Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1119
|
Posted - 2014.08.25 18:39:00 -
[1] - Quote
An increase in the range and a decrease in lock-on time .
Prototype swarms should at least have a decrease in lock-on time or how about making the time decrease as one goes up the tiers .
This should happen along with a range increase .
Some of these things have been asked for in the past and have been ignored as well .
These changes would help those who use this weapon and also make it more efficient .
You would think that CCP would have given the infantry refund that should have been in 1.8.
|
Nirwanda Vaughns
426th Infantry
687
|
Posted - 2014.08.26 10:31:00 -
[2] - Quote
so going back to how they used to be which yes, yes we very much would like the old rnage back lol tbh i'd even be willing to spend sp on another skill to increase lock range by 25m per level make it a 4x skill and i think us serious AV'ers yould be happy
Never argue with an idiot. they bring you down to their level and beat you through experience
|
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1120
|
Posted - 2014.08.26 13:28:00 -
[3] - Quote
Nirwanda Vaughns wrote:so going back to how they used to be which yes, yes we very much would like the old rnage back lol tbh i'd even be willing to spend sp on another skill to increase lock range by 25m per level make it a 4x skill and i think us serious AV'ers yould be happy I would just like 200 or 250 m would be nice but that lock on time has to decrease because that's one of the problems of using swarms while in the middle of hostile fire .
A large rail turret can fire two shots before a swarm can lock and that's just too long to catch a lock to perform a task . While swarming your taking on vehicle counter-fire , assault rifle fire , side arm fire and watching out for heavies and scouts , all the while that your trying to use swarms .. too many counters for such a long time to catch a lock to just fire one volley .
If they want swarms to become more efficient then they need to reduce the lock on times as they climb the tiers or add a skill that one can apply to reduce the lock on time because even with commando's and having another light weapon , the lock on time allows vehicles to avoid the " true " purpose of even equipping swarms .
I'm not looking for an " easy mode " but by far a swarm leaves one the most defenseless while using them , I can shoot two FG blasts with an assault forge before at the same time that one volley leaves a swarm , so why use it when they have so many drawbacks ?
I have prof 3 on my swarms but that lock on time gets me killed more than anything .
Less lock on would lead to more volleys administered and more of a chance to counter fire while taking fire and less of a chance of vehicles leaving the launch radius without taking damage and escaping , I.E. drop ships .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
|
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1446
|
Posted - 2014.08.26 13:40:00 -
[4] - Quote
While, yes, the range nerf from many moons ago still hurts, I can not condone a Swarm buff (Proto Swarms since Uprising. Currently sitting at Prof 4, Ammo and Reload to 4, and dabbling in Fitting Optimization for the lols, oh, and Minmando 5 specifically for Swarms) until they fix rendering.
I was firing swarms at a tank yesterday and my buddy tells me they are completely invisible. As an ADS pilot, I know the sting of invisible swarms. Now with the missile changes, knowing the type of swarm hitting you requires knowing a lot of numbers. Until swarms lose their random invisibility, no more changes (especially range buff).
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
|
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1120
|
Posted - 2014.08.26 13:50:00 -
[5] - Quote
ResistanceGTA wrote:While, yes, the range nerf from many moons ago still hurts, I can not condone a Swarm buff (Proto Swarms since Uprising. Currently sitting at Prof 4, Ammo and Reload to 4, and dabbling in Fitting Optimization for the lols, oh, and Minmando 5 specifically for Swarms) until they fix rendering.
I was firing swarms at a tank yesterday and my buddy tells me they are completely invisible. As an ADS pilot, I know the sting of invisible swarms. Now with the missile changes, knowing the type of swarm hitting you requires knowing a lot of numbers. Until swarms lose their random invisibility, no more changes (especially range buff). I'm not looking for a buff , just more functionality from the tool that is used .
It is by far the weapon with the biggest drawbacks while using it and I would just like it to be more efficient that's all .
Rendering issues are something that plagues this game and has for the longest time and that's CCP choice to deal with that or not , just like glitches , lag and other functional issues .
I just don't see too many clamoring to have these issues addressed without some fanboi coming in and stating how perfect CCP is and that's a problem that we all could live with or the fact in their eyes , that it's not much of a problem .
I'm just trying to make this weapon more efficient that's all .
It does need a range buff as well though to 250 or 200 m .
I fly as well and if we can use what problems that others face as an excuse as to why something needs not be improved , then tankers should have complained about NK's now dealing vehicle damage seeing as how more ground units will face this more than air forces . Ground vehicles have far more weapons that could inflict damage on them than air vehicles and I just don't see a problem with players who specialize in swarms getting better functionality out of what they worked for .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
|
Snake Sellors
Hellstorm Inc General Tso's Alliance
353
|
Posted - 2014.08.26 18:36:00 -
[6] - Quote
I agree it needs more lock on range. or possibly faster projectiles or possibly just a longer tracking distance on the swarms themselves.
it is not right that an ads can literally outrun a swarm salvo, after they were still long enough to get locked onto. |
Monkey MAC
Rough Riders..
3370
|
Posted - 2014.08.26 18:40:00 -
[7] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:An increase in the range and a decrease in lock-on time .
Prototype swarms should at least have a decrease in lock-on time or how about making the time decrease as one goes up the tiers .
This should happen along with a range increase .
Some of these things have been asked for in the past and have been ignored as well .
These changes would help those who use this weapon and also make it more efficient .
Swarm Launcher Operation: -5% Swarm Launcher Lock-on time per level This is sufficent
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
|
|
|
|
Pages: 1 :: [one page] |