Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pvt Numnutz
Prophets of the Velocirapture
1669
|
Posted - 2014.07.09 01:16:00 -
[61] - Quote
Nothing Certain wrote:
I am glad it is just not me. I played against Numbnutz the other night and I just couldn't bring him down or even really hurt him, on the other hand he went 4-0 with 3 of those kills against me so I was able to limit his effectiveness. Pythons are too powerful and too expensive. The price should drop way down and they should be a little less durable, but the changes should be small and incremental in nerfing. Its not only the ship that makes them powerful, but also that you have to be a good pilot to risk a Python. I am impressed with the way these pilots can maneuver, use cover and so quickly identify a threat. That's why I couldn't kill Numbnutz, I'd get one shot but then he was on me, or he would loop around and wait for me to expose myself.
Thank you for the kind words. Assault dropships are touchy, the price is really grueling so I fit the most expensive mods and guns I can so I can get in quick, kill or suppress take a hit and leave fast. I still believe the best way to change pythons is to make it take longer in their engagements. If they have to be on an area longer then it gives av more of an opportunity to down them, or if the av is keeping them off their squad/teams back then the python won't be nearly as effective and will risk getting killed if too greedy.
I usually average 3 kills a game, but my gunners do much better usually scoring in the teens. If there is no av I average about 7. I have over a years experience piloting, so I have many hours fighting av and I have flown through some of the worst conditions dropship pilots have faced. This has hardened my crew and I to react swiftly to threats and communicate effectively. The reason I can respond to threats so quickly is because I have two other sets of eyes with me that can see where I can't.
Were you forge gunning? Sorry bad memory, I smoke a lot of weed also no b in my name, unless your talking about another numnutz |
emm kay
New Age Empire. General Tso's Alliance
130
|
Posted - 2014.07.09 01:22:00 -
[62] - Quote
Monkey MAC wrote: Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen.
*eye twitches* you have no idea. Besides, the changes to av that you suggested are rediculous. Nobody should EVER be able to take down a 500k dropship singlehandedly. ever. These range increases are reversing what happend in 1.6, the fixing of paper airplanes.
--
You called, sir?
|
ratamaq doc
Onslaught Inc RISE of LEGION
686
|
Posted - 2014.07.09 01:28:00 -
[63] - Quote
emm kay wrote:Monkey MAC wrote: Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen.
*eye twitches* you have no idea. Besides, the changes to av that you suggested are rediculous. Nobody should EVER be able to take down a 500k dropship singlehandedly. ever. These range increases are reversing what happend in 1.6, the fixing of paper airplanes.
I know it's hard, but price really should not be a factor here. Do you believe that a starter fit should no way EVER be able to take down a proto suit? Cause guess what your 500k ADS cost just over twice my 220k AV suit, but my 220k AV suit cost two hundred and twenty thousand time more than a starter fit.
YouTube
|
Adipem Nothi
Nos Nothi
2559
|
Posted - 2014.07.09 01:32:00 -
[64] - Quote
Jack Galen wrote: All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now)
You can eat my clip and get away as I reload. That's plenty of warning. You can also OHK me with your missile launcher.
I'm gonna go with ... no.
Shoot scout with yes...
- Ripley Riley
|
Pvt Numnutz
Prophets of the Velocirapture
1669
|
Posted - 2014.07.09 02:39:00 -
[65] - Quote
Adipem Nothi wrote:Jack Galen wrote: All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now)
You can eat my pro5 clip then get away as I reload. That's plenty of warning. You can also OHK me with your missile launcher. I'm gonna go with ... no. Not saying I agree but dropships can't eat a clip of prof5 proto swarms and happily fly away. |
ratamaq doc
Onslaught Inc RISE of LEGION
689
|
Posted - 2014.07.09 04:01:00 -
[66] - Quote
Pvt Numnutz wrote:Adipem Nothi wrote:Jack Galen wrote: All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now)
You can eat my pro5 clip then get away as I reload. That's plenty of warning. You can also OHK me with your missile launcher. I'm gonna go with ... no. Not saying I agree but dropships can't eat a clip of prof5 proto swarms and happily fly away.
Actually they can. Re watch the video in the OP. I landed all 18 missles on that Python and he got away smoking. That is Prof 5 with 1 5% DMG. Now if I had had 2 5%s or been a minmando he would've dropped to one mag.
Then again you did say Happily. He probably was pissed he didn't boost off after the 1st volley hit.
YouTube
|
XxGhazbaranxX
Eternal Beings Proficiency V.
1669
|
Posted - 2014.07.09 06:36:00 -
[67] - Quote
ratamaq doc wrote: I'm actually really glad to hear that. Btw, love your work and good luck with the naming. So as an AV weapon in general can you describe the improvements of the PLC? How much success have you had bringing down vehicles with it since the change compaired to before? I'm thinking of making it my next weapon.
As AV it got a really good buff against shield based vehicles. With 1500 damage at proto level it really does make a dent. The only thing is that follow up shots are very difficult with the plasma cannon. Make sure the first one counts because the could possibly not be a second one... Unless you are using a Commando with dual plasma cannons.
If you really want to get into the AV game I would also suggest to go completely into it, with anything AV it's go big or go home so if you are going to choose Plasma cannons I would also suggest going into gall commando (all proto and full proficiency)
Another good options, that many people disagree on, is Swarms. With proficiency 5 and minmatar commando 5 it's a real beast.
Again, as with anythng to do anti-vehicle it's go big or go home IMHO
Plasma Cannon Advocate
Dust 514 Survivor
|
Nothing Certain
Bioshock Rejects
940
|
Posted - 2014.07.09 07:53:00 -
[68] - Quote
Jack Galen wrote:ratamaq doc wrote:Jack Galen wrote:ratamaq doc wrote:I played a Dom match on Fracture Road where there was a Full Skilled ADS (could tell by the ROF of his cannon) who was up against myself, another swarm, and 2 forge at one point. Dudes name was one I'd not seen before, Jack something I think, went 24/0 that match despite the AV Aass he was up against.
So the question I have is despite skill and cost, should anything be that powerful?
Let's take this from the standpoint that holding back (not killing) is enough. My video shows that even though I could kill that ADS, at least I was able to prevent him from doing much damage. In the case of the Dom match (which unfortunately I deleted the footage in rate) 4 of us couldn't neutralize. A quick boost around the map and it's back to full health, unlike an Incubus that has to lick its wounds for a bit.
Well, firstly, thanks for the kudos; I wonder if that was me (that match sounds familiar)! Anyways. With the python, the things that it has going for it are: + Free HP regen + Resistance to swarms + Missile bonuses (wow) + Above average agility Sounds OP right? Well, the issues it still has are these, which is why I often fly incubus instead: - Like glass against collisions - Unpredictable collisions - Vulnerable to shield stripping by rails and forges (think of the range here) - Both of which throw its light frame all over the place - Causing collisions What I'm trying to say is, as a pilot of both Cal and Gal ships, they are situational beasts. In the right hands, operating them properly, they can each survive where the other cannot, and also destroy targets that the others cannot. Pilots who ***** all the time are generally using very ineffective fits - after much experimenting I now know my ships' limits. All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now), and the cost of the ADS to be toned down a bit. I'd like to see more dropships flown for infantry support again. But hey, it's DUST! Wait, so the issues you named were collision damage, forge and rails. Going for it you list resistance to swarms, yet you would like less swarm damage? Ah, my bad. I meant to say that I don't like the power of MLT swarms. I didn't mention collisions as I have given up on them being fixed! Swarms have needed a buff for ages, and it's nice to see that they are finally useful. However, I feel a little cheated that an MLT weapon can easily solo my very much Proto ship. Even if they don't kill me, they jump above everything else to the top of my threat list. At MLT level. So, redacting my original statement, I would ask for more scaling of swarm damage. Proto and advanced are great, but MLT and standard are a bit much right now I think. But that's just my opinion!
Have you tried using MLT swarms? They are next to worthless.
Because, that's why.
|
Nothing Certain
Bioshock Rejects
940
|
Posted - 2014.07.09 08:14:00 -
[69] - Quote
I think the consensus is that AV/vehicle balance is good with both sides being a little unhappy, which probably means it is fair. The problem with the Python is its TTK and the TTK of an AV'er against it. If If the Python stands still it will take me 3 shots to kill it, 10 or 15 seconds. If I stand still it can kill me in 2-3 seconds. It can fly out of range in 5 seconds, which means the engagement is always under the control of the pilot. If I do everything right I can get a draw and force him to withdraw, but I can't kill him, while he gets several TTK attempts at me and can withdraw if not succesful. I never win unless he makes a mistake. I like the idea of forcing the pilot to engage longer while not decreasing his other stats. If he wants to kill me he has to risk dying. I'd also decrease the cost of the ADS and increase (decrease?) collision damage so they don't explode at every bump.
Pythons could use some tweaking for both pilots and AV but they aren't broken, I wouldn't even say OP, just that both their advantages and disadvantages are slightly imbalanced.
Because, that's why.
|
Eko Sol
Strange Playings
537
|
Posted - 2014.07.09 09:46:00 -
[70] - Quote
I didn't really read every post but I did read your first post. I watched the vid. A couple of things:
a) I use A-Logi as well. The difference is I put a Side Arm damage mod so I can handle 1v1's better.
b) I have a trick I do that has changed my success with Pythons and Incubus. The trick, for me, is to face AWAY the first shot and move away from the DS/ADS and then the second lock should be released while looking at it and moving toward it. The goal is for the first two volleys to land right after the other. When I run my AUR proto and 2 damage mods I almost kill most pythons if they forget their hardeners. I can imagine if I get some proficiency. The swarms ill hit so hard and with a lot less delay between volleys that sometimes it causes a complete crash by the pilot to include so called great pilots.
c) The FG people you mentioned sound like they had bad aim
d) I think the python is fine as is.
I only have 3 points in my SL. I think that keeping a vehicle at bay or keeping a troublesome infantry unit at bay, solo, is a standard stalemate that could happen on a real battlefield and any other PvP type game. I don't think I need to beat a vehicle/pilot for me to feel I was successful. Because of this I don't think any changes to a python are necessary.
In addition, I have no issue with the swarms being specialist for normal DS and LAV's. It's a light weapon and should be able to take out light vehicles. An ADS is a Medium vehicle. I should be difficult or downright impossible to destroy a medium vehicle solo with a light AV weapon. That is my opinion.
You are very good with AV. I don't think there is an issue with the python. I think there is an issue with the fact that there is no weapon between swarms and forge that take up the role of dealing with medium level vehicles. It's either Swarms or Forge. Occasionally, the AR will suffice on the kill feed but isn't truly viable.
BTW, I started piloting both incubus and python about a month ago. I can honestly say, it sucks getting hit with one volley of swarms and hearing another and knowing that you have to get out of dodge. The Python can be taken out by my proto swarms in 3 volleys without hardeners or booster. If a few missiles hit the propulsion you can do it in two.
I have my suggestions. Basically, I don't like the fact it can almost be dead and come straight back into the fight like nothing happened in a very short period of time. As a pilot I believe this myself:
I think that the shield regen rate on pythons should be about 70% what it is. If you are going to nerf armor reps (was unnecessary to begin with) then nerf the shield regen on vehicles.
I think there should be a 30% increase to delay for an active module to become available. This would include afterburners.
I think about a 10 or 20% increase in the delay before shields begin to regen.
Nerf small rail turret damage back to what it used to be. I hate to say it but it used to be op already. Southpac goes around and takes out every vehicle every time. No vehicle survives unless it goes into the red and even then the RoF is so high that he can stil get it done.
Lastly, i'm sick of pilots losing 4 or 5 ADS's and they only died zero times in a match. You go with the ship just like every other vehicle. You don't see lav's just sitting at 0hp for 3 full seconds allowing for the driver to get out.
PSN is "Ekopalm"
Playing: Murdered Soul Suspect
WIP: Child of Light, MGS5
Welcome to play with me anytime, message me.
|
|
Adipem Nothi
Nos Nothi
2578
|
Posted - 2014.07.09 13:14:00 -
[71] - Quote
Pvt Numnutz wrote:Adipem Nothi wrote:Jack Galen wrote: All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now)
You can eat my pro5 clip then get away as I reload. That's plenty of warning. You can also OHK me with your missile launcher. I'm gonna go with ... no. Not saying I agree but dropships can't eat a clip of prof5 proto swarms and happily fly away. I said "get away". I never said "happily".
And Pythons do it to me all the time (pro swarms, pro5, +2 cmp dmg). Easy cheesy to replicate.
* I'm a Scout; haven't tried it as a Commando.
Shoot scout with yes...
- Ripley Riley
|
Monkey MAC
Rough Riders..
3047
|
Posted - 2014.07.09 14:08:00 -
[72] - Quote
emm kay wrote:Monkey MAC wrote: Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen.
*eye twitches* you have no idea. Besides, the changes to av that you suggested are rediculous. Nobody should EVER be able to take down a 500k dropship singlehandedly. ever. These range increases are reversing what happend in 1.6, the fixing of paper airplanes.
I have every idea, I'm a regular pilot, I love doing it, did you skipover the part where I mentioned that prehaps. How are they ridiculous? I have not buffed their damge, DPS, ROF, lock-on range or any other attributes that means a dropship will be killed any faster by a single person.
Meanwhile I have nerfed their tracking and 'fire and forget' capabilities. By making the rockets travel further before they begin to track the user must keep the target closer to the center of the screen, even causing them to require leading a faster target, by nerfing the turning circle, a pilot is rewarded more if he successfully doges the missiles, since the can no longer pull out a 180 turn in less than 5m.
Everyone should ALWAYS be ABLE to take down any vehicle so long as 1 man uses it, wether they will or not is down to both players skill. ISK, SP should never be a factor I balance, you should take care t0in what you say youmare beginning to sound like a tanker.
These range increases are changing nothing from 1.6, the lock-on rane is still 150m the difference is that I order to outrun a set of missiles that have been launched within this range will require you flying faster and further or more skillfully in order to complete negate the damage.
Once again there are no changes to 1) Lock-On Range 2) Damage per volley 3) DPS 4) Amount of people required to combat a dropship What has changed is 1) Distance swarms will chase you before exploding 2) Acceleration of Swarms once quidance kicks in 3) Top speed of Swarms under guidance In positive to the AVer 4) Time for guidance to kick in 5) Turning circle of guided swarms In positive to the pilot.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
|
Monkey MAC
Rough Riders..
3047
|
Posted - 2014.07.09 14:23:00 -
[73] - Quote
ratamaq doc wrote:Monkey MAC wrote:I personally am both a dedicated AVer and Incubus pilot, I do both roles regularly, sometimes I even AV in my Incubus.
Firstly in that specific video (rather enjoyed it by the way) , the Python pilot in question should have been brought to rites on multiple occassions, he overstretched the abilities of his craft and you caught him in compromising positions on more than one occasion.
Secondly as an Incubus pilot, I sometimes have gotten away with the closest of shaves, I've come by to do an attack run on what I thought to be a single swarmer, only to find 3-5 waiting for me. In such cases I've reached the safety of my redline and the protection of the MCC's motherly figure with less than 50 EHP remaining. Not because I got out in time, I stuck around too long and pushed my luck on almost every occasion, the reason I survived was because I could simply 'turn 'n' burn".
I could travel fast enough to either stagger the volley enough to allow for my armour reppers to undo the damage, or just out distance them and laugh as 3 whole volleys explode harmlessly behind me. Now as pilot this is nice, after all I don't loose my expensive dropship, I can recall it until the skies are a little safer again.
However as an AVer I can't count the amount of times a Dropship has just plain outrun my swarms, sometimes on the smallest sliver off health I have launched entire mags in their direction, yet hit nothing but air. As an AVer it's just damn annoying, especially when I know he will back again soon for more.
That said though I don't believe any of it is down to Damage per Volley or DPS or even anything under either players control. It is simply down to the speed of swarm launchers, the acceleration is sluggish at best and the top speed makes my grandmothers mobility scooter look like a drag racer. All you need to do is increase the Gùå Acceleration Gùå Top Speed Gùå Maximum Travel Distance Gùå Unguided Travel Distance While decreasing turning circle and the time to fire the volley. No changes to damage, or DPS just make it harder for a Dropship to outrun his killing blow. Now a lot of you may say It takes skill to outrun swarms, to which I respectfully request that you shut your festering pie hole you t*t (Monty Python, if you don't understand my sudden outburst of profanity), it takes skill to outmanoeuvre a swarm volley, causing them to hit terrain as opposed to your craft, but there is no skill to Gùå Blasting to the flight ceiling, like a lightning || Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen. Are you worried what those changes would mean to the rest of the Dropships out there? While I completely agree that swarms are WAY to slow. I mean I can throw a football faster than those things travel, and I was in marching band. I'm worried that a buff to them would be devastating to the rest of the Dropships. Edit: however I have said in the past, if we are going to talk realism, swarms should travel faster yes, but pilots should also have RAW gear so when they get painted, Bitchin Betty lets them know. I once suggested counter measures, but in reality, that is what a shield booster already is. No I wouldn't be concerned about what it means for other dropships, since as Incubus pilot, I would still have to pull out at the same time I normally would, I can survive a clip of swarms and be out of his lock-range before he reloads. This would not change.
The only thing that changes is that if I stick around for too long, I push my luck and let him reload, he no longer stamds their dumfounded as I simply fly away from his swarms with no more than 10% of my health, especially when we both know I'll be back in less than a minute.
I have no more or less time to react to the attack, the only difference is that I can't push my luck quite so far. In terms EWS, I would love some form of 'Nagging Nora' (Nora is the name of the actual women that did those 'Pull up, Pull up' voice warnings), this would give me greater choice over my engagement and wether I feel itmsafe or not.
However I would say allow Plasma Cannons to set off the EWS, while they aren't normally a threat to pilots, it allows them to 'scare' pilots when the EWS flags them up as being spiked, potentially allowing Plc users to suppress pilots without ever firing a shot.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
|
Pvt Numnutz
Prophets of the Velocirapture
1672
|
Posted - 2014.07.09 14:37:00 -
[74] - Quote
Adipem Nothi wrote:Pvt Numnutz wrote:Adipem Nothi wrote:Jack Galen wrote: All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now)
You can eat my pro5 clip then get away as I reload. That's plenty of warning. You can also OHK me with your missile launcher. I'm gonna go with ... no. Not saying I agree but dropships can't eat a clip of prof5 proto swarms and happily fly away. I said "get away". I never said "happily". And Pythons do it to me all the time (pro swarms, pro5, +2 cmp dmg). Easy cheesy to replicate. Though I'm a Scout; I haven't tried it as a Commando. (Do note that I'm not complaining; I think an ADS should be able to get away while I reload. I'm objecting to the earlier 'nerf swarms' request on the grounds that you guys already have a good chance to get away from a single swarmer). I realize that, I was making the distinction that its not a happy situation taking 3 vollys of proto swarms. You end up limping away in a very vulnerable situation, its quite scary.
It confuses me that people run scouts for swarms, why do you do this? Is it for the damps? Because yeah my prototype missiles will one shot you. Minmandos can solo a python with prof 5 swarms and a DMG mod or two in one clip plus have a cr to defend themselves with and have more HP.
I do agree that there is no reason to Nerf swarms, tho I also don't see a reason to buff them.
|
Beld Errmon
1751
|
Posted - 2014.07.09 14:50:00 -
[75] - Quote
so many people that argue from the pov that AV is underpowered talk about it from a solo perspective, you should see it from ours, you kill some loud mouthed slayer in a squad, the next thing you know you've got said loud mouth and his entire squad packing protoAV chasing a dropship all over the map in LAVs.
Every second guy you kill in this game respawns with some form of AV and some of those will spend the entire match trying to nail you, but people here want to see ADS regularly solo'd by 1 player.... every second game i've got 3 or 4 players baying for my blood, can't you see just how terribly unbalanced things would become if you got what you want?
Pilot - Tanker - FOTM (insert here)
|
ratamaq doc
Onslaught Inc RISE of LEGION
696
|
Posted - 2014.07.09 15:22:00 -
[76] - Quote
Pvt Numnutz wrote:
It confuses me that people run scouts for swarms, why do you do this? Is it for the damps? Because yeah my prototype missiles will one shot you. Minmandos can solo a python with prof 5 swarms and a DMG mod or two in one clip plus have a cr to defend themselves with and have more HP.
I do agree that there is no reason to Nerf swarms, tho I also don't see a reason to buff them.
I touched on this a few times in the video in the OP. While the pro minmando with pro 5 swarm may be the best infantry DS killing platform, it's lack of a grenade slot and only 1 equipment slot make it kind of a 1 trick pony. For all around AV and survivability when vehicle hunting you need to be fast, aware, and carry a multitude of tools. As a scout with swarms, good sidearm, REs, AV grenades, and Hives, even without an LAV I can get around relatively unmolested due to a low profile. I can avoid or assassinate stray Reds that as a mando I would have no choice to engage,
Remember as much as every DS in the air is a prime target for anyone with a swarm launcher, a merc using a swarm launcher is damn near EVERYONE'S primary target. You got a big ass smoke trail giving away your location Everytime you fire.
I've skilled minmando to 4, and it will be my next proto suit, but my Gal Scout will still be my primary platform.
YouTube
|
Pvt Numnutz
Prophets of the Velocirapture
1675
|
Posted - 2014.07.09 15:52:00 -
[77] - Quote
ratamaq doc wrote:Pvt Numnutz wrote:
It confuses me that people run scouts for swarms, why do you do this? Is it for the damps? Because yeah my prototype missiles will one shot you. Minmandos can solo a python with prof 5 swarms and a DMG mod or two in one clip plus have a cr to defend themselves with and have more HP.
I do agree that there is no reason to Nerf swarms, tho I also don't see a reason to buff them.
I touched on this a few times in the video in the OP. While the pro minmando with pro 5 swarm may be the best infantry DS killing platform, it's lack of a grenade slot and only 1 equipment slot make it kind of a 1 trick pony. For all around AV and survivability when vehicle hunting you need to be fast, aware, and carry a multitude of tools. As a scout with swarms, good sidearm, REs, AV grenades, and Hives, even without an LAV I can get around relatively unmolested due to a low profile. I can avoid or assassinate stray Reds that as a mando I would have no choice to engage, Remember as much as every DS in the air is a prime target for anyone with a swarm launcher, a merc using a swarm launcher is damn near EVERYONE'S primary target. You got a big ass smoke trail giving away your location Everytime you fire. I've skilled minmando to 4, and it will be my next proto suit, but my Gal Scout will still be my primary platform. Ah yes I should have specified running scouts with swarms to down a dropship. I understand the perks of running a scout when dealting with ground vehicles. My bad. It would make sense to me that if a dedicated aver wanted a dropship gone he would switch out to his minmando and get to a good position. |
ratamaq doc
Onslaught Inc RISE of LEGION
701
|
Posted - 2014.07.09 16:04:00 -
[78] - Quote
Pvt Numnutz wrote:ratamaq doc wrote:Pvt Numnutz wrote:
It confuses me that people run scouts for swarms, why do you do this? Is it for the damps? Because yeah my prototype missiles will one shot you. Minmandos can solo a python with prof 5 swarms and a DMG mod or two in one clip plus have a cr to defend themselves with and have more HP.
I do agree that there is no reason to Nerf swarms, tho I also don't see a reason to buff them.
I touched on this a few times in the video in the OP. While the pro minmando with pro 5 swarm may be the best infantry DS killing platform, it's lack of a grenade slot and only 1 equipment slot make it kind of a 1 trick pony. For all around AV and survivability when vehicle hunting you need to be fast, aware, and carry a multitude of tools. As a scout with swarms, good sidearm, REs, AV grenades, and Hives, even without an LAV I can get around relatively unmolested due to a low profile. I can avoid or assassinate stray Reds that as a mando I would have no choice to engage, Remember as much as every DS in the air is a prime target for anyone with a swarm launcher, a merc using a swarm launcher is damn near EVERYONE'S primary target. You got a big ass smoke trail giving away your location Everytime you fire. I've skilled minmando to 4, and it will be my next proto suit, but my Gal Scout will still be my primary platform. Ah yes I should have specified running scouts with swarms to down a dropship. I understand the perks of running a scout when dealting with ground vehicles. My bad. It would make sense to me that if a dedicated aver wanted a dropship gone he would switch out to his minmando and get to a good position.
Yep, which is why I am skilling minmando :) also I think a minmando with swarm/CR equipped with either a repper, 80% needle, or allotec (r) hives would be a very valuable asset in PC in the orbital (rings) socket.
YouTube
|
Nothing Certain
Bioshock Rejects
941
|
Posted - 2014.07.09 19:57:00 -
[79] - Quote
Pvt Numnutz wrote:Adipem Nothi wrote:Pvt Numnutz wrote:Adipem Nothi wrote:Jack Galen wrote: All that I'd ask for is *slightly* less swarm damage (just as MLT swarms PWN dropships now)
You can eat my pro5 clip then get away as I reload. That's plenty of warning. You can also OHK me with your missile launcher. I'm gonna go with ... no. Not saying I agree but dropships can't eat a clip of prof5 proto swarms and happily fly away. I said "get away". I never said "happily". And Pythons do it to me all the time (pro swarms, pro5, +2 cmp dmg). Easy cheesy to replicate. Though I'm a Scout; I haven't tried it as a Commando. (Do note that I'm not complaining; I think an ADS should be able to get away while I reload. I'm objecting to the earlier 'nerf swarms' request on the grounds that you guys already have a good chance to get away from a single swarmer). I realize that, I was making the distinction that its not a happy situation taking 3 vollys of proto swarms. You end up limping away in a very vulnerable situation, its quite scary. It confuses me that people run scouts for swarms, why do you do this? Is it for the damps? Because yeah my prototype missiles will one shot you. Minmandos can solo a python with prof 5 swarms and a DMG mod or two in one clip plus have a cr to defend themselves with and have more HP. I do agree that there is no reason to Nerf swarms, tho I also don't see a reason to buff them.
It is because you have to chase vehicles to kill them oftentimes. I've tried both commando and scout with swarms and usually prefer scout because I have to scramble, both to get a good shot and then to move to get my follow up shots and then dodge the infantry running at me. Plus I only have a Lev. 2 Minmando because I just don't like playing it except swarms and a Mass Driver.
Because, that's why.
|
Nothing Certain
Bioshock Rejects
941
|
Posted - 2014.07.09 20:01:00 -
[80] - Quote
Beld Errmon wrote:so many people that argue from the pov that AV is underpowered talk about it from a solo perspective, you should see it from ours, you kill some loud mouthed slayer in a squad, the next thing you know you've got said loud mouth and his entire squad packing protoAV chasing a dropship all over the map in LAVs.
Every second guy you kill in this game respawns with some form of AV and some of those will spend the entire match trying to nail you, but people here want to see ADS regularly solo'd by 1 player.... every second game i've got 3 or 4 players baying for my blood, can't you see just how terribly unbalanced things would become if you got what you want?
No. I don't see how having 3 or 4 people wanting to kill you and struggling to do it makes for imbalance, at least not the way you mean. If I kill a tanker they come hunting me.
Because, that's why.
|
|
emm kay
New Age Empire. General Tso's Alliance
132
|
Posted - 2014.07.18 03:21:00 -
[81] - Quote
Monkey MAC wrote: I have every idea, I'm a regular pilot, I love doing it, did you skipover the part where I mentioned that prehaps. How are they ridiculous? I have not buffed their damge, DPS, ROF, lock-on range or any other attributes that means a dropship will be killed any faster by a single person.
Meanwhile I have nerfed their tracking and 'fire and forget' capabilities. By making the rockets travel further before they begin to track the user must keep the target closer to the center of the screen, even causing them to require leading a faster target, by nerfing the turning circle, a pilot is rewarded more if he successfully doges the missiles, since the can no longer pull out a 180 turn in less than 5m.
Everyone should ALWAYS be ABLE to take down any vehicle so long as 1 man uses it, wether they will or not is down to both players skill. ISK, SP should never be a factor I balance, you should take care t0in what you say youmare beginning to sound like a tanker.
These range increases are changing nothing from 1.6, the lock-on rane is still 150m the difference is that I order to outrun a set of missiles that have been launched within this range will require you flying faster and further or more skillfully in order to complete negate the damage.
Once again there are no changes to 1) Lock-On Range 2) Damage per volley 3) DPS 4) Amount of people required to combat a dropship What has changed is 1) Distance swarms will chase you before exploding 2) Acceleration of Swarms once quidance kicks in 3) Top speed of Swarms under guidance In positive to the AVer 4) Time for guidance to kick in 5) Turning circle of guided swarms In positive to the pilot.
Not really.
The distance perk will make the dropship have to run for longer, not solving much. The acceleration perk will disable running altogether, effectively nulling out the first disance perk. Top speed. Dont even get me started. Those things could catch roadrunner of they got any faster. The guidance time makes it harder to spot the one person who can kick your ass in a 50k fit. Maneuvarability increase is a good one, i think that would be a fine buff to the swarms.
--
You called, sir?
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12006
|
Posted - 2014.07.18 03:40:00 -
[82] - Quote
emm kay wrote:Monkey MAC wrote: Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen.
*eye twitches* you have no idea. Besides, the changes to av that you suggested are rediculous. Nobody should EVER be able to take down a 500k dropship singlehandedly. ever. These range increases are reversing what happend in 1.6, the fixing of paper airplanes.
Lol you know we Tankers once said that about our vehicles....look how badly we broke the game?
Just think about how you threw out "Tanker Logic"....just think for a moment......
"Your Faith stands as a shield for the Faithful, and you are one of His Angels." - Soren Tyrhannos to Templar Ouryon
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
311
|
Posted - 2014.07.18 03:48:00 -
[83] - Quote
Your two forge gunners were bad, bro.
Cover me against infantry and the only thing that will stop me from blowing up or at least denying an ADS entry to an area... is another enemy vehicle or a sniper/forger.
Signature? What signature! I have no idea what you're talking about my good sir.
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |