Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
The dark cloud
The Rainbow Effect
3777
|
Posted - 2014.08.01 00:08:00 -
[1] - Quote
On paper swarms seem to be aible to pump out more shots much quicker but in reality its the opposite.
Assault forgegun charge time: 3s and the operation lowers it by 5% per lvl which means the charge time is 2,25s
swarm launcher lock on time: 1.4s and the operation reduces that by 5% which means it needs 1,05s to lock on.
This looks nice on paper but however the missiles have travel time and the firing animation is aswell longer then on a forgegun. The forgegun has allmost instant damage application and bigger range and you can hold down the button and the weapon keeps charging/firing. So for example when i fire my swarms at a target like 100m away the forgegunner allready hit for the 2nd time. Additionally swarms can be evaded when they are still a bit away from you. The only way to lower the gap would be to increase the flight speed of swarm missiles.
New shield module!
|
Vitharr Foebane
Terminal Courtesy Proficiency V.
1704
|
Posted - 2014.08.01 00:16:00 -
[2] - Quote
I would love to see faster swarm missiles xD
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
Louis Domi
Pradox One Proficiency V.
563
|
Posted - 2014.08.01 00:21:00 -
[3] - Quote
Vitharr Foebane wrote:I would love to see faster swarm missiles xD
Av master race? Faster swarms would tear everything apart... The only ones who can currently escape them are ADS(And those fast as hell tanks) Making them faster would... *drools* I would love it, everyone else(Vehicle pilots) would hate it. |
TYCHUS MAXWELL
The Fun Police
253
|
Posted - 2014.08.01 00:29:00 -
[4] - Quote
The dark cloud wrote:On paper swarms seem to be aible to pump out more shots much quicker but in reality its the opposite.
Assault forgegun charge time: 3s and the operation lowers it by 5% per lvl which means the charge time is 2,25s
swarm launcher lock on time: 1.4s and the operation reduces that by 5% which means it needs 1,05s to lock on.
This looks nice on paper but however the missiles have travel time and the firing animation is aswell longer then on a forgegun. The forgegun has allmost instant damage application and bigger range and you can hold down the button and the weapon keeps charging/firing. So for example when i fire my swarms at a target like 100m away the forgegunner allready hit for the 2nd time. Additionally swarms can be evaded when they are still a bit away from you. The only way to lower the gap would be to increase the flight speed of swarm missiles.
It's a light weapon. The heavy weapons (albeit there is only two) are better at their intended role. The Swarm in my opinion is a LAV suprise killer and a weapon to scare away dropships. If you want a light weapon that is good for popping tanks then try fitting a scout with a PLC and remote mines. The only exception I would say is the minmitar commando, they are obviously better off using a swarm. |
Darken-Soul
BIG BAD W0LVES Canis Eliminatus Operatives
1903
|
Posted - 2014.08.01 00:49:00 -
[5] - Quote
The dark cloud wrote:On paper swarms seem to be aible to pump out more shots much quicker but in reality its the opposite.
Assault forgegun charge time: 3s and the operation lowers it by 5% per lvl which means the charge time is 2,25s
swarm launcher lock on time: 1.4s and the operation reduces that by 5% which means it needs 1,05s to lock on.
This looks nice on paper but however the missiles have travel time and the firing animation is aswell longer then on a forgegun. The forgegun has allmost instant damage application and bigger range and you can hold down the button and the weapon keeps charging/firing. So for example when i fire my swarms at a target like 100m away the forgegunner allready hit for the 2nd time. Additionally swarms can be evaded when they are still a bit away from you. The only way to lower the gap would be to increase the flight speed of swarm missiles.
So get a Forge gun.
Who wants some?
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12454
|
Posted - 2014.08.01 00:55:00 -
[6] - Quote
I personally don't see why they shouldn't be faster....or why Lock on does not persist and a shot delay is placed between them allowing AVers to lock a vehicle once and fire several times rapidly.......
But that's only from a Tanker's perspective....I can't comment from dropshippers.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
|
Cat Merc
Onslaught Inc RISE of LEGION
11432
|
Posted - 2014.08.01 01:05:00 -
[7] - Quote
Louis Domi wrote:Vitharr Foebane wrote:I would love to see faster swarm missiles xD Av master race? Faster swarms would tear everything apart... The only ones who can currently escape them are ADS(And those fast as hell tanks) Making them faster would... *drools* I would love it, everyone else(Vehicle pilots) would hate it. Physics. If an LAV can escape missiles, something is wrong here.
Feline overlord of all humans - CAT MERC
|
Rusty Shallows
Caldari State
1980
|
Posted - 2014.08.01 01:30:00 -
[8] - Quote
The dark cloud wrote:Reasoning & math Swarms used to be King of Infantry AV of one could fit a Minmatar Medium Frame with Stacked Complex Damage Mods at the ten percent damage buff.
As for kitten speeds they did experiment with fast swarms. It was the Vehicle Apocalypse. A very realistic battlefield but we ALL freaked out and it was reduced. The exact opposite of the days when they had a low speed and Dropship could do large lazy circles around a hack-point outpacing them while a door gunner shoots down with semi-impunity.
I foolishly thought the range slashing was part of a smart redesign for Uprising 1.7. CCP is extordinarly gun shy messing with it now. Unlike swarm ranges that they yo-yo on every year or game-build.
Edit: F-ing auto-correct
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
|
JRleo jr
Xer Cloud Consortium
161
|
Posted - 2014.08.01 01:32:00 -
[9] - Quote
The dark cloud wrote:On paper swarms seem to be aible to pump out more shots much quicker but in reality its the opposite.
Assault forgegun charge time: 3s and the operation lowers it by 5% per lvl which means the charge time is 2,25s
swarm launcher lock on time: 1.4s and the operation reduces that by 5% which means it needs 1,05s to lock on.
This looks nice on paper but however the missiles have travel time and the firing animation is aswell longer then on a forgegun. The forgegun has allmost instant damage application and bigger range and you can hold down the button and the weapon keeps charging/firing. So for example when i fire my swarms at a target like 100m away the forgegunner allready hit for the 2nd time. Additionally swarms can be evaded when they are still a bit away from you. The only way to lower the gap would be to increase the flight speed of swarm missiles. The forge is supposed to be better at av
Combat rifle vs hmg, ks basically swarms vs forge.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
RYN0CER0S
Rise Of Old Dudes
751
|
Posted - 2014.08.01 03:29:00 -
[10] - Quote
When the Vehicles have been destroyed or retreated to the redline, that FG is a beauty against Infantry.
Swarms, you may as well be throwing out a flare and holding up a sign that says, "I'm over here! Come shoot me! I'm pretty much defenseless..." That, in my opinion, is the SL's biggest detractor. They should be Small Turret mounted and PLCs made into really viable Light AV Weapons.
Who farted?
|
|
Sgt Kirk
Fatal Absolution
6839
|
Posted - 2014.08.01 03:36:00 -
[11] - Quote
Because one is a Heavy AV weapon and the other is a Light AV weapon???
see you space cowboy...
|
Dauth Jenkins
Merc-0107
555
|
Posted - 2014.08.01 04:20:00 -
[12] - Quote
True Adamance wrote:I personally don't see why they shouldn't be faster....or why Lock on does not persist and a shot delay is placed between them allowing AVers to lock a vehicle once and fire several times rapidly.......
But that's only from a Tanker's perspective....I can't comment from dropshippers.
If dropships had a warning, telling them when they were being locked onto, then I'd be fine with faster swarms, and a persistent lock.
-Sincerely
--The Dual Swarm Commando
|
Atiim
Onslaught Inc RISE of LEGION
11158
|
Posted - 2014.08.01 04:50:00 -
[13] - Quote
Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG.
Amarrians have Fashion Sense, Matari have Common Sense.
But in DUST Caldari have all the things!
-HAND
|
JRleo jr
Xer Cloud Consortium
163
|
Posted - 2014.08.01 05:03:00 -
[14] - Quote
Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Alena Ventrallis
S0VER31GN
1503
|
Posted - 2014.08.01 06:40:00 -
[15] - Quote
True Adamance wrote:I personally don't see why they shouldn't be faster....or why Lock on does not persist and a shot delay is placed between them allowing AVers to lock a vehicle once and fire several times rapidly.......
But that's only from a Tanker's perspective....I can't comment from dropshippers. Because otherwise drop ships have no way of surviving swarms. All we have is our speed.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
|
Cat Merc
Onslaught Inc RISE of LEGION
11439
|
Posted - 2014.08.01 07:24:00 -
[16] - Quote
JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k The lack of ammunition on the SL forces you to get the ammo capacity skill.
I think that's what he means.
Feline overlord of all humans - CAT MERC
|
JRleo jr
Xer Cloud Consortium
163
|
Posted - 2014.08.01 07:51:00 -
[17] - Quote
Cat Merc wrote:JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k The lack of ammunition on the SL forces you to get the ammo capacity skill. I think that's what he means. Meh, nanohive, heavies can't fit them so we're even and cost more or the same sp (heavy weapons V vs ammo V)
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Atiim
Onslaught Inc RISE of LEGION
11161
|
Posted - 2014.08.01 08:29:00 -
[18] - Quote
JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k Lets see here:
Swarm Launchers
- Base damage is garbage against Triple Rep Madrugars, so you need maxed proficiency
- Base damage is garbage against Shield Vehicles, so you need Matari Commando V
- Base damage is garbage, so you need Handheld Weapon Upgrades V (the 1% actually helps sometimes)
- Reload speed is garbage, so you need Reload V
- Base ammunition is garbage, so you need Ammunition V
- You need to have a great amount of core fitting skills to fit a SL, Damage Modifiers, and your still defend yourself.
Forge Guns
- 20 shots is plenty to kill a vehicle, so no need for Ammunition unless your a tower camper
- You can already 3-4HK without extra damage, so no need for Proficiency.
- No need to skill into an individual suit, and ADV frames have enough slots to fit Damage Mods
- Reload speed is decent, so no need for Reload skills
- All Sentinels have a ridiculous amount of CPU/PG, so no need for core fitting skills.
As you can see, when you factor in the absolute need for Core Skills, the SL is far more SP intensive than the FG.
Amarrians have Fashion Sense, Matari have Common Sense.
But in DUST Caldari have all the things!
-HAND
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1703
|
Posted - 2014.08.01 10:01:00 -
[19] - Quote
Atiim wrote:JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k Lets see here: Forge Guns
- 20 shots is plenty to kill a vehicle, so no need for Ammunition unless your a tower camper
- You can already 3-4HK without extra damage, so no need for Proficiency.
- No need to skill into an individual suit, and ADV frames have enough slots to fit Damage Mods
- Reload speed is decent, so no need for Reload skills
- All Sentinels have a ridiculous amount of CPU/PG, so no need for core fitting skills.
As you can see, when you factor in the absolute need for Core Skills, the SL is far more SP intensive than the FG.
20 shots is plenty. good luck hitting enough times without AV buddies 3-4HK requires proficiency Adv frames can fit damage mods just like assault/logi can so that argument's worth nil Reload speed is decent Sentinel CPU/PG is getting nerfed or did you not get the memo? And waaaah waaaah waaaah
This looks like "I'm being outperformed! Nerf heavies!"
Is it nerf heavies or buff swarms?
|
Takahiro Kashuken
Red Star. EoN.
3648
|
Posted - 2014.08.01 10:37:00 -
[20] - Quote
Atiim wrote:JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k Lets see here: Swarm Launchers
- Base damage is garbage against Triple Rep Madrugars, so you need maxed proficiency
- Base damage is garbage against Shield Vehicles, so you need Matari Commando V
- Base damage is garbage, so you need Handheld Weapon Upgrades V (the 1% actually helps sometimes)
- Reload speed is garbage, so you need Reload V
- Base ammunition is garbage, so you need Ammunition V
- You need to have a great amount of core fitting skills to fit a SL, Damage Modifiers, and your still defend yourself.
Forge Guns
- 20 shots is plenty to kill a vehicle, so no need for Ammunition unless your a tower camper
- You can already 3-4HK without extra damage, so no need for Proficiency.
- No need to skill into an individual suit, and ADV frames have enough slots to fit Damage Mods
- Reload speed is decent, so no need for Reload skills
- All Sentinels have a ridiculous amount of CPU/PG, so no need for core fitting skills.
As you can see, when you factor in the absolute need for Core Skills, the SL is far more SP intensive than the FG.
Wrong
SL deals explosive damage so against shield vehicles it will always be ****, base ammo problem is sorted out with a nanohive something that the heavy suit can never equip
As AV you want max prof for the absolute max damage you get which means less shots to kill a vehicle which means more ammo in your pocket, also the FG doesnt get a suit which helps increase its damage output, you want max reload skills so you can be quicker if mulitiple vehicles turn up, you want a proto suit for that extra defence you have, core fitting skills are always needed and if you ignore them then you are a dumbass
Its basically the same but you are nit picking, frankly the SL is the noob weapon since it can lock on and fire without the need for aim, you can lock on and look up and stil fire when not looking at the target because you do not lose lock which is broken i might add, missiles auto track and still travel around corners and sometimes are still invisible
SL is light weapon and requires 0 skill from the player, the FG is a heavy weapon so more damage naturally since you have to aim which 99% of scrubs dont have |
|
TOOMANY NAMES ALREADYTAKEn
Going for the gold
35
|
Posted - 2014.08.01 10:54:00 -
[21] - Quote
Swarm launchers exist because you can't fit a Forge gun to a Medium suit.
Shotgunner for life.
|
Auris Lionesse
Kang Lo Directorate Gallente Federation
931
|
Posted - 2014.08.01 10:56:00 -
[22] - Quote
missiles should have had flight time and velocity implemented like eve. start with 5-10 seconds and 20-30 meters a second for up to 100m-300m then add in the skills that increase velocity and flight time. thats how it should have been at least.
then keep the missile launcher dumbfire on tanks and they could have made a guided variant with a laser or the swarm lock on system.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
|
KEROSIINI-TERO
The Rainbow Effect
1192
|
Posted - 2014.08.01 11:28:00 -
[23] - Quote
A definate +1 for faster swarm missiles.
I quote myself:
Quote:I strongly suggest that swarms should be retuned to be:
- WAY FASTER - easy to hit if target is moving straight towards or away
- Clumsier, easily overshooting target - Hard to hit it target is moving fast left/right from swarmers point of view, especially at close distance.
- And definitely NO CORNER BENDING swarms doing 90 degree turns at will! Especially behind building cover.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
|
The True Inferno
Myrmidon Syndicate
45
|
Posted - 2014.08.01 11:35:00 -
[24] - Quote
Takahiro Kashuken wrote:Atiim wrote:JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k Lets see here: Swarm Launchers
- Base damage is garbage against Triple Rep Madrugars, so you need maxed proficiency
- Base damage is garbage against Shield Vehicles, so you need Matari Commando V
- Base damage is garbage, so you need Handheld Weapon Upgrades V (the 1% actually helps sometimes)
- Reload speed is garbage, so you need Reload V
- Base ammunition is garbage, so you need Ammunition V
- You need to have a great amount of core fitting skills to fit a SL, Damage Modifiers, and your still defend yourself.
Forge Guns
- 20 shots is plenty to kill a vehicle, so no need for Ammunition unless your a tower camper
- You can already 3-4HK without extra damage, so no need for Proficiency.
- No need to skill into an individual suit, and ADV frames have enough slots to fit Damage Mods
- Reload speed is decent, so no need for Reload skills
- All Sentinels have a ridiculous amount of CPU/PG, so no need for core fitting skills.
As you can see, when you factor in the absolute need for Core Skills, the SL is far more SP intensive than the FG. Wrong SL deals explosive damage so against shield vehicles it will always be ****, base ammo problem is sorted out with a nanohive something that the heavy suit can never equip As AV you want max prof for the absolute max damage you get which means less shots to kill a vehicle which means more ammo in your pocket, also the FG doesnt get a suit which helps increase its damage output*, you want max reload skills so you can be quicker if mulitiple vehicles turn up, you want a proto suit for that extra defence you have, core fitting skills are always needed and if you ignore them then you are a dumbass Its basically the same but you are nit picking, frankly the SL is the noob weapon since it can lock on and fire without the need for aim, you can lock on and look up and stil fire when not looking at the target because you do not lose lock which is broken i might add, missiles auto track and still travel around corners** and sometimes are still invisible*** SL is light weapon and requires 0 skill from the player, the FG is a heavy weapon so more damage naturally since you have to aim which 99% of scrubs dont have
FG still have a longer range than a SL, have more ammo, can kill almost all suits in a direct hit, travel faster and do more damage. You also still need to line up your shot with a SL, othwise you'll hit a wall or other object(most likely a blue berry) when the missiles are following the target.
*Proto Cal sent w/4xComplex damage mods + Proto breach FG
**Missiles are supposed to do that
***So are FG shots
ScP = GÖÑ
Recent fat scout (sentinel w/shotty and cin-cats)
|
Takahiro Kashuken
Red Star. EoN.
3649
|
Posted - 2014.08.01 11:48:00 -
[25] - Quote
The True Inferno wrote:Takahiro Kashuken wrote:Atiim wrote:JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k Lets see here: Swarm Launchers
- Base damage is garbage against Triple Rep Madrugars, so you need maxed proficiency
- Base damage is garbage against Shield Vehicles, so you need Matari Commando V
- Base damage is garbage, so you need Handheld Weapon Upgrades V (the 1% actually helps sometimes)
- Reload speed is garbage, so you need Reload V
- Base ammunition is garbage, so you need Ammunition V
- You need to have a great amount of core fitting skills to fit a SL, Damage Modifiers, and your still defend yourself.
Forge Guns
- 20 shots is plenty to kill a vehicle, so no need for Ammunition unless your a tower camper
- You can already 3-4HK without extra damage, so no need for Proficiency.
- No need to skill into an individual suit, and ADV frames have enough slots to fit Damage Mods
- Reload speed is decent, so no need for Reload skills
- All Sentinels have a ridiculous amount of CPU/PG, so no need for core fitting skills.
As you can see, when you factor in the absolute need for Core Skills, the SL is far more SP intensive than the FG. Wrong SL deals explosive damage so against shield vehicles it will always be ****, base ammo problem is sorted out with a nanohive something that the heavy suit can never equip As AV you want max prof for the absolute max damage you get which means less shots to kill a vehicle which means more ammo in your pocket, also the FG doesnt get a suit which helps increase its damage output*, you want max reload skills so you can be quicker if mulitiple vehicles turn up, you want a proto suit for that extra defence you have, core fitting skills are always needed and if you ignore them then you are a dumbass Its basically the same but you are nit picking, frankly the SL is the noob weapon since it can lock on and fire without the need for aim, you can lock on and look up and stil fire when not looking at the target because you do not lose lock which is broken i might add, missiles auto track and still travel around corners** and sometimes are still invisible*** SL is light weapon and requires 0 skill from the player, the FG is a heavy weapon so more damage naturally since you have to aim which 99% of scrubs dont have FG still have a longer range than a SL, have more ammo, can kill almost all suits in a direct hit, travel faster and do more damage. You also still need to line up your shot with a SL, othwise you'll hit a wall or other object(most likely a blue berry) when the missiles are following the target. They also cannot be used against infantry, and take up a vital slot for a medium/light/heavy suit. *Proto Cal sent w/4xComplex damage mods + Proto breach FG **Missiles are supposed to do that ***So are FG shots And also why do assualt FG do more damage than the normal variant? So far I checked, all assault weapon variants lose damage for rof.
FG have 300m range, SL lock on is 174m but missiles travel to 400m
Use a nanohive
Direct requires aim, most pubbies dont have that
Heavy weapon, minature railgun so yea more damage and missile have to travel where as railgun is near instant its what its supposed to do
Line up no you dont
They could damage infantry back in the day, classed as OP for vehicles only
Your choice if you want to equip it, can say the same for FG
Proto cal does not give a 25% damage bonus for using the suit with a FG, you have to equip damage mods and even then the 4th offers next to nothing where an the minando suit offers a % increase of damage for swarms with no damage mods equiped
Not doing a 180deg turn around corners on a dime, its BS and no missile in the world stops from full speed to nothing in less than a nanosecond while spinning around on the spot and then moving again
FG you can see the shot, its not invisible, sometimes missiles are still invisible |
Monkey MAC
Rough Riders..
3196
|
Posted - 2014.08.01 12:07:00 -
[26] - Quote
True Adamance wrote:I personally don't see why they shouldn't be faster....or why Lock on does not persist and a shot delay is placed between them allowing AVers to lock a vehicle once and fire several times rapidly.......
But that's only from a Tanker's perspective....I can't comment from dropshippers.
I've always wondered that too, L1 to lock and mantain, R1 to fire.
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
|
The True Inferno
Myrmidon Syndicate
45
|
Posted - 2014.08.01 12:22:00 -
[27] - Quote
Takahiro Kashuken wrote:The True Inferno wrote:Takahiro Kashuken wrote:[quote=Atiim][quote=JRleo jr]
Wrong
SL deals explosive damage so against shield vehicles it will always be ****, base ammo problem is sorted out with a nanohive something that the heavy suit can never equip
As AV you want max prof for the absolute max damage you get which means less shots to kill a vehicle which means more ammo in your pocket, also the FG doesnt get a suit which helps increase its damage output*, you want max reload skills so you can be quicker if mulitiple vehicles turn up, you want a proto suit for that extra defence you have, core fitting skills are always needed and if you ignore them then you are a dumbass
Its basically the same but you are nit picking, frankly the SL is the noob weapon since it can lock on and fire without the need for aim, you can lock on and look up and stil fire when not looking at the target because you do not lose lock which is broken i might add, missiles auto track and still travel around corners** and sometimes are still invisible***
SL is light weapon and requires 0 skill from the player, the FG is a heavy weapon so more damage naturally since you have to aim which 99% of scrubs dont have FG still have a longer range than a SL, have more ammo, can kill almost all suits in a direct hit, travel faster and do more damage. You also still need to line up your shot with a SL, othwise you'll hit a wall or other object(most likely a blue berry) when the missiles are following the target. They also cannot be used against infantry, and take up a vital slot for a medium/light/heavy suit. *Proto Cal sent w/4xComplex damage mods + Proto breach FG **Missiles are supposed to do that ***So are FG shots And also why do assualt FG do more damage than the normal variant? So far I checked, all assault weapon variants lose damage for rof. FG have 300m range, SL lock on is 174m but missiles travel to 400m Use a nanohive Direct requires aim, most pubbies dont have that Heavy weapon, minature railgun so yea more damage and missile have to travel where as railgun is near instant its what its supposed to do Line up no you dont They could damage infantry back in the day, classed as OP for vehicles only* Your choice if you want to equip it, can say the same for FG Proto cal does not give a 25% damage bonus for using the suit with a FG, you have to equip damage mods and even then the 4th offers next to nothing where an the minando suit offers a % increase of damage for swarms with no damage mods equipped** Not doing a 180deg turn around corners on a dime, its BS and no missile in the world stops from full speed to nothing in less than a nanosecond while spinning around on the spot and then moving again*** FG you can see the shot, its not invisible****, sometimes missiles are still invisible
*Once killed by this one time long ago, while in LAV.
**You said suit that allows for increased damage output, not a skill for suit that increases damage output, I was mistaken.
***This is still annoying, especially when driving LAVs or Dropships.
****They are when flying
ScP = GÖÑ
Recent fat scout (sentinel w/shotty and cin-cats)
|
Pvt Numnutz
Prophets of the Velocirapture
1733
|
Posted - 2014.08.01 13:37:00 -
[28] - Quote
The forge gun will always be way cooler and more more fun than the swarms, I mean just look at it! Plus kamehameha, nuff said.
Now do a thread about why the HMG will always be better than the combat rifle |
Nothing Certain
Bioshock Rejects
1011
|
Posted - 2014.08.01 14:25:00 -
[29] - Quote
I'm not sure if the OP is just an observation or a complaint. I run both and the forge is overall the better weapon. The exception to this, for me is ADS. Tracking a fast or erratically moving dropship is difficult and timing it with the AFG means there are going to be misses and long tracking times that you do 't have with swarms. I can also fit swarms on a scout and be mobile and chase things down. On LAV's I give the nod to swarms but HAV's are better with a forge, too many times when I use swarms the tank just rolls up to me and I can't stop them, with a forge I can usually make them pay.
Because, that's why.
|
TYCHUS MAXWELL
The Fun Police
260
|
Posted - 2014.08.01 15:55:00 -
[30] - Quote
The True Inferno wrote:Takahiro Kashuken wrote:Atiim wrote:JRleo jr wrote:Atiim wrote:Coming from someone with Maxed Skills, Forge Guns aren't stronger than Swarms unless your fighting an ADS.
Though the SL (like the Plasma Cannon) is very SP Intensive compared to the FG. The forge costs more to get dumb dumb, level 4 or 5 heavy weapons and they cost the same sp to skill, 621k Lets see here: Swarm Launchers
- Base damage is garbage against Triple Rep Madrugars, so you need maxed proficiency
- Base damage is garbage against Shield Vehicles, so you need Matari Commando V
- Base damage is garbage, so you need Handheld Weapon Upgrades V (the 1% actually helps sometimes)
- Reload speed is garbage, so you need Reload V
- Base ammunition is garbage, so you need Ammunition V
- You need to have a great amount of core fitting skills to fit a SL, Damage Modifiers, and your still defend yourself.
Forge Guns
- 20 shots is plenty to kill a vehicle, so no need for Ammunition unless your a tower camper
- You can already 3-4HK without extra damage, so no need for Proficiency.
- No need to skill into an individual suit, and ADV frames have enough slots to fit Damage Mods
- Reload speed is decent, so no need for Reload skills
- All Sentinels have a ridiculous amount of CPU/PG, so no need for core fitting skills.
As you can see, when you factor in the absolute need for Core Skills, the SL is far more SP intensive than the FG. Wrong SL deals explosive damage so against shield vehicles it will always be ****, base ammo problem is sorted out with a nanohive something that the heavy suit can never equip As AV you want max prof for the absolute max damage you get which means less shots to kill a vehicle which means more ammo in your pocket, also the FG doesnt get a suit which helps increase its damage output*, you want max reload skills so you can be quicker if mulitiple vehicles turn up, you want a proto suit for that extra defence you have, core fitting skills are always needed and if you ignore them then you are a dumbass Its basically the same but you are nit picking, frankly the SL is the noob weapon since it can lock on and fire without the need for aim, you can lock on and look up and stil fire when not looking at the target because you do not lose lock which is broken i might add, missiles auto track and still travel around corners** and sometimes are still invisible*** SL is light weapon and requires 0 skill from the player, the FG is a heavy weapon so more damage naturally since you have to aim which 99% of scrubs dont have FG still have a longer range than a SL, have more ammo, can kill almost all suits in a direct hit, travel faster and do more damage. You also still need to line up your shot with a SL, othwise you'll hit a wall or other object(most likely a blue berry) when the missiles are following the target. They also cannot be used against infantry, and take up a vital slot for a medium/light/heavy suit. *Proto Cal sent w/4xComplex damage mods + Proto breach FG **Missiles are supposed to do that ***So are FG shots And also why do assualt FG do more damage than the normal variant? So far I checked, all assault weapon variants lose damage for rof.
Probably because the Ishokune auto fires. They don't tell you that anywhere so anyone who hasn't used one won't know but it does auto fire. When the charge finishes it shoots. This makes it even harder to aim since you have to track your target and hope it doesn't move erratically at the last moment. Can't tell you how many times I got juked by pure luck by players who didn't even know I was there with any forge gun as the travel time is slight. Let alone, the assault forge where if I happen to bump into something or move down an incline I just missed my shot, or if the other guy just happens to backpedal or stop if I'm tracking them moving.
Because of the auto fire if the assault variant did less damage it would be pointless.
As it stands the breach is for coordinated popping since it has about double the charge time, you can't move while charging, and it doesn't do anywhere near double the damage at the cost of double the time. It's DPS is the worst in other words but it has the highest alpha hence why it's good for coordinated AV attacks to insta gib targets.
The normal Forge Variant can be fled from DPS wise pretty easily by any actual pilot be it a tank or dropship. This makes it okay with av support but mostly best at sniping infantry, since you can walk with it and hold the charge.
The Assault is the DPS forge. it's fast charge time makes it ideal for killing vehicles before they flee but it's auto fire makes it unreliable for sniping enemy infantry with unless they stand still.
A more accurate comparison wouldn't be the SL anyways. If you want the Light Weapon equivalent of the Forge this is more or less what the PLC is. |
|
|
|
|
Pages: 1 2 :: [one page] |