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White-Lion
Molon Labe. General Tso's Alliance
30
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Posted - 2014.11.16 15:24:00 -
[1] - Quote
As a main ads pilot, I find it difficult to do anything in a match so long as there is aswarm 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.
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.
How all ads battles end...
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Patrilicus
Trash Bucket
47
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Posted - 2014.11.16 15:42:00 -
[2] - Quote
My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building.
Garbage Day!
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DUST Fiend
Onslaught Inc RISE of LEGION
15078
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Posted - 2014.11.16 15:50:00 -
[3] - Quote
Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough?
@_@
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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White-Lion
Molon Labe. General Tso's Alliance
32
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Posted - 2014.11.16 15:52:00 -
[4] - Quote
Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. Tell him he doesn't have to chase adses down, just being where all the action is is enough bait to keep them coming back.
How all ads battles end...
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Blueprint For Murder
Immortal Guides
296
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Posted - 2014.11.16 15:56:00 -
[5] - Quote
I burn at least one dropship every match and drop with swarms to try to keep enemy pilots off of my uplinks. Swarms will not kill me unless I let them period. Swarms are useless to kill most dropships check your fitting because it takes at least 4 shots on a ads to kill it without a hardener. Even then the only ds downs I get are from a hard landing then swarming before they shoot me to death. Lock on range increase would go a long way to help av no pun intended and I would be fine with a smaller box as a trade off.
The Impossible Dream-Wizard Talk @MMoMerc
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Apothecary Za'ki
Biomass Positive
1901
|
Posted - 2014.11.16 15:57:00 -
[6] - Quote
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. 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]]
All Hail our Lord and Savior CCP RATTATTI o7
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Apothecary Za'ki
Biomass Positive
1901
|
Posted - 2014.11.16 15:58:00 -
[7] - Quote
DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Apothecary Za'ki
Biomass Positive
1901
|
Posted - 2014.11.16 16:00:00 -
[8] - Quote
Blueprint For Murder wrote:I burn at least one dropship every match and drop with swarms to try to keep enemy pilots off of my uplinks. Swarms will not kill me unless I let them period. Swarms are useless to kill most dropships check your fitting because it takes at least 4 shots on a ads to kill it without a hardener. Even then the only ds downs I get are from a hard landing then swarming before they shoot me to death. Lock on range increase would go a long way to help av no pun intended and I would be fine with a slightly smaller box as a trade off. python or incubus?
cause atm python is the only one capable of standing up to swarms with innate resistance to explosive on shields +20% then throw on a hardener 80% and maybe a second one for good measure 95% resist! to swarms!
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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White-Lion
Molon Labe. General Tso's Alliance
32
|
Posted - 2014.11.16 16:08:00 -
[9] - Quote
Apothecary Za'ki wrote:Blueprint For Murder wrote:I burn at least one dropship every match and drop with swarms to try to keep enemy pilots off of my uplinks. Swarms will not kill me unless I let them period. Swarms are useless to kill most dropships check your fitting because it takes at least 4 shots on a ads to kill it without a hardener. Even then the only ds downs I get are from a hard landing then swarming before they shoot me to death. Lock on range increase would go a long way to help av no pun intended and I would be fine with a slightly smaller box as a trade off. python or incubus? cause atm python is the only one capable of standing up to swarms with innate resistance to explosive on shields +20% then throw on a hardener 80% and maybe a second one for good measure 95% resist! to swarms!
I'm maxed on both practiacally. And with the python hardener thing, once they activate their hardener, they will literally have to sit out in the red line until their hardener recharges or they will get completely insta-blaped. Sitting out for roughly 30-45 seconds isn't balanced when considering you fighting an invisible, hard-to-kill, tiny target from the air whose rounds will follow you around buildings.
And the swarms need a lock speed reduce because they don't need that much damage application. You can seriously get 2 locks on to a vehicle before the first one hits. That means you have a garentee 2 hits and a high chance at a 3rd.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
33
|
Posted - 2014.11.16 16:11:00 -
[10] - Quote
Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough Not even close, sure it has the range but the hit box when shooting with a rail turret is so off that it's near impossible at any range. I can see hitting things like snipers and heavies at that range but killing things that really matter is impossible
How all ads battles end...
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Vitantur Nothus
Nos Nothi
270
|
Posted - 2014.11.16 16:17:00 -
[11] - Quote
White-Lion wrote:Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough Not even close, sure it has the range but the hit box when shooting with a rail turret is so off that it's near impossible at any range. I can see hitting things like snipers and heavies at that range but killing things that really matter is impossible
I've popped a number of vehicles using Rail Turrets; you have to lead 'em a 'bit. Also, swarm range of 175m should be extended, but not until the issues behind "invisible swarms" are resolved. |
White-Lion
Molon Labe. General Tso's Alliance
33
|
Posted - 2014.11.16 16:19:00 -
[12] - Quote
Blueprint For Murder wrote:I burn at least one dropship every match and drop with swarms to try to keep enemy pilots off of my uplinks. Swarms will not kill me unless I let them period. Swarms are useless to kill most dropships check your fitting because it takes at least 4 shots on a ads to kill it without a hardener. Even then the only ds downs I get are from a hard landing then swarming before they shoot me to death. Lock on range increase would go a long way to help av no pun intended and I would be fine with a slightly smaller box as a trade off.
My fits are at their max ehp wise, I stack extenders because using a hardener is worthless when you have to sit in the redline for 30-45 seconds every time you get shot. And no, the lock on range is fine as it is. What is no is 175 from the ground, so all you have to do is be near an objective and that ads is completely cut off from that location.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
34
|
Posted - 2014.11.16 16:24:00 -
[13] - Quote
Vitantur Nothus wrote:White-Lion wrote:Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough Not even close, sure it has the range but the hit box when shooting with a rail turret is so off that it's near impossible at any range. I can see hitting things like snipers and heavies at that range but killing things that really matter is impossible I've popped a number of vehicles using Rail Turrets; you have to lead 'em a 'bit. Also, swarm range of 175m should be extended, but not until the issues behind "invisible swarms" are resolved.
Popped a number of vehicles using Rail
Numb of vehicles
Vehicles
a¦á_a¦á
Vehicles aren't the problem, it's infantry that can't be touched by rails.
How all ads battles end...
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DUST Fiend
Onslaught Inc RISE of LEGION
15080
|
Posted - 2014.11.16 16:32:00 -
[14] - Quote
Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough Please share your videos of you killin a swarmer at 175 meters with a front mounted rail turret.....
A gunner may be able to if he's lucky, but most not bad AVers ride around in LAVs
People who want more lock on range for swamrs just out themselves as bad AV players. Everyone knows good AV waits till you're good and close to maximize the time they can deal damage to you. Any good pilot who sees AV coming from a distance will move away. So, git gud
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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XxVEXESxX
63
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Posted - 2014.11.16 16:32:00 -
[15] - Quote
Shield recharger helps to absorb the shot of swarms that will kill you with no afterburner. I've seen ads get away every time but they couldn't engage until their cool-downs were up. If you trade off with your afterburner you now have a shorter downtime and can engage more often but still need to run when swarms are inbound. Also Ive never seen dudes jump from an ads and gun down the swarms before he can fire 4 volleys. Might be a viable tactic that just requires a little bit of effort to play out. Hope this helps.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
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Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
213
|
Posted - 2014.11.16 16:57:00 -
[16] - Quote
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.
I think I know what would help. Making the swarm launcher unuseable in very short ranges close to the tank. Changing range to 165 Reload of five seconds. Changing lock speed to two seconds and the skill will minus 0.20 second so at level five it's one second. Increase pg/cpu to limit damage mod use (The forge gun could really use this, as I once got hit by a forge doing 7250 damage from damage mods)
There is literally no sense for team killing to be possible in any gamemode.
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Kallas Hallytyr
Skullbreakers
966
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Posted - 2014.11.16 17:12:00 -
[17] - Quote
Apothecary Za'ki wrote:cause atm python is the only one capable of standing up to swarms with innate resistance to explosive on shields +20% then throw on a hardener 80% and maybe a second one for good measure 95% resist! to swarms! That's not how resistances work.
Let's assume a swarm missile does 100 damage, for ease of the example. The first resistance is applied (-20% explosive profile): swarm does 80 damage The hardener is applied (-40%) to the remaining value: so 80 x 0.6 = 48 The second hardener (-34.4%: 40 x0.86, stacking penalty): so 48 x 0.65.6 = 31.488 (31.5)
31.5 damage is two hardeners and native resistance to the explosive profile giving 68.5% resistance. Wiyrkomis deal 312 (389.33 MinCom 5 w/ 2 CxDMods) per shot, which, with the 68.5% reduction deals 98.28 (122.64) damage per missile: the first will not break shield regen threshold (102) whereas the MinCom will.
Please stop posting ridiculous numbers for your arguments. Double hardener fits are extremely effective against Swarms, as they should be, but as White Lion has pointed out, they have the downside (a completely reasonable downside) of a hefty cooldown and intense vulnerability during such cooldown.
Apothecary Za'ki wrote:rail ads can stay out above 175m and still get kills if your accurate enough This is a truly stupid statement.
Firstly, staying at that altitude is not nearly as easy as you seem to make out: we have no indicators of height besides distance to objectives and target information readouts. Second, staying steady at such height is difficult due to the lack of reference points. Thirdly, targets at that height are absolutely miniscule, if rendered at all: hitting a target with a railgun at 50m is difficult, but sitting up at 175m+ is nigh impossible for a gunner, let alone the pilot. Finally, hovering up there, attempting to snipe at infantry is an enormous waste of time: if you want to kill infantry from an ADS the missile is infinitely more useful and even if you can hit one of two mercs, what's the point? You're only killing, which is rarely useful on its own.
The Swarm lock-on of 175m is perfectly fine: you can engage targets that are somewhat far away, and any that stray into your immediate (100-120m radius) area can be engaged without concern. Any longer than this and we return to 1.6 and earlier, where we had 400m lock-on Swarmers covering every objective on the map from the redline - in case you don't remember, it was broken as balls.
Swarms have every advantage possible for an AV weapon: range enough to reach any vehicle that is actively engaged in the battle (ie, anything but redline railguns essentially); power enough to cause every vehicle to be concerned (even double hardener fits have to worry, because of the prevalence of Swarms and the short duration of the hardeners); and the complete ease of use provided by lock-on on weaponry, especially when paired with short lock-on times and fast travel speed.
The only balancing factor for Swarms currently is that shield vehicles are inherently resistant to them. And currently, armour vehicles are getting totally shafted by all forms of AV while AVers (primarily Swarmers) complain that shield vehicles are too tough when kitted out to defend against anti-armour AV weapons.
Alt of Halla Murr. Sentinel.
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Henchmen21
Planet Express LLC
1112
|
Posted - 2014.11.16 17:21:00 -
[18] - Quote
Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough
A rail ADS is also nearly useless.
Your game f'ing sucks, but I'll still play it, damn you! Turns out I wont.
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1261
|
Posted - 2014.11.16 17:45:00 -
[19] - Quote
Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough
Your credibility just took a nosedive. By "kills" I hope you mean vehicle destructions. Fly an Incubus for yourself and see how ridiculous hitting infantry at 175 meters is.
1.9 Fixes This
Judge Rhadamanthus is my Hero
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1261
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Posted - 2014.11.16 17:49:00 -
[20] - Quote
Henchmen21 wrote:A rail ADS is also nearly useless.
Oh lord...
1.9 Fixes This
Judge Rhadamanthus is my Hero
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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 17:50:00 -
[21] - Quote
Kallas Hallytyr wrote:Apothecary Za'ki wrote:cause atm python is the only one capable of standing up to swarms with innate resistance to explosive on shields +20% then throw on a hardener 80% and maybe a second one for good measure 95% resist! to swarms! Please stop posting ridiculous numbers for your arguments. Double hardener fits are extremely effective against Swarms, as they should be, but as White Lion has pointed out, they have the downside (a completely reasonable downside) of a hefty cooldown and intense vulnerability during such cooldown. Apothecary Za'ki wrote:rail ads can stay out above 175m and still get kills if your accurate enough This is a truly stupid statement. The Swarm lock-on of 175m is perfectly fine: you can engage targets that are somewhat far away, and any that stray into your immediate (100-120m radius) area can be engaged without concern. Any longer than this and we return to 1.6 and earlier, where we had 400m lock-on Swarmers covering every objective on the map from the redline - in case you don't remember, it was broken as balls. Swarms have every advantage possible for an AV weapon: range enough to reach any vehicle that is actively engaged in the battle (ie, anything but redline railguns essentially); power enough to cause every vehicle to be concerned (even double hardener fits have to worry, because of the prevalence of Swarms and the short duration of the hardeners); and the complete ease of use provided by lock-on on weaponry, especially when paired with short lock-on times and fast travel speed. The only balancing factor for Swarms currently is that shield vehicles are inherently resistant to them. And currently, armour vehicles are getting totally shafted by all forms of AV while AVers (primarily Swarmers) complain that shield vehicles are too tough when kitted out to defend against anti-armour AV weapons.
That's exactly what I've been saying. Thanks for throwing some actual numbers in this topic, really appreciate it.
Anyway, what's even worse is that the crappy excuse for a "balanced nerf" with the turn speed of the missile rounds. I think the only instance that could work is if the added some kind of deplorable chafe or a way to scrub the missiles. But that change they made not only hurts the ads, but every other vehicle.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 18:00:00 -
[22] - Quote
Darth-Carbonite GIO wrote:Henchmen21 wrote:A rail ADS is also nearly useless. Oh lord...
Let's be real for a second. As a maxed out rail/missile incubus user, I think they did need to reduce the RoF of the rail turret. I'm disappointed at how badly they did it but it is manage able. It is not useless, it does what it is suppose to do what it is designed to do. If you want to see useless, run a blaster on ANY ads. But with swarms as they are, the incubus has VERY limited options in how they fight. I think the swarms need to be reduced in damage application, not needed in to the ground persay, but enough to make the incubus a viable flying (slow) tank, because thats what it is suppose to be. Ironically the python is tanking damage more than the incubus is now, at least from swarms that is.
How all ads battles end...
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Derrith Erador
Fatal Absolution
3012
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Posted - 2014.11.16 18:02:00 -
[23] - Quote
Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough You did not just say that...
Fun fact: Small rail turrets lose damage at a certain range (well before 175 meters), so your statement above.... Yeah...
R&B gets more kinky with every album Still rocking ADS
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2557
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Posted - 2014.11.16 18:11:00 -
[24] - Quote
Apothecary Za'ki wrote:DUST Fiend wrote:Patrilicus wrote:My roomate is proto Minmando but he finds that the range on the swarms isn't far enough, it has problems locking on when the dropship is near enemy buildings (cru, supply depot, etc) and that swarms are just too easy to avoid.
I think it is silly that you cant use swarms to destory a neutral building. 175 meter lock with 400 meter travel isn't long enough? @_@ rail ads can stay out above 175m and still get kills if your accurate enough Let me rephrase this:
"You can get a bullseye with a dart +50m away if you throw it hard enough."
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
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Posted - 2014.11.16 18:12:00 -
[25] - Quote
White-Lion wrote:Some words
Fun thought experiment: Why are swarms virtually never used in PC. |
DUST Fiend
Onslaught Inc RISE of LEGION
15084
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Posted - 2014.11.16 18:16:00 -
[26] - Quote
Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. Because damage stacked rail tanks and tower forges take up most AV slots.
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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Kallas Hallytyr
Skullbreakers
971
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Posted - 2014.11.16 18:26:00 -
[27] - Quote
Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. Because reasons? Honestly I don't know: three commandos in a squad make a perfectly legit point holder capable of murdering any vehicle...but PC, as the top end, ultra competitive game mode, is chock full of shotgun scouts and sentinels. Commandos aren't great against a field full of that.
Alt of Halla Murr. Sentinel.
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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 18:27:00 -
[28] - Quote
Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC.
Have you ever been in PC before? They are used with MinMandos as an over watch on an objective .
How all ads battles end...
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Pocket Rocket Girl
Psygod9
99
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Posted - 2014.11.16 18:47:00 -
[29] - Quote
White-Lion wrote:
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.
OK a little background on me first ive been playing since closed beta and the swarm and mass driver were the first things i have spec. into, using on on a min logi ( used for av support and hacking speed). I have always played this game its practically the only game that i play currently, i also use the proto minmando so i can reduce one of the biggest downs sides of the swarm launcher its reload time ( at least it is to me). recently i have speced into Drop ships and i have noticed one thing, The ADS are NOT ment to stay in a hot zone for to long i find i do best when i strafe or when i have ground support, there are times when i get caught off guard or i get really cunty and go " screw these people i can take them on" just to be shot down. where as the STD DS are ment to absorb damage i can actually sit for a bit and take swarm after swarm after swarm but then again i am unable to shoot back and HAVE to rely on my squad to take the AV out ( i still do every thing i can to avoid rail units) i can take about 2-3 forge gun rounds before i have to bugg out.
ok and now to address your supposed issues but there is one thins what ADS or DS do you use if i had to place a bet it would be on a DS, but any ways
1.I have noticed when i swarm that there are times when they will fly into the building while trying to get around as a swarmer, remember when they nerfed the swarm launcher they also nerfed the rail rifle but with 1.9 thoes changes changes got erased. now if they fixed it and changed it back or not i do not know. As a pilot if i am allowed to call my self that, i will notice that i tend to loose swarms as soon as i fly around a building other times i can fly across the map hide behind something and still get pelted by swarms most of the time its they fly into objects rather than go around buildings. 2. The lock on time us fine there is a 3 second lock on time plus a 2 second re-lock time, that is plenty of time to figure out hey i should GTFO most people engage vehicles around the 100m range i try to engage within 75-20m range so there is less travel time and i can choose when would be the optimal time to attack now even if you say that the lock is only 3 seconds you you mean that you cant fly out of the 175 range within 9 seconds? and every pilot has a AB. the lock on box is a bit big but then again it can only target vehicles but then again i didnt make the game
3+4. there has always been a issue with invs-o missiles and pilots not rendering correctly but its the same with the drop ships as well there have been times when i can hear the drop ship but cant find it then ill start to get pelted then still cant find it so i htink its on both ends with the rendering issue, but i can agree that the rendering issue is bad for the pilot
5. LOL really i have seen pythons incubus take swarm after swarm pop on sheild recharger and fly away, i can do it with my myron, with no problem shielded vehicles are the bane of swarm users
The Little Girl with the HMG
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
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Posted - 2014.11.16 18:58:00 -
[30] - Quote
White-Lion wrote:Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. Have you ever been in PC before? They are used with MinMandos as an over watch on an objective .
I've seen a grand total of one commando in PC in the past couple of months, and Im pretty sure he was an idiot because he was wandering around in the open not paying attention. |
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