Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |
Cody Sietz
SVER True Blood Dark Taboo
3688
|
Posted - 2014.07.25 01:46:00 -
[61] - Quote
JRleo jr wrote:Cody Sietz wrote:I like the new changes(SL user since Crome with prof )
The std will actually be usable and the advanced looks pretty good, it's a shame the Proto had to lose some dmg but if it's for balance I can understand. Now can we make assault swarms less useless? Maybe give them 10 missiles per volley with lower dmg? Or just lower the dmg and give them a longer range then current SLs.
Also, why buff base health for Assault dropships? It seems...unneeded, that's just my opinion. Ever use a python? I did ask for the reason for the buff. I have yet to take a python out by myself with swarms, and I can do it if I land 3-4 with my Proto assault FG.
If I team up with someone they go down quick.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
JRleo jr
Xer Cloud Consortium
118
|
Posted - 2014.07.25 01:56:00 -
[62] - Quote
Cody Sietz wrote:JRleo jr wrote:Cody Sietz wrote:I like the new changes(SL user since Crome with prof )
The std will actually be usable and the advanced looks pretty good, it's a shame the Proto had to lose some dmg but if it's for balance I can understand. Now can we make assault swarms less useless? Maybe give them 10 missiles per volley with lower dmg? Or just lower the dmg and give them a longer range then current SLs.
Also, why buff base health for Assault dropships? It seems...unneeded, that's just my opinion. Ever use a python? I did ask for the reason for the buff. I have yet to take a python out by myself with swarms, and I can do it if I land 3-4 with my Proto assault FG. If I team up with someone they go down quick. Well, I 3 shot pythons all day, forges.
And your swarms shouldn't be super effective at killing a shuekd vehicle.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1764
|
Posted - 2014.07.25 02:03:00 -
[63] - Quote
CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! ) Hey CCP Ratatouille, could you also consider a EM type Large/Small missile turret? |
Adipem Nothi
Nos Nothi
3277
|
Posted - 2014.07.25 02:04:00 -
[64] - Quote
JRleo jr wrote: And your swarms shouldn't be super effective at killing a shuekd shield-based vehicle.
I can't speak for Commando, but mine already are not.
Pretty much wasting my time if/when I swarm a Gunnlogi or Python. I'll do it for a 'bit to keep the vehicle from farming friends, but I don't expect to seriously threaten it unless somehow gets "stuck" or bumps into a building.
Again, if I'm not squadded with buddies I'm not even going to waste my time trying. Hunting vehicles with swarms a sure-fire way to lose half a million Isk and come in dead last at the end of a match.
Shoot scout with yes...
- Ripley Riley
|
Tesfa Alem
Until thee End
175
|
Posted - 2014.07.25 02:09:00 -
[65] - Quote
CCP Logibro wrote:Hey guys So for Hotfix Charlie, we're looking at changing Swarm Launchers. Primary focus on this is to reduce the difference in power between tiers. We're also slightly pulling back their damage at prototype levels to compensate for the increase in damage they had from their original incarnation when combined with Minmatar Commandos. Damage with a Minmatar Commando is still higher than old swarms without the damage bonus from the dropsuit. Difference at most between current prototype damage and new prototype damage is less than 100 damage (2x Complex Damage Mods, Minmatar Commando, max skills). Standard and Advanced both have an increase in base damage. So, onto the numbers! Firstly, all swarm launchers at all tiers will now fire 4 missiles. Missile damage will now increase with tier. Damage is now 260/286/312 per missile. This has the double effect of eliminating any lingering issues with swarms being unable to break shield recharge and lessens the effects of physical impacts against dropships at higher levels. Additionally, Dropships are getting some buffs. This is not the full extent of changes we would want to make to dropships, so we may come back in the future and either reverse these or add more. This change also helps narrow the EHP gap between armor and shield dropships. All Caldari Dropships are getting 600 more base shield HP. All Gallente Dropships are getting 100 more base armor HP. At this stage there are no changes to the flight performance, lock on time or reload time to swarms. We are however increasing the base amount of ammo they carry from 6 to 10. (11 to 15 with max skills). Note that does does not affect the nanite cost for rearming from a nanohive. There is a spreadsheet we've been working with, but be warned, it's messy and confusing and prone to breaking. If you're brave, you can find it here. Please remember that like everything else, this isn't set in stone, and we're looking to hear your feedback on these proposed changes
I think its great bonus to the Caldari ships 600 base shield is what they really really need to make up for losing a high slot to be anywhere as usefull as gallente ships. 100 more base armor for my incubus is okay, i'll take it but not overwhelmed by it.
the swarm buff is... well tricky? I will no longer be able to ID what kind of swarms are heading for me and when your trying o judge wthere your fighting wyrokamis or not its very important iin terms of gauging whether or not to engage, or run. When i'm flying all I'll be able to do is run, and my tank will sit in the garage until they become more viable vs infantry. Right now I'll risk an engagement with basic and adv, but steer clear of proto. Now i probably wont do either, but at least my tank can utilize terrain and cover. My ADS is going to have to stick to Anti Air, and hope a bunch of swarmers aren't on a tower somewhere.
Basic swarms is 1,040 damage per salvo, ADV is 1,144 proto is 1,248
Against armor it will be Basic 1,180 ADV 1258.4 and Proto1,372
As a primarily incubus pilot i don't like the looks of it at all. Since my first warning that there is swarms is the first hit, by the time which the second volley is in the air, well, lets just say i don't like the idea of autolocking forge rounds chasing me all over the sky. The thing is i would'nt mind at all if we had some sort of module to acitivate to give us a fighting chance rather than afterburn and hope they( missiles) explode. Sure we wont get flares or EWAR vs swarmse but a merc can dream right? I'll be sure to make good use of my minmatar commando though.
Redline for Thee, but no Redline for Me.
CPM1 Candidate
|
Cody Sietz
SVER True Blood Dark Taboo
3688
|
Posted - 2014.07.25 02:25:00 -
[66] - Quote
JRleo jr wrote:Cody Sietz wrote:JRleo jr wrote:Cody Sietz wrote:I like the new changes(SL user since Crome with prof )
The std will actually be usable and the advanced looks pretty good, it's a shame the Proto had to lose some dmg but if it's for balance I can understand. Now can we make assault swarms less useless? Maybe give them 10 missiles per volley with lower dmg? Or just lower the dmg and give them a longer range then current SLs.
Also, why buff base health for Assault dropships? It seems...unneeded, that's just my opinion. Ever use a python? I did ask for the reason for the buff. I have yet to take a python out by myself with swarms, and I can do it if I land 3-4 with my Proto assault FG. If I team up with someone they go down quick. Well, I 3 shot pythons all day, forges. And your swarms shouldn't be super effective at killing a shuekd vehicle. 3 shotting a python is impressive. I've only got the 1 dmg mod and most smart pilots run away after 1 or 2nd shot.
As for swarms, like I said, never took down a python or incubus with them. I've landed 3 rounds, reloaded, then watched them fly away before the 4th shot ever lands.
I'm not sure why your so angry here...I'm just stating my thoughts and personal play history. It's pretty much just hear say tbh.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Senator Snipe
Escrow Removal and Acquisition Dark Taboo
176
|
Posted - 2014.07.25 02:32:00 -
[67] - Quote
JRleo jr wrote: Very good, and finally, my python will actually not get instagibbed or get 3 shotted by forges...
That's what you think. my skills beg to differ :)
My forge skills are unmatchable.
It's not that i lose battles, its just that sometimes i don't feel like winning them.
|
MINA Longstrike
1055
|
Posted - 2014.07.25 03:33:00 -
[68] - Quote
KEROSIINI-TERO wrote:MINA Longstrike wrote:CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! ) Swarms are already *insanely fast* rattati. Half the reason that people complain about dropships is because swarms are so fast that most pilots feel the only consistently viable option to get away from swarms or forges is an afterburner, it makes the need for an afterburner a completely ubiquitous thing - you must have one to either accelerate out of swarm range or break your relatively linear momentum vs forges or you will be throwing your isk investment away. There are a few changes that need to be made here (and I imagine I'm going to get some flames for this) but swarms need to be slowed down slightly: Yes I know this sounds completely crazy, but I pose the question "How many MLT / STD dropships have you seen escape from swarms without an afterburner? It's not easy to do without an afterburner even on an assault dropship", this first change makes the 'need' for an afterburner less ubiquitous, to compensate maybe swarms can have higher lock ranges or travel distances. The second change is that afterburner cooldown times need to be increased to about 40 seconds for basic, 35 for advanced and 30 seconds at proto, this means that while using your afterburner to break linear travel vs forges or accelerate from swarms is still a valid choice it becomes an actual choice you can engage this module to get away, but it will be on cooldown for a while - you can fit one with less cooldown but it will take more fitting space. The third thing is some serious changes need to be made to ground vehicle propulsion modules, in far too many cases I see tanks hit that button and just drive back and forth as fast as possible to dodge tons of fire, or simply drive away as fast as possible, these things shouldn't affect momentum so much. tl;dr Swarms need to be slowed down so that fitting an afterburner isn't a complete necessity, afterburners need increased cooldowns. -1 for this post. We need to have the swarms fast AND clumsy - so that with skillful maneuvering they can overshoot and therefore maybe miss. Also, currently swarms can be evaded by terrain and buildings. Only bad thing is that sometimes swarms still bend around corners...
Enjoy every dropship ever having an afterburner then. I didn't make the post to be popular, I made it to accurately illustrate the current problems.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
FabryX10
Fatal Absolution General Tso's Alliance
120
|
Posted - 2014.07.25 04:58:00 -
[69] - Quote
Is it a joke Logibro? Swarms will get a nerf again...
@CCP Rattati: How to fix Assault's shields
|
Atiim
Onslaught Inc RISE of LEGION
10913
|
Posted - 2014.07.25 05:11:00 -
[70] - Quote
Why are Swarm Launchers being nerfed, while Dropships being buffed at the same time?
Unless of course, they're being nerfed in preparation of a Damage Modifier buff?
And nothing of value was lost that day...
-HAND
|
|
Adipem Nothi
Nos Nothi
3289
|
Posted - 2014.07.25 05:30:00 -
[71] - Quote
Atiim wrote:Why are Swarm Launchers being nerfed, while Dropships being buffed at the same time?
Unless of course, they're being nerfed in preparation of a Damage Modifier buff?
This.
Shoot scout with yes...
- Ripley Riley
|
Atiim
Onslaught Inc RISE of LEGION
10916
|
Posted - 2014.07.25 05:52:00 -
[72] - Quote
CHANCEtheChAn wrote: Basically you can run a Basic swarm launcher with lv5 proficiency and do almost as well as a proto swarm launcher with 0 efficiency, basically making it so that you can run the much cheaper basic variant, and with high skills, can perform very well anti-AV with minimum ISK loss
This is already possible with every other weapon in DUST, and even possible for Small Turrets given you train the Assault Dropship Operation to Level V.
This is a non-issue.
CHANCEtheChAn wrote:I think armor reps are gonna have to go back up to near Pre-Alpha/Bravo levels for Armor vehicles to be effective again after this...
The previous Armor Repairers made them immune to all Infantry weapons than the IAFG, and even then if the pilot evaded even a single shot the pilot would be unscathed. This was broken, and should not return.
Not to mention that it made Shield Tanks worthless, as it's main strength was supposed to it's regen capabilities, but those were being out-classed by the 'Triple Rep' Madrugar
And nothing of value was lost that day...
-HAND
|
Fremder V1
Armed And Aimless
18
|
Posted - 2014.07.25 07:45:00 -
[73] - Quote
Might be too much too soon, Logibro.
A price reduction alone will increase the commonness of ADS and thus their available data, and (at this point even more important) should broaden the perspective of some of the pilots... Balance is achieved when both sides die regularly. |
Jace Silencerwolf
Outcasts For Hire
3
|
Posted - 2014.07.25 08:37:00 -
[74] - Quote
LOL WOW basic gets a buff and adv get a slight buff but proto get nerfed LOL OK ccp logi - first tell me why the proto swarms are getting nerfed? second not everyone uses the Minnie commando for swarms. third REALLY?! what are you guys thinking a nerfed to proto swarms and a buff to dropships hp (are you serioius?!) it takes 2 swarms adv or better to drop an assault dropships armor or shield 7-9 times out of 10 the assault dropship gets away. |
Macchi00
LORD-BRITISH
99
|
Posted - 2014.07.25 11:03:00 -
[75] - Quote
CCP Logibro wrote:Hey guys So for Hotfix Charlie, we're looking at changing Swarm Launchers. Primary focus on this is to reduce the difference in power between tiers. We're also slightly pulling back their damage at prototype levels to compensate for the increase in damage they had from their original incarnation when combined with Minmatar Commandos. Damage with a Minmatar Commando is still higher than old swarms without the damage bonus from the dropsuit. Difference at most between current prototype damage and new prototype damage is less than 100 damage (2x Complex Damage Mods, Minmatar Commando, max skills). Standard and Advanced both have an increase in base damage. So, onto the numbers! Firstly, all swarm launchers at all tiers will now fire 4 missiles. Missile damage will now increase with tier. Damage is now 260/286/312 per missile. This has the double effect of eliminating any lingering issues with swarms being unable to break shield recharge and lessens the effects of physical impacts against dropships at higher levels. Additionally, Dropships are getting some buffs. This is not the full extent of changes we would want to make to dropships, so we may come back in the future and either reverse these or add more. This change also helps narrow the EHP gap between armor and shield dropships. All Caldari Dropships are getting 600 more base shield HP. All Gallente Dropships are getting 100 more base armor HP. At this stage there are no changes to the flight performance, lock on time or reload time to swarms. We are however increasing the base amount of ammo they carry from 6 to 10. (11 to 15 with max skills). Note that does does not affect the nanite cost for rearming from a nanohive. There is a spreadsheet we've been working with, but be warned, it's messy and confusing and prone to breaking. If you're brave, you can find it here. Please remember that like everything else, this isn't set in stone, and we're looking to hear your feedback on these proposed changes Python is OP in this adjustments. Shield over the 3000 to withstand three times the direct hit of forgegun. Time is too python is enough to wipe out the infantry this.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
|
RECON BY FIRE
Imperfects Negative-Feedback
407
|
Posted - 2014.07.25 11:41:00 -
[76] - Quote
So youre nerfing swarm damage again!? Wtf is wrong with you people! Furthermore, it looks like this whole change is nothing but a huge buff to dropships. Are they not already invulnerable enough to swarms as is!?
Stuff....?
|
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
306
|
Posted - 2014.07.25 12:01:00 -
[77] - 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.. |
Demandred Moores
Ghosts of Dawn General Tso's Alliance
10
|
Posted - 2014.07.25 13:46:00 -
[78] - Quote
Swarms are area denial for a dropship, and the best way to keep one at bay with a forge friend. Try using team work and see how fast a python goes down. It's like you scrubs think one person should be equal to one vehicle. Your suit and wepon can't do everything this is abteam based game. |
RECON BY FIRE
Imperfects Negative-Feedback
409
|
Posted - 2014.07.25 15:01:00 -
[79] - Quote
Demandred Moores wrote:Swarms are area denial for a dropship, and the best way to keep one at bay with a forge friend. Try using team work and see how fast a python goes down. It's like you scrubs think one person should be equal to one vehicle. Your suit and wepon can't do everything this is abteam based game.
Its like you scrubs think one vehicle should be equal to an entire team.
Stuff....?
|
The dark cloud
The Rainbow Effect
3695
|
Posted - 2014.07.25 15:14:00 -
[80] - Quote
The 600HP buff wont help the python to not get 3 shoted by a proto assault forge. Espacially if the guy is using a CK.0 sentinel with tripple damage mods. The swarm buff however is going to spice things up for alot of pilots. Lets say for a example there are 2 swarm launcher guys. One is your average blueberry scrub with militia swarms and the other guy is using proto swarms. You have no way to identify which 1 is the bigger thread cause both swarms shot the same amount of missiles.
Its even better cause the low end launchers getting buffed means that pilots will panic when they see the swarms coming for them. Its psychological warfare of the finest like with forgeguns. No pilot in their mind is going to figure out if the guy on the ground is using a militia forge or a proto. Both hurt and can screw you over and you have no way to tell what the hell just hit you.
And in 1vs1 fights vs a incubus that 600 shields allows it to take less then 2 additional small rail hits. |
|
Demandred Moores
Ghosts of Dawn General Tso's Alliance
10
|
Posted - 2014.07.25 15:24:00 -
[81] - Quote
RECON BY FIRE wrote:Demandred Moores wrote:Swarms are area denial for a dropship, and the best way to keep one at bay with a forge friend. Try using team work and see how fast a python goes down. It's like you scrubs think one person should be equal to one vehicle. Your suit and wepon can't do everything this is abteam based game. Its like you scrubs think one vehicle should be equal to an entire team.
Have you flown in a pc vs a top five corp? A python is not op I'm sorry you have such a hard time. |
headbust
SVER True Blood Dark Taboo
99
|
Posted - 2014.07.25 15:34:00 -
[82] - Quote
i always fly the incubus because i use the rails ao im an anti-vehicle dropship never have i lost to a python so im not sure how the incubus is weak as many of u stated. now i have seen a triple stacked python with missles which probably would've done it but that was before my flying days lol. but wat im saying is if u r going to put missles on ur incubus and fly low to take out infantry u r going to get shot down easier by av. if u use a python u r more likely to survive getting outta there quicker and ur shields recharge will save u from straggling missles from swarms if u cant out run them.using a rail incubus once u have practice all u gotta worry about is a forger really because i can still out run missles in my incubus but the first 2 volleys do usually hit.
a scout = once you turn your back on me you'll never be able to look back
|
Demandred Moores
Ghosts of Dawn General Tso's Alliance
10
|
Posted - 2014.07.25 15:35:00 -
[83] - Quote
In adition a incubis will still destroy a python, I don't see why you think swarms should be a great way to take out a shielded vehicle. |
Fox Gaden
Immortal Guides
3961
|
Posted - 2014.07.25 16:24:00 -
[84] - Quote
CCP Logibro wrote:Just don't want to change too many moving parts at once. This is the key point in my mind. The mechanics change of varying missile damage rather than missile number between tiers will make Swarm Launchers easier to balance, but we need base line data on the Swarm Launcher after this change is in place before we can have an educated discussion of what needs to be done to balance Swarms. For instance, what effect will buffing the Militia Swarm Launcher on the Starter AV suit have on the overall AV balance?
I think Swarm Launcher balance needs to be one of the focuses in Hot Fix Delta, so we can discuss how to tweak it after the mechanic has been changed.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Greiv Rabbah
KiLo.
13
|
Posted - 2014.07.25 16:56:00 -
[85] - Quote
i came to read on swarms, but i feel compelled to speak instead on dropships and such...
regarding afterburners, which became quite a bit of chatter here, and whether to fit them (lol) i feel theres a big problem and it ISNT swarms... sure afterburners evade swarms and thats *FINE* as long as there is a viable option for tackling.
if tackling dropships is not possible then afterburners will continue to make dropships invulnerable and will remain essentially a non-customizable slot.
we need to be able to slow down an ads as it tries to jet off. stasis webifiers run by enemy dropships/lavs(if caught close enough to tack on) can slow down evading ships as long as theyre caught within the beam
alternatively, scramming isnt completely absurd to consider here... i mean you could hit them with a pulse that knocks the AB offline for 15 seconds or something....
if you take any tackling option from eve and apply it here, that little stretch of "run away so i can hoard moar isk for evars" becomes a little less of a clown act for the AV and the pilot actually has to work for his pay for a change.
just a thought....
MTACs would also make dropships easier to kill... yall know that... i know that yall know that...
tldr with some logistics vehicles and some logistical options and yadda yadda ads vs swarms could and should be a non issue |
S-PANZA
Expert Intervention Caldari State
14
|
Posted - 2014.07.25 16:59:00 -
[86] - Quote
Lets be honest , the only real swarms that pose a threat now are proto swarms with prof. I cant begin to tell you how many times Ive witnessed ADS playing with infantry like a cat plays with a mouse.
ADS should fear swarms , doesnt mean swarms should down an ADS with one volley but ADS shouldnt be able to hover worry free with swarms coming at them. Depending on the build , it takes 3-4 volleys from a proto swarm now to down an ADS and for that to happen the ADS has to stay in locking range for the duration, meaning the pilot either made a mistake or decided to ignore the incoming swarms.
For those of you that think that an ADS should survive 3 shots from a Ck.O Sent with 3 comp dam mods and a pro forge gun, are being a bit unreasonable. A forger getting 3 consecutive hits is no easy task and after the first hit the pilot should think run.
I think the swarrn changes are good except the nerfing proto swarm damage . Again you should consider changing one side first so you can see the effect .
ADS dont need a buff at this time, they need an ISK price reduction and changes in collision damage done by building and other friendly vehicles. |
Assault Swarm Launcher
Caldari State
218
|
Posted - 2014.07.25 17:28:00 -
[87] - Quote
JRleo jr wrote: And your swarms shouldn't be super effective at killing a shuekd vehicle.
Assuming the Pilot plays defensively and uses a Hardener, they aren't effective by any means.
"Chances are I'm going to kill you or replace you with something new..."
-CCP Logibro
|
Atiim
Onslaught Inc RISE of LEGION
10928
|
Posted - 2014.07.25 18:07:00 -
[88] - Quote
I fail to see how Swarm Launchers were overpowered, even with the Matari Commando. Since Proficiency Skills don't effect Anti-Shield Damage, the highest amount of damage against shields your volleys could reach is 1277HP.
And to do that, you would need to Stack 2 Complex Damage Modifiers, which in turn removes any and all defenses your Dropsuit has, as your 'tank' came from your dual High-Slots.
Assuming a Pilot plays defensively and runs Shield Hardener (like they should), that would lower the Volley to 776HP, making the TTK against Shielded Vehicles:
Python = 4 Volleys (7.5s) Myron = 4 Volleys (7.5s) Gunnlogi = 6 Volleys (9.6s)
This is already extremely generous given the amount of time vehicles have to evade a Swarm Launcher's lock range.
With that in mind, I don't see why Swarm Launchers needed a nerf, or why Dropships needed a buff. Let alone both at the same time.
And nothing of value was lost that day...
-HAND
|
Derpty Derp
It's All Gone Derp
224
|
Posted - 2014.07.25 18:09:00 -
[89] - Quote
Well that's nice... But will the 4 missiles actually render now? I guess at least when they do we'll see less of a fps drop... Hopefully. |
Peregrinuus
5
|
Posted - 2014.07.25 18:46:00 -
[90] - Quote
Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced. Dude, the Incubus is very deadly with its railgun. So what, that missiles are better for anti-infantry? Railguns absolutely wreck vehicles. An Incubus can easily wreck my Python before I can even have time to react. The Incubus has a much easier time wrecking vehicles than the Python. 4 railgun shots at 430-something damage within a second is deadly for any vehicle.
All I'm seeing is QQ. "My Incubus can't kill infantry as well as the Python, even though the Incubus is deadly against vehicles. QQ I want to be able to wreck everything!"
Hi.
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 :: one page |
First page | Previous page | Next page | Last page |