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Thread Statistics | Show CCP posts - 12 post(s) |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
502
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Posted - 2014.06.09 08:37:00 -
[1] - Quote
Pythons are fine, I have a pro fit, and 1 good swarmer can chase me off with a 1 round hitting me, even if it is only for a limited time. Forges, already 2 hit-3 hit me. I also have a prof 5 swarm launcher, and after 1 rnd hits, and they know they other one is coming, they high-tail it out of there, I chase them off, mission complete.
Now my incubus on the other hand, I can put 2 basic heavy reps on that sucker, and tank 1-2 normal swarm guys all day long. Forges, if they're more than 1 of them, or a swarm launcher with him, can turn me away quickly.
And while using my swarm launcher, i can launch a volley of 3 shots, and by the time i've reloaded, they're back to full health. (same with the repper maddies) I normally die after my first volley . :)
Maybe this leads back to the stacked armor repairs being op :P
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
502
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Posted - 2014.06.09 08:53:00 -
[2] - Quote
The dark cloud wrote:CCP Rattati wrote:Point: A common complaint is that Dropships boost out of trouble and are hard to kill. Counterpoint: Dropships have no other viable way of tanking damage, and are very easily killed if not incredibly careful.
We can change the assault swarm launcher to have fast, long range missiles so there is a way to chase dropships away, but pilots have also told us that sometimes infantry isn't rendered properly so they don't even appear to pilots before the missiles are hitting their dropship.
Please discuss, we want both sides to weigh in.
This is all nice but there is still a huge issue with armor based dropships. They currently only take 55% damage from swarms. That means when i put only a single basic heavy rep on a armor dropship it becomes literally imune vs. swarm launchers. That needs to be brought in line with shield dropships which take proper damage.
exactly
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
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Posted - 2014.06.09 18:36:00 -
[3] - Quote
Baal Omniscient wrote:My point still stands, you should be comparing an ADS pilot's average scores to swarmers average scores to balance swarms, not an ADS pilot's score to an infantry slayer's scores. You see a 100% swarm runner at the top of the board about as often as you see a unicorn on the moon.
I get top 6 with my swarms in ambush everytime I dedicate myself to using them. The only exception, is when scouts dedicate themselves to hunting me down, which is teamwork. 1 Prof 5 swarm round will chase my ads off for about half of minute, just because I know that if I stick around for 3 more seconds and the other volleys hit me, I'm dead.
If you really want to kill them, get a friend, or two. Ads' are harassment vehicles, nothing more. The best I've went with my ads is 17-0, the best i've went with my slayer fit 64-3, They are far less effective than a good slayer with boots on the ground (the best I went in pc with my ads was 7-0, not very productive clone killing wise, just soften up all the op heavies for my team to take down), they just have the strategic advantage of being able to rush in, throw a few missiles down, clear the uplinks up high, and gtfo dodge.
While using my swarms with Av grenades,a solo tank normally will stand no chance. 1 prof 5 swarm missile will send a dropship running 3 will kill it, same with 1 forge gunner, 3 hits from a DAU (adv fg, with prof 5) kills you, 2 hits from a breach.. If a swarm hits my ads, followed by a forge, guess what, insta death. Same with a rail tank working with an av guy (rails dont need the support, just gotta catch you off guard for a quick 2 shot k0). Two skilled fgs, and you might as well chill out on the other side of the map, cause your going to get popped as soon as you go for a strafe run. You just need to skill into av, if you want to kill vehicles, and find you a battle buddy to coordinate with.
With the proposed swarm changes, maybe increase the resistance to fgs/rails a little, so we can't get 2hk0'd, or else we'll never get our **** called in long enough to use it.
The incubus on the other hand....
I can fit two heavy reps, complex pg, and an ab, and out tank a single av guy. Which is insane, and is the only problem that I see with ads'.
I have about 10mil sp into my python , I have prof 5 swarms, and I have a prof 5 fg.
In short, 1 fg can keep 1 ads at bay, 1 swarmer, can keep 1 ads away. 2 of each, or any combination, can kill a python before they even know what hit them. Just takes teamwork. An ads without scans from infantry on the ground, is pretty much flying blind unless they hug the ground, which leads to insta death scenarios
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
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Posted - 2014.06.09 19:21:00 -
[4] - Quote
I like the idea of making swarms a secondary weapon. But it should still be hard to fit with another proto weapon.
Gives the av guy better survivability, and lets more be fielded without losing slayers from the field. But then again, isn't that what commando's are for? XD
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
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Posted - 2014.06.09 20:15:00 -
[5] - Quote
Sir Dukey wrote:Will Driver wrote:Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
When you talk about ADS, you forgot that a python has to run after two volleys of militia swarms because they bring down shields to almost 30%
You should be saying, "that incubus just out tanks my av dps, why bother with it when i can 3 hit that python"
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
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Posted - 2014.06.09 20:17:00 -
[6] - Quote
also, how do you keep running out of ammo so quickly? On both my scout swarm fit, and my gallmando swarm fit, i am able to fit allotek hives....
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
509
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Posted - 2014.06.09 21:04:00 -
[7] - Quote
Sir Dukey wrote:Spartan MK420 wrote:Sir Dukey wrote:Will Driver wrote:Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
When you talk about ADS, you forgot that a python has to run after two volleys of militia swarms because they bring down shields to almost 30% You should be saying, "that incubus just out tanks my av dps, why bother with it when i can 3 hit that python" what???!!?!
I was quoting the other guy, just via your post, sorry for the confusion ^.^
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