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Thread Statistics | Show CCP posts - 12 post(s) |
bogeyman m
Krusual Covert Operators Minmatar Republic
260
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Posted - 2014.06.11 18:25:00 -
[181] - Quote
Sir Dukey wrote:Atiim wrote:Still doesn't change the fact that the Swarm Launcher has no use against infantry, while other AV items such as the Forge Gun, Plasma Cannon, and Remote Explosive do.
Sidearms/Secondary Weapons are irrelevant when discussing AV weapons in the same sense that the Dropsuit being used inside a vehicle is irrelevant when referring to vehicles. A swarm launcher is a light weapon and that's already enough. You can run so do so. Stop armor plate tanking like a bch... And your point is? Flaylock is pointless against infantry, FG is pretty pointless close up, Plasma Cannon is gonna get you killed cuz of reload unless you have like unheard of accuracy. Nova knives are pointless when caught at a distant of like 5+ meters. Just because a weapon is useless against infantry doesn't mean the dropsuit is. I run exclusively with Ishukone assault SMG on many of my scouts. It's better than CR in my opinion. If you are useless with an SMG, that's your problem.
I think you are making an assumption and missing the point... As a fan of both my proto swarms and my proto SMGs, there are not a lot of suit options where they can both fit and be fast enough that the SMG would be practical as a primary infantry weapon. Sure, they both fit on a Minmando, but it's not that fast and has a high scan sig. I don't know if they could both fit on a proto Scout suit as I'm not levelled that high yet.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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duster 35000
Algintal Core Gallente Federation
23
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Posted - 2014.06.11 18:27:00 -
[182] - Quote
CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?) Threshold change just killed it With a complex hardener vs a std swarm shields need to regen, unless you buff python hp to 1700 base or something like that.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Vitharr Foebane
Terminal Courtesy
1319
|
Posted - 2014.06.11 18:52:00 -
[183] - Quote
CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?) There are not enough likes to give if we get EM missiles xD
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Sir Dukey
SAM-MIK General Tso's Alliance
1010
|
Posted - 2014.06.11 19:07:00 -
[184] - Quote
CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?)
good job, you fked up dropships espeically shield who will now be three swamred by proto swarms. Thank you CCP, that's just what we needed, a python made of air instead of paper. |
Sir Dukey
SAM-MIK General Tso's Alliance
1010
|
Posted - 2014.06.11 19:08:00 -
[185] - Quote
bogeyman m wrote:Sir Dukey wrote:Atiim wrote:Still doesn't change the fact that the Swarm Launcher has no use against infantry, while other AV items such as the Forge Gun, Plasma Cannon, and Remote Explosive do.
Sidearms/Secondary Weapons are irrelevant when discussing AV weapons in the same sense that the Dropsuit being used inside a vehicle is irrelevant when referring to vehicles. A swarm launcher is a light weapon and that's already enough. You can run so do so. Stop armor plate tanking like a bch... And your point is? Flaylock is pointless against infantry, FG is pretty pointless close up, Plasma Cannon is gonna get you killed cuz of reload unless you have like unheard of accuracy. Nova knives are pointless when caught at a distant of like 5+ meters. Just because a weapon is useless against infantry doesn't mean the dropsuit is. I run exclusively with Ishukone assault SMG on many of my scouts. It's better than CR in my opinion. If you are useless with an SMG, that's your problem. I think you are making an assumption and missing the point... As a fan of both my proto swarms and my proto SMGs, there are not a lot of suit options where they can both fit and be fast enough that the SMG would be practical as a primary infantry weapon. Sure, they both fit on a Minmando, but it's not that fast and has a high scan sig. I don't know if they could both fit on a proto Scout suit as I'm not levelled that high yet.
Proto scout has a lot of fitting space except for the minmitar.. |
Atiim
Heaven's Lost Property
9340
|
Posted - 2014.06.11 19:15:00 -
[186] - Quote
Sir Dukey wrote: good job, you fked up dropships espeically shield who will now be three swamred by proto swarms. Thank you CCP, that's just what we needed, a python made of air instead of paper.
Ironically, the Python would still have a higher TTK than the Swarm Launcher user.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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lithkul devant
Legions of Infinite Dominion Zero-Day
242
|
Posted - 2014.06.11 19:18:00 -
[187] - Quote
CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?)
I hate dropships as much as the guy next to me, and mind you it will be fun blowing them out of the sky, but I do hope you will be adjusting the Ehp on the ADS with the other dropships so that they are not complete paper tigers. Yes I fully agree with the adjustments in armor resistance and shield resistance and the change to the damage threshold. I however, will suggest that Ehp on dropships will need to be modified in order to well survive since Dropships and ADS are known for having low armor and shield, what kept them alive so well (OP as they were) was all the things that were botched when dealing with them. I hope you change the numbers of Ehp on them first before deciding to mess to much with the resistances or bonuses against dropships.
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Sir Dukey
SAM-MIK General Tso's Alliance
1010
|
Posted - 2014.06.11 19:34:00 -
[188] - Quote
lithkul devant wrote:CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?) I hate dropships as much as the guy next to me, and mind you it will be fun blowing them out of the sky, but I do hope you will be adjusting the Ehp on the ADS with the other dropships so that they are not complete paper tigers. Yes I fully agree with the adjustments in armor resistance and shield resistance and the change to the damage threshold. I however, will suggest that Ehp on dropships will need to be modified in order to well survive since Dropships and ADS are known for having low armor and shield, what kept them alive so well (OP as they were) was all the things that were botched when dealing with them. I hope you change the numbers of Ehp on them first before deciding to mess to much with the resistances or bonuses against dropships.
It's no point, swarm community out numbers us 10 to 1 and outnumbers python users 100-1. |
Atiim
Heaven's Lost Property
9342
|
Posted - 2014.06.11 19:36:00 -
[189] - Quote
Sir Dukey wrote: A swarm launcher is a light weapon and that's already enough. You can run so do so. Stop armor plate tanking like a bch... And your point is? Flaylock is pointless against infantry, FG is pretty pointless close up, Plasma Cannon is gonna get you killed cuz of reload unless you have like unheard of accuracy. Nova knives are pointless when caught at a distant of like 5+ meters.
The point is that to survive against a competent infantry player, you need to be highly skilled as your weapon does literally nothing against infantry. While those weapons may be relatively useless (due to being able to theoretically kill infantry), the Swarm Launcher is completely useless against infantry.
Sir Dukey wrote:Just because a weapon is useless against infantry doesn't mean the dropsuit is. I run exclusively with Ishukone assault SMG on many of my scouts. It's better than CR in my opinion. If you are useless with an SMG, that's your problem. So then we could also make vehicles [completely] useless against infantry simply due to the fact that pilots can use other gear -besides their vehicle- to destroy the AVer? I mean after all, while the vehicle may be useless, but that doesn't mean the player is... right?
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Atiim
Heaven's Lost Property
9342
|
Posted - 2014.06.11 19:36:00 -
[190] - Quote
Sir Dukey wrote: It's no point, swarm community out numbers us 10 to 1 and outnumbers python users 100-1.
Source?
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Sir Dukey
SAM-MIK General Tso's Alliance
1010
|
Posted - 2014.06.11 19:38:00 -
[191] - Quote
Atiim wrote:Sir Dukey wrote: good job, you fked up dropships espeically shield who will now be three swamred by proto swarms. Thank you CCP, that's just what we needed, a python made of air instead of paper.
Ironically, the Python would still have a higher TTK than the Swarm Launcher user.
Go fly a python and tell me if you get over 10 kills, you're such a scrub. You know nothing but and only root for the sh*t you put SP in. I am glad swarms are getting buffed, incubus were impossible to kill with swarm, great, but you forgot that this buff throws off Python balance by like a lot. Also did I forget to mention that to fly a python and actually kill, you don't just lock on to your targets while being invisible?
A swarmer is invisible to a ADS pilot from 80 meters? Did you know swarms knock ADS's upside down?
Oh wait, what do you know, you don't fly. |
Sir Dukey
SAM-MIK General Tso's Alliance
1014
|
Posted - 2014.06.11 19:40:00 -
[192] - Quote
Atiim wrote:Sir Dukey wrote: A swarm launcher is a light weapon and that's already enough. You can run so do so. Stop armor plate tanking like a bch... And your point is? Flaylock is pointless against infantry, FG is pretty pointless close up, Plasma Cannon is gonna get you killed cuz of reload unless you have like unheard of accuracy. Nova knives are pointless when caught at a distant of like 5+ meters.
The point is that to survive against a competent infantry player, you need to be highly skilled as your weapon does literally nothing against infantry. While those weapons may be relatively useless (due to being able to theoretically kill infantry), the Swarm Launcher is completely useless against infantry. Sir Dukey wrote:Just because a weapon is useless against infantry doesn't mean the dropsuit is. I run exclusively with Ishukone assault SMG on many of my scouts. It's better than CR in my opinion. If you are useless with an SMG, that's your problem. So then we could also make vehicles [completely] useless against infantry simply due to the fact that pilots can use other gear -besides their vehicle- to destroy the AVer? I mean after all, while the vehicle may be useless, but that doesn't mean the player is... right?
So you want swarms to lock onto infantry? Great, let's see how many idiots agree with you. |
Atiim
Heaven's Lost Property
9342
|
Posted - 2014.06.11 19:41:00 -
[193] - Quote
lithkul devant wrote: I hate dropships as much as the guy next to me, and mind you it will be fun blowing them out of the sky, but I do hope you will be adjusting the Ehp on the ADS with the other dropships so that they are not complete paper tigers. Yes I fully agree with the adjustments in armor resistance and shield resistance and the change to the damage threshold. I however, will suggest that Ehp on dropships will need to be modified in order to well survive since Dropships and ADS are known for having low armor and shield, what kept them alive so well (OP as they were) was all the things that were botched when dealing with them. I hope you change the numbers of Ehp on them first before deciding to mess to much with the resistances or bonuses against dropships.
Dropship and Assault Dropship Pilots will still have the ability to make quick work of an AVer (in a span of 2.4 seconds mind you), not to mention that they'll still have the ability to evade Swarms via cover (ie, flying behind a tower) as well as their trusty Afterburner. The Swarm Launcher adjustments won't change that.
Not to mention that an increase of DS/ADS eHP would have to result in an increase in damage from other AV weapons, or you'll risk making other AV choices underpowered against them.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Sir Dukey
SAM-MIK General Tso's Alliance
1014
|
Posted - 2014.06.11 19:43:00 -
[194] - Quote
Atiim wrote:Sir Dukey wrote: A swarm launcher is a light weapon and that's already enough. You can run so do so. Stop armor plate tanking like a bch... And your point is? Flaylock is pointless against infantry, FG is pretty pointless close up, Plasma Cannon is gonna get you killed cuz of reload unless you have like unheard of accuracy. Nova knives are pointless when caught at a distant of like 5+ meters.
The point is that to survive against a competent infantry player, you need to be highly skilled as your weapon does literally nothing against infantry. While those weapons may be relatively useless (due to being able to theoretically kill infantry), the Swarm Launcher is completely useless against infantry. Sir Dukey wrote:Just because a weapon is useless against infantry doesn't mean the dropsuit is. I run exclusively with Ishukone assault SMG on many of my scouts. It's better than CR in my opinion. If you are useless with an SMG, that's your problem. So then we could also make vehicles [completely] useless against infantry simply due to the fact that pilots can use other gear -besides their vehicle- to destroy the AVer? I mean after all, while the vehicle may be useless, but that doesn't mean the player is... right?
Sure, Pilots can use Small turrets or blasters, blasters are terrible at killing tanks. |
duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:43:00 -
[195] - Quote
Vitharr Foebane wrote:CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?) There are not enough likes to give if we get EM missiles xD Ah yes because the python couldn't get any weaker.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Atiim
Heaven's Lost Property
9342
|
Posted - 2014.06.11 19:43:00 -
[196] - Quote
Sir Dukey wrote: So you want swarms to lock onto infantry? Great, let's see how many idiots agree with you.
Calls someone an idiot, the proceeds to commit a logical fallacy in the exact same post.
Troll or Lol?
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Sir Dukey
SAM-MIK General Tso's Alliance
1014
|
Posted - 2014.06.11 19:44:00 -
[197] - Quote
Atiim wrote:lithkul devant wrote: I hate dropships as much as the guy next to me, and mind you it will be fun blowing them out of the sky, but I do hope you will be adjusting the Ehp on the ADS with the other dropships so that they are not complete paper tigers. Yes I fully agree with the adjustments in armor resistance and shield resistance and the change to the damage threshold. I however, will suggest that Ehp on dropships will need to be modified in order to well survive since Dropships and ADS are known for having low armor and shield, what kept them alive so well (OP as they were) was all the things that were botched when dealing with them. I hope you change the numbers of Ehp on them first before deciding to mess to much with the resistances or bonuses against dropships.
Dropship and Assault Dropship Pilots will still have the ability to make quick work of an AVer (in a span of 2.4 seconds mind you), not to mention that they'll still have the ability to evade Swarms via cover (ie, flying behind a tower) as well as their trusty Afterburner. The Swarm Launcher adjustments won't change that. Not to mention that an increase of DS/ADS eHP would have to result in an increase in damage from other AV weapons, or you'll risk making other AV choices underpowered against them.
Mind you that a good ADS costs 400k isk next patch, also mind you that you dont fking lock onto infantry with an ADS, Infantry can hide as well. |
Judge Rhadamanthus
Amarr Templar One
2197
|
Posted - 2014.06.11 19:45:00 -
[198] - Quote
Too far Logibro, way way too far. And if you want to use my hard earned is to see if we start "dropping for the skies", then how about, until you actually have real data you make them cost 70k, so I dont lose all my money while you see how it goes?
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Sir Dukey
SAM-MIK General Tso's Alliance
1014
|
Posted - 2014.06.11 19:45:00 -
[199] - Quote
Atiim wrote:Sir Dukey wrote: So you want swarms to lock onto infantry? Great, let's see how many idiots agree with you.
Calls someone an idiot, the proceeds to commit a logical fallacy in the exact same post. Troll or Lol?
Well, if you say swarms are pointless against infantry what are you trying to achieve? You want to use them against infantry? Isn't having a skill-less lock and shoot AV weapon already enough? You want them to lock onto Infantry now? Explain to me your wish list Atiim... |
duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:47:00 -
[200] - Quote
Judge Rhadamanthus wrote:Too far Logibro, way way too far.
What is too far? The further python nerf or the incubus nerf or...
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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CCP Logibro
C C P C C P Alliance
8087
|
Posted - 2014.06.11 19:49:00 -
[201] - Quote
Yes, I'm aware that this change makes dropships much more vulnerable to swarm launchers. But this resistance issue has been causing a lot of other knock on issues that we can't even look at until it's been resolved.
I will definitely be keeping a very close eye on Dropships after Bravo.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:51:00 -
[202] - Quote
CCP Logibro wrote:Yes, I'm aware that this change makes dropships much more vulnerable to swarm launchers. But this resistance issue has been causing a lot of other knock on issues that we can't even look at until it's been resolved.
I will definitely be keeping a very close eye on Dropships after Bravo. Hey, just so you know, with 2.5k shields a python gets 3 shotted by forges, 2 shotted with base hp, gotta buff assault dropships sometime.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Sir Dukey
SAM-MIK General Tso's Alliance
1016
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Posted - 2014.06.11 19:51:00 -
[203] - Quote
CCP Logibro wrote:Yes, I'm aware that this change makes dropships much more vulnerable to swarm launchers. But this resistance issue has been causing a lot of other knock on issues that we can't even look at until it's been resolved.
I will definitely be keeping a very close eye on Dropships after Bravo.
You suck... Thanks for python nerf... |
Judge Rhadamanthus
Amarr Templar One
2199
|
Posted - 2014.06.11 19:53:00 -
[204] - Quote
A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:55:00 -
[205] - Quote
Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
Correction, we can't fight back. It's almost impossible already and because the python is weak you must run.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Atiim
Heaven's Lost Property
9343
|
Posted - 2014.06.11 19:55:00 -
[206] - Quote
Sir Dukey wrote: Go fly a python and tell me if you get over 10 kills, you're such a scrub. You know nothing but and only root for the sh*t you put SP in. I am glad swarms are getting buffed, incubus were impossible to kill with swarm, great, but you forgot that this buff throws off Python balance by like a lot. Also did I forget to mention that to fly a python and actually kill, you don't just lock on to your targets while being invisible?
Considering how I quite literally use every weapon & role in DUST, I'd be hard not to root for the items i have SP in. Should I take this as a compliment?
You may not have to lock onto the infantry, but you are instantly aware of his location the second he fires his swarms at you, allowing you to seek and destroy him, which isn't really hard once you get Caldari Assault Dropships III.
Sir Dukey wrote:A swarmer is invisible to a ADS pilot from 80 meters? Did you know swarms knock ADS's upside down?
Oh wait, what do you know, you don't fly. Yeah, nice try.
I've been flying Pythons for nearly 3 weeks now, and I can confidently say that while they do knock you around, they do not flip you completely over. Well unless your fighting multiple Swarm users, but that's a different story...
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Sir Dukey
SAM-MIK General Tso's Alliance
1016
|
Posted - 2014.06.11 19:57:00 -
[207] - Quote
Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
No, were going to have to run after we see the first volley of militia swarms knowing the second one is already locked and loaded, also knowing that the first volley is either going to push us into a wall, the ground. The least it can do is take away 1/3 of our shields and there is no way to avoid it.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:57:00 -
[208] - Quote
Atiim wrote:Sir Dukey wrote: Go fly a python and tell me if you get over 10 kills, you're such a scrub. You know nothing but and only root for the sh*t you put SP in. I am glad swarms are getting buffed, incubus were impossible to kill with swarm, great, but you forgot that this buff throws off Python balance by like a lot. Also did I forget to mention that to fly a python and actually kill, you don't just lock on to your targets while being invisible?
Considering how I quite literally use every weapon & role in DUST, I'd be hard not to root for the items i have SP in. Should I take this as a compliment? You may not have to lock onto the infantry, but you are instantly aware of his location the second he fires his swarms at you, allowing you to seek and destroy him, which isn't really hard once you get Caldari Assault Dropships III. Sir Dukey wrote:A swarmer is invisible to a ADS pilot from 80 meters? Did you know swarms knock ADS's upside down?
Oh wait, what do you know, you don't fly. Yeah, nice try. I've been flying Pythons for nearly 3 weeks now, and I can confidently say that while they do knock you around, they do not flip you completely over. Well unless your fighting multiple Swarm users, but that's a different story... If you are at an angle they do.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Judge Rhadamanthus
Amarr Templar One
2202
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Posted - 2014.06.11 19:59:00 -
[209] - Quote
Sir Dukey wrote:Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
No, were going to have to run after we see the first volley of militia swarms knowing the second one is already locked and loaded, also knowing that the first volley is either going to push us into a wall, the ground. The least it can do is take away 1/3 of our shields and there is no way to avoid it.
Exactly. You think we we just AB away now, Soon As i see that first shot I will run. Not fight. YOu will get less battles between swarms and dropships. Swarmers may find they get less kills and more frustrating fights.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Sir Dukey
SAM-MIK General Tso's Alliance
1017
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Posted - 2014.06.11 20:00:00 -
[210] - Quote
Atiim wrote:Sir Dukey wrote: Go fly a python and tell me if you get over 10 kills, you're such a scrub. You know nothing but and only root for the sh*t you put SP in. I am glad swarms are getting buffed, incubus were impossible to kill with swarm, great, but you forgot that this buff throws off Python balance by like a lot. Also did I forget to mention that to fly a python and actually kill, you don't just lock on to your targets while being invisible?
Considering how I quite literally use every weapon & role in DUST, I'd be hard not to root for the items i have SP in. Should I take this as a compliment? You may not have to lock onto the infantry, but you are instantly aware of his location the second he fires his swarms at you, allowing you to seek and destroy him, which isn't really hard once you get Caldari Assault Dropships III. Sir Dukey wrote:A swarmer is invisible to a ADS pilot from 80 meters? Did you know swarms knock ADS's upside down?
Oh wait, what do you know, you don't fly. Yeah, nice try. I've been flying Pythons for nearly 3 weeks now, and I can confidently say that while they do knock you around, they do not flip you completely over. Well unless your fighting multiple Swarm users, but that's a different story...
LOL, 3 weeks compared to my 1+ year.. Ok Atiim.... I doubt you even fly. It's probably your once in a while thing, pulling it out on clueless newberries just like how you used you're tank in 1.6. There is nothing to hide Atiim, we all know you're a scrub. BTW, do go watch Judges Videos. |
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