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Posted - 2014.08.14 12:08:00 -
[1] - Quote
Derpty Derp wrote:Her Nibs wrote: I feel like I am a noob with my very first swarms,
That's how you're supposed to feel with such an easymode weapon... Working as intended.
Nothing easy about getting into optimal range of a vehicle with many multiples of your mobility. Nothing easy about getting volleys onto target before target zooms off, well out-of-range. Nothing easy about syncing strikes with allied AV (if intent is to destroy). Nothing easy about surviving after firing swarms.
Easy Mode? * Take Damage * Hit Afterburners
What Nibs is saying is that Swarms now "feel weak" (i.e. perception / sight / sound) when a volley is released; the fact that they Swarms are weak doesn't help the new feel.
Swarms need help; they feel and perform terribly.
- Proficiency 5 Swarms
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Posted - 2014.08.19 12:50:00 -
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Takahiro Kashuken wrote:Her Nibs wrote:As a dedicated AV Profinciency 5 I am discussed at the way CCP has handled the Nerf of the Swarm Launcher. It's no buff when you add it up. The least you could of done is keep the feeling of power when you release the swarms to at least give the player the same sensation of 6 swarms. It the feeling of power I miss....give it back. You nerfed my range, hit points and more...give it a rest. I feel like I am a noob with my very first swarms, ca use that it what it feels like...not even as good as the CBR before the fix. You let Nova Knives take out tanks but not a swarm. WTF. Saw this in a PC...5 guys with Nova Knives took out a Proto Tank....REALLY DEVs...get a sense of balance here. That's like a knife takes out a tank but a bazooka can't. And you wonder why this ame is broken....you keep breaking it..... NOW PLEASE FIX IT and give me back that swarm launcher power feeling. But you are a noob You are using a weapon that requires no skill You are using a weapon that require no aim The weapon is more skilled that you Also in the hotfix basic and adv swarms do more base damage, dmg mods are buffed and offset the nerf done to proto, no longer can pilots see if its proto/adv swarms since they all fire 4 missiles, its an overall buff and also your firing animation is quicker with just 4 missiles than 6 so you can fire quicker
1. OP has been around as long as the rest of us. She's among the best support players in the game. She isn't a "slayer" but that doesn't make her a noob. While I understand such behavior to be commonplace among those lacking in balls and spine, you are a fool to attempt to degrade this merc's standing.
2. There's substantially higher risk of harm to user in running swarms than in running HAV or ADS. The swarm user's "easy lock-on weaponry" can't engage from distance; he has to get in close enough to punch the dragon. That involves huge personal risk both before, during and after volleying swarms. And what of the dragon? The dragon feeds at zero risk then scurries off at the first sign of trouble. Should he take damage, he is fully recovered and back to feeding within seconds.
TL;DR HAV / ADS - High Reward / Low Risk Schwarms - Low Reward / High Risk
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Posted - 2014.08.19 14:13:00 -
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Takahiro Kashuken wrote:
1. Gibberish, using a noob weapon so noob, it is the easiest weapon to use in the game and require 0 skill or aim
2. Higher risk but again easiest weapon to use in the game which require 0 aim or skill
3. Nerf vehicles again, lol
4. why dont you use a FG?
5. What range would that be? dont ask for 400m either
1. Positioning and survival require skill, risk, effort and planning. Running away when hit requires none of these. 2. See #1. 3. Yes. Still paying high rewards at low risk; low risk which further mitigated by near-instant recovery times. 4. Because I skilled into Swarms and believe that all weapons should be viable. 5. I'd add 25-50 meters in Delta, and -- if needed -- another 25-50 meters in Echo.
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Posted - 2014.08.19 15:22:00 -
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Takahiro Kashuken wrote:
1. Half the time they are on top of something waiting for the ADS to come around, thats lazyness and do you expect me to hover in front of you while you shoot me down?
2...
3. lol vehicles are easy to destroy, plus you dont even have to deal with any better varients or adv/proto hulls
4. Swarms should be bottom of the AV ladder or if you like you have to guide the missiles by keeping lock on that should stop fire and forget while you happen to be behind a hill but can lock on without looking and fire upwards without losing lock
5. So whats that 250m lock on? Missiles still have 400m range so essentially you want to be able to be in the middle of the map and lock onto everything
Are these arguments or statements?
OK ...
Statements 1 and 3 wrong. Statement 4 is an opinion.
Statement 5 is close. Swarms are presently a death sentence to their user; they shouldn't be. Increase range to 225m in Delta, and -- if necessary -- 250-275m in Echo. Pilots can still run away when hit; Swarms don't kill anything in one clip.
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Posted - 2014.08.19 15:40:00 -
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Takahiro Kashuken wrote:1 is what i see very often, 3 is right and frankly doesnt take much these days to make it next to useless or kill it since it cant defend itself anymore
5 equip a sidearm and you can fire off a 3 rounds in 4seconds and to a tank you wont outrun any swarms only ADS has a chance
Getting off 3 volleys isn't the problem. The problem is how close we have to get to deliver 3 volleys. Where there's a vehicle there is infantry. A swarmer near infantry has low odds of survival.
Let's contrast the above with an HAV or ADS, which can literally sit in or over an enemy position and farm until something shoots expensive shoots back. At which point, it leaves and is fully repaired within seconds.
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Posted - 2014.08.19 16:01:00 -
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Alena Ventrallis wrote:Cody Sietz wrote:Alena Ventrallis wrote:You lost a grand total of 72 damage at the proto level. Cry me a river. While I disagree with the OP, I have to point out that swarms were nerfed over and over again. Swarms could also kill anything in a single magazine with no proficiency. They were insanely op. The Nerf they got in 1.7 was justified. What was not justified was the vehicle buff that came with it.
They overdid it.
It now takes an entire clip of max proficiency proto swarms to kill an unmodified LAV. Further, if the target is moving (most do) you have be within Fine Rifle range to have any chance of landing those 3 volleys.
H0riz0n Unlimit wrote:But no one talks about how OP they are, they can follow you everywhere escaping buildings The dumbest of pilots can outsmart the swarms' tracking system.
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Posted - 2014.08.19 18:38:00 -
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Sgt Kirk wrote:I'm going to agree with Taka on this one.
In this thread I'm basically seeing that people want to use a Swarm Launcher as a Low Risk High reward weapon.
Fact is, that's not good for balance. Swarms are good to keep LAVs away, they are good at keeping Dropships away and they are good at being annoying to HAVs.
You don't see Plasma Cannon guys going around crying that they can't lock onto vehicles and not have to worry about aiming when it comes to vehicles.
You've got a 200 meter lock range, 400 effective range. Maybe they should come out with different Missiles types to help ease this situation.
High Speed Missile Swarms: Longer Range, More Effective Range, Low Guidance, High Speed, Lower Damage.
Direct Penetration type Missiles: Same ranges as now, high guidance, low speed, same damage.
Idk, something like that.
Really I just wanted to say that a low skill, low risk weapon should never weild high gains, ever.
And no, switching to a supply depot when you see a vehicle then firing when the gun says it's ok is not skill
You're way off.
If Swarms were Low Risk / High Reward they would be imbalanced. No one wants that. No one has asked for that.
Swarms are currently extremely High Risk / Low Reward. This is also imbalanced. High Risk / Low Reward isn't OK.
There is a problem here that needs to be fixed. I don't claim to have the only solution, but increasing Swarm Range would help. Doing nothing certainly doesn't help, nor do unattainable suggestions.
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Posted - 2014.08.19 18:44:00 -
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Takahiro Kashuken wrote: So you want swarms to be low risk high reward? do you want vehicles to stop moving when you hit?
Don't put words my mouth. My goal is to see Risk and Reward brought into balance.
What is your goal?
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Posted - 2014.08.19 18:59:00 -
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emtbraincase wrote:solve everyone's problems and just increase the speed the missiles travel (hell even make it a proficiency slot or something). Either way, the faster they get there, the less risk of failed shot, while increasing the chance of hitting the target. Doesn't do any more damage than before, So the ADS isn't in more danger initially, but when they get locked, they have to consider leaving then instead of waiting for that second volley.
Now please explain to why this doesn'/won't work.
EDIT: speed would be faster than an ADS pilot at top speed with an Afterburner. So you can't keep playing Elevator anymore.
Would help. Would not be OP. In favor of Faster Swarm Projectiles.
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Posted - 2014.08.19 20:34:00 -
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Kallas Hallytyr wrote:Adipem Nothi wrote:HAV / ADS - High Reward / Low Risk Schwarms - Low Reward / High Risk
How to Fix HAV / ADS - Nerf recovery, such that when repelled they remain repelled for longer than a few seconds. Schwarms - Buff range, such that the simple act of repelling might not doom the operator. Simply untrue. ADS: a single loss = ISK negative for 1-2 battles. That alone is high risk, and with the many different ways that you can go down in flames ADS is most definitely not low risk. High reward, yeah because you can utterly dominate if the enemy team fails to provide resistance. This is pretty much a cases of one side not looking at it from the other's viewpoint. I do run Swarms (CBR7) and I don't kill many ADSs, but I do get a ton of WP from forcing them to back off.
1. Farm 2. Get Hit 3. Fly Away
Please, help me think of roles with less risk exposure than this. So far I've come up with:
* MCC AFK * Redline Sentinel w/Thales
Are there many others? If not, then the ADS is by definition Lower Risk than other roles.
An item's price does not justify its imbalance.
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Posted - 2014.08.20 16:46:00 -
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Takahiro Kashuken wrote: Says tiercide while infantry has proto suits and we have basic hulls
It is not appropriate to compare units which are vulnerable to everything to units which is vulnerable to very few things.
Even with today's two-vehicle quota and improved installations, ADS+ADS or ADS+HAV or HAV+HAV more often than not result in entirely lopsided Ambush matches.
How much more imbalanced would these matches be with prototype vehicles? How would you account / adjust for creating new imbalance?
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Posted - 2014.08.20 19:22:00 -
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Takahiro Kashuken wrote:Adipem Nothi wrote:Takahiro Kashuken wrote: Says tiercide while infantry has proto suits and we have basic hulls
It is not appropriate to compare infantry (which can be killed by anything) to vehicles (which can be killed by very few things). Even with today's two-vehicle quota and improved installations, ADS+ADS or ADS+HAV or HAV+HAV more often than not result in entirely lopsided Ambush stompathons. How much more imbalanced would these matches be if prototype vehicles were introduced? Assuming better hulls were introduced, how would you account/adjust for worsening balance in an already imbalanced setting? But it is You have a basic suit but can upgrade, vehicle pilots cannot so we are stuck with what we have which now has less slots,mods,turrets,skills,hulls but thats fair infantry say Thats BS and if proto AV was leveled to be against fully proto vehicles then it balances itself out
What's BS is your willingness to break the game to get what you want. If we throw balance out the window, there won't be a game left for Pilots stomp.
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Posted - 2014.08.21 00:50:00 -
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Kallas Hallytyr wrote:
Now, let me clarify my stance: I feel that AV/V balance is in a good place for the most part. I do feel that ADSs can escape Swarm volleys very easily in too many circumstances (and my above points are more about how you think the ADS is some easymode tool.)
Personally, I would like to see regular Swarms increase in speed by about 50%. I would also like to see Assault Swarms become a long range suppression tool for use against DSs: longer lock range, a proportional damage reduction and a further speed increase, plus a travel range increase.
All good points. I agree with your suggested improvements.
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Posted - 2014.08.21 12:35:00 -
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Derpty Derp wrote:Once again balancing around 1 specific build, the build that people use simply because of swarms.
More like, fixing Swarms because they aren't working well. And before you claim they do work well, have another look at the Expert Challenge Results.
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