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emm kay
Binary Mercs Canis Eliminatus Operatives
116
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Posted - 2014.06.20 21:32:00 -
[1] - Quote
As of now it takes only 1 advanced swarm launcher to make any vehicle run back to the redline. Weather it's a tank, or a LAV, only one blueberry can fend off anything with a CBR-7. While making a tank run is incredibly easy, Destroying one takes a good amount of planning and teamwork (or an incredibly poor tank driver). Let's say that your average proto tank cost around 500,000 ISK, an amount easily made in 3 matches. Now and anti-vehiclist can make a logistics suit for 100,000 ISK (if all prototyped) that will bring any madrugar to it's knees and wipe it out. Coincidentally, its fit is naked to all and every element that comes his way and the only way to deal with a redberry is to run. Let's work at this for a second. How about we give the players with swarm launchers a way to defend themselves? This is my Idea.
Here is my idea. First off, we'll beat the swarms with a nerf stick. A 10% damage reduction is a good start. Next thing on the agenda, we give swarms splash damage. The splash damage is going to be a strong, short range damage with a radius of one meter. This is for defending oneself with this weapon. Now for an abstraction; We make the swarm launcher lock on to a location, not a vehicle. This location is fluid, meaning if it is on a vehicle, then it will stay at the same location on the vehicle. The location can be ground, wall, or moving object (excluding players). Also, we'll give the missiles a longer flight time, keeping the fast vehicles at pace with the missiles. Now with the 15% damage penalty and the adjustments, this seems like it kind of sucks. Let's keep re-working it. First off we make it so the targeted location stays on target as long as the user is pointing at it. Next we're going to separate the clip into bullets. So, if the wyrukomi launcher launches 3 volleys of 8 missiles, that swarm launcher now has 24 bullets. To tag along with that we increase the ROF to about .33 seconds per pullet.this makes the swarm launcher launch three bullets that do 180 damage every second. That's a total of 560 DPS to dropsuits and tanks. Because of the longer missile range, and the higher ROF, the damage is now more sustained, meaning that the Vehicle in question will have more time to react and get away, but the range buff, that will not matter much.
So, why do I think that this will help? First off, sustained damage is hard to come by with swarm launchers. It is hard to lock on to items every time you fire. As a result, sustained and persevering damage is a great way to make sure that if you can destroy a tank, you will, and not just scare them off. The location system will also give swarm launchers a way to defend themselves and even be somewhat effective in some situations.
Any thoughts, comments and criticism is appreciated.
--
You called, sir?
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Xocoyol Zaraoul
Superior Genetics
2046
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Posted - 2014.06.20 21:33:00 -
[2] - Quote
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Splash damage for swarms against infantry are very VERY bad, closed beta had this, and they were the ultimate shogun-no-skill-nuke-everything weapons from hell...
Oh dear god no.
I'd use Swarms to kill infantry, to hell with vehicles...
But that's just me and my PTSD from those times...
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Arkena Wyrnspire
Fatal Absolution
14720
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Posted - 2014.06.20 21:39:00 -
[3] - Quote
emm kay wrote:As of now it takes only 1 advanced swarm launcher to make any vehicle run back to the redline.
Here is my idea. First off, we'll beat the swarms with a nerf stick. A 10% damage reduction is a good start.
Absolutely not.
Only recently we've had an age where swarms were practically useless. If all it takes is a single swarm to completely wreck you, then you're doing it horribly wrong.
You have long since made your choice. What you make now is a mistake.
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emm kay
Binary Mercs Canis Eliminatus Operatives
116
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Posted - 2014.06.20 21:42:00 -
[4] - Quote
Arkena Wyrnspire wrote:emm kay wrote:As of now it takes only 1 advanced swarm launcher to make any vehicle run back to the redline.
Here is my idea. First off, we'll beat the swarms with a nerf stick. A 10% damage reduction is a good start. Absolutely not. Only recently we've had an age where swarms were practically useless. If all it takes is a single swarm to completely wreck you, then you're doing it horribly wrong. you're reading it wrong.
--
You called, sir?
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Gooseman Manwhore
CREATURES OF THE NIGHT
62
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Posted - 2014.06.20 21:42:00 -
[5] - Quote
We need Robotech missiles. I'm ok with this.
I put the sexi in dyslexia
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bogeyman m
Minmatar Republic
271
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Posted - 2014.06.20 22:11:00 -
[6] - Quote
What should AV look like?
This: http://farm6.staticflickr.com/5512/12385324773_2315fd86de_n.jpg
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
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Gooseman Manwhore
CREATURES OF THE NIGHT
62
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Posted - 2014.06.20 22:15:00 -
[7] - Quote
I like the little **** hanging off the bear. I don't remember my teddy bears having those.
I put the sexi in dyslexia
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Vapor Forseti
Nyain Chan General Tso's Alliance
614
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Posted - 2014.06.20 22:21:00 -
[8] - Quote
One tank has the ability to scare and kill off most of the blueberry team, and you want swarms to be nerfed? Use a fuel injector or slap on some hardners.
Honestly though, that's one of the few times I've ever heard "Nerf the swarms".
pâ¬péñpâòpâ½pü«tÄïpü½pü¬péïpÇé --pâ¬pâùpâ¬pâ+pâ¬péñpâ¬pâ+
NyainChan Forever
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Will Driver
Horizons' Edge Proficiency V.
81
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Posted - 2014.06.21 00:14:00 -
[9] - Quote
emm kay wrote:As of now it takes only 1 advanced swarm launcher to make any vehicle run back to the redline. Weather it's a tank, or a LAV, only one blueberry can fend off anything with a CBR-7. While making a tank run is incredibly easy, Destroying one takes a good amount of planning and teamwork (or an incredibly poor tank driver). Let's say that your average proto tank cost around 500,000 ISK, an amount easily made in 3 matches. Now and anti-vehiclist can make a logistics suit for 100,000 ISK (if all prototyped) that will bring any madrugar to it's knees and wipe it out. Coincidentally, its fit is naked to all and every element that comes his way and the only way to deal with a redberry is to run. Let's work at this for a second. How about we give the players with swarm launchers a way to defend themselves? This is my Idea.
Here is my idea. First off, we'll beat the swarms with a nerf stick. A 10% damage reduction is a good start. Next thing on the agenda, we give swarms splash damage. The splash damage is going to be a strong, short range damage with a radius of one meter. This is for defending oneself with this weapon. Now for an abstraction; We make the swarm launcher lock on to a location, not a vehicle. This location is fluid, meaning if it is on a vehicle, then it will stay at the same location on the vehicle. The location can be ground, wall, or moving object (excluding players). Also, we'll give the missiles a longer flight time, keeping the fast vehicles at pace with the missiles. Now with the 15% damage penalty and the adjustments, this seems like it kind of sucks. Let's keep re-working it. First off we make it so the targeted location stays on target as long as the user is pointing at it. Next we're going to separate the clip into bullets. So, if the wyrukomi launcher launches 3 volleys of 8 missiles, that swarm launcher now has 24 bullets. To tag along with that we increase the ROF to about .33 seconds per pullet.this makes the swarm launcher launch three bullets that do 180 damage every second. That's a total of 560 DPS to dropsuits and tanks. Because of the longer missile range, and the higher ROF, the damage is now more sustained, meaning that the Vehicle in question will have more time to react and get away, but the range buff, that will not matter much.
So, why do I think that this will help? First off, sustained damage is hard to come by with swarm launchers. It is hard to lock on to items every time you fire. As a result, sustained and persevering damage is a great way to make sure that if you can destroy a tank, you will, and not just scare them off. T he location system will also give swarm launchers a way to defend themselves and even be somewhat effective in some situations.
Any thoughts, comments and criticism is appreciated.
Your premise is flawed so the rest of your post is not worth reading.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Cogadh Draco
WarRavens Final Resolution.
42
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Posted - 2014.06.21 00:27:00 -
[10] - Quote
emm kay wrote:As of now it takes only 1 advanced swarm launcher to make any vehicle run back to the redline. Weather it's a tank, or a LAV, only one blueberry can fend off anything with a CBR-7. While making a tank run is incredibly easy, Destroying one takes a good amount of planning and teamwork (or an incredibly poor tank driver). Let's say that your average proto tank cost around 500,000 ISK, an amount easily made in 3 matches. Now and anti-vehiclist can make a logistics suit for 100,000 ISK (if all prototyped) that will bring any madrugar to it's knees and wipe it out. Coincidentally, its fit is naked to all and every element that comes his way and the only way to deal with a redberry is to run. Let's work at this for a second. How about we give the players with swarm launchers a way to defend themselves? This is my Idea.
Here is my idea. First off, we'll beat the swarms with a nerf stick. A 10% damage reduction is a good start. Next thing on the agenda, we give swarms splash damage. The splash damage is going to be a strong, short range damage with a radius of one meter. This is for defending oneself with this weapon. Now for an abstraction; We make the swarm launcher lock on to a location, not a vehicle. This location is fluid, meaning if it is on a vehicle, then it will stay at the same location on the vehicle. The location can be ground, wall, or moving object (excluding players). Also, we'll give the missiles a longer flight time, keeping the fast vehicles at pace with the missiles. Now with the 15% damage penalty and the adjustments, this seems like it kind of sucks. Let's keep re-working it. First off we make it so the targeted location stays on target as long as the user is pointing at it. Next we're going to separate the clip into bullets. So, if the wyrukomi launcher launches 3 volleys of 8 missiles, that swarm launcher now has 24 bullets. To tag along with that we increase the ROF to about .33 seconds per pullet.this makes the swarm launcher launch three bullets that do 180 damage every second. That's a total of 560 DPS to dropsuits and tanks. Because of the longer missile range, and the higher ROF, the damage is now more sustained, meaning that the Vehicle in question will have more time to react and get away, but the range buff, that will not matter much.
So, why do I think that this will help? First off, sustained damage is hard to come by with swarm launchers. It is hard to lock on to items every time you fire. As a result, sustained and persevering damage is a great way to make sure that if you can destroy a tank, you will, and not just scare them off. The location system will also give swarm launchers a way to defend themselves and even be somewhat effective in some situations.
Any thoughts, comments and criticism is appreciated.
I err... Huh? I'm confused, aren't swarms already badly nerfed as it is? |
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Everything Dies
Crux Special Tasks Group Gallente Federation
764
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Posted - 2014.06.21 00:33:00 -
[11] - Quote
At this point in time, my Maddi with 300hp/s armor repping (two basic and an enhanced, I believe) still finds swarms to be little more than an annoyance. At least now it only takes two swarmers to make me pull back instead of the three or four it previously took.
Mike Patton is the greatest singer in music. Proof:
Listen
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emm kay
Binary Mercs Canis Eliminatus Operatives
116
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Posted - 2014.06.21 16:45:00 -
[12] - Quote
Will Driver wrote:
Your premise is flawed so the rest of your post is not worth reading.
I didn't even bother reading and i'm replying because this is flawed.
--
You called, sir?
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Reign Omega
BurgezzE.T.F General Tso's Alliance
469
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Posted - 2014.06.21 16:49:00 -
[13] - Quote
Honestly if you just got here stfu. If you haven't been a swarm launcher through all this bs then be quiet. Swarms are great now, and they're not as strong as their 400m insane damage days. Just stop.
Observe the public trust. Protect the innocent. Uphold the law.
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emm kay
Binary Mercs Canis Eliminatus Operatives
116
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Posted - 2014.06.21 16:50:00 -
[14] - Quote
Cogadh Draco wrote:
So, why do I think that this will help? First off, sustained damage is hard to come by with swarm launchers. It is hard to lock on to items every time you fire. As a result, sustained and persevering damage is a great way to make sure that if you can destroy a tank, you will, and not just scare them off. The location system will also give swarm launchers a way to defend themselves and even be somewhat effective in some situations.
Any thoughts, comments and criticism is appreciated.
I err... Huh? I'm confused, aren't swarms already badly nerfed as it is?[/quote]
Sustained damage is the key. right now tanks can scurry off and not have to worry about one riddly diddly thing.
--
You called, sir?
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emm kay
Binary Mercs Canis Eliminatus Operatives
116
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Posted - 2014.06.21 16:52:00 -
[15] - Quote
Reign Omega wrote:Honestly if you just got here stfu. If you haven't been a swarm launcher through all this bs then be quiet. Swarms are great now, and they're not as strong as their 400m insane damage days. Just stop.
proto swarms, no proficiency. Although the wyrukomi is nice, EVERY swarm launcher cannot sustain more than 3 volleys, meaning that after that you're completely vuanerable to any tank attack. Inconsistency is what I'm adressing, not power.
--
You called, sir?
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