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Thread Statistics | Show CCP posts - 10 post(s) |
Atiim
Onslaught Inc RISE of LEGION
11120
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Posted - 2014.07.31 03:12:00 -
[271] - Quote
JRleo jr wrote: Erm, no thank you.
I spent a whole day testing the python, and have had past experiences with myrons, they need it,
May I see the video and statistics behind this conclusion, or are we trying to use invalid anecdotes again?
-HAND
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:14:00 -
[272] - Quote
Atiim wrote:JRleo jr wrote: Erm, no thank you.
I spent a whole day testing the python, and have had past experiences with myrons, they need it,
May I see the video and statistics behind this conclusion, or are we trying to use invalid anecdotes again? How about you go out in the field against proto av and tell me how much % of your hp is taken?
And pythons have to fit a heavy advanced extender just to survive, hardly fair.
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Atiim
Onslaught Inc RISE of LEGION
11120
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Posted - 2014.07.31 03:14:00 -
[273] - Quote
JRleo jr wrote: The slight nerf proto is getting is hardly going to make it ineffective, and nit to mention tanks were already nerfed, and proto swarms already make dropships run ever since the damage profile fix.
HAVs were nerfed to make SLs effective, so that point is null.
Swarm Launchers are supposed to make Dropships run (or die if they stay). Something with both high speeds & DPS should not enjoy the benefits of high eHP and/or standing power.
-HAND
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Atiim
Onslaught Inc RISE of LEGION
11120
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Posted - 2014.07.31 03:16:00 -
[274] - Quote
JRleo jr wrote: How about you go out in the field against proto av and tell me how much % of your hp is taken?
And pythons have to fit a heavy advanced extender just to survive, hardly fair.
All a Python has to fit to survive is an Afterburner of any tier.
I don't see how that's unfair though. Every item in the game (be they HAV, LAV, or Dropsuit) has to fit defensive modules (such as an Armor Plate or Shield Extender) if they want to increase their survivability, so I fail to see why DSs should be any different.
-HAND
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:17:00 -
[275] - Quote
Atiim wrote:JRleo jr wrote: How about you go out in the field against proto av and tell me how much % of your hp is taken?
And pythons have to fit a heavy advanced extender just to survive, hardly fair.
All a Python has to fit to survive is an Afterburner of any tier. I don't see how that's unfair though. Every item in the game (be they HAV, LAV, or Dropsuit) has to fit defensive modules (such as an Armor Plate or Shield Extender) if they want to increase their survivability, so I fail to see why DSs should be any different. If a python fits and ab, he has the survivalbility of an lav, which is 2 shotted by swarms.
And no vehicle has to fit a heavy hp mod to survive, exept shields.
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:20:00 -
[276] - Quote
Atiim wrote:JRleo jr wrote: The slight nerf proto is getting is hardly going to make it ineffective, and nit to mention tanks were already nerfed, and proto swarms already make dropships run ever since the damage profile fix.
HAVs were nerfed to make SLs effective, so that point is null. Swarm Launchers are supposed to make Dropships run (or die if they stay). Something with both high speeds & DPS should not enjoy the benefits of high eHP and/or standing power. When the hp buff comes, I'll still run, but I will have more hp for my hardener when I get hit by something I can see until it hits, unless im right near a swarm or forger, and it will allow me to be able to flee from a double forge attack right away when I'm on cooldown, or a breach forge that takes my shields to 300, I'd get 1 shotted at that point.
Have you ever been surprised by two forgers before? 3 shots and your dead, now it will be 4 shots, enough time to run away if you're surprised.
Also, have you ever used a myron before? It's a flying coffin.
So please, tell me, how is 500 shield hp bad? Maybe now I can use a light extender and put a side turret since all my pg and cpu won't be taken by my hp mod.
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Atiim
Onslaught Inc RISE of LEGION
11120
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Posted - 2014.07.31 03:25:00 -
[277] - Quote
JRleo jr wrote: If a python fits and ab, he has the survivalbility of an lav, which is 2 shotted by swarms.
And no vehicle has to fit a heavy hp mod to survive, exept shields.
This fitting says otherwise.
It can survive an entire clip, which is pretty generous considering how you can evade well before the Swarmer even reloads, and assuming your competent the 3rd Swarm will never even hit you.
-HAND
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:28:00 -
[278] - Quote
Atiim wrote:JRleo jr wrote: If a python fits and ab, he has the survivalbility of an lav, which is 2 shotted by swarms.
And no vehicle has to fit a heavy hp mod to survive, exept shields.
This fitting says otherwise. It can survive an entire clip, which is pretty generous considering how you can evade well before the Swarmer even reloads, and assuming your competent the 3rd Swarm will never even hit you. Exept no hardener, no shield boost, incredibly weak, and once ykur shields are gone, which they will be at least twice, if you aren't boring anf fkee 300m after every hit, you pray you can't be hit for 12 seconds, trust me, that fit is weak.
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iKILLu osborne
Molon Labe. General Tso's Alliance
127
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Posted - 2014.07.31 03:32:00 -
[279] - Quote
i run both av and pythons and i can easily say the ehp buff is needed however dps for splash damage on missile turrets need a decrease, i have performed aerial strikes w/o aiming and easily net 2 to 3 kills per volley.
on swarm launcher side dps and range is not the issue, the issue is the speed of the missiles to be blunt they are slow as f*** they can easily be outran by the derpiest of dropships w/o an afterburner. and still the damage does not calculate right when hitting armor(though vastly improved from pre-bravo)
and finally the assault swarm launcher needs to be changed my idea on it, is it emptying entire clip per lock-on, but with increased reload time, increased lock on time, and fewer reserve ammo and and a increase to nanite cost to replenish that way it is good but won't be abused.
just an idea don't get all trolly on me
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:36:00 -
[280] - Quote
iKILLu osborne wrote:i run both av and pythons and i can easily say the ehp buff is needed however dps for splash damage on missile turrets need a decrease, i have performed aerial strikes w/o aiming and easily net 2 to 3 kills per volley.
I'm sorry, I atopped reading right there, they have a small 2.5m splash radius, and only the python has dps, and you probably killed mlt suits, as they go down in 2 or 3 shots.
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iKILLu osborne
Molon Labe. General Tso's Alliance
127
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Posted - 2014.07.31 03:42:00 -
[281] - Quote
JRleo jr wrote:iKILLu osborne wrote:i run both av and pythons and i can easily say the ehp buff is needed however dps for splash damage on missile turrets need a decrease, i have performed aerial strikes w/o aiming and easily net 2 to 3 kills per volley.
I'm sorry, I atopped reading right there, they have a small 2.5m splash radius, and only the python has dps, and you probably killed mlt suits, as they go down in 2 or 3 shots. talking small missile turret you dope and yes when emptying my full clip i can easily get 2 to 3 kills just passing by , and maybe you should keep practicing reading i did not say radius i said dps for splash damage as long as i aim in their general direction they are dead after 3 shots w/o me getting a direct hit(s) keep in mind this is scout 514
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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Atiim
Onslaught Inc RISE of LEGION
11121
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Posted - 2014.07.31 03:43:00 -
[282] - Quote
JRleo jr wrote: When the hp buff comes, I'll still run, but I will have more hp for my hardener when I get hit by something I can see until it hits, unless im right near a swarm or forger, and it will allow me to be able to flee from a double forge attack right away when I'm on cooldown, or a breach forge that takes my shields to 300, I'd get 1 shotted at that point.
Have you ever been surprised by two forgers before? 3 shots and your dead, now it will be 4 shots, enough time to run away if you're surprised.
Also, have you ever used a myron before? It's a flying coffin.
So please, tell me, how is 500 shield hp bad? Maybe now I can use a light extender and put a side turret since all my pg and cpu won't be taken by my hp mod.
I took the liberty of crossing out items that have no relevance in a Swarm Launcher balance discussion. Though for the sake of entertaining your obvious lack of education, I'll address those points.
You already have plenty of time to run away from a Forge Gun, even if your caught off guard. A Python, can evade a FGer's range in 2.6s. Considering how the charge time of a Forge Gun rests at 4s, this is plenty of time to escape. Though if two players work together to bring down a target, it should die.
500HP is bad because it will allow Pythons to 'tank' a substantial amount of HP (according to Monkey MAC's calculations, 9.7k eHP, which is twice as much as an HAV), while still having the best speed, maneuverability, and damage in the game.
It effectively removes the sacrifice in operating a Python.
-HAND
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:48:00 -
[283] - Quote
Atiim wrote:JRleo jr wrote: When the hp buff comes, I'll still run, but I will have more hp for my hardener when I get hit by something I can see until it hits, unless im right near a swarm or forger, and it will allow me to be able to flee from a double forge attack right away when I'm on cooldown, or a breach forge that takes my shields to 300, I'd get 1 shotted at that point.
Have you ever been surprised by two forgers before? 3 shots and your dead, now it will be 4 shots, enough time to run away if you're surprised.
Also, have you ever used a myron before? It's a flying coffin.
So please, tell me, how is 500 shield hp bad? Maybe now I can use a light extender and put a side turret since all my pg and cpu won't be taken by my hp mod.
I took the liberty of crossing out items that have no relevance in a Swarm Launcher balance discussion. Though for the sake of entertaining your obvious lack of education, I'll address those points. You already have plenty of time to run away from a Forge Gun, even if your caught off guard. A Python, can evade a FGer's range in 2.6s. Considering how the charge time of a Forge Gun rests at 4s, this is plenty of time to escape. Though if two players work together to bring down a target, it should die. 1. The way the python is, it takes awhile for it to start moving. 2. 2 people shouldn't be able to instakill a vehicke as most of the time, they come out of nowhere and most pythons don't use an ab, after this change it will stop instakills, and make side turrets viable500HP is bad because it will allow Pythons to 'tank' a substantial amount of HP (according to Monkey MAC's calculations, 9.7k eHP, which is twice as much as an HAV), while still having the best speed, maneuverability, and damage in the game. that, right there, is either bull, or 24s of 9k isn't that much or idk, and ccp wanted hardeners to be able to allow a vehicle take decent damage and stay for a short while, with a long cooldownIt effectively removes the sacrifice in operating a Python. And lastly, pythons will still be a tad weak, as 500 hp won't make it super tankable...
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iKILLu osborne
Molon Labe. General Tso's Alliance
127
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Posted - 2014.07.31 03:50:00 -
[284] - Quote
he is right 500 is not that much and is needed.
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:52:00 -
[285] - Quote
iKILLu osborne wrote:he is right 500 is not that much and is needed. Also, please be aware atiim we are talking about myrons too.
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:55:00 -
[286] - Quote
Also, atiim, please don't expect swarms to work for every vehicle and do high dps too...I mean we have the forge...swarms can't be the best av option...
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iKILLu osborne
Molon Labe. General Tso's Alliance
127
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Posted - 2014.07.31 03:57:00 -
[287] - Quote
JRleo jr wrote:iKILLu osborne wrote:he is right 500 is not that much and is needed. Also, please be aware atiim we are talking about myrons too. no in my opinion myrons should be removed i see too many derpers with them using small missile to farm kills instead of making a more substantial purchase to do it (ads)
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 03:58:00 -
[288] - Quote
iKILLu osborne wrote:JRleo jr wrote:iKILLu osborne wrote:he is right 500 is not that much and is needed. Also, please be aware atiim we are talking about myrons too. no in my opinion myrons should be removed i see too many derpers with them using small missile to farm kills instead of making a more substantial purchase to do it (ads) What's wrong with myrons? Slow rof missiles that only gunners can use and it's a slow ship.
And atiim, before you say swarms can't be used to kill infantry, use a sidearm or commando.
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iKILLu osborne
Molon Labe. General Tso's Alliance
127
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Posted - 2014.07.31 04:02:00 -
[289] - Quote
JRleo jr wrote:iKILLu osborne wrote:JRleo jr wrote:iKILLu osborne wrote:he is right 500 is not that much and is needed. Also, please be aware atiim we are talking about myrons too. no in my opinion myrons should be removed i see too many derpers with them using small missile to farm kills instead of making a more substantial purchase to do it (ads) What's wrong with myrons? Slow rof missiles that only gunners can use and it's a slow ship. And atiim, before you say swarms can't be used to kill infantry, use a sidearm or commando. the fact that is at most a 120k investment and if used by the right hands can garnish a lot of kills as it is now it is low risk high reward
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 04:13:00 -
[290] - Quote
iKILLu osborne wrote:JRleo jr wrote:iKILLu osborne wrote:JRleo jr wrote:iKILLu osborne wrote:he is right 500 is not that much and is needed. Also, please be aware atiim we are talking about myrons too. no in my opinion myrons should be removed i see too many derpers with them using small missile to farm kills instead of making a more substantial purchase to do it (ads) What's wrong with myrons? Slow rof missiles that only gunners can use and it's a slow ship. And atiim, before you say swarms can't be used to kill infantry, use a sidearm or commando. the fact that is at most a 120k investment and if used by the right hands can garnish a lot of kills as it is now it is low risk high reward Exelt they rely on gunner that can be shot out of a smal ship, and lol as if isk like that matters? Only because without gunners it is useless.
And they don't get a +50, only thier gunners do.
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Atiim
Onslaught Inc RISE of LEGION
11121
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Posted - 2014.07.31 04:17:00 -
[291] - Quote
@JRleo jr
The Afterburner grants a 150% bonus to Acceleration, not to mention that a Python begins flight the moment R1 is held down, so this is null. 2 Players removing themselves from a primary engagement to deal with another, should have guarranteed success assuming that they're midly competent.
if a Python with 1 player can survive more than one player, it's broken. A 500HP buff means that a Python can have 4807 HP, which is more than an HAV (do I need to go into detail as to why that's broken)?
It literally takes 2.6s to get out of a 300m range with a Python (assuming your 0m away from AV), which is well below the charge time of a Forge Gun.
Swarm Launchers are an Anti-Vehicle weapon, and as such should be effective against vehicles. A Forge Gunner can expect his/her weapon to be effective against all vehicles, and the same can be said of Python users w/Missiles, and Incubi users w/Railguns. That argument is hypocritical, and null.
Swarm Launchers can't be used against Infantry, and the argument of using a secondary (such as an SMG) is null because then you are assessing the SMG, not the Swarm Launcher. Though this has nothing to do with the discussion at hand.
-HAND
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JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 04:27:00 -
[292] - Quote
Atiim wrote:@JRleo jr
The Afterburner grants a 150% bonus to Acceleration, not to mention that a Python begins flight the moment R1 is held down, so this is null. 2 Players removing themselves from a primary engagement to deal with another, should have guarranteed success assuming that they're midly competent.
if a Python with 1 player can survive more than one player, it's broken. A 500HP buff means that a Python can have 4807 HP, which is more than an HAV (do I need to go into detail as to why that's broken)?
It literally takes 2.6s to get out of a 300m range with a Python (assuming your 0m away from AV), which is well below the charge time of a Forge Gun.
Swarm Launchers are an Anti-Vehicle weapon, and as such should be effective against vehicles. A Forge Gunner can expect his/her weapon to be effective against all vehicles, and the same can be said of Python users w/Missiles, and Incubi users w/Railguns. That argument is hypocritical, and null.
Swarm Launchers can't be used against Infantry, and the argument of using a secondary (such as an SMG) is null because then you are assessing the SMG, not the Swarm Launcher. Though this has nothing to do with the discussion at hand. Aand? If you want more powerful av, use a forge, that's why thier is heavier av otherwise don't expect super effective av, although, swarms need more lock on range.
It's L1 to move, not R1 *facehoof*
It takes more than 2.6s to move 300m if you're not moving too much, the 500 hp won't break a thing and my gunlogi has 5.3k shields, or 3.9k shields with a shield booster, heavy, and has 1.2k armor, while my python will have 3k shields with a small booster, and 900 armor, seems balanced to me, as those shields can go down fast to proper av.
And lastly, the small missiles cannot kill an incubus, and can barely kill an armor ship with an ab, or any ship with an ab.
And pythons have to sacrifice thier fit to use an ab.
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Jace Silencerwolf
Outcasts For Hire
5
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Posted - 2014.07.31 04:30:00 -
[293] - Quote
lol ok forge guns knock any dropship around even more on ads. I have seen (i have done this as well) a militia forge hit an ads into a build killing it instant. logibro could you please give the swarms 225 meters lock on I get into a nice spot and a ads, tank or dropship can sitting at 180 meters kill me and I can not even fire back at least 200 meters lockon. I know 350 was way too much but 175 is a joke. 225 is not much but at least I can shoot back at an ads, tank or dropship. |
JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 04:36:00 -
[294] - Quote
Jace Silencerwolf wrote:lol ok forge guns knock any dropship around even more on ads. I have seen (i have done this as well) a militia forge hit an ads into a build killing it instant. logibro could you please give the swarms 225 meters lock on I get into a nice spot and a ads, tank or dropship can sitting at 180 meters kill me and I can not even fire back at least 200 meters lockon. I know 350 was way too much but 175 is a joke. 225 is not much but at least I can shoot back at an ads, tank or dropship. I agree with a swarm lock on range buff.
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Echo 1991
WarRavens Final Resolution.
379
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Posted - 2014.07.31 05:05:00 -
[295] - Quote
Shield dropships do not need any HP buffs, and why no one can see this is beyond me. Not only are they faster that and more maneuverable, they have a passive shield regen so as long as they get out of range those shields come right back. fit a hardener, shield extender and an afterburner and you wont die unless you are a complete idiot and think you can tank it all day which nothing in this game should be able to do. You shouldnt be getting a free shield extender because AV now works. |
JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 05:12:00 -
[296] - Quote
Echo 1991 wrote:Shield dropships do not need any HP buffs, and why no one can see this is beyond me. Not only are they faster that and more maneuverabl Lol.
Every incbus has an ab, and doesn't float annoyingly when trying to stay still.
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Echo 1991
WarRavens Final Resolution.
381
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Posted - 2014.07.31 07:18:00 -
[297] - Quote
JRleo jr wrote:Echo 1991 wrote:Shield dropships do not need any HP buffs, and why no one can see this is beyond me. Not only are they faster that and more maneuverabl Lol. Every incbus has an ab, and doesn't float annoyingly when trying to stay still. But it turns slower and doesnt have as much acceleration and the bulk of its HP takes extra damage from swarms. |
JRleo jr
Xer Cloud Consortium
158
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Posted - 2014.07.31 08:50:00 -
[298] - Quote
Echo 1991 wrote:JRleo jr wrote:Echo 1991 wrote:Shield dropships do not need any HP buffs, and why no one can see this is beyond me. Not only are they faster that and more maneuverabl Lol. Every incbus has an ab, and doesn't float annoyingly when trying to stay still. But it turns slower and doesnt have as much acceleration and the bulk of its HP takes extra damage from swarms. When I use an incubus it feels faster and much more stable...while the python has problems staying still, ab needs a high slot...and feels like it's just slower in general.
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iKILLu osborne
Dead Man's Game Dark Taboo
128
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Posted - 2014.07.31 10:46:00 -
[299] - Quote
iKILLu osborne wrote: Exelt they rely on gunner that can be shot out of a smal ship, and lol as if isk like that matters? Only because without gunners it is useless.
And they don't get a +50, only thier gunners do.
if they are squaded ,leader(pilot)gets vehicle kill assist+25 and squad leader commission +15 totaling 40 wp
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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Echo 1991
WarRavens Final Resolution.
382
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Posted - 2014.07.31 12:05:00 -
[300] - Quote
iKILLu osborne wrote:iKILLu osborne wrote: Exelt they rely on gunner that can be shot out of a smal ship, and lol as if isk like that matters? Only because without gunners it is useless.
And they don't get a +50, only thier gunners do.
if they are squaded ,leader(pilot)gets vehicle kill assist+25 and squad leader commission +15 totaling 40 wp Isn't it 35 with a +10 for the pilot if the pilot is squad lead? |
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