White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 18:39:00 -
[1] - Quote
Apothecary Za'ki wrote:my policies will be...
nerf the living heck out of anything that is deemed OP have qsyncing removed from FW bring back corp battles, no isk/sp but league ranks for ++Epeen nerf scouts into the ground buff logi! buff equipment! **** posts daily /FLAMEON
*popcorn* PS. im not actually running, im just seeing what people think of my proposed **** ideas :P
Right, nerf everything deemed OP, except you say this...
White-Lion wrote: As a main ads pilot, I find it difficult to do anything in a match so long as there is a swarm of any kind somewhere on the field. I am gonna try and cover a few of the problems with them and I want to see other peoples opinion on them.
1: Turn speed "nerf"
Recently in one of the hot fixes when all the AV was changed, the swarm launcher got this "nerf". I put it in quotes because in almost every instance where I thought it would be to my advantage, it wasn't. When the missiles are in flight, from what I understand, they fly toward the location you are at at the time, and then repeating that process every few short seconds. The "nerf" cause the missiles to be more likely to fly around any object or terrain that the pilot would use as cover to prevent damage. This means on the downside they have a long flight path, but it doesn't matter cause it'll still go around the object most of the time or catch up to its target by the time he gets safe.
2: lock speed and lock box
After dying a few times from swarms I gave in, I skilled in to swarms and a commando just to see what it is like on the other end of the gun. I was astonished to see that my lock box took up almost half the screen and would auto lock on to anything that was in the box. After I found my target, which would usually be a poor unsuspecting ads, it would take just about 3 seconds to get a lock on and fire, which I think is understandable. But what really got me was the fact that I could get the second lock on before first one hit just about every time, which usually meant I could get the third lock in before they had time to process the fact they were getting shot. Maybe an increased time in between shots?
3. Invisible missiles
I know MANY people have mentioned this before but it is still something that needs to be changed ASAP. During my adventures with the swarm launcher, it occurred to me that most of the time, even if directly under them, the ads wouldn't come back to target his threat after flying away to regenerate some Hp. I figured he either didn't see me as a threat or something like that. But a majority of the times when I was shooting at something like the incubus, something that could usually survive all three rounds of a clip, would try and look for me but due to what I presumed to be the invisible swarm bug, it was near impossible to find me.
4. Rendering
This isn't a bug that only affects swarm infantry, I usually saw, or didn't see I should say, all infantry. When swooping in to fight av infantry who would usually be in one spot up high, i was never able to render their clone by the time I was above them. This meant I would be exposing my dropship to the Av for a longer period of time, especially because after swooping in like a majestic eagle, I would either have to do a slow turn-around or fly away and hope they render earlier next time.
5. Damage application
I didn't get the honor of skilling in to the infamous ads slayer (minmatar commando) but I got a glimpse of it. It's ability to stack not only two complex damage mods, but an explosive AND reload bonus native to the suit, and the swarm launcher prof (I'm not sure if that increases damage or not) plus it can also have a second light weapon such as a mass driver that will get all it's other bonuses to be used against infantry. Not only will it make it almost impossible to work against an ads, but it will decimate LAVs and make tanks run for their lives. I think it needs a bonus like this, but not to this extent of destruct to EVERTHING. I don't know the actual numbers but I know this has the capability to kill any ads within its 3 shots.
I hope this can help balance the battle field in someway. I'd like to hear some other opinions on the subject so leave a reply.
Apothecary Za'ki wrote:
1. they are soo nerfed i gotta be like 10m away from a HAV or else they just seem to orbit the HAV for a while cause they cannot turn hard enough to impact.
2.lockspeed needs to be fast or you lose damage application this can easly be seen on tripple rep maddies when you reload and see all the hp you damaged rep back up.. lock box however can be quite small but also useing a swarm at the time leaves you vulnerable to scout assassinations and snipers and other infantry.
3+4 basically same whine, it stems from lag.. you could turn your graphics down to medium but you may still get invisa-missiles due to lag and time taken to render them, however its nowhere as bad as it used to be.
5.its not the fact minmando can use a whole 2 complex damage mods but the fact it gets like 5% explosive damage per level so thats 25% at 5 not sure if suit dmg bonus effects stacking but i think suit+1 complex =31% and then the next one may only give 4% instead of 6% because of stacking penalties so that would be 35% damage... however im happy with this because commando are slow and fat(large hitbox) and there is the SHORT 175m lock range.
you obviously didnt get the memo..
all ads pilots worth their salt now fly python + shield hardeners to get 80% + resist to swarms so they can just shrug off the swarms as they blap the Swarm users, so yes if you skilled incubus your S.O.L. even if you fit double hardners... you would be -20% on armor +1 hard = 20% resist then stacking penalties for second i assume so that is +35% resist for a 2nd.. maybe +40% for a third [[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
How all ads battles end...
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