Everything Dies
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1083
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Posted - 2014.11.18 13:20:00 -
[1] - Quote
Derrith Erador wrote:Clearly your experience doesn't involve flying. No offense, but every PC I've been in has at least 2 swarms trained on me.
I can give you usage stats though. First up is pubs. I recorded this over the course of seven pub matches.
Rail turrets (installations and tanks): 3 Missile tanks: 1 blaster: 2 rail incubus: 1 PLC: 1 Forge: 3 Swarms: 20
I truly wish I was exaggerating, but this is the amount of effort I see into people wanting to kill us vehicle users.
Now onto PC matches: PC usually puts up these AV numbers
rail tanks:1 Forge: 1-2 on average rail incubus: 1 usually swarms: 2-3, and depending on map, 4
Usually, I see more swarms than any other form of AV in PC. Usually, 2 forms of AV are focused on me in any of those. But currently, swarms are the most used.
To be honest, though, you're a well-known pilot; the fact that you run into so much opposition shouldn't come as much of a surprise.
Seeing the name of a pilot on the enemy team will immediately result in my bringing out a rail tank to try and shoot them out of the sky, hopefully before they can set down and place uplinks or begin slaughtering my teammates. I have proto swarms and forges, but they can't compete with the damage output (particularly firing speed) and survivability of a tank.
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Everything Dies
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1083
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Posted - 2014.11.18 13:34:00 -
[2] - Quote
White-Lion wrote: 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.
Can't say that I've noticed a huge difference in turning speed, even after the second adjustment. Perhaps CCP could implement deceleration into the equation, wherein missiles will slow down as they turn?
White-Lion wrote: 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?
Agree that there needs to be an increased delay between shots, so long as it is done in conjunction with an increase to mag size. An extra volley before having to reload would seem fair.
White-Lion wrote: 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.
In my tank, I can sit there and LOOK at the infantry as he fires swarms at me form less than 100m away; I can see the firing animation and hear the swarms, but I'd venture at least 25% of the time the missiles are never visible.
White-Lion wrote: 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.
The game will always suffer if you can't see the enemy that is killing you. Hell, this happens with a sniper rifle at less than 300 meters; an enemy will hack a node and won't appear in my sights until I pass over him two or three times (including heavies.)
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.
The commando class/racial bonus has really thrown off the balance of AV warfare. Combine this with the increase to light weapon damage mod output and minmandos can really put a hurting on any vehicle the enemy tries to throw at them.
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Everything Dies
FUNNY NAME GOES HERE
1087
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Posted - 2014.11.18 20:25:00 -
[3] - Quote
DUST Fiend wrote:That would be a partly fair argument if we had a full suite of AV weapons, instead of the vast majority being anti armor
Painfully true. The tweak made to rail gun damage has all but doomed armor tanking for me; when I run a Maddy, I use a standard turret to keep costs low and accept the fact that I'll likely die before too long. My Ion Cannon Maddy sits in the corner collecting dust (no pun intended!)
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