Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1047
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Posted - 2014.08.12 18:24:00 -
[1] - Quote
Jaysyn Larrisen wrote: Swarm Launchers
1) Velocity of swarm missiles needs to noticeably increase...Drop ships outrunning swarms borders on the ridiculous. I'm pretty deep into SP investment for SLs and honestly the damage they deliver now is adequate but delivering the damage to a drop ship in particular is very sketchy.
Question : Wouldn't this kill the ground support ..??.. seeing as they are already at a disadvantage compared to ground vehicles V.S air support in comparison to all anti-vehicle weapons , meaning .. their are far more ways to destroy ground vehicles compared to air vehicles .
The only weapons that are active in attempts at destroying air vehicles are swarms , PC ( Good luck with that ) and the forge gun , where ground vehicles have in addition RE's and NK's .
Speeding up swarms would put ground vehicles at a even greater disadvantage V.S air vehicles .
How about increasing closing speed the longer the swarms are in flight , so it doesn't effect the current state of swarms V.S ground vehicles but increases the chance to catch up to air vehicles the longer the swarm is active in flight .
The goal should be to catch up to air vehicles and their ability to maneuver , which is far greater than ground vehicles .
The longer the swarms are in flight , the faster their closing speed should be in respects to catching an air vehicle while it's trying to out maneuver the closing speed of the swarm before it self destructs .
Just flat out increasing the speed would kill ground vehicles and still not solve the overall problem of air vehicles and their continued flight while trying to out maneuver the oncoming swarm attack .
You have some good pilots who just know how to avoid these things where as if you increase the flight time as well as the closing speed when in flight for say , after 5 seconds or more of flight , should not throw off the fragile state of ground vehicles and what they face compared to air vehicles .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1048
|
Posted - 2014.08.12 19:01:00 -
[2] - Quote
Hawkings Greenback wrote:
Mainly because I don't see why I shouldn't be able to kill some one to defend myself.
A damage reduction invalidates the SP I have invested into a weapon.
I don't get the first statement .
Logistics by far is the weakest suit , even compared to scouts and some scouts can logi better than a logi since you have to pick a particular race to perform a certain logi role , where as scouts do not have such restrictions .. they can lay hives , rep and revive , use scanners and spawns but not get the same results as a level 5 logi and only at level 5 can you actually tell the difference . Their speed and elusiveness can get them in and out of situations faster then a logi but most of the time they have the same amount of HP's so scouts are out preforming logi's at their own role and their deadlier .
I just can't understand those who suggest that Logi's should have a ammo decrease or not be able to defend themselves while they are the most defenseless role in the game by far .
So what your reaping a heavy because if that heavy dies then you ability to defend yourself is decreased because you just lost your cover fire , I'm not the type of logi that doesn't help in defense while just reaping .. if I'm defending as well the chances of defeating the supposed threats increases , while reaping when needed . I play heavy so I don't expect any heavy that I reap to kill three or more adversaries while I sit there and do nothing besides reaping , I get in there as well ... granted using cover , to help rid the situation , less time fighting more adversaries the less time help can come and reinforce their numbers .
A logistics trooper should be able to defend themselves .
Second , so a damage increase or increase in ammo that other roles get is a validation ??? To me in most cases , that hides the fact that most people ignore skilling into increasing ammo or reload speed in their own particular weapons skill tree from the fact that a bonus from a role that they play can hide the fact that they don't are are not making that investment . Most go for just the prof and that's it in most cases , only taking reload and ammo to level 3 at the most .
They should have a damage reduction of some sort and not have to trade that off in a ammo decrease or in some sort of barrier that hinders their own self-defense .
Everyone is not a prototype logi and basic and standard should stand for something and be used as well , besides being a stone to stand on the way to prototype . Basic and advanced are already at a disadvantage .
The sectioning off of skills i.e , reps or hives or spawns ect .. is killing the representation of all races of Logi because some bonuses ( Min and Amarr ) are clearly better than others .
I for one , am tired of seeing mostly Min and Ammar logis , Gal and Amarr heavies , Gal and Cal scouts and assaults I don't see too many of them but after Charlie it will clearly be Min , Amarr and then Gal's ... there needs to be a greater representation of all races on the battlefield .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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