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Thread Statistics | Show CCP posts - 10 post(s) |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
306
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Posted - 2014.07.25 12:01:00 -
[1] - Quote
Buffing standard and advanced Swarms = Good. They were way under-powered.
Nerfing proto swarms because of Minmandos = Why? If a weapon available to every class in the game becomes overpowered due to the bonus on one suit, the problem is with the suit bonus, not the weapon. Keep proto swarm damage up where it is, and if minmando AV players get too overpowered, knock the bonus down a peg instead of nerfing every other conceivable fitting. Especially if you are going to buff dropship HP at the same time.. |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
307
|
Posted - 2014.07.27 22:05:00 -
[2] - Quote
Judge Rhadamanthus wrote:If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
I'll piggyback on what Rattatti said. Infantry vs. infantry combat is far too fast paced to get accurate intel on exactly what you are squaring off against. Most people who die to shotguns don't see the shotgunner until they are on the ground. People killed by rifles in 1-on-1 engagements are often caught in the open with zero cover; the only option they have is to kill the other guy first. Most infantry combat has multiple shooters on each side, and the person who kills you is often not one who did the most damage to you.
The only infantry situation that happens with any regularity where two player know exactly what their opponent is using, is HMG sentinel vs HMG sentinel. |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
309
|
Posted - 2014.07.30 18:55:00 -
[3] - Quote
I would like to see whatever numbers CCP has that made them think proto swarms needed a nerf. It's only about a 5% reduction to total damage (before factoring in damage mods, proficiency, or shield/armor efficiency) which honestly wouldn't be game breaking if they weren't planning on buffing dropships at the same time. It probably has something to do with swarm vs HAV balance, a conversation that hasn't really taken off in this thread.
Personally I think proto swarms are well balanced against tanks and dropships right now; it's only the lower level swarm launchers that need work. Bump the proposed proto swarm damage to 330 per missile and we'd have the same total damage we do now. |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
310
|
Posted - 2014.07.30 22:26:00 -
[4] - Quote
CCP Logibro wrote:Alright, so latest update Missile damage is staying the same for now, but I will add that light weapon damage mods are getting a buff to 3/5/7% in Charlie.
So are the missile damage changes not applying to any, or are you just not nerfing proto? What about the missile number reduction?
Just want some clarification, since standard/advanced swarms really do need the love. |
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