a large range, short lock on time, many shots per clip and comparatively low DPS. Then also reinstate dumb firing with low-damage high-radius splash so you get a competent guided AV weapon and a long-range area denial weapon.
It is a pet peeve of mine to insist that all AV weapons must have some anti-infantry capabilities. Otherwise people will not carry AV weapons unless they have an HAV right in their face. |
Judge Rhadamanthus
Amarr Templar One
2074
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Posted - 2014.05.21 18:20:00 -
[93] - 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.
Whatever you do.. don't do any of this. I'll show you why. Give me a day
Everything Dropship youtube channel
my Community Spotlight
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1239
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Posted - 2014.05.21 18:26:00 -
[94] - Quote
Judge Rhadamanthus 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. Whatever you do.. don't do any of this. I'll show you why. Give me a day
He has spoken. :)
Good, your YT channel had been quiet.
I think I'm over Dust now...
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Judge Rhadamanthus
Amarr Templar One
2074
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Posted - 2014.05.21 18:34:00 -
[95] - Quote
ResistanceGTA wrote:
He has spoken. :)
Good, your YT channel had been quiet.
I have even given away my most secret ADS maneuver that makes swarms detonate early in the video
Everything Dropship youtube channel
my Community Spotlight
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Eko Sol
Strange Playings
347
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Posted - 2014.05.21 19:03:00 -
[96] - 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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Cyrus Militani
Leon Conglomerate
73
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Posted - 2014.05.21 19:09:00 -
[97] - Quote
Honestly I feel like the proto swarms a joke. 1 more missile? That's it? That might be good if you could get every missile to hit. Perhaps each level of swarm should be given more range.
Tanks are hard to deal with sometimes, but at least you have proximity mines, remote explosives, and AV grenades. All of these items are useless against a drop ship, unless they get close enough. I've been in several Dom matches with several raspberry ADS and there really isn't much you can do about it, even if our entire squad went swarms.
I feel like I can do more with my Militia Forge Gun than my advanced swarm. |
Nothing Certain
Bioshock Rejects
721
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Posted - 2014.05.21 19:22:00 -
[98] - 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.
A Breach and Assault version sort of? I like the idea of diversity so it is interesting.
For other posters A/V UNITED is a channel for players who want to run AV. If we can get enough players we can start running regular squads. It has been a little hit and miss for me being able to find squadmates but when I have it has been fun.
Because, that's why.
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Pvt Numnutz
R 0 N 1 N
1268
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Posted - 2014.05.21 19:29:00 -
[99] - Quote
HOWDIDHEKILLME wrote:Pvt Numnutz wrote:I am and ads pilot, I can take out an ads with milita swarms if I wanted to. Pro tip, don't just lock and shoot as soon as you see it. Dropship pilots are pretty blind.
Op I believe you are an uneducated av player, you like to say your av but you think you should be able to just lock and fire and bring ships down because your av. If you had done your research on dropships and how they operate I am 100% sure you would have no problem fighting an ads. Know thy enemy and such.
Also afterburners, dropships can't out run swarms without them. Consider them pur countermeasures. Milita? B.S. Only a compleat moron would get destroyed by that. I have proto swarms prof 5 with 5 damage mods and still had ads's survive and kill me while I reloaded. Your mistake is thinking that I am only dealing damage with the milita swarm to down it. |
Maximus Stryker
Who Are Those Guys
981
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Posted - 2014.05.21 19:37:00 -
[100] - 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. Dare I say ... brilliant
Think of it like AV nades: - Long range + Least damage (Sleek) - Medium range + Medium damage (Regular) - Short range + Most damage (Packed)
If you cannot add new AV weapons (racial AV weapons) than the next best thing is to modify current AV to allow for various types of functionality laid out above...
Best Idea For Legion
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DUST Fiend
Onslaught Inc RISE of LEGION
14379
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Posted - 2014.05.21 19:46:00 -
[101] - Quote
Judge Rhadamanthus 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. Whatever you do.. don't do any of this. I'll show you why. Give me a day I domt know, I stil never agreed with your proposed railgun nerf, as rangenwas never the problem, total damagenwas the problem. At least legion is apparently bringing falloff damage for rails, thank god.
But, ill reserve judgement till imsee the video
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Pvt Numnutz
R 0 N 1 N
1268
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Posted - 2014.05.21 19:47:00 -
[102] - Quote
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.
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Eko Sol
Strange Playings
347
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Posted - 2014.05.21 20:03:00 -
[103] - 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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Lynn Beck
Heaven's Lost Property
1676
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Posted - 2014.05.21 20:09:00 -
[104] - Quote
Sequal Rise wrote:Nothing Certain 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. Don't try and talk sense to these stupid AV'rs, they think they should actually have a purpose, the morons. AV = Anti-Vehicles. ADS goes faster than a swarm and repair faster than it's dps. So, as the swarm is the only reliable weapon against ADS, it needs to be buffed in order to fulfil its role : being Anti-vehicle. ... Or remove the 43% resists that are INNATE to Incubuses...
Seriously, a triple rep maddy is easier to kill than a single rep incubus.(12 volleys for Maddy, about 300+ for incubus)
General John Ripper
Like ALL the things!!!
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The dark cloud
The Rainbow Effect
3112
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Posted - 2014.05.21 20:09:00 -
[105] - 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. Useless. Armor dropships take allmost no damage from swarms. The efficency rating is still 59% against armor. The python takes proper damage but not the incubus or any other armor tanked dropship. Fix that first before you screw around with swarms. |
Atiim
Heaven's Lost Property
8753
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Posted - 2014.05.21 20:13:00 -
[106] - Quote
Eko Sol wrote:[...]
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.
[...]
Never once have I called for an AV Buff / Vehicle Nerf before Uprising 1.7; in fact, I was one of the few AVers who were actually calling for an HAV Buff.
Should I go on a limb and assume that this person doesn't exist, and that you simply stated that in an attempt to hold credibility with your statement?
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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RYN0CER0S
Rise Of Old Dudes
355
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Posted - 2014.05.21 20:24:00 -
[107] - Quote
Buff projectile speeds.
AVers have been calling for this 1 simple fix since before Uprising. Fix that, then we can talk nerf/buff.
1 simple thing, FFS.
PSN: The_Rynoceros
Destiny = Biomass
Console Master Race
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HOWDIDHEKILLME
Dying to Reload
51
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Posted - 2014.05.21 21:28:00 -
[108] - Quote
Judge's video explains it all ... An exceptional pilot asking for an av buff.. Priceless ;)
Lonewolf till I die
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medomai grey
WarRavens Final Resolution.
766
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Posted - 2014.05.21 22:21:00 -
[109] - Quote
lithkul devant wrote:Gelhad Thremyr 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. If you do that please make at least 2 variants of ads like tanks, first and foremost the python gets lots of knockback not only from swarms but from touching anything... Mind the dropship value vs swarm and also the fact that how we see our targets like very minuscule from the dropship if not full close to target, if we cannot be within 75 m of target in an ads we shoot blind, in fact there is nothing in dust that is more blind shoot than ads missiles, see judge radamanthus swarm video for better explenations. I'd rather like it if an ADS got low enough if we could hit the circle button to jump into the ADS and literally beat the driver to death or to slit their throat, whichever works, maybe you could make it an animation where the heavy jumps into the ADS, screaming ensues then you see the pilot being thrown out through the window. You know something completely brutal and God of War like. If you want you can also see Judge Radamanthus explenation on how horribly balanced swarm missles are vs ADS and how the values for the ADS armor match the shield values of 55% along with how easy it is for ADS to become nearly if not fully invincible to even 3 swarmers hitting an ADS all at the same time, including one proto swarmer. https://www.youtube.com/watch?v=ls7hOEdNgXE here's the link so you can watch, now the values of hardeners have been changed some, but not by much and ADS are still a major problem. Lol, the hate you have for ADS pilots. But why only have the ability to latch onto a vehicle and kill the pilot for ADS? Ask for it for all vehicles. Equality for all, man!
*medomai grey now uses his serious voice*
The Judge video you are referencing is out-dated and covered tanking with hardeners. Hardeners have since received a nerf.
Not that I'm say swarms don't need a buff, lower tier swarms do need a damage buff.
Medium frame EHP is not medium
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Zirzo Valcyn
Gunners Acadamy
526
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Posted - 2014.05.21 22:32:00 -
[110] - Quote
it sux the dev wants to rebuff an auto locking swarm but do nothing for the PLC which actually requires some skill to use..
u can ban the troll out of the forums but u can't ban the forums out of the troll.
forum warrior .189
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Nothing Certain
Bioshock Rejects
722
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Posted - 2014.05.21 22:35:00 -
[111] - Quote
Temias Mercurial wrote: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.
Join the A/V UNITED channel and show us how to do it.
Because, that's why.
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Nothing Certain
Bioshock Rejects
722
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Posted - 2014.05.21 22:44:00 -
[112] - Quote
Atiim wrote:Eko Sol wrote:[...]
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.
[...]
Never once have I called for an AV Buff / Vehicle Nerf before Uprising 1.7; in fact, I was one of the few AVers who were actually calling for an HAV Buff. Should I go on a limb and assume that this person doesn't exist, and that you simply stated that in an attempt to hold credibility with your statement?
I am almost certain Spkr says this, which should be nuff said to its veracity.
Because, that's why.
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Scheneighnay McBob
T.R.I.A.D Ushra'Khan
5068
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Posted - 2014.05.21 22:44:00 -
[113] - Quote
Himiko Kuronaga wrote:How about we introduce a swarm launcher that explodes in the player's hand as punishment for not doing their goddamn job and taking the city?
I think it would go a long way in teaching new players their proper role as infantry peasants. You can even make it part of the NPE! While your dumb ass is trying to take the outpost, I'll take care of the important **** outside of it, like the majority of the objectives.
Observe the amount of f*cks given
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Doc DDD
TeamPlayers Dirt Nap Squad.
181
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Posted - 2014.05.21 22:49:00 -
[114] - Quote
Logibro;
Having swarms do nearly the same damage to an INCUBUS as it does to a PYTHON would be a good start. Makes no sense that half the damage is removed before a swarm volley even hits an incubus, but does near full damage to a python and launches said python into a series of cartwheels.
While you are at it add massive stacking penalty to damage mods and armor repairers ( can't adjust one but not the other ).
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
754
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Posted - 2014.05.21 23:40:00 -
[115] - Quote
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.
EDIT: To clarify for those people taking this seriously this is not genuinely what I think. This is a joke. Please refrain from going on about how I'm a 'biased dropship pilot'. Infantry being able to kill vehicles is very realistic. There are numerous soldier carried weapons that can destroy vehicles in just 1 hit. |
Shion Typhon
Intara Direct Action Caldari State
664
|
Posted - 2014.05.22 00:10:00 -
[116] - Quote
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". |
Eko Sol
Strange Playings
355
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Posted - 2014.05.22 00:13:00 -
[117] - 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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KEROSIINI-TERO
The Rainbow Effect
1057
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Posted - 2014.05.22 00:40:00 -
[118] - 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.
I strongly suggest that swarms should be retuned to be:
- WAY FASTER - easy to hit if target is moving straight towards or away
- Clumsier: easily overshooting -Hard to hit it target is moving fast left/right from swarmers point of view, especially at close distance.
- And definitely NO CORNER BENDING swarms doing 90 degree turns at will!
:-S
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1352
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Posted - 2014.05.22 01:47:00 -
[119] - Quote
CCP Logibro wrote: (maybe different physical impulse, not sure on that one)? .
As is swarms already nearly make my dropship fall from the sky from the impulse.... Raise overall speed but keep impulse the same.... They should hit but not make my dropship backflip like they sometimes do. Hit impulse right now is in a good place, anymore and dropships would just back flip to the ground litterally.
What we need is a constant stream of disruption against the dropship so that state of unbalance is constant making them not able to perform...
The assault swarms could have a change to the mechanic... Now here me out for a minute, imagine that the assault variant has no clip but was able to throw missiles every .2 seconds or something like that. Anyways keep the overall amount of missiles per second of the current version but just make a steady stream of them.
This would incapacitate dropships because of the constant knock back effect it would create making the dropship completely useless to do it's job. Only viable option is GTFO and come back later. Either way missile speed has to increase because It's too easy to run away from missiles.
GREAT IDEA FOR MISSILE SPEED
Missiles carry fuel to propel, at the end of the trajectory it should have less fuel. What if the missiles start out with incredible speed but start losing speed the farther they travel... Overall slowest speed should not be slower than current but initial speed should be a noticeable increase....
Say double the speed for the first 200 meters of travel decaying to current speed after 200 meters travels. This way closer targets will almost surely be hit and farther targets will have the same chance to be hit as they do now. Since swarm lock on is 175 meters this ensures that most of the missiles will take advantage of the missile speed increase.
Plasma Cannon Advocate
Dust 514 Survivor
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bogeyman m
Krusual Covert Operators Minmatar Republic
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Posted - 2014.05.22 03:10:00 -
[120] - Quote
Michael Arck wrote:Well didn't they used to be constantly demolished by swarms in the past and they had nowhere to run because the range of swarms were like flies to ****?
Swarms are NOT a deterrent on their own. You need to coordinate attacks with other squad members. This game is more about teamwork now as opposed to before, when solo Rambos could carry the whole team on their own.
Again, coordinate attacks. You will essentially need to play volleyball with the ADS. One person firing swarms from the other direction while you have another guy on the other side FG the ADS.
Fixed.
Duct tape 2.0 > Have WD-40; will travel.
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