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Cat Merc
Onslaught Inc RISE of LEGION
11334
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Posted - 2014.07.27 22:01:00 -
[121] - Quote
Adipem Nothi wrote:Cat Merc wrote:Judge Rhadamanthus wrote:For your fit then CatMerc how many vollys to kill a stationary Python with the best fit you can think of? In bravo and then compared to Charile? And do you think this is too high or too low? Depends on the python. 4 volleys for most pythons, 5-6 on the heavily tanked pythons. Cmdr Marquess and I sync'd proto clips (his 3 volleys + my 3 volleys) into shield-hardened Python last week. Each volley connected; the bird got away with a sliver of armor remaining as we reloaded. This is the closest I've come since Bravo to downing a Python with swarms alone (hence my estimate of seven swarm volleys). Four seems really low. Is the Commando bonus that strong? Are you assuming no HP modules / hardeners? I am not using the Commando, just Gal Assault gk.0.
4 is really the bare minimum with Pythons.
Feline overlord of all humans - CAT MERC
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
307
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Posted - 2014.07.27 22:05:00 -
[122] - 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. |
Cat Merc
Onslaught Inc RISE of LEGION
11334
|
Posted - 2014.07.27 22:07:00 -
[123] - Quote
The only intel I can get in ground combat is usually: Frame - General Size Race - General Shape Weapon - Sounds and damage
I cannot tell apart a Sentinel from a Heavy Basic, or Assault from a Basic Medium.
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
3322
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Posted - 2014.07.27 22:27:00 -
[124] - Quote
Almost forgot!
Judge Rhadamanthus wrote: ... And do you think this is too high or too low?
I'm satisfied in the fact that dropships have consistently fled my swarms since Bravo. Their cycled missile launchers make short work of my 300-400 HP Scout. If they charged me when hit (rather than turned tail and fled) there's precisely zero chance I'd ever run swarms against them.
That said, I don't pull out swarms thinking I'm going to accomplish anything. Every once in a while, I'll chase the bird away from buddies for an entire match and lose bunches of Isk to deaths by infantry, but it isn't much fun to end a match with zero kills and AFK-grade WP.
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Onslaught Inc RISE of LEGION
11335
|
Posted - 2014.07.27 22:56:00 -
[125] - Quote
Adipem Nothi wrote:Almost forgot! Judge Rhadamanthus wrote: ... And do you think this is too high or too low?
I'm satisfied in that dropships have consistently fled my swarms since Bravo. Their cycled missile launchers make short work of my 300-400 HP Scout. If they charged me when hit (rather than turned tail and fled) there'd be precisely zero chance I'd ever fire swarms at 'em. My 650eHP Assault dies in like, two missiles.
The Python can sneeze in my general direction and kill me.
Feline overlord of all humans - CAT MERC
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Atiim
Onslaught Inc RISE of LEGION
10986
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Posted - 2014.07.27 23:05:00 -
[126] - Quote
Judge Rhadamanthus wrote: I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm skills, just the weapon damage?
"Best Build" isn't really accurate as any pilot worth their salt should have multiple fittings for different engagements, so in my theory I'm going to use the best build which counters Swarm Launchers (or at least, what will be the best build).
With this fitting:
MLT Swarm Launcher: 6 Volleys (21.9s) PRO Swarm Launcher: 5 Volleys (15.3s)
Considering how (without an Afterburner) a Python can evade a SL's lock range in 2.3s, in-order to actually kill a competent Python pilot with this fitting, you'd need:
10 Players with MLT Swarm Launchers 7 Players with PRO Swarm Launchers
I understand that Swarms shouldn't be too effective against Shielded Vehicles, but does this seem a bit off (or broken) to anyone?
And nothing of value was lost that day...
-HAND
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Adipem Nothi
Nos Nothi
3324
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Posted - 2014.07.27 23:39:00 -
[127] - Quote
Atiim wrote: PRO Swarm Launcher: 5 Volleys (15.3s)
1. Does your math above account for the python's shield recovery during swarmer reload? 2. Looking at your fit ... would our "optimized v swarm" python be better off with a shield hardener?
Shoot scout with yes...
- Ripley Riley
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Atiim
Onslaught Inc RISE of LEGION
10991
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Posted - 2014.07.27 23:48:00 -
[128] - Quote
Adipem Nothi wrote:Atiim wrote: PRO Swarm Launcher: 5 Volleys (15.3s)
1. Does your math above account for the python's shield recovery during swarmer reload? 2. Looking at your fit ... would our "optimized v swarm" python be better off with a shield hardener? No, I didn't factor in anything besides Damage and Reload Speed,Though you do raise an interesting question.
I'll run some calculations and get back to you in a moment.
And nothing of value was lost that day...
-HAND
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danie braz
Krusual Covert Operators Minmatar Republic
57
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Posted - 2014.07.28 00:09:00 -
[129] - Quote
CCP Rattati wrote: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.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie? Sorry, but I do not agree at all with the informational disparity you claim, and that there is a dropship specific negative bias, Driving around in a HAV and getting forged does not tell you whether it's a militia or prototype forge. If you know your dropship well, you will know exactly what you are getting hit by, by the HP reduction of the hit. Also, engaging another Infantry tells you what about the weapon he has? I run away if I'm stripped down to armor in an engagement, or not. Same with being sniped, if he is going to kill me in the second shot, he probably has a Thales and I hide, if it's a militia sniper I shrug it off. He doesn't have differently colored bullet trails by tier nor is the color of his suit.
My response: Active Scanners. You probably are proto everything. 3-4 volleys from a swarm should scare you away. DROPSHIPS or drop[off troops then move to another objetive]ship. When I get one/two shot from a FG I'm angry with myself. To much QQing.
Fluoride uranium carbon potassium bismuth technetium helium sulfur germanium thulium Molybdenum neon yttrium
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medomai grey
WarRavens Final Resolution.
880
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Posted - 2014.07.28 00:34:00 -
[130] - Quote
My python goes down in 3 volleys from a proto swarm launcher, 3-4 from advanced, and never from mlt; because mlt does negligible damage. Were are some of you getting numbers like 5-6 proto swarm volleys to down a python?
Medium frame EHP is not medium
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Tesfa Alem
Until thee End
175
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Posted - 2014.07.28 01:00:00 -
[131] - Quote
CCP Rattati wrote: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.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie? Sorry, but I do not agree at all with the informational disparity you claim, and that there is a dropship specific negative bias, Driving around in a HAV and getting forged does not tell you whether it's a militia or prototype forge. If you know your dropship well, you will know exactly what you are getting hit by, by the HP reduction of the hit. Also, engaging another Infantry tells you what about the weapon he has? I run away if I'm stripped down to armor in an engagement, or not. Same with being sniped, if he is going to kill me in the second shot, he probably has a Thales and I hide, if it's a militia sniper I shrug it off. He doesn't have differently colored bullet trails by tier nor is the color of his suit.
Engaging another enemy does tell you what weapon he has. Blue flashes means rail rifle, sharp bursts means combat rifle, one long smoke trail means sniper, and long yellow stream means scrambler and a long line is laser. Its very easy to tell what weapon you enemy is using and its generaly very easy to differentiate between the races, as well as the classes i.e the logis scouts assaults and the heavies. All the weapons are clearly distinguishable by thier own sounds and bullet trail. Easy to distguish asault variants from tactical variants and so on. Also infantry has cover to hide behind and when you aim directly at someone you can read his suit stats (race, class and wither std basic or proto) if you cant already identify by the colors of the suit.
The difference is that on the ground, infantry render at the same rate. I see you and you see me. The closest example for infantry as to what pilots go through is the cloaked scout debate. People were pissed at being shot by an invisble scout. So CCP changed it so scouts supposedly cannot shoot while cloaked because it was an unfair advantage. With dropships your first warning that there is even a swarm launcher on the field firing at you is either getting hit, or watching missiles flying through the air one their way to hit you. (we engage between 50 - 80m max swarms still chase us for 400M). The swarmer themself is impossible to identify unless you watch him firing missiles at you, because infantry render for dropships at a much smaller range than dropships render for infantry. The only way to defend yourself is to run away or kill him. The only way to gauge how dangerous he is (as things stand now about half a million isk vs at best a 200 K proto suit) is by number of missiles. wyrokamis eat my dropship alive. Heck it tricky fighting just one ADV swarm launcher, 2 and i am out the area pronto. Since all forge guns are deadly i steer clear whenever i see a blue flash.
http://www.youtube.com/watch?v=NxwLQAFLbJM&list=UUy11xToip47aIW0M9TSOKrQ
Swarms from the ADS point of veiw, explains much better than i can.
Its so hard for infantry only players to comprehend, because you dont have to fight autolocking sniper rounds and your only option is to sprint 400 meters away without cover.
The most common thing i hear on comms with other pilots or said on comms when i'm flying : GTFO.
Redline for Thee, but no Redline for Me.
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Adipem Nothi
Nos Nothi
3324
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Posted - 2014.07.28 01:32:00 -
[132] - Quote
medomai grey wrote: 1. My python goes down in 3 volleys from a proto swarm launcher, 3-4 from advanced ... 2. Where are some of you getting numbers like 5-6 proto swarm volleys to down a python?
1. Your Python is performing differently from most others; what do you run on it? 2. Firsthand, in-game observations (it'd serve no purpose to make this stuff up).
Shoot scout with yes...
- Ripley Riley
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Monkey MAC
Rough Riders..
3150
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Posted - 2014.07.28 01:35:00 -
[133] - Quote
Adipem Nothi wrote:For whatever its worth ...
Unless I am in a squad of friends, I will not run my swarm fits. To do so is the equivalent of throwing away Isk. I run proto swarms (+ damage amps) on a Gallente Scout. My cheapest AV fit runs roughly 120k Isk. My odds of survival after volleying swarms are far lower than those of whatever vehicle I'm swarming.
I'm an undampened Scout with a Toxin SMG, and the enemy knows my position.
I am 100% in favor of not being able to solo an ADS. My first volley gets their attention; by the time I've launched my third, they're typically well out of my range. Even when I'm paired with a partner Swarmer, an ADS has good odds of getting away so long as the pilot responds when first hit.
I am a deterrent. I am not a threat.
- Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them.
While I'm all for a slight dropship buff, I think the 600 extra to shields will be too much!
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
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S-PANZA
Expert Intervention Caldari State
23
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Posted - 2014.07.28 01:40:00 -
[134] - Quote
Tesfa Alem wrote:[quote= http://www.youtube.com/watch?v=NxwLQAFLbJM&list=UUy11xToip47aIW0M9TSOKrQSwarms from the ADS point of veiw, explains much better than i can. Its so hard for infantry only players to comprehend, because you dont have to fight autolocking sniper rounds and your only option is to sprint 400 meters away without cover. The most common thing i hear on comms with other pilots or said on comms when i'm flying : GTFO.
The link only shows how swarms are a mere distraction to an ADS massacring infantry. DISCLAIMER: No ADS were killed by swarms in the making of that video. |
Weznof Nalek
Prima Gallicus
71
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Posted - 2014.07.28 04:48:00 -
[135] - 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
Already the swarm launcher is not very effective against dropships. The driver just has to use the afterburner to be quiet.
If you advertise a nerve damage and a buff dropships you make this completely useless weapon.
Increase the speed of missiles and their flight times and you can consider nerve damage and improve dropships.
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Adipem Nothi
Nos Nothi
3324
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Posted - 2014.07.28 05:27:00 -
[136] - Quote
Monkey MAC wrote:Adipem Nothi wrote: ... I am a deterrent. I am not a threat. - Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them. A damn fine point, good sir. I concede.
I am a deterrent. I am not a threat. I am sufficiently threatening to effectively deter, though highly unlikely to kill.
Shoot scout with yes...
- Ripley Riley
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Shadow of War88
0uter.Heaven
424
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Posted - 2014.07.28 07:23:00 -
[137] - Quote
lol buff ADS as tanks fade to black (-.-)y--
& justice for all
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Stile451
Red Star. EoN.
349
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Posted - 2014.07.28 07:51:00 -
[138] - Quote
There are a few things that are needed but a way to differentiate between the swarm level before getting hit isn't one of them(there is currently no way to tell what tier weapon is being used for anti-infantry weapons so why is there a need for an AV weapon).
What should be prioritized is that the damage indicator needs to be fixed(simply capture and hold the first missile of a volleys indication should work) and infantry need to render from farther out consistently(at a minimum of their weapons max range) or you could de-render dropships randomly between 50m and 100m from the enemy infantry to level the playing field(also don't render until you have fired one to two shots). Breach forge bunny hopping should be fixed as well.
As far as afterburners are concerned they're the only defense the dropship has vs AV. Until something else is added that gives a dropship another defense vs AV(such as chaff) no changes should be made to them(although the first thing to look at when the time comes would be cooldown time). |
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CCP Rattati
C C P C C P Alliance
4931
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Posted - 2014.07.28 11:10:00 -
[139] - Quote
Tesfa Alem wrote:CCP Rattati wrote: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.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie? Sorry, but I do not agree at all with the informational disparity you claim, and that there is a dropship specific negative bias, Driving around in a HAV and getting forged does not tell you whether it's a militia or prototype forge. If you know your dropship well, you will know exactly what you are getting hit by, by the HP reduction of the hit. Also, engaging another Infantry tells you what about the weapon he has? I run away if I'm stripped down to armor in an engagement, or not. Same with being sniped, if he is going to kill me in the second shot, he probably has a Thales and I hide, if it's a militia sniper I shrug it off. He doesn't have differently colored bullet trails by tier nor is the color of his suit. Engaging another enemy does tell you what weapon he has. Blue flashes means rail rifle, sharp bursts means combat rifle, one long smoke trail means sniper, and long yellow stream means scrambler and a long line is laser. Its very easy to tell what weapon you enemy is using and its generaly very easy to differentiate between the races, as well as the classes i.e the logis scouts assaults and the heavies. All the weapons are clearly distinguishable by thier own sounds and bullet trail. Easy to distguish asault variants from tactical variants and so on. Also infantry has cover to hide behind and when you aim directly at someone you can read his suit stats (race, class and wither std basic or proto) if you cant already identify by the colors of the suit. The difference is that on the ground, infantry render at the same rate. I see you and you see me. The closest example for infantry as to what pilots go through is the cloaked scout debate. People were pissed at being shot by an invisble scout. So CCP changed it so scouts supposedly cannot shoot while cloaked because it was an unfair advantage. With dropships your first warning that there is even a swarm launcher on the field firing at you is either getting hit, or watching missiles flying through the air one their way to hit you. (we engage between 50 - 80m max swarms still chase us for 400M). The swarmer themself is impossible to identify unless you watch him firing missiles at you, because infantry render for dropships at a much smaller range than dropships render for infantry. The only way to defend yourself is to run away or kill him. The only way to gauge how dangerous he is (as things stand now about half a million isk vs at best a 200 K proto suit) is by number of missiles. wyrokamis eat my dropship alive. Heck it tricky fighting just one ADV swarm launcher, 2 and i am out the area pronto. Since all forge guns are deadly i steer clear whenever i see a blue flash. http://www.youtube.com/watch?v=NxwLQAFLbJM&list=UUy11xToip47aIW0M9TSOKrQSwarms from the ADS point of veiw, explains much better than i can. Its so hard for infantry only players to comprehend, because you dont have to fight autolocking sniper rounds and your only option is to sprint 400 meters away without cover. The most common thing i hear on comms with other pilots or said on comms when i'm flying : GTFO.
Do you see the tier of the weapon by the muzzle flare? I am not talking about type.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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SponkSponkSponk
The Southern Legion Final Resolution.
947
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Posted - 2014.07.28 11:19:00 -
[140] - Quote
CCP Rattati wrote: Do you see the tier of the weapon by the muzzle flare? I am not talking about type.
More to the point, if there's a much smaller difference between standard and prototype, then it doesn't really matter what tier, it will hurt about the same.
Dust/Eve transfers
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Greiv Rabbah
KiLo.
14
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Posted - 2014.07.28 12:00:00 -
[141] - Quote
Cat Merc wrote:The only intel I can get in ground combat is usually: Frame - General Size Race - General Shape Weapon - Sounds and damage
I cannot tell apart a Sentinel from a Heavy Basic, or Assault from a Basic Medium.
you tell them apart either by receiving intel or by gathering it. either way, when you point at an enemy, tacnet supplies targeting info such as shields, hp, class, and tier. basically it gives you enough info to determine whether to attack, whether you need backup, how to attack, and whether theyre going to stomp you if they see you before you regroup with squad. that info can also be called out to improve the quality of scans and identify greater threats to call out for assassination.
and for some reason, nothing about targeting enemies is ever explained anywhere in the entire game....
also, if a suit or weapon has excessive amounts of black and red... prototype. almost every time. |
Cat Merc
Onslaught Inc RISE of LEGION
11349
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Posted - 2014.07.28 12:15:00 -
[142] - Quote
Greiv Rabbah wrote:Cat Merc wrote:The only intel I can get in ground combat is usually: Frame - General Size Race - General Shape Weapon - Sounds and damage
I cannot tell apart a Sentinel from a Heavy Basic, or Assault from a Basic Medium. you tell them apart either by receiving intel or by gathering it. either way, when you point at an enemy, tacnet supplies targeting info such as shields, hp, class, and tier. basically it gives you enough info to determine whether to attack, whether you need backup, how to attack, and whether theyre going to stomp you if they see you before you regroup with squad. that info can also be called out to improve the quality of scans and identify greater threats to call out for assassination. and for some reason, nothing about targeting enemies is ever explained anywhere in the entire game.... also, if a suit or weapon has excessive amounts of black and red... prototype. almost every time. I am well aware about the TacNet targeting info, however when I encounter a heavy in CQC and I have no where to run, I do not have time to look at the TacNet.
These aren't vehicles, I can die in less than second, I don't have time to read text. I make my best assesment (Race? Armor/Shields? Prototype?) and engage according to that.
99% of the time, your intel is limited to Frame and Race, and if it's Prototype then tier. (The difference between STD and ADV in color is hard to spot in the middle of a fire fight or at range)
Feline overlord of all humans - CAT MERC
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Monkey MAC
Rough Riders..
3157
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Posted - 2014.07.28 12:24:00 -
[143] - Quote
Adipem Nothi wrote:Monkey MAC wrote:Adipem Nothi wrote: ... I am a deterrent. I am not a threat. - Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them. A damn fine point, good sir. I concede. I am a deterrent. I am not a threat.I am sufficiently threatening to deter, though highly unlikely to kill.
Exactly, which stems from the fact it takes 4 volleys from the a 3-round mag weapon to destroy most Dropships. They know you can't kill in one mag, but they also know if they don't leave soon they are gonna end up 6 feet under at rather high velocity of descent.
They have to leave and they have the opportunity to do so. They are deterred.
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
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Cat Merc
Onslaught Inc RISE of LEGION
11351
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Posted - 2014.07.28 12:38:00 -
[144] - Quote
Monkey MAC wrote:Adipem Nothi wrote:Monkey MAC wrote:Adipem Nothi wrote: ... I am a deterrent. I am not a threat. - Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them. A damn fine point, good sir. I concede. I am a deterrent. I am not a threat.I am sufficiently threatening to deter, though highly unlikely to kill. Exactly, which stems from the fact it takes 4 volleys from the a 3-round mag weapon to destroy most Dropships. They know you can't kill in one mag, but they also know if they don't leave soon they are gonna end up 6 feet under at rather high velocity of descent. They have to leave and they have the opportunity to do so. They are deterred. Not for long though. Lack of ammunition really makes it difficult to keep them at bay.
Feline overlord of all humans - CAT MERC
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Greiv Rabbah
KiLo.
14
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Posted - 2014.07.28 12:43:00 -
[145] - Quote
medomai grey wrote:My python goes down in 3 volleys from a proto swarm launcher, 3-4 from advanced, and never from mlt; because mlt does negligible damage. Were are some of you getting numbers like 5-6 proto swarm volleys to down a python?
awhile back this was a bit of an issue, should militia swarm launchers ever actually take down a vehicle? the general consensus was no, nerfs abounded, and everybody lived happily ever after, but id like to touch on this and revisit that every other militia weapon can kill and doing negligible damage(this is very true) makes the vehicle battle experience(already so barebones as dust becomes less new eden battles and more some lame shooter like cod or some ****) new player unfriendly. pretty much "new player unfriendly" in the exact opposite direction of giving us all free mlt cars in that any new player who ever sees a vehicle will be quitting dust soon. spotting a vehicle at low levels means getting blasted to a grease spot over and over until (no not until the battle ends but until) they turn off their ps3 and never play dust again.
anyway... half the time it comes down to infantry with missiles that arent going to scratch your enemy vs vehicles with missiles also, except compared to (4 at a time, 6 sets, after you run out enemy at full health) the vehicle gets (1 at a time, 8 before reload, hit anywhere near opponent to vaporize with splash) i mean... using the same type of attack the difference in *hurt* is "tickled" vs "nagasaki"
so whats up with mlt swarms? now that there are no vehicles that are REALLY special, and new player weapons vs vehicles are designed to make you quit the game in 20 minutes or less, it gets harder to convince ppl that anyone at ccp doesnt want dust dead
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Monkey MAC
Rough Riders..
3157
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Posted - 2014.07.28 12:47:00 -
[146] - Quote
Cat Merc wrote:Monkey MAC wrote:Adipem Nothi wrote:Monkey MAC wrote:Adipem Nothi wrote: ... I am a deterrent. I am not a threat. - Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them. A damn fine point, good sir. I concede. I am a deterrent. I am not a threat.I am sufficiently threatening to deter, though highly unlikely to kill. Exactly, which stems from the fact it takes 4 volleys from the a 3-round mag weapon to destroy most Dropships. They know you can't kill in one mag, but they also know if they don't leave soon they are gonna end up 6 feet under at rather high velocity of descent. They have to leave and they have the opportunity to do so. They are deterred. Not for long though. Lack of ammunition really makes it difficult to keep them at bay.
1) Getting an extra mag + 1/2 enough to deter 4 dropships in a row or 6 with lvl 5 max ammo capacity. 2) Bring a Nanohive
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
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CCP Logibro
C C P C C P Alliance
8757
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Posted - 2014.07.28 13:21:00 -
[147] - Quote
Cat Merc wrote:Monkey MAC wrote:Adipem Nothi wrote:Monkey MAC wrote:Adipem Nothi wrote: ... I am a deterrent. I am not a threat. - Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them. A damn fine point, good sir. I concede. I am a deterrent. I am not a threat.I am sufficiently threatening to deter, though highly unlikely to kill. Exactly, which stems from the fact it takes 4 volleys from the a 3-round mag weapon to destroy most Dropships. They know you can't kill in one mag, but they also know if they don't leave soon they are gonna end up 6 feet under at rather high velocity of descent. They have to leave and they have the opportunity to do so. They are deterred. Not for long though. Lack of ammunition really makes it difficult to keep them at bay.
We're adding another 4 spare rounds base to all Swarm Launchers to help with that. We'll also be looking at Nanite cost next time we review the Swarm Launcher.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Monkey MAC
Rough Riders..
3157
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Posted - 2014.07.28 13:21:00 -
[148] - Quote
I'll say it again, but I think 600 extra shields is too much for the Python. It closes the gap between the ships, too much.
Observe the following fitting http://www.protofits.com/fittings/shared/0/5594
It has 1x STD Shield Hardener 1x ADV Heavy Shield Extender 1x STD Booster (can be retrofitted with an Afterburner if preferred)
1+ù PRO PG Expansion Unit
1x ADV Missile Turret
It has
2550 Shields (Under Charlie this becomes 3150) 950 Armour
+24s (excluding passive skill bonuses) at 60% resistance. - Equivalent to 7,650 Shields (9,450 in Charlie) while hardened.
+102 HP/s regen built in + Faster Speed and Acceleration
Now observe this one http://www.protofits.com/fittings/shared/0/5902
1x MLT Afterburner
1x ADV Heavy Armour Repper 1x STD 120mm Armour Plate 1x PRO PG Expansion Unit
1x ADV Rail Turret
It has 950 Shields 3377 Armour (Under Charlie this becomes 3477)
- No Hardener +112 Passive Regen - Slower than Python
If you give the python +600 Shields, you will overpower it. However I am still happy to give this bonus to the Transport Dropships. But giving it to the python is going to be something you will regret.
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
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Demandred Moores
Ghosts of Dawn General Tso's Alliance
11
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Posted - 2014.07.28 13:38:00 -
[149] - Quote
Don't have enough amo? Bring hives, use a logi suit, min commando. I'll run from swarms faster than a forge generally. |
Demandred Moores
Ghosts of Dawn General Tso's Alliance
11
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Posted - 2014.07.28 13:59:00 -
[150] - Quote
Monkey MAC wrote:I'll say it again, but I think 600 extra shields is too much for the Python. It closes the gap between the ships, too much. Observe the following fitting http://www.protofits.com/fittings/shared/0/5594It has 1x STD Shield Hardener 1x ADV Heavy Shield Extender 1x STD Booster (can be retrofitted with an Afterburner if preferred) 1+ù PRO PG Expansion Unit 1x ADV Missile Turret It has 2550 Shields (Under Charlie this becomes 3150) 950 Armour +24s (excluding passive skill bonuses) at 60% resistance. - Equivalent to 7,650 Shields (9,450 in Charlie) while hardened. +102 HP/s regen built in + Faster Speed and Acceleration Now observe this one http://www.protofits.com/fittings/shared/0/59021x MLT Afterburner 1x ADV Heavy Armour Repper 1x STD 120mm Armour Plate 1x PRO PG Expansion Unit 1x ADV Rail Turret It has 950 Shields 3377 Armour (Under Charlie this becomes 3477) - No Hardener +112 Passive Regen - Slower than Python If you give the python +600 Shields, you will overpower it. However I am still happy to give this bonus to the Transport Dropships. But giving it to the python is going to be something you will regret. Replace woth proto heavy shield extender Proto after burner Proto scanner Xt missiles |
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