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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1033
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Posted - 2014.07.17 04:16:00 -
[1] - Quote
Atiim wrote:The Problem
Swarm Launchers have a damage increase of 25% per tier. Not only is this ridiculously higher than any other item in the game, but it makes lower tiered Swarm Launchers effectively useless as well (880 HP per volley is pathetic). The Solution
My proposition, would be to make them fire the same amount of Missiles per Volley, but with 10% increments in Missile Damage per tier, which will bring it's progression in-line with other items, while making STD Swarm Launchers viable. I made a spreadsheet with the proposed changes here. Yes. 10% damage progessio. Std swarms at 800. Swarms are balanced for a fire amd forget skill-less weapon. no further buffs needed.. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1035
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Posted - 2014.07.18 00:27:00 -
[2] - Quote
Atiim wrote:Sir Dukey wrote: Yes. 10% damage progessio. Std swarms at 800. Swarms are balanced for a fire amd forget skill-less weapon. no further buffs needed..
Swarms already make a sacrifice for it's guidance capabilities, so this is point is null. However, a weapon being useless at every tier below PRO is in no way balanced.
you are null so stfu. There is no counter to swarms therefor no buffs needed.
Why is it that you only support stuff you skilled into??? |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1036
|
Posted - 2014.07.21 02:01:00 -
[3] - Quote
Atiim wrote:Sir Dukey wrote: you are null so stfu. There is no counter to swarms therefor no buffs needed.
Why is it that you only support stuff you skilled into???
Am I null? My ideas may not always be the best, but at least I present them in an organized and orderly fashion. As for counter to the Swarm Launcher, there are always:
- Shield Extenders
- Shield Hardeners
- Shield Boosters
- Afterburners
- Fuel Injectors
- Anyone with an AP Weapon
- Making a quick turn around a corner
- Taking cover
- etc, etc, etc...
This wouldn't be a buff to the Swarm Class as a whole, as all it does is make STD and ADV Swarms effective, whilist leaving the Absolute Swarm Launcher Damage unchanged, so that is yet another null point. Does anyone here have an argument as to why this shouldn't happen besides not wanting players who can't or don't use PRO Swarm Launchers to be effective? PS: How could I not "only support what I'm skilled into" when I've invested SP into quite literally every item in the game?
to dodge bullets you strafe... to dodge swarms in the sky is like impossible unless you hide behind a building the whole match and you cant even fight back since you cannot hit anything beyond 50m without luck. Also a swarmer to an ADS pilot from 80m is like a grain of sand on a 50 inch TV. Oh btw, swarm users are more than capable of fighting back, ScP and SMG are one of the best guns in the game. The assault ScP is literally one of the best weapons in the game, but OHH WAIT, that takes too much skill to use since it doesn't lock on to targets therefore we are defenseless.
Edit- tanks are fine. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1036
|
Posted - 2014.07.21 03:51:00 -
[4] - Quote
Atiim wrote:Sir Dukey wrote: to dodge bullets you strafe... to dodge swarms in the sky is like impossible unless you hide behind a building the whole match and you cant even fight back since you cannot hit anything beyond 50m without luck. Also a swarmer to an ADS pilot from 80m is like a grain of sand on a 50 inch TV.
And this is an argument against making STD & ADV Swarm Launchers effective, how? Sir Dukey wrote:Oh btw, swarm users are more than capable of fighting back, ScP and SMG are one of the best guns in the game. The assault ScP is literally one of the best weapons in the game, but OHH WAIT, that takes too much skill to use since it doesn't lock on to targets therefore we are defenseless. The moment you begin using a ScP or SMG, is the moment that you become a ScP or SMG user, not a Swarm user. That's be like me saying Large Missile users can easily rack-up kills because they can use 20GJ Railguns. Assuming equal skill, the rifle user will always win, due to the superior stats of their sidearm equivalent. In terms of how "great" weapons are, the best would have to go to the Combat Rifle, and HMG. Assault SCPs would have a spot up there, but the RoF nerf removed that status. Do you have an actual argument, or are you just going to stand on a soap box screaming at people because you don't want new players to stand a chance against you? Sir Dukey wrote:Edit- tanks are fine. In a PRO vs PRO engagement, yes. In a STD/ADV vs STD/ADV/PRO engagement, far from (at least where SLs are concerned).
Since when did new players every have a chance? There is no reason to skull into something If it's already effective at std/adv levels unless your overkill. Thus is what Happen with std cloaks before the nerfa. They were just as effective as proto and much much much easier to fit. What is your reason to buff std/adv swarms.. is it because poor basterds cant one clip my proto fitted tank/ dropship worth over 500k isk. One volley of militia swams makes my python run. Stfu and adapt. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1036
|
Posted - 2014.07.21 05:01:00 -
[5] - Quote
Atiim wrote:Sir Dukey wrote: Since when did new players every have a chance? There is no reason to skull into something If it's already effective at std/adv levels unless your overkill. Thus is what Happen with std cloaks before the nerfa.
Since always? Put any skilled player in a MLT/STD and they'll still perform well. Null point. There's also no reason skill into something if you'd only be remotely effective at PRO, especially when other items with the same role allow you to be effective at all tiers. Sir Dukey wrote:They were just as effective as proto and much much much easier to fit. What is your reason to buff std/adv swarms.. is it because poor basterds cant one clip my proto fitted tank/ dropship worth over 500k isk. This is also null, because while the STD/ADV SLs (with these new changes) will be effective, they still won't be as effective as PRO (especially compared to the efficiency of STD/ADV vs. PRO tiers found in other items). I've already explained my reasoning through this thread, though I'd like to see your reasoning as to why they shouldn't be buffed, as so far you've presented none. Sir Dukey wrote:One volley of militia swams makes my python run. Your Python is threatened by MLT SLs? You should probably start fitting Shield Hardners. Though I highly doubt that only 704 HP (422HP w//Hardener) forces you to take evasive action. If you find yourself doing anything but laughing at that, you have a serious problem. Sir Dukey wrote:Stfu and adapt Adapt to what? I already have PRO Swarms and enough ISK to lose 1000s of my AV suits and still not have to worry about ISK financially. This change won't benefit me. reason not to buff: because they are balanced.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1036
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Posted - 2014.07.21 15:09:00 -
[6] - Quote
Atiim wrote:Sir Dukey wrote:because they are balanced. Having a 25% increase per tier while not being able to kill anything is in no way balanced. Is that really the best you've got?
But it does kill and I do it all the time with my adv swarms. Also, chasing away something is just as good as killing it. Also, swarms are not great at killing shield so stop being a dumbass and pulling out on a vehicle with 5300 shields and a hardener. 25% means nothing as long as the weapon is viable which it is. Av does not need to be more ease mode than it already is. Use av/flux nades if you have too... res are also good and swarms are too. Stop being a sore loser.
Swams give up firepower so it can be fitted on a light/medium suit. |
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