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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1132
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Posted - 2014.08.07 19:07:00 -
[1] - Quote
Welp, enjoy scrubs. 500 extra shields, really? Say hello to OP shield dropships, all thanks to the scrubs that couldn't fit them up properly!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1136
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Posted - 2014.08.08 19:28:00 -
[2] - Quote
Shooter Somewhere wrote:Tebu Gan wrote:Welp, enjoy scrubs. 500 extra shields, really? Say hello to OP shield dropships, all thanks to the scrubs that couldn't fit them up properly! SKIP TO 3:30!! YOU KILLED THE RECORED WITH AN RE! AND HE WAS USEING A GAUTANS HMG! GOOD **** DUDE!!! https://www.youtube.com/watch?v=aDpPxy8gXxY
Lol
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1136
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Posted - 2014.08.08 19:42:00 -
[3] - Quote
843-Vika wrote:Tebu Gan wrote:Welp, enjoy scrubs. 500 extra shields, really? Say hello to OP shield dropships, all thanks to the scrubs that couldn't fit them up properly! Your b!tching about 500 shields? Are you serious? first off if you want to be able fit anything on a ADS you need to use a pg/cpu mod which takes away from any extra hp an ADS could use. Second 500 shields is nothing when a militia DS can just tap a ADS and destroy it. Third at over 300k isk for just an ADS not counting turrets, and mods an ADS should be a bit more durable then what it is now. Have you ever even tried to fly a python? I doubt you have or you would not be such a whiny cry baby right now. Before you try and insult people who have had to invest more sp into their ADS then you ever had to for your drop suit, by calling them scrubs, try getting good at avoiding the ADS so they don't kill you as much, since a militia FG can scare away any shield based ADS at any time.
Yes, actually. I've been flying them pretty regularly of late. I've had them for a long time, but never really bothered using them as much as I would my tank. But recently, I've decided to improve my game with them. Which means flying a lot of them, and I'm getting pretty good. Lost several, and noticed generally it isn't AV but knockback that gets me the most.
So yes, I do fly them very extensively of late and 500 shields is something they DON'T NEED! How in the world is it that they are squishy as people say, I just don't understand the sentiment. I can easily eat 4 FORGE GUN SHOTS, forcing a reload, giving me plenty of time to deal with the threat below.
So yes, 500 shields may not seem like a lot, but if you consider for a moment, that's nearly equal or greater than a light shield extender, for something that already has incredibly good damage mitigation.
I mean what the hell people, will you not be happy until you can take on more than one AV on the ground?? (Something you can already manage with any decent flying skills, but that takes skill huh, or maybe just some commons sense.)
TL;DR It's not that the buff will make them OP, but that it's certainly not needed. In the right hands, they are a very deadly force. They aren't as squishy as certain scrubs would make them out to be. People like to look at eHP, but what about speed, nearly unlimited maneuverability, and how you force infantry into a role that leaves them vulnerable to other infantry on the ground?
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1138
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Posted - 2014.08.09 03:50:00 -
[4] - Quote
JRleo jr wrote:Atiim wrote:JRleo jr wrote:Atiim wrote:Derrith Erador wrote: blown to hell with relative ease by a set of militia swarms.
330 * 4 = 1320(2) = 2460HP per clip; 5280HP per capacity And with a lock time of 1.4s and a reload speed of 5s (7.8s for 2 volleys), I fail to see how anyone with even the slightest bit of competence could ever have been killed by a Militia Swarm Launcher. Well, because pythons had basically no regen and couldn't do much besides run...and only had 2.5 shields... 2500HP (3000HP against SLs) means that he would still had enough HP and time to run, as he'd still have 540HP; considering how it takes 7.8s to empty a MLT SL clip, he could've evaded five times before death bailing out. My point still stands. Not really. Pythons had almost no regen, and were slower I believe, so they had to run away from any damage and we had 400m swarms....
Do people with swarms ever realize how effectively they neutralize the ADS? Seriously.
In my games tonight, many of which involved the ADS (me flying), SWARMS WERE THE WORST. Worst as in they whooped my ass far and beyond anything a forge gun does. People like to complain that a swarm launcher is useless against dropships, but just 2 of them were enough to keep my kills down to an average of 7 - 10.
No, they couldn't take me down as I timed my drops, but they limited my engagement window so severely that many times I was unable to engage anything for but a few seconds. So I had MANY dry runs. But by keeping myself on the field, I forced many of the opposing team into an AV role.
Point is, left unchecked, an ADS will rule. And swarms have an incredibly powerful influence above and beyond a forge. Why?
Once you are locked, the missiles follow EVERYWHERE.
Yeah, I can outrun them no problem, but I also spend much of a match doing that very thing. I actually prefer going after forge gunners as I can at least dodge their shots, unlike the OP dropship killers that are swarms!
And funny thing, most of my ADS losses were the result of a swarm causing severe knockback, crashing me into the environment.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1139
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Posted - 2014.08.09 17:23:00 -
[5] - Quote
Atiim wrote: To begin, did that Swarmer actually kill you?
Also, you claim that 200% of the resources you fielded made your ADS useless, yet you still manage to maintain a perfect 10.00 K/D? This statement is contradictory, and null. I'm sorry Atiim, but how is it that my statement became "contradictory" and therefore 'Null"? I think the key here I should mention, is that often times players don't start in an AV role. But as they take notice of the threat I pose they switch out to deal with the dropship. So I get a few kills right from the start, but as they field a few AV, not simply a milita swarm mind you, I'll have a much tougher time effectively engaging the enemy.
I do understand what you are saying, it took 2 swarmers most of the match sticking with an AV role. Let me be specific, it took 2 swarmers below the proto range to keep my DS simply pushed back. Often times though, a proto swarmer, a LONE proto swarmer is enough to neutralize me.
So what if they didn't "kill" me. Had I been a lesser player, I have no doubt that many times they would have got me. But just to compare to infantry, when my scout engages, then runs away, using my speed to outpace the enemy therefore keeping myself alive, is THAT UNFAIR? Is every engagement to result in the death of one or the other because that's what it takes to be fair and balanced(unlike fox news)? I disagree with that kind of sentiment.
I have a feeling that I know what you mean by "dry run", but would you mind clarifying what you mean by "dry run"?. Also, you claim that ADSs are useless against Swarm Launchers, yet your presence required that the enemy field at least 300% of the resources you've fielded?
This is also contradictory, and null. First let's address what a "dry run" is. When AV is out, I make a run from up high, swooping down very quickly to where I assume the AV are located. When I get down to the ground, my hardener comes up, and I quickly try to engage what may or may not be the swarmer (very difficult to tell with other infantry on the ground not to mention having to wait on rendering). Dry would of course refer to a run where I was unable to get any kills before being forced back off.
Of the second part, you are putting words into my mouth so to speak. I never said an ADS is useless against swarm launchers. What I said is that "a swarm launcher is HIGHLY effective against a dropship." Not useless as you would say. And there is nothing contradictory, I mention that the swarmers neutralize my effectiveness, while at the same time leaving themself (sometimes themselves) vulnerable to infantry on the ground.
The point though, is it about them fielding 300% or 600% in the AV role. Yeah that makes total sense when people are fielding MLT, STD, or ADV av, but not when someone is actually speced into an AV role. IE, those damned commandos that can single handedly drive away a dropship with swarms.
So you claim that Swarms are Dropship killers (which they aren't in the case of ADSs for many reasons that I'll list later), yet through the entire post you've claimed that Swarms don't kill Dropships, but neutralize them.
Could you at least pretend to remain consistent? Swarms ARE dropships killers. Considering the speed and agility of them (the dropships), which is more effective
A lock on and fire missile system that once locked, CAN'T be dodged and must be outrun
A high damage, low ROF, weapon that CAN be dodged and out run
As a long time tanker, and a forgegunner on the side, I know very well how hard it can be to actually land a single shot on a dropship, much less 3 or 4 (sometimes more). What I didn't understand though (as I had not seen it from the dropships perspective) was how effective those swarm missiles can be.
I see so many complaints that cry about being unable to kill a dropship or how their swarms are being outrun. I now find them utterly ridiculous. Let's just assume there are two enemy ADS out and two proto swarmers out as well. Focusing fire on one ADS will force it to go lick it's wounds, and a few missiles on the other will disrupt it's shots (knock back is a PAIN) at you, meaning more than likely you will drive that one away too.
So two swarmers could easily in my book keep 2 dropships driven away, of the proto tier. Something I never see mention of from a swarmer is how effective knockback is, as you don't see it from my eyes. I got you lined up, ready to kill, and a volley knocks me around and off target, forcing me to realign myself. But in this time, that swarmer has 2 more volleys in the air, knocking me around more and applying enough damage that I need to retreat.
Maybe you should consider this the next time you say how "useless" your swarms are. You shouldn't be flying so low or close to the ground or towers in the first place. Interesting that you would be telling me exactly how I'm supposed to be flying. But you are also assuming that I'm flying close to the ground or other obstacles. Which of course at times I am, but that's a no brainer as infantry use those very same things as cover.
Quite often though, I'm not as close as you assume. But close is a relative term when a single ( many times totally invisible) swarm volley slams into your dropship, turning you on your side. I could be 100 meters from the ground or 200 meters from a building and still slam into them because it's going to take that much slide to right myself.
But I would suggest you actually go fly an ADS before you start making assumptions like I could have easily done about them. It's one thing to see it from your eyes, another to step into their shoes. I once thought that yeah maybe atiim is right about those swarms and dropships, but in all honesty fella, you are full of **** for the most part.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1141
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Posted - 2014.08.09 17:57:00 -
[6] - Quote
Derpty Derp wrote:Mejt0 wrote:Its not even that much about a ship.
Its more about small turrets. Small missiles (no matter if they are on python or incubus) 1-3shoots infiantry. Thats the problem. Also. Small rail on incubus destroys other vehicles faster and more effectivly than anything in Dust. Thats another problem.
Thats it. Small rail on incubus > Large rail Small missiles on python > Large missiles
PS. Tanks should get specialized bonuses. Like from old times, sorta. uuhm, what? Have you tried to down an armour rep madrugar with small rails... Incase you haven't here's how that does... Tank goes down to 0 shields in under a second... Tank stays at full armour... You run out of ammo. Large missiles on a tank > everything.
Not against a gunnlgoi they aren't. One that focuses on tank at least.
Tanks - Balancing Turrets
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