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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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White-Lion
Molon Labe. General Tso's Alliance
32
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Posted - 2014.11.16 15:52:00 -
[2] - 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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White-Lion
Molon Labe. General Tso's Alliance
32
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Posted - 2014.11.16 16:08:00 -
[3] - 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
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Posted - 2014.11.16 16:11:00 -
[4] - 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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White-Lion
Molon Labe. General Tso's Alliance
33
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Posted - 2014.11.16 16:19:00 -
[5] - 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
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Posted - 2014.11.16 16:24:00 -
[6] - 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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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 17:50:00 -
[7] - 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 -
[8] - 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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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 18:27:00 -
[9] - 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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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 19:06:00 -
[10] - Quote
Pocket Rocket Girl wrote: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
To answer the start of your entry... I'm maxed out on both ADSes
1. It was the intention of CCP to increase the turn speed, so when they fixed all of the bugs, that is one thing that stayed.
2. Lock time is 2.(something) seconds, relock time is 1.05 seconds. Don't go throwing around numbers if they aren't true.
3-4. Maybe you're blind/clueless? I don't know... The fact is that is should be a top priority to fix something like this because it is a very important factor to the game.
5. Exactly, now tell me how long did they fly away for after taking 1 or 2 shots? 30-45seconds... Of sitting in the redline AFTER the turned the mod off. Incubi (Incubuses, incuben, moosen, whatever) don't have that capability even with hardeners or plates, which it should be, but with stacked d mods, inaite damage boost, increased reload speed, +%20 armor damage, swarm prof., etc... All those boost kind of over kill any armor 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 19:12:00 -
[11] - Quote
Vesta Opalus wrote: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.
But that's Asking a better question... Who are you fighting? And how often do you get benched in PC? Cause most of the best corps in Tso's always have a commando on over watch of a point with either a mass driver/rail rifle and proto swarms, that way they have one person covering two roles, which gives an extra person on the ground.
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 19:16:00 -
[12] - Quote
Vesta Opalus wrote:What Im trying to say here is AV sucks ass, and if you're honestly complaining about AV like its worth anything, you need to apply a little thought to how you use your vehicles, because its REALLY easy to avoid being killed.
Poor craftsman blames his tools. If you think AV sucks, you should check the numbers and stats on swarms on MinMandos cause you are pretty misguided...
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 19:20:00 -
[13] - Quote
DUST Fiend wrote: Swarms actually are insanely powerful with effortless damage application, but PC is mostly about infantry holding points. You put on the bare minimum AV, and use AV that can also fight infantry
Thats it
exactly, but commandos can play both the role of AV and overwatch, leaving an opens Slot since you don't have one person for each role, squads can run a better ground team with that extra person.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
40
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Posted - 2014.11.16 19:40:00 -
[14] - Quote
Vesta Opalus wrote:White-Lion wrote:DUST Fiend wrote: Swarms actually are insanely powerful with effortless damage application, but PC is mostly about infantry holding points. You put on the bare minimum AV, and use AV that can also fight infantry
Thats it
exactly, but commandos can play both the role of AV and overwatch, leaving an opens Slot since you don't have one person for each role, squads can run a better ground team with that extra person. I still think swarms are pretty ****, and I think the fact that the only viable swarm platform that everyone points to being one specific suit with some pretty crazy bonuses is not a contradiction that swarms suck, its a confirmation. We never talk about some specific heavy to run forge guns with, or some special scout that makes the shotgun rule. These weapons are largely the same over all suits, and they are all good. The only thing thats even remotely similar are some of the rifle weapons (combat rifle/scrambler especially) which are slightly better on their races' assault suit, but they are still GOOD weapons on every other suit. I dont think the swarm launcher is like that, its just bad, and one specific suit with massive reload and damage bonuses makes it usable. Well we could talk about the CalMando, just add an extra high slot or 2 or the amarr commando, with a slight less balance between damage output and ehp, or the GalMando and why the **** you'd every spec in to it for AV purposes.
No one has been talking about the forge because it is almost the essence of balanced (high damage with trade off of missing + high ehp against a weapon with high damage). No one would be talking about a scout in this thread, check somewhere else. Ok, so the shot gun isnt a bad gun, but when when you put on a cal scout its op, so they NERFED the scout. Reminds you of anything? (pre hot fix alpha)
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
44
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Posted - 2014.11.17 18:33:00 -
[15] - Quote
Either way, I still think swarms are highly unbalanced against armor vehicles to the point that it almost makes them useless. I don't want swarms to be nerfed in to the ground, but I think some rebalancing is needed.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
44
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Posted - 2014.11.17 18:44:00 -
[16] - Quote
DUST Fiend wrote:White-Lion wrote:Either way, I still think swarms are highly unbalanced against armor vehicles to the point that it almost makes them useless. I don't want swarms to be nerfed in to the ground, but I think some rebalancing is needed. I think that they should just remove efficiency and inefficiency until they decide to finally put the rest of the weapons in game I dont care if "because EVE", this is what we have NOW, and its unbalanced
Ehh, that wouldn't work. That would just put all the rifles for example, on the same standard as each other. Making it so the best weapon is the one with the highest dps on the suit with the most ehp.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
44
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Posted - 2014.11.23 05:05:00 -
[17] - Quote
Anarchide wrote:I revendicate the possibility to tie Proximity Explosives to weather ballons to set aerial minefields! Sure, but they have to be glowy-glowy disco balls and constantly keep floating up. I don't want my air space to be crowded ironically.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
45
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Posted - 2014.11.23 05:17:00 -
[18] - Quote
ghy6tr4 wrote:Honestly, OP.....I personally feel like ADS should be worried about AV. I feel like its balanced perfectly.
You ADS pilots want to sit in the sky and be totally untouchable while you rain down missiles upon infantry and you want a fair shake. However, that in of itself is hardly a fair shake. Boots on the ground where its a 50/50 shot each time is much more fair.
So yes, AV SHOULD be over powered....it SHOULD be very hard to ADS if you plan to sit nestled in your little piece of the sky and rack up kills for your KDR.
Fly away little birdie, fly away :D
I (partly) agree with you. I think it should be hard ON BOTH ENDS to kill each other. AV are small targets and the vehicle turrets have short blast radius, which is fair. But swarms get this huge target who get shot by missiles (that are invisible half the time), and auto-lock on to their target and out fly them unless they use, either all or 1/3 third, of their high slots which could be used for something better
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
45
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Posted - 2014.11.23 05:26:00 -
[19] - Quote
Vesta Opalus wrote:Derrith Erador wrote:[quote=Vesta Opalus][quote=White-Lion]Some words Maybe its just that I have a different definition of AV. I want AV to actually be able to kill a vehicle even if its pilot isnt a ******. What I'm trying to get at, which I agree with you on this, is an AV should have the ability to kill a vehicle given some attempt at skill (some work needs to be done to get the kill). But as it stands now, everyone just runs their normal pub fits, but when a vehicle that actually becomes a threat walks in, everyone switches suits and gets that 2-3 second lock and usually gets all 3 shots off before they get out of range. There is no balance to the work that an ads pilot or tank has to go through compared to a swarm user. Forges are bit more balanced IMO because they are slow, but can take damage, slower ROF but high DPS, and there is no place a vehicle can hit that the forge cant shoot right back.
How all ads battles end...
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White-Lion
Molon Labe. General Tso's Alliance
52
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Posted - 2014.11.23 18:46:00 -
[20] - Quote
I just think one of the biggest problems with Swarms is that it takes no "player skill" to operate the weapon efficiently. Like with the forge gun, its not impossible, but its difficult to hit an ads if at range, but at that point the ads is ineffective. But its its easy to hit when up close, but the forge gunner is under constant fire, its a fair trade on both parts.
But for swarms now, its just a point-lock-shoot system, and then there is almost no chance of the missiles missing, even now that the missiles fly just as fast or faster than the ads when its afterburners are running, so that forces the ads use the mod. There is no trade of other than the fact that the swarm user other than the fact that the swarm user is slightly weaker, but that doesn't make up for the previously mentioned key points.
How all ads battles end...
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