Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1155
|
Posted - 2014.08.08 21:23:00 -
[61] - Quote
Zindorak wrote:Mmmmm tasty QQ tears mmmmmm.......
2010 called and wants it's comment back
AKA Zirzo Valcyn
AFKing since 2012
|
Atiim
Onslaught Inc RISE of LEGION
11286
|
Posted - 2014.08.08 21:27:00 -
[62] - Quote
JRleo jr wrote:Atiim wrote:JRleo jr wrote: You can't balance av off you module.
Every role has at least 1 item that it's balanced around, due to the fact that said item greatly benefits the role. For example:
- Snipers & AVers have nothing
- Sentinels have Heavy Machine Guns.
- Speed Hackers have Codebreakers.
As long as the Afterburner greatly benefits ADSs, your argument holds no merit or credibility. Fixed because manymof those had many things and no, quit your bitching atiim, not everyone runs an ab nor should av be balanced on it. Sniper Rifles and AV Weapon damage is balanced around the Damage Modifier. Open any thread (from a DEV) involving it and you will clearly see that to be the case. Though I would like to see you attempt to prove otherwise.
Not everyone runs eWAR Modules on their Light Frames, but Light Frames will still be balanced around it, as it's an item that primarily benefits it.
JRleo jr wrote:That's like av being balanced on a hardener and without it you get 2 shotted... That's how HAVs and LAVs are balanced (though you don't 2HK HAVs), so I fail to see why the Python should be any different.
If I don't, who will?
-HAND
|
Zindorak
1.U.P
275
|
Posted - 2014.08.09 00:04:00 -
[63] - Quote
TEBOW BAGGINS wrote:Zindorak wrote:Mmmmm tasty QQ tears mmmmmm....... 2010 called and wants it's comment back No it doesn't
Pokemon master
|
Apothecary Za'ki
Biomass Positive
283
|
Posted - 2014.08.09 00:41:00 -
[64] - Quote
caldari ADS was already a ***** to take down with current swarms.. in charlie swarms are a little worse off.. with 2 dmg mods and proto launcher you do like 20-50 less damage.. and yet they give 500 more to caldari Air Drop Scrubs (ADS) yeah G ******* G CCP way to **** over the infantry people YET again.
> LogiBro in Training
|
Apothecary Za'ki
Biomass Positive
283
|
Posted - 2014.08.09 00:41:00 -
[65] - Quote
TEBOW BAGGINS wrote:Zindorak wrote:Mmmmm tasty QQ tears mmmmmm....... 2010 called and wants it's comment back tears was from way befor 2010.. think it started 2006?
> LogiBro in Training
|
Derrith Erador
Fatal Absolution
2395
|
Posted - 2014.08.09 02:18:00 -
[66] - Quote
Apothecary Za'ki wrote:caldari ADS was already a ***** to take down with current swarms.. in charlie swarms are a little worse off.. with 2 dmg mods and proto launcher you do like 20-50 less damage.. and yet they give 500 more to caldari Air Drop Scrubs (ADS) yeah G ******* G CCP way to **** over the infantry people YET again. I'm sorry, sir. I guess you weren't around for pre 1.7 tanks and ADS. It was absolute hell on us pilots and tankers who actually poured SP into it, only to have it blown to hell with relative ease by a set of militia swarms. So please cut the crap, infantry had it good for so long.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
|
Atiim
Onslaught Inc RISE of LEGION
11286
|
Posted - 2014.08.09 02:37:00 -
[67] - Quote
Derrith Erador wrote: blown to hell with relative ease by a set of militia swarms.
330 * 4 = 1320(2) = 2460
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.
If I don't, who will?
-HAND
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 03:27:00 -
[68] - Quote
Apothecary Za'ki wrote:caldari ADS was already a ***** to take down with current swarms.. in charlie swarms are a little worse off.. with 2 dmg mods and proto launcher you do like 20-50 less damage.. and yet they give 500 more to caldari Air Drop Scrubs (ADS) yeah G ******* G CCP way to **** over the infantry people YET again. Swarms aren't the only av and it's a lockon weapon, stop complaining.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 03:29:00 -
[69] - Quote
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...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Atiim
Onslaught Inc RISE of LEGION
11286
|
Posted - 2014.08.09 03:38:00 -
[70] - Quote
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.
If I don't, who will?
-HAND
|
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 03:41:00 -
[71] - Quote
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....
As for how pilots died...pilots try to 1v1 a swarmer but we get knockback, and sarms shouldn't win a 1v1 before you say anything, unless the pilot isn't good of course.
Oh and some of the time they are reloading pilots are getting to thier target and ajusting thier ship to counter the kockback or tryingnto kill the swarmer.
I really just don't get why you want swarms to be so powerful.....
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Atiim
Onslaught Inc RISE of LEGION
11286
|
Posted - 2014.08.09 03:46:00 -
[72] - Quote
JRleo jr wrote: 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....
Uprising 1.7's patch notes listed nothing about a speed increase to the Pythons, and 7.8s (not including travel time) against a 400m lock still leaves at least 3.5s of downtime before having to react.
You could've had 0HP/s of regen, and still survived a MLT Swarm Launcher with a Python pre 1.6, as your regen doesn't effect your ability to take evasive action.
If I don't, who will?
-HAND
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 03:49:00 -
[73] - Quote
Atiim wrote:JRleo jr wrote: 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....
Uprising 1.7's patch notes listed nothing about a speed increase to the Pythons, and 7.8s (not including travel time) against a 400m lock still leaves at least 3.5s of downtime before having to react. You could've had 0HP/s of regen, and still survived a MLT Swarm Launcher with a Python pre 1.6, as your regen doesn't effect your ability to take evasive action. Yes it kinda does...and it was stealth, I don't remember what the thread that showed it was.
And what I'm getting at is we could barely be in combat and we were out of combat for a long time, so we could be hit after awhile not at full hp and be taken out easily.
And I don't think you get why getting 4 shotted by swarms is low, 1 of the reasons is 1v1 the swarm, or younsee 2 and immediately try to run away, but due to rendering sometimes, it's too late.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1138
|
Posted - 2014.08.09 03:50:00 -
[74] - 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
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 03:53:00 -
[75] - Quote
Tebu GanAtiim wrote:JRleo jr wrote:Atiim wrote:Derrith Erador wrote: 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 [s wrote: death[/s] 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, and 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. Woooooah, hold on here.
They aren't exactly op, just need slight fixing.
Less knockback, a collision damage fix but that's not swarms fault.
But I agree that what you said is a problem.
But only 1 proto swarm is enough ti cause that problem I think if my memory serves me correctly.
But, this hotfix fixes most of the issues already.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Temias Mercurial
Knights Of Ender RISE of LEGION
147
|
Posted - 2014.08.09 04:32:00 -
[76] - Quote
One thing I never understood is why some swarm users seem so intent on the need to kill ADS in the context of wanting to do obscene, ludicrous damage, while farming tones of points off of them... it's fairly easy to get 1500 to 2000 wp if the ADS sticks around for the whole match, which is better than outright destroying it, and the pay out in isk and sp is quite larger.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
Derrith Erador
Fatal Absolution
2396
|
Posted - 2014.08.09 04:48:00 -
[77] - Quote
The militia swarms were an exaggeration... I guess I should've put that there.
And wow, did all this really happen when I was away?
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
|
Atiim
Onslaught Inc RISE of LEGION
11286
|
Posted - 2014.08.09 04:50:00 -
[78] - Quote
Tebu Gan wrote: 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.
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.
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.
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.
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.
They don't follow you around corners, towers, through walls, or the flight ceiling.
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!
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?
And funny thing, most of my ADS losses were the result of a swarm causing severe knockback, crashing me into the environment.
You shouldn't be flying so low or close to the ground or towers in the first place.
If I don't, who will?
-HAND
|
Atiim
Onslaught Inc RISE of LEGION
11286
|
Posted - 2014.08.09 04:51:00 -
[79] - Quote
Temias Mercurial wrote:One thing I never understood is why some swarm users seem so intent on the need to kill ADS in the context of wanting to do obscene, ludicrous damage, while farming tones of points off of them... it's fairly easy to get 1500 to 2000 wp if the ADS sticks around for the whole match, which is better than outright destroying it, and the pay out in isk and sp is quite larger. Because if you can't kill an ADS, you are a liability. The ADS Pilot will never die, meaning that there is no risk involved in flying his ADSs, and he'll be fully aware of that. Also, the ISK payout is based on ISK destroyed, so if you don't kill a vehicle you won't be getting anything important.
Though I'm sure players don't spec into weapons in an FPS game to gain points, as opposed to killing something.
If I don't, who will?
-HAND
|
Adipem Nothi
Nos Nothi
3765
|
Posted - 2014.08.09 04:52:00 -
[80] - Quote
JRleo jr wrote: Are somewhat stupid or ignorant
Pot calling kettle what?
Shoot scout with yes.
- Ripley Riley
|
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 05:09:00 -
[81] - Quote
Atiim wrote:Tebu Gan wrote: 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.
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.
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.
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.
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.
They don't follow you around corners, towers, through walls, or the flight ceiling.
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!
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?
And funny thing, most of my ADS losses were the result of a swarm causing severe knockback, crashing me into the environment.
You shouldn't be flying so low or close to the ground or towers in the first place.
Pythons can get knocked back by 50m, and then can be turned sorta upside down.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Mejt0
Made in Poland... E-R-A
276
|
Posted - 2014.08.09 08:24:00 -
[82] - Quote
Its not even that much about a ship.
Its more about small turrests. 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
Caldari Loyalist
Markiplier fan.
Got 6815 WP only on wrecking tanks with Ion Cannon.
|
Hand Fap
Kirkinen Risk Control Caldari State
20
|
Posted - 2014.08.09 08:26:00 -
[83] - Quote
Vulpes Dolosus wrote:From a PC prospective, this is a much needed buff.
Pythons get thrashed in PC by everything: Swarms, forge guns, Incubi, etc.
With this much more hp, it's now feasible to get close to Incubus numbers in ehp (at lest with my fit, and only with a hardener running). oh yeah? good luck dealing with the drop ship spam in PC you NOOB!
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 08:28:00 -
[84] - Quote
Hand Fap wrote:Vulpes Dolosus wrote:From a PC prospective, this is a much needed buff.
Pythons get thrashed in PC by everything: Swarms, forge guns, Incubi, etc.
With this much more hp, it's now feasible to get close to Incubus numbers in ehp (at lest with my fit, and only with a hardener running). oh yeah? good luck dealing with the drop ship spam in PC you NOOB! Stop fapping on the keyboard, all I see is white lines.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
JRleo jr
Xer Cloud Consortium
248
|
Posted - 2014.08.09 08:29:00 -
[85] - Quote
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. http://www.youtube.com/watch?v=FopyRHHlt3M
incubus>python, python never wins, but. Large rail>small
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
|
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1139
|
Posted - 2014.08.09 17:23:00 -
[86] - 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
|
Derpty Derp
Dead Man's Game
266
|
Posted - 2014.08.09 17:50:00 -
[87] - Quote
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. |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1141
|
Posted - 2014.08.09 17:57:00 -
[88] - 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
|
Pvt Numnutz
Prophets of the Velocirapture
1767
|
Posted - 2014.08.09 19:37:00 -
[89] - Quote
Derpty Derp wrote:
Large missiles on a tank > everything.
Huh, I broad sided an incubus point blank with my XT-201 and my gunner hitting him with a particle accelerator. All 12 missiles hit and my gunner got 6 shots on him and he didnt go down so I'm gonna say this is incorrect.
Master Skyshark rider
Kaalaka dakka tamer
|
Temias Mercurial
Knights Of Ender RISE of LEGION
150
|
Posted - 2014.08.09 22:28:00 -
[90] - Quote
Pvt Numnutz wrote:Derpty Derp wrote:
Large missiles on a tank > everything.
Huh, I broad sided an incubus point blank with my XT-201 and my gunner hitting him with a particle accelerator. All 12 missiles hit and my gunner got 6 shots on him and he didnt go down so I'm gonna say this is incorrect.
That seems like a rare instance on your part. Perhaps lag, hit detection issues, or whatever else happens in this buggy game... but I've been destroyed by missiles quite easily if I'm not paying attention.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |