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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
25
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Posted - 2014.06.21 08:59:00 -
[31] - Quote
Adipem Nothi wrote:If Python or Incubus are now getting crashed in 3 volleys (without bumping into stuff) from a single source, then yes I think we very much need to fix. That's pretty much no warning at all.
I crashed a wounded Gorgon in 3 volleys earlier today, but I've yet to square off with a healthy or higher end bird. I'll play more later. In the mean time, what are you specific observations? How many volleys are you tanking and what bird are you flying?
- Pro(5) Swarmer
If an incubus is killed by a single swarmer, it's a bad pilot. Those blighters are so damn fast, they can outrun the second volley of a swarm if they are even a half decent pilot.
Addition: I've seen an Incubus do down fast. But that's because others were shooting at it as well. First proto swarm alerts the pilot, he moves up, a tank rail take out most of it's armor, and knocks it over, and the second swarm get a chance. Those accidental sucker punches are rare, but essentially what is needed to kill them, unless they do what the idiot I killed the other day, just hovering over the infantry he was mowing down. He didn't move until I had shot all three loads in my clip. Dual SL Commando FTW. But such a fit is a suicide mission, as you have no anti-infantry gear on you. |
Baal Omniscient
Krusual Covert Operators Minmatar Republic
1750
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Posted - 2014.06.21 09:10:00 -
[32] - Quote
When exactly did these changes happen? 'Cause as of 3 days ago I still came across Incubus who could take 2 full clips and still fly away.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
827
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Posted - 2014.06.21 09:45:00 -
[33] - Quote
Everything Dies wrote:Scheneighnay McBob wrote:I'm still in favor of buffing range and nerfing damage on swarms I'd like to see a return to 400 meters or so for range and then give it a few weeks to see if damage needs to be reduced. Bad things tend to happen when more than one change is made a time.
Vehicles would be Nonexistent then. 200 M would be a starting test, then possibly 250, but 400 is asking for swarms leaking from every supply depot on the map.
Large railgun installations (the ones that are stuck in the floor) Need the ability to LOOK UP, and such would possibly make them more useful on the map (but the devs made sure that 60% of every turret's firing range is obstructed by an inconvenient object...) If dropships actually become a problem, then I'd suggest increasing the angle of fire that tanks have by a tad, so that there is still a blind spot above the tank that a dropship can strafe in, but if the tank moves, and the ship strafes slightly off course, the tank should be allowed to get a hit in. Cause as it is now, if they get over a tank, you cannot do anything about it aside from run under a building overhang. DS can fly faster than a tank, pivot around their targeting point, which allows them to shoot under partial cover structures instead of being impeded by them, and can basically just fall asleep with the fire button held until the tank is dead.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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IraqiFriendshipExplosive
ACME SPECIAL FORCES RISE of LEGION
95
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Posted - 2014.06.21 09:49:00 -
[34] - Quote
I feel AV vs dropoships is a lot more balanced at the moment.
I like the fact that I have to be careful about swarmers in my Python. The only thing I think needs adjusting now is possibly the price of assault dropships.
I would suggest to decrease the price somewhat - don't make them dirt cheap but I am thinking maybe a 30% price reduction? |
Fremder V1
Armed And Aimless
10
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Posted - 2014.06.21 10:37:00 -
[35] - Quote
In my opinion, a balanced scenario would be one, in which a single milita swarmlauncher is enough to scare off a dropship, and dropships are cheap enough to still use/risk them. Which would mean cheaper dropships, stronger swarmlaunchers.
Their rather short range looks fine to me. In a 1 vs 1 against a specialised, direct counter, dropships should be forced to retreat, but they also should have the chance to do so. |
Greiv Rabbah
BATTLE SURVEY GROUP Dark Taboo
6
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Posted - 2014.06.21 11:11:00 -
[36] - Quote
CCP Logibro wrote:There have only been two changes to dropships and swarms.
First was a bugfix for Incubus resistance to swarms, from 55/55 to 80/120. Second was making the proficiency skill on Swarms and Forge Guns work against vehicle armour.
I thought the proficiency change came in the patch after swarm lock on range & forge gun range was reduced(this is when drop ships got out of hand)
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
509
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Posted - 2014.06.21 11:33:00 -
[37] - Quote
Byozuma Kegawa wrote:Honestly, dropships needed a little more fragility. I've been on so many teams where the enemy had a dropship or two just loitering, shooting people then running away as the swarms started to respawn. They'd get pegged a few times, run off, repair, fly back once the swarms were replaced with rifles and the cycle would start all over again. You just couldn't kill them without vehicle support and even then, only HAV support cause LAV turrets are exposed enough that the gunner is easily picked off. This was a needed change, dropships need to know that ground troops ARE a threat and not ants to be stepped on. The prices of ADS are quite ridiculous if you want them to be fragile. It can take three matches to finance an ADS. |
Amuf Oratok
Maphia Clan Corporation
17
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Posted - 2014.06.21 12:00:00 -
[38] - Quote
Maybe an alternative version of SL would do the trick. Less but quicker missiles would create an anti-ship weapon, leaving the classic version more suited for tanks.
YOLAAC: You Only Live As A Clone
Die and Rise
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Echo 1991
WarRavens Final Resolution.
327
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Posted - 2014.06.21 12:16:00 -
[39] - Quote
Unless its tanked to the high heavens, dropship should die very easily to a swarm launcher. Especially if the swarm user has 3 damage mods and proficiency 4. ADS do cost too much and the price needs a reduction but you cant argue that because it does its job it needs to be toned down. |
mattphi94
Ostrakon Agency Gallente Federation
8
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Posted - 2014.06.21 13:24:00 -
[40] - Quote
Dovallis Martan JenusKoll wrote:Everything Dies wrote:Scheneighnay McBob wrote:I'm still in favor of buffing range and nerfing damage on swarms I'd like to see a return to 400 meters or so for range and then give it a few weeks to see if damage needs to be reduced. Bad things tend to happen when more than one change is made a time. Vehicles would be Nonexistent then. 200 M would be a starting test, then possibly 250, but 400 is asking for swarms leaking from every supply depot on the map.
You are right, 400 m does sound like a lot to me. Probably 200 to 250 would be a better option. Personaly having dropships get out of reach has been my main problem with them. |
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Ryme Intrinseca
The Rainbow Effect
1375
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Posted - 2014.06.21 13:50:00 -
[41] - Quote
JP Acuna wrote:I'm not the only one who thinks they're too powerful right now. Swarms did need a buff, tanks needed to get nerfed, but dropships are always in the middle... How do we deal with this? Swarms haven't been buffed, all that's happened is bugs have been fixed. This is how it was always supposed to be. |
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CCP Logibro
C C P C C P Alliance
8260
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Posted - 2014.06.21 13:51:00 -
[42] - Quote
Greiv Rabbah wrote:CCP Logibro wrote:There have only been two changes to dropships and swarms.
First was a bugfix for Incubus resistance to swarms, from 55/55 to 80/120. Second was making the proficiency skill on Swarms and Forge Guns work against vehicle armour. I thought the proficiency change came in the patch after swarm lock on range & forge gun range was reduced(this is when drop ships got out of hand)
Yes, that's correct. However, there was a bug we just fixed that was preventing it from applying.
Technically it also affects Mass Drivers as well, but I don't think anyone uses them against dropships.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1146
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Posted - 2014.06.21 13:59:00 -
[43] - Quote
Booby Tuesdays wrote:If pilots are now afraid of my Proto Min Commando wielding Proto Swarms and dual DMG mods, then I think light AV is back on track.
Not sure if you're being a sarcastic.
If it takes the most min/maxed AV infantry setup to get to that level i'm not quite sure we're there.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1146
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Posted - 2014.06.21 14:06:00 -
[44] - Quote
mattphi94 wrote:Dovallis Martan JenusKoll wrote:Everything Dies wrote:Scheneighnay McBob wrote:I'm still in favor of buffing range and nerfing damage on swarms I'd like to see a return to 400 meters or so for range and then give it a few weeks to see if damage needs to be reduced. Bad things tend to happen when more than one change is made a time. Vehicles would be Nonexistent then. 200 M would be a starting test, then possibly 250, but 400 is asking for swarms leaking from every supply depot on the map. You are right, 400 m does sound like a lot to me. Probably 200 to 250 would be a better option. Personaly having dropships get out of reach has been my main problem with them.
I would say we need to leave the range alone but noticeably increase the missile velocity. Personally, guys that outrun my missiles frustrate me far more than guys tanking my damage. The guy trying to just tank the swarms will eventually get hammered (usually out of overconfidence) but the pilot that hits the jets and gets away scot free - not a fan of that.
Another interesting thought might be to change the damage type of the missiles or provide variants that do. This is a very EVE-esque solution but might be worth exploring.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1756
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Posted - 2014.06.21 15:54:00 -
[45] - Quote
Jaysyn Larrisen wrote:mattphi94 wrote:Dovallis Martan JenusKoll wrote:Everything Dies wrote:Scheneighnay McBob wrote:I'm still in favor of buffing range and nerfing damage on swarms I'd like to see a return to 400 meters or so for range and then give it a few weeks to see if damage needs to be reduced. Bad things tend to happen when more than one change is made a time. Vehicles would be Nonexistent then. 200 M would be a starting test, then possibly 250, but 400 is asking for swarms leaking from every supply depot on the map. You are right, 400 m does sound like a lot to me. Probably 200 to 250 would be a better option. Personaly having dropships get out of reach has been my main problem with them. I would say we need to leave the range alone but noticeably increase the missile velocity. Personally, guys that outrun my missiles frustrate me far more than guys tanking my damage. The guy trying to just tank the swarms will eventually get hammered (usually out of overconfidence) but the pilot that hits the jets and gets away scot free - not a fan of that. Another interesting thought might be to change the damage type of the missiles or provide variants that do. This is a very EVE-esque solution but might be worth exploring. I think swarms should at least have the range of the small rail turret (250m). Kinda stupid a DS gunner can hit me when I can't hit it.
Edit: Missile velocity would be good, but you don't want to overdo it. DS's should be able to get away with an afterburner, but not by straight up out-running them. Increasing them to just over a DS's afterburner top speed would let DS pilots out range them before they can catch up while not out-right out-running them. It's a shame there is nothing a DS can use as a countermeasure, that would make it a bit easier to balance...
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1146
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Posted - 2014.06.21 16:08:00 -
[46] - Quote
Baal Omniscient wrote: I think swarms should at least have the range of the small rail turret (250m). Kinda stupid a DS gunner can hit me when I can't hit it.
Edit: Missile velocity would be good, but you don't want to overdo it. DS's should be able to get away with an afterburner, but not by straight up out-running them. Increasing them to just over a DS's afterburner top speed would let DS pilots out range them before they can catch up while not out-right out-running them. It's a shame there is nothing a DS can use as a countermeasure, that would make it a bit easier to balance...
Good point, Baal.
I think if you somewhat equalized the small turret ranges and swarms that might work pretty well. I don't know if I would go quite to 250 though. If a guy nails me from that far away while i'm moving i think he should be rewarded.
Your missile velocity comment is exactly what i'm thinking. The ABs versus missile velocity should basically set up the scenario that ABs are used to get out of lock range very quickly but not out run the missiles in flight.
One of the interesting things about slow missile speed is that if you engage a DS or HAV at range you can have a second volley on the way before the first even hits and a third starting to lock. If you increase missile speed you are better assured first strike but a savvy pilot might actually have more reaction time to deal with follow on volleys.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1757
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Posted - 2014.06.21 16:22:00 -
[47] - Quote
Jaysyn Larrisen wrote:Baal Omniscient wrote: I think swarms should at least have the range of the small rail turret (250m). Kinda stupid a DS gunner can hit me when I can't hit it.
Edit: Missile velocity would be good, but you don't want to overdo it. DS's should be able to get away with an afterburner, but not by straight up out-running them. Increasing them to just over a DS's afterburner top speed would let DS pilots out range them before they can catch up while not out-right out-running them. It's a shame there is nothing a DS can use as a countermeasure, that would make it a bit easier to balance...
Good point, Baal. I think if you somewhat equalized the small turret ranges and swarms that might work pretty well. I don't know if I would go quite to 250 though. If a guy nails me from that far away while i'm moving i think he should be rewarded. Your missile velocity comment is exactly what i'm thinking. The ABs versus missile velocity should basically set up the scenario that ABs are used to get out of lock range very quickly but not out run the missiles in flight. One of the interesting things about slow missile speed is that if you engage a DS or HAV at range you can have a second volley on the way before the first even hits and a third starting to lock. If you increase missile speed you are better assured first strike but a savvy pilot might actually have more reaction time to deal with follow on volleys. The biggest issue I have with swarms right now is the bug where the damn lock-on button stops working. In situations with lots of latency issues or bad framerate you have to repress the lock button several times for it to work, and sometimes it stutters your lock-on timer causing you to either release before the lock is in place or causing you to have to hold it longer "just in case". Typically only happens on consecutive shots, but if I had any one wish for swarms, it would be to fix that crap.
Swarms are tactically oriented AV as opposed to skill oriented (PC) or aim oriented (forge), I just wish people who don't use them could see that.
Another thing I'd like to see is a single-fire dumbfire mode. I suppose it could be used for anti-infantry, but with it's tiny splash raduius I really don't see it being very good at it. I want a Dumbfire mode so I can run up on a tank and hold the trigger and have all of my missiles shoot out one at a time (one missile every... 0.5s? That's the MLT small rail RoF, 175 damage per missile) so I know they won't spiral around and hit the stupid terrain.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1964
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Posted - 2014.06.21 21:19:00 -
[48] - Quote
CCP Logibro wrote: Technically it also affects Mass Drivers as well, but I don't think anyone uses them against dropships.
You'd be wrong on that guess.
It's ore of a last resort thing, I'm cruising around with a Mass Driver, 'splodin fools, then oh sheeet, a drop ship shows up. What? No supply depot? Fire ze Mass Drivers!
(It's actually useful for scaring then off, and you can land the odd hit here and there)
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Lynn Beck
NoGameNoLife
1870
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Posted - 2014.06.22 02:00:00 -
[49] - 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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Storm Shelton
0uter.Heaven
256
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Posted - 2014.06.22 05:46:00 -
[50] - Quote
I'm pretty sure if I get hit by swarms in my Python, I don't stick around for too long. Militia Swarms or Proto Swarms, They all hurt. Swarms are not just for killing dropships, But they also serve as a dropship repellant. Just because you fire a volly of swarms at an ADS doesn't mean it should automatically go down. You have to take into account of the pilot's smarts & evasive skills. Swarms Launchers are perfect right now. If you just can't take an ADS down with them, You're at least holding them at bay so your team can hack an objective or keep a perimeter on lockdown.
I think an issue may be the fact that a lot of times when people try to take on enemy ADS, They do it solo. They are doing & running things alone on a game that rewards teamwork. Try to have a friend swarm with you and work as a unit to accomplish your goal. Your chances of success will surely rise. If you still cannot take down the enemy ADS, Then that pilot isn't stupid. But I do know, A pilot spending his/her time dodging forges & swarms, Will be spending less time causing mayhem across the map.
Also, You have to consider there are players that run full squads of vehicles. A pilot that has his gunners or a bunch of tankers or whatever they may have. Seasoned vehicle experts are not easy to be taken down. People who know what they can take and what they can't. If an ADS pilot has two gunners, Don't run into the open with your swarms by yourself and expect to do anything. They will destroy you. Play smart & coordinate fire to accomplish this Anti-ADS goal.
Tanker alt -- Quasar Storm
Blitz calls me Rolling Thunder
Medical Vending Machine^^Nanite Delight
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Judge Rhadamanthus
Amarr Templar One
2301
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Posted - 2014.06.22 07:15:00 -
[51] - Quote
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 115m 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 causal and effect here. We run because swarms are too fast and too strong to absorb.
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.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Lynn Beck
NoGameNoLife
1874
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Posted - 2014.06.22 07:35:00 -
[52] - 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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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
830
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Posted - 2014.06.22 07:40:00 -
[53] - Quote
CCP Logibro wrote:Greiv Rabbah wrote:CCP Logibro wrote:There have only been two changes to dropships and swarms.
First was a bugfix for Incubus resistance to swarms, from 55/55 to 80/120. Second was making the proficiency skill on Swarms and Forge Guns work against vehicle armour. I thought the proficiency change came in the patch after swarm lock on range & forge gun range was reduced(this is when drop ships got out of hand) Yes, that's correct. However, there was a bug we just fixed that was preventing it from applying. Technically it also affects Mass Drivers as well, but I don't think anyone uses them against dropships.
I do... but mostly to pester them away because if it's close enough to hit, it's an ADS that is usually within 40 meters of the ground...
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Jace Silencerwolf
Outcasts For Hire
0
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Posted - 2014.06.22 08:06:00 -
[54] - Quote
as far as damage going against dropships swarms are good if you want more damage go into Minnie commando for the 10% damage plus 2 damage mods and it is a boost against them a big boost against their armor. maybe if the swarm missiles were about 15-20% faster on the assault version. it would be better then 2 targets with the limited range on them now. the range should be 225-250 meters. the 175 is too short by the time you fire your second swarm the dropship see them and can fly away before you can lock on the 3 shot but again ads should be hit by 2 or 3 av guys at once |
medomai grey
WarRavens Final Resolution.
830
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Posted - 2014.06.22 08:31:00 -
[55] - Quote
Swarm missile volley speed increase cannot be implemented in a balanced manner without decreasing tracking.
I highly doubt an ADS with a small rail turret could hit infantry 250m away; the infantry won't even render. The only way to pull this off is with is with a squad member scanning for the ADS and the ADS pilot having ridiculously good aim.
Swarms should be able to chase away AND KILL dropships. Don't BS by saying swarms only exist to chase away dropships. No one's going to run a weapon that can only chase away whatever it shoots at. Other players aren't NPCs that exist to be inadequate, cannon fodder for you. Feel bad for saying something so self-serving.
Also what Judge said.
Medium frame EHP is not medium
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Judge Rhadamanthus
Amarr Templar One
2303
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Posted - 2014.06.22 11:26:00 -
[56] - Quote
Lynn Beck wrote: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.
My next video.. which I am doing right now is pro swarm and from the swarm players perspective. You'll have to sit down to watch it if you swarm as it will bring back horrible moments of BS. Ill TRY finish it today. I'll hang off too many replies here until I release the video.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Echo 1991
WarRavens Final Resolution.
328
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Posted - 2014.06.22 14:05:00 -
[57] - Quote
Cos 25m is gonna make swarms so OP. lower the price of dropships and it wont be a problem. I dont care if you cant hit infantry if you are in range i will shoot you. Dont see you complaining about forge guns so why be so against a 25m buff? |
Beld Errmon
1693
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Posted - 2014.06.22 14:15:00 -
[58] - Quote
Echo 1991 wrote:Cos 25m is gonna make swarms so OP. lower the price of dropships and it wont be a problem. I dont care if you cant hit infantry if you are in range i will shoot you. Dont see you complaining about forge guns so why be so against a 25m buff?
Thats because forge guns take skill, not a great deal imo i've picked them up and downed ADS with ease, the fact so many people have trouble with them leaves me fearing for the future of mankind, but swarms, not one bit of skill involved, just hold and release.
You wouldn't believe the amount of people who will pull one out the moment a dropship is seen, i've had games where there has been no less then 6 swarmers spamming at me no stop, all i could do was fly around up high and twiddle my thumbs, you guys with the nublauncher have been handed a license to print WPs and incubus kills, but you still want more buffs, your all greedy if you ask me.
Pilot - Tanker - FOTM (insert here)
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Jack Galen
Vanguardian Remnant
2
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Posted - 2014.06.22 14:16:00 -
[59] - Quote
I pilot most of the time with an incubus (AV) or a grimsnes (infantry support).
This is the bit I don't understand: Infantry, your suits and weapons cost about ten percent of the cost of an ADS, possibly twenty percent for all you protos, and that's for an ADV ADS, not proto. When you are having a hard time killing it, consider that; the pilot has invested huge amounts of SP and ISK, whereas a militia forge gun on a militia frame can end an ADS quite easily. I am actually very happy with AV at the moment - flying can be easy, unless the enemy work together (wait, what? :P) to take you down. When 2-3 infantry / a rail tank and a forge work together to take me out, I feel that I'm fair game.
What I don't want to see are the return of the days where I lift off and suddenly get mullered by 7 groups of unrendered swarms, 2 forge guns and a rail installation within 5 seconds, every time. :/
One other idea: why can't it be a food chain? Infantry>Tanks>dropships>infantry for example? Aren't some match ups meant to be more one-sided than others? :) |
Echo 1991
WarRavens Final Resolution.
328
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Posted - 2014.06.22 14:33:00 -
[60] - Quote
Jack Galen wrote:I pilot most of the time with an incubus (AV) or a grimsnes (infantry support).
This is the bit I don't understand: Infantry, your suits and weapons cost about ten percent of the cost of an ADS, possibly twenty percent for all you protos, and that's for an ADV ADS, not proto. When you are having a hard time killing it, consider that; the pilot has invested huge amounts of SP and ISK, whereas a militia forge gun on a militia frame can end an ADS quite easily. I am actually very happy with AV at the moment - flying can be easy, unless the enemy work together (wait, what? :P) to take you down. When 2-3 infantry / a rail tank and a forge work together to take me out, I feel that I'm fair game.
What I don't want to see are the return of the days where I lift off and suddenly get mullered by 7 groups of unrendered swarms, 2 forge guns and a rail installation within 5 seconds, every time. :/
One other idea: why can't it be a food chain? Infantry>Tanks>dropships>infantry for example? Aren't some match ups meant to be more one-sided than others? :) My AV fit costs 150k. Unless your dropship costs 1.5 million its not 10 percent. I have invested sp into my suit, equipment guns and other skills i need. I am weak to any form of anti infantry in order to kill you. I will die more than you will trying to get a decent shot. It will be more expensive for me. And as for needing 3 people to kill you that is a farce. In a 16v16 match hqving 3 people out of the fit gives the team a large advantage. |
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