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Her Nibs
New Age Empire. General Tso's Alliance
129
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Posted - 2014.08.20 20:14:00 -
[61] - Quote
shaman oga wrote:Imo it's fine, after all it's a fire and forget weapon.
Kinda like u
Shoot me or run me over, it becomes personnal.
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Her Nibs
New Age Empire. General Tso's Alliance
129
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Posted - 2014.08.20 20:17:00 -
[62] - Quote
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
Do you have a tank or derp........I have 33m sp I am no noob. I stand in front of tanks, I hunt, I keep my team safe so they can kill clones like u.
Shoot me or run me over, it becomes personnal.
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Her Nibs
New Age Empire. General Tso's Alliance
133
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Posted - 2014.08.20 20:20:00 -
[63] - Quote
Gelan Corbaine wrote:Speed of the missiles definitely need an increase so that Python doesn't out race them by simply circle strafing . Seriously guy didn't even bother to straighten up and burn off . Just made this long circle sideways around the base with his nose pointed towards the ground and they bloody still couldn't keep up with him !!!
I call them Chicken Derps...afraid to go up against 1 tiny female with a swarm launcher.
OOPS, I'm sorry. Did I just blow up your Python
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Kallas Hallytyr
Skullbreakers
720
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Posted - 2014.08.20 22:06:00 -
[64] - Quote
Adipem Nothi wrote: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 role is by definition Lower Risk than other roles.
Risk is more than just risk exposure, its also about what is being exposed. An ADS is the single most expensive piece of gear in the game. If ISK is not a factor, it shouldn't matter how cheap it is; if ISK is a factor, then it should be difficult to destroy. For your list, add in STD Heavies w/ HMG and Shotgun Scouts. Heavies have an enormous pool of HP and an immensely powerful gun; shotgun Scouts have invisibility and an immensely powerful gun.
As far as your list is concerned, that's an incredible simplification: farming is hardly restricted to ADSs, the primary difference is how people respond to their deaths. If one person pulls out a Swarm, the dropship must be wary and quite likely will have a good chance of simply being driven off (if the user has any idea of how to use terrain to their advantage) but equally a good chance of killing the AVer.
Herein lies a big part of the equation: AV gets damage points. You are being rewarded for forcing a vehicle to disengage simply damaging it sufficiently (almost always the second volley will yield WP: if the ADS is farming, then a second volley is most likely going to connect.)
Get hit/fly away: a lot more complicated than most non-Pilots believe. What obstacles (aka, a one hit kill, and if not, then almost certainly a death sentence after you slow/lose a metric shitton of HP...unless you're an Incubus) are nearby? Do you know where the AV hit you from and are you actually disengaging or are you extending the enemy's threat envelope by flying over them? I realise we are talking Swarms here, but a good Forge Gunner will slap a bad pilot out of the sky; that is, those pilots who simply hit AB and hold L1 to shoot straight up.
Then, if I might go back to the first part: 'farming' in an ADS requires a significant investment of time, ISK, SP and personal skill. To learn to fly an ADS is more than just flying in a militia DS then adding shooting. ADSs manoeuvre differently, more reactively and firing without just hovering steady is a skill that takes time and effort to learn.
Honestly, I mean this with the least amount of venom possible, but have you ever tried flying against competent AV players? A good solo AVer will gain a lot of WP from a dropship and a coordinated two/three will hound a Pilot either forcing them into extremely fleeting engagements (aka, not farming) or otherwise bring them down.
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.
Her Nibs wrote:I call them Chicken Derps...afraid to go up against 1 tiny female with a swarm launcher.
I was talking to Pvt Numnutz (another pilot) the other night about why Pilots so quickly retreat. The reason it boils down to is visibility: at 80m, an infantryman is tiny, not much bigger than an inch maybe and this is usually the close engagement range of a dropship; for the Pilot themselves, acquiring an AVer before they launch/engage is unusual, even the Forge glow is only occasionally rendered; the dropship itself takes up a good 20-40% of the screen, reducing visibility, quite often a significant portion directly below the vehicle.
What I am trying to say is that most Pilots are not running because they are dumb and scared to lose their ship at the first sign of trouble, it's because even when prepared for a fight they are often unable to see their enemy. A good pilot will disengage, recharge and reengage from a better angle and specifically looking for the target.
Alt of Halla Murr.
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Adipem Nothi
Nos Nothi
4340
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Posted - 2014.08.21 00:50:00 -
[65] - Quote
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.
Shoot scout with yes.
- Ripley Riley
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Nirwanda Vaughns
426th Infantry
681
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Posted - 2014.08.21 11:51:00 -
[66] - Quote
and also as i've been saying since the swarm nerf/vehicle buff. if we have a slightly lower damage at least give us back the range. even a militia dropship can hit an AB and be out of harms way by time a proto swarm has locked again. or perhaps tweak the skill bonus so those of us at proto levels benefit. hell i'd even take proficiency skill as a lock range bonus over damage if i had too because at the moment vehicles are just too quick to run away from a swarm
Rolling with the punches
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Derpty Derp
Dead Man's Game
324
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Posted - 2014.08.21 12:30:00 -
[67] - Quote
Adipem Nothi wrote: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.
I'd rather see a nerf to the afterburner than a buff to the bugged swarms... Once again balancing around 1 specific build, the build that people use simply because of swarms. |
Adipem Nothi
Nos Nothi
4370
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Posted - 2014.08.21 12:35:00 -
[68] - Quote
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.
Shoot scout with yes.
- Ripley Riley
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