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Lazer Fo Cused
Shining Flame Amarr Empire
26
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Posted - 2014.10.18 15:32:00 -
[1] - Quote
1. Broken - Its been updated for killing dropships but every buff for killing air vehicles means it becomes even more efficent for ground vehicles with no ability to escape it
2. Problems - Rendering is a big one and has been around for many months with no fix insight 2a. Missiles tracking the vehicles route which leads to mulitple corners being avoided and not being able to use cover to escape, 2b. Broken lock on and being able to fire while not looking at the vehicle, 2c. Turn speed where the missiles stop dead pull a 270 on the spot and go off at top speed 2d. Speed - Has the acceleration and top speed to catch up to any ground vehicle, no way to escape it and add in other problems they can fire at you without looking at you and the missiles will travel around several corners to still hit you
3. Current AV weapons such as FG excel at killing ground vehicles, PLC with the correct buffs can do the same, RE/Proxies are not used enough but are a viable option, AV nades are support and do help
4. No current Anti air only weapon - PLC is defo a ground weapon, with some aiming yes it can take out DS but generally only if hovering, FG does both
5. Changes to anti air SL 5a. Unable to lock onto ground vehicles 5b. Will stay as a primary weapon 5c. Lock on automatically lost once you look away from the vehicle
6. Possible changes to existing variations of SL 6a. Possible increase in standard lock range 6b. Possible SL variations where lock on range is increased over the standard lock on range but less damage overall for increased lock range 6c. Possible SL variations where missile range is extended over the standard missile range but longer lock on time for increased missile range 6d. Possible SL variations where missile damage is increased at the expense of missile speed 6e. Possible SL variations where lock on is needed at all time to track the missiles to the target, increase missile damage as a result but lock on needed at all time, if lock on is broken missiles blow up
7. Countermeasures 7a. ECM - Disables lock on and if missiles pass through ECM cloud disables missiles 7b. SMART Camo - Makes it harder to lock on vehicle, lock time is increased and evading missiles with cover or aerial manouvers can lose missiles temporarily and have to relock 7c. Temporary cloak - Could be a new vehicle completely with a skill bonus with it for cloak, module itself temporarily cloak vehicle for x amount of time increased with adv/proto modules - Cant cloak when locked on or missiles are in the air, vehicles shimmers like current cloak, cloak as standard has high PG hence why skill attached to vehicle or skill needed to lower costs, SL cannot locked when ship is cloaked
8. Countermeasures must be added 8a. Countermeasures currently are needed as the only viable escape to SL is AB away and with the current increased swarm speed that is even harder to do as they catch up
Anymore? |
Lazer Fo Cused
Shining Flame Amarr Empire
26
|
Posted - 2014.10.18 16:33:00 -
[2] - Quote
Breakin Stuff wrote:Didn't you already make this thread?
1. Back to school with you
2. Extra English classes needed
3. Home tutor aswell required
4. Special needs teacher also required
5. Reading exam required at the end
6. If exam not passed back to step 1 |
Lazer Fo Cused
Shining Flame Amarr Empire
29
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Posted - 2014.10.19 13:21:00 -
[3] - Quote
DDx77 wrote:I see tanks escaping swarms all the time. My swarms to be exact. They run, recover and return. Resume killing. Not to mention if someone is using swarms on you, you can just jump out of your tank in your heavy suit and kill them very easily.
I think you are basing your post on team tactics because if swarms are the only thing killing you, you might deserve to be killed. Team tactics should beat you btw.
By skimming your post one could get the impression you just want to remain stationary and farm kills
I personally feel the lock on for swarms should be optional and we should have the ability to free-fire.
I also feel the tanks armor regen ability should be nerfed by Thor's hammer. I think it should be an extremely slow recovery and I think you should get a major buff to shields or shield regen to compensate. This would not impede a repair tool and (maybe? ) using a logi suit instead of a heavy gives you an advantage.
I think you ideas with 7.countermeasures are very good though & I like the idea of a cloak on vehicles as crazy as that sounds.
You shouldn't have it all though. Again this makes some sense if I can free fire swarms. & I have always thought that because I can switch to a birds eye view and see where your vehicle is, then why can't I always see it on tacnet? You can have a cloak, but I want to be able to see you on tacnet (within some reason) if you are in my killzone when you are not using it. I am basing this on that yes I can hear you but I often feel like tanks somehow sneak up on me. (I know , I do use my eyes, but don't tell me this doesn't happen to you too)
And blah blah blah The end
1. If i escape swarms in a ADS or DS its because im moving at a decent pace already or have already activated an AB before the 1st volley hits, if im it 1st then actiave an AB the other 2 volleys will already hit me due to the 1st hitting means the 2nd volley is in the ait and the 3rd is about to be fired or is leaving the bottle 1a. In a HAV or LAV the mechanics are different, if the vehicle is just poking out of cover then the swarms will hit the cover when the vehicle moves back into it but if the vehicle is in the middle of the road and is away from cover when the swarms are fired they 1st travel to where the vehicle was and then travel to where the vehicle moved to and that can be a 90deg turn left where as if they actually tracked the vehicle they would hit cover 1st 1c. If im in a heavy suit they have to be within 30m, if they are on top of something or 100m away then no i cannot just jump out and kill them, they have to be close to the vehicle and depending when i jump out they are still locking on and firing at the vehicle and tossing av nades
2. Team based tactics is not allowed in this game, i generally encounter this with SL users who want to kill everything with minimal effort 2a. I can use a FG and kill every vehicle out there solo as it stands 2b. It can be easily done with swarms with the current advantages they have with invisible swarms, extreme fast lock on and firing times, broken lock ons, broken tracking etc 2c. I often hear it should only take teamwork for AV when its takes teamwork for vehicles, as it stands it is hard with these basic vehicles to even put on extra turrets and you make yourself even weaker and the small turrets cannot even be that useful for long range fighting and do not even have the range of a FG and hitting a SL user at 150 is pushing it that is if they render 2d. In PC team based tactics are used
3. I only stay still and farm kills if the enemy allow me to but that is in pubs, try PC that tactic
4. Dumbfire swarms - Possibly could be a different variation but i do not think that it should be a mode that you can switch on and off, with FG you can either hold the charge or fire very quickly ie STD FG/AFG
5. Armor regen was active, in EVE it is active and it should have always be active 5a. Shields have always needed a buff, in EVE again they rep passive nonstop, shield extenders also improve regen rate 5b. Would prefer the Pilot suit and remote repairs put back
6. Tacnet/radar is frankly crap, it should work with sig radius but its hit and miss, it can be same when in a vehicle and at the last min and enemy vehicle turns up, i liked having squad sight |
Lazer Fo Cused
Shining Flame Amarr Empire
29
|
Posted - 2014.10.19 13:44:00 -
[4] - Quote
Atiim wrote:None of this contains any justification as to why SLs should be Anti-Air only. It's just a list comprising mostly of things that you don't like about Swarm Launchers (a few of them are blatant fabrications).
I'm 95% sure this is a Takahiro alt so I won't even need to bother going in-detail, as I prefer not to argue with children.
1. Confirmed for not reading it 1a. Easily seen that the SL performs better as an anti air weapon due to no problem with tracking, lock ons, doing 90deg turns around cover due to no cover in the sky, main problem is rendering but sorted out with a lock on mechanism for pilots which i know you are against because kinda of buff or help to a pilot is not allowed 1b. A list of broken mechanics that give the users a big advanatge against pilots and need to be fixed 1c. Blatant fabrications - Yet lists none of them 1d. Does even argue any of the points whatsoever
2. Prefers not to argue with children but prefers to act like a child instead |
Lazer Fo Cused
Shining Flame Amarr Empire
29
|
Posted - 2014.10.19 13:48:00 -
[5] - Quote
Bright Cloud wrote:Uh huh but only if large vehicle turrets can harm only installations+other vehicles and not infantry. Sounds like a equally stupid trade.
1. Swarm missiles do infact hurt infantry, its why it was changed from dumbfire to lock on but also if you do get in the way of missiles they do cause damage
2. Large turrets not hurting infantry has been floated around before and changes to the blaster tried to make that happen or reduce the damage to infantry if shots are random, problem is then tanks are out to fight tanks and to kill infantry small turrets would be needed but also to be buffed and improved which infantry also do not want let alone you can fit on your vehicle without having to gut it |
Lazer Fo Cused
Shining Flame Amarr Empire
35
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Posted - 2014.10.20 13:13:00 -
[6] - Quote
Vulpes Dolosus wrote:There are two serious AV weapons in the game (sorry PLC). You want to make the one +75% of Dust players can use useless against 66% of the vehicles, especially tanks which cause the most grief for infantry?
1. PLC does need a serious buff
2. Swarms are broken more so against ground vehicles than air vehicles
3. Proxies aka Tank mines are severely under used
4. Installations are now a serious threat to ground vehicles
5. Tanks no longer cause as much grief to infantry as previous versions 5a. The railgun requires direct hits to infantry 5b. The missile launcher requires multiple direct hits to some infantry, splash has very little to no effect 5c. The blaster no longer shoots where you aim, the reticle can be red but the shot can go wildly wide and off target, it is a game of luck and has cost me alot of kills, if it was rifle it would be classed as broken because it is random bullet spread 5d. Small turrets mainly do not have the range for engaging AV at distance that is if they can be put on the tank without gimping it completely and also require 2 gunners making it a 3man tank which can still be easily destroyed by a lone AV user |
Lazer Fo Cused
Shining Flame Amarr Empire
35
|
Posted - 2014.10.20 13:21:00 -
[7] - Quote
jace silencerww wrote:
SORRY but CCP will not be bring dumbfire swarms out again. it was a huge problem in closed beta. cloaked scouts now with dumbfire swarms MWHAHAHA that would be funny. so yea dumbfire swarms are out of the game. oh if you don't believe me why do you think the splash range & damage is so very low on swarms. 1 meter blast radius and 19 damage. oh and unless it is a gastun on a cald sent heavy with damage mods a 3 rep tank can sit though 50% of forge guns. btw for a long time the armor regen on tanks was active however the amount of vehicle dust players was a hand full. pilot suit was way too strong when we got a quick look at the bonuses so ccp put it on hold until they can balance it. now for the remote repairs you goy 2-3 tanks with one doing all the damage while the others keep his shields & armor up so again ccp removed it. btw we at one time had team sight but squad sight is a good thing but PC players abuse it a lot. we are lucky to still have it. (I think we do still). but scanners are another good thing but should be team sight plus the intel kill assists.
1. Wall of text
2. Closed beta had dumbfire swarms, they killed infantry alot and they did cry
3. 3 things always seem to destroy an FPS - C4/Cloaks and Snipers but thats also due to the redline and being able to shoot in zones where you are completely safe
4. 3 rep tanks are good for engaging infantry and no a FG will still put a hefty dent into it if not destroy it completely depending on various factors
5. Armor regen was always active, it is active in EVE and it had nothing to do with the players, CCP overhauled the vehicles
6. Pilot suit - The numbers were place holder numbers at best 6a. Infantry cried that hard that all work was stopped on them yet infantry has suits that enable them to do there role more effectively with a wide variety of bonuses, why cant pilots also have a suit that does the same for them?
7. Remote repair vehicles - That is what we call teamwork and required 3 players 7a. Infantry version - 1 sentinal with 2 logi reparing but no one ever complains about that - Double standards from infantry
8. Squad sight no longer exists except when scanners are used then it broadcasts the infomation to the other squad members |
Lazer Fo Cused
Shining Flame Amarr Empire
35
|
Posted - 2014.10.20 13:22:00 -
[8] - Quote
jace silencerww wrote:True Adamance wrote:I don't see why there cannot be an ECM option that increased the lock time per volley on the swarm launcher. Seems like a very balanced ECM suggestion at this present time. do you not remember the murder taxis? that is why. murder lavs would be back.
1. ECM is a viable countermeasure for all vehicles if swarms stay as they are
2. Murder taxi - Jihad jeep - Sandbox in progress, if you dont want murder taxis then remove jihad jeeps |
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