Lazer Fo Cused wrote:
3.Speed - Increased if for ADS which means all ground vehicles cannot escape since they can still go around multiple corners, also ADS cannot escape swarms when in the air with an AB on, top speed is slower than swarms
4.Lock on - You can look at the smallest part of an exposed vehicle and obtain a lock on which happens to be in the middle of the vehicle that cannot be seen- That is broken - You can also then look away from the vehicle and still fire swarms - That is broken, if you look away from the vehicle you should automatically lose lock on
5.Fire & forget - No risk all reward, 3 volleys in less than 4 seconds which fires invisible missiles which can go around mulitple corners and catch up to the fastest vehicle with ease ...
6. Anti air or anti ground - You change it for one side you upset the balance of the other espc since it is a no skill no aim required weapon - The FG can do both because it requires aim, as can the PLC tho it is better as a anti ground weapon, the SL needs to be one or the other and really it would be better as it is more suited to an anti air role
Please consider, that there is a point after which, adding passion or hyperbole to your argument doesn't help; it hurts your argument and your credibility.
ADSs routinely outrun my proto swarms. Not always, but sometimes. Your complaints to the contrary, that ADS "cannot escape swarms... with an AB on..." is simply not true.
You're doing it wrong. Double team them. ADS can't survive against two.I routinely can't get a lock on a vehicle, whether LAV, tank, DS, or ADS, unless far more than the "smallest part" is exposed from cover. Your claims to the contrary simply are not true.
They are true, because you're not a pilot, so you don't see it from my vantage point.You make one good point. Swarms are more effective against ground vehicles than air vehicles. The solution is not to nerf the swarms, it is to buff AV grenades. To the extent this thread seeks an AV grenade buff, I support it. Nothing big, just a small 2 or 3% damage buff to AV nades, until CCP's stats suggest that the AV nades are strong enough. Maybe were already there, but in my anecdotal experience AV nades could be a little bit stronger without becoming OP. Its also possible that I just need to get better at throwing nades.
You mean to tell me 1600 damage per grenade isn't enough? They used to do 2000 a shot against armor. Now it's more like 1750 or 1800 or so. That's really not enough for you? You nearly destroy a Soma or Maddy with 0 shield with just two grenades, that's not enough for you? What will be enough, when they do 3000 base damage and have a seek range of 100m?