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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Lynn Beck
NoGameNoLife
1870
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Posted - 2014.06.21 07:22:00 -
[1] - Quote
I haven't swarmed much since Bravo, however it still took our whole squad of proto AV to down an Incubus- i blame that on him being smart and not trying to be a tank. CCP nerf thinking.
In all honesty though, we only hit him with 2 volleys a piece before he peeled off, almost about to die. I find thst to be a decent compromise, in the fact that solo i have an opportunity to kill him, but it requires him to either be cocky and stock around past my 3rd volley(in which my 4-5th are already reloaded and firing) or it takes multiple people to down.
General John Ripper
Like ALL the things!!!
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Lynn Beck
NoGameNoLife
1870
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Posted - 2014.06.22 02:00:00 -
[2] - Quote
I wish we could make it more lag friendly(swarms) as when there's any semblance of latency the audio glitches out, the lock box doesn't turn red, and half the time the lock box doesn't even engage.
I wish we could make the L1 button 'arm' the swarms, and would actively search for locks(showing the bracket boxes when held) and would flash the one you're currently selecting, while R1 would begin the lock phase, and releasing would fire, not all unlike how it is now, but maybe adding on a 'progress' bar at the top of the lockfinder?
Something, anything would do, but i just want a visual for when swarms are locked rather than listening through the sound of millions of other things to hear 'beep beep beeeeeeeeeeep' which 33% time doesn't even play.
Although, it'll never happen in '14 thx to 'SrryNoClientUpdaetz'
General John Ripper
Like ALL the things!!!
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Lynn Beck
NoGameNoLife
1874
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Posted - 2014.06.22 07:35:00 -
[3] - Quote
Judge Rhadamanthus wrote:There is no way an increase in range or speed can happen without completely destroying swarm vs drop ship balance. 175 meters seems an odd number. why not 180 or 170. or a neat 200.
You need to ask your selves why you want to add 15m so you get 200m range. Why is it? The main reason is that then dropships who in most battles are out of range would be just in range. Fine. But now ask yourselves why it is that they are just out of range?
The answer to those questions and the seemingly random 175m lock range is map design and render distance. I have been over this a few times, and demonstrated it in video form many times. Infantry normally do not render until the are 50m away. That gives you 125m to see and hear me coming and shoot at me before I can even see you.
Now go look at the maps. 175m range was chosen for a reason. It stops you sitting at one objective and shooting another, and also from sitting in the redline and shooting the objective. Even now, say on Iron Delta, you can sit on the redline and hit dropships over the domination objective.
Any more range than 175m will bring back redline swarming. Any more than 175m will bring back swarms sitting in safety at a held objective just spamming shots at the other objectives.
Increasing missile speed is also a short sighted suggestion. Why is is do you think that dropships always run away? We have no choice. We cannot fit enough tank to survive current AV. The only option is to run. You are missing the cause and effect here. We run because swarms are too fast and too strong to absorb due to the first mover advantage.
The cause of dropship speed is your AV. We cannot see you. You always get the first shot in. You are invisible. Forges are invisible and the shots incredibly hard to track back to source. We have a tiny amount to none of cover. You are able to hide behind a wall but I cant. Speed is my wall.
So no. Speed and range changes are not the solution. They are a return to the broken mechanics we have been trying to fix for over a year. But you're not against a Assault Swarm, havin -10% damage and +20%(35 meter) lock range swarm, with +10% speed? As usual, arbitrary numbers at best, but some Ads Pilots can hit you from 180m with impunity with Xt's or even a Rail if they're THAT godly.
Certainly you're not against Swarmers getting an ability to specialize into countering finicky DS pilots with a chaser type Swarm?
Edit: i understand where you're coming from, but this game relies entirely on Isk Destruction. If you live all match 'playing by the rules' then power to ya, but it's not balanced (EvE wise) when simply following the rules deems you invulnerable.
Yes, pilots deserve to have an opportunity to keep their ship, no they shouldn't be expected to never lose it, all by following a 'guidebook' telling them exactly when to leave. It should be a hell of a lot more mixed up than thst, giving AV a chance to kill the pilot, much akin to a Pilot being able to Blitzkrieg an AV nest and wipe then out.
General John Ripper
Like ALL the things!!!
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Lynn Beck
NoGameNoLife
1893
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Posted - 2014.06.23 19:31:00 -
[4] - Quote
My AV fit is 230k...
Although, i am a Commando, an i have a Boundless CR.
If you dropshippers find it unreasonable that my extremely specialized suit is capable of killing you, or *gasp* at the very least deterring you, then do what every other vehicle squad does when they find me, push your Calscouts into my location, or just simply hit me with 2 missiles. I run BASE HP with regeneration mods.
Don't pull the 'my ship costs more' card either, because Isk Isn't a Balancing Factor, which was used as a reasoning AGAINST dropping tank prices for the entirety of Uprising 1.0-1.6.
Please, accept the fact you're not Godmode anymore, and take your deaths like a man(or woman).
Geebus, i die to a shotgun scout after my 2nd swarm volley like 3/10 times i try and AV.
General John Ripper
-HAM(Yum)
This message was approved by the 'Nobody Loved You' Non-Association Foster Care Office
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