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Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
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Posted - 2014.11.16 19:02:00 -
[31] - Quote
DUST Fiend wrote: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.
Correct, and now: why is that? Do you guys think its because swarms are just so OP that no one would dare use them because they would just have to kill themselves afterward?
Or maybe its because swarms suck ass compared to forge guns and rail tanks?
In fact even forge guns have alot of trouble killing well fit tanks/ADS with a halfway competent pilot. Your aim is just to take the heat off infantry, and theres really nothing else you can do unless the enemy vehicle pilots **** up.
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. |
White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 19:06:00 -
[32] - 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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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1263
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Posted - 2014.11.16 19:06:00 -
[33] - 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.
Were you flying an ADS? Because I can guarantee you that swarms are prevalent in PC, particularly the Min Mando variety. If you haven't seen swarms in PC, you're either not flying an ADS, or you're playing against some misguided opponents.
1.9 Fixes This
Judge Rhadamanthus is my Hero
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1263
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Posted - 2014.11.16 19:08:00 -
[34] - 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.
I don't even...
1.9 Fixes This
Judge Rhadamanthus is my Hero
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2568
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Posted - 2014.11.16 19:10:00 -
[35] - Quote
Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. I really think they should be, at least on Minmandos. They really have little downside over IAFGs.
-Near equal/ greater DPS than a IAFG, though it sacrifices some range
-More reliable damage application (especially against ADS)
-Still have decent offense against infantry
-Carries own ammo
It basically makes up for everything that limits the forge and its only limiting factor is its range (which isn't that bad) and the possibility of losing a few missiles (which mainly happens when a vehicle is trying to escape).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Derrith Erador
Fatal Absolution
3013
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Posted - 2014.11.16 19:11:00 -
[36] - Quote
Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. Wow, that is the biggest load of crap I ever heard.
R&B gets more kinky with every album Still rocking ADS
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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 19:12:00 -
[37] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15086
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Posted - 2014.11.16 19:15:00 -
[38] - Quote
Actually it's because damaged stacked rails are sill OP (2 shot almost any fit before pilot can even respond) and tower forges can also shoot at objectives.
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
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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White-Lion
Molon Labe. General Tso's Alliance
39
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Posted - 2014.11.16 19:16:00 -
[39] - 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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Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
|
Posted - 2014.11.16 19:16:00 -
[40] - Quote
Derrith Erador wrote:Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. Wow, that is the biggest load of crap I ever heard.
Its my experience in PC, sorry buddy.
I'd love to see some actual usage stats from CCP.
In general I find PLC to be virtually useless, swarms to be a minor deterrent, and forge guns to be a major deterrent. The only viable anti vehicle is running a vehicle yourself.
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 ******. |
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
1263
|
Posted - 2014.11.16 19:17:00 -
[41] - Quote
White-Lion wrote: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.
Exactly. It's not rocket science, people. Don't act so surprised.
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 19:20:00 -
[42] - 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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Pvt Numnutz
Prophets of the Velocirapture
1969
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Posted - 2014.11.16 19:24:00 -
[43] - Quote
I find myself watching swarms still doing hard right angles and shouting "THIS! This is exactly what they said wouldn't happen!!!!!" Ugh...
To fix invisible swarms we need an early warning system, long beeps to signify a lock is being acquired and fast beeps to signify missiles are in the air.
Master Skyshark rider
Kaalaka dakka tamer
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
|
Posted - 2014.11.16 19:27:00 -
[44] - Quote
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.
Well, Ive suggested that kind of thing in my corp before, but we havent done anything like that. And Ive never seen it happen.
Ill take your word for it though.
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. |
White-Lion
Molon Labe. General Tso's Alliance
40
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Posted - 2014.11.16 19:40:00 -
[45] - 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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Derrith Erador
Fatal Absolution
3013
|
Posted - 2014.11.16 19:41:00 -
[46] - Quote
Vesta Opalus wrote:Derrith Erador wrote:Vesta Opalus wrote:White-Lion wrote:Some words Fun thought experiment: Why are swarms virtually never used in PC. Wow, that is the biggest load of crap I ever heard. Its my experience in PC, sorry buddy. I'd love to see some actual usage stats from CCP. 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.
R&B gets more kinky with every album Still rocking ADS
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Pocket Rocket Girl
Psygod9
100
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Posted - 2014.11.16 20:06:00 -
[47] - Quote
White-Lion wrote:
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.
1. i dont keep up with every little update CCP does i was just throwing possibilities that i can think of.
2 lock on times are around 3 seconds long, like you might be maxed out on drop ships i am maxed out on swarms and have been doing swarms for as long as i have been playing.
3-4. no its a rendering issue on both ends i have seen it while flying and while swarming, unless i see the drop ship and do nothing but follow it but then again if it poses not initial threat im not going to be a turkey and stare at the sky while troops are coming after me. like i said im not arguing that its not a issue im just telling you my perspective on it.
5. I dont know i move on with my day after they run when i AV, when i pilot its around 30 seconds after taking about 3-4 swarms if i want to push it its around 4-5 but then again there are several factors in play a. i do not know what suit they are using b. what mods they have on said suit c. what swarm launcher they have. I do not know what mods you have but with mine as soon a i use a mod i need to be out ( myron fitting milt after burner, mil scanner, basic light shield recharger, and a mil heavy sheild extender, and 2 AT-1 missile launchers.) i do just fine
when ever i fly i assume that there are multiple swarmers around the map i have seen it happened before ill start at A get swarmed need to bugg out but on my way ill see 2 more swarm vollies from different locations, at times they are grouped together other times its just bad roll of the dice
The Little Girl with the HMG
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Lynn Beck
Delta Vanguard 6
2248
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Posted - 2014.11.16 20:32:00 -
[48] - Quote
Apothecary Za'ki wrote: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 Its 2% per level, with 5% a level to reload.
Thats, 10, and 25 respectively.
Note that most of your damage is done in the first clip, so reload is only for taking on either multiple targets, or for scaring off that triple hardened Gunny that thinks hes invuln to you
That 10% is pretty mediocre by itself, as it hardly drops TTK by a volley, while adding a damage mod or 2 will(when combined)
Also a double damage modded mincommando is fodder for anything that looks at you.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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White-Lion
Molon Labe. General Tso's Alliance
44
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Posted - 2014.11.17 18:33:00 -
[49] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15107
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Posted - 2014.11.17 18:39:00 -
[50] - Quote
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
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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White-Lion
Molon Labe. General Tso's Alliance
44
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Posted - 2014.11.17 18:44:00 -
[51] - 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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DUST Fiend
Onslaught Inc RISE of LEGION
15110
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Posted - 2014.11.18 03:28:00 -
[52] - Quote
White-Lion wrote: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. I just meant for AV. Infantry weapons are even enough, unlike AV whcih is strongly stacked against armor
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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Stupid Blueberry
Hyasyoda Terrestrial Acquisitions Firm
580
|
Posted - 2014.11.18 11:48:00 -
[53] - 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 have a maxed swarm minmando alt and an ads alt. I agree with adjustment to all of thee above except for
2: lock speed and lock box
^This is fine, a high lock speed is needed against large blaster targets.
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5102
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Posted - 2014.11.18 12:14:00 -
[54] - Quote
Oh my god the minmando graces the OP!
TTK on a minmando maxed for damage is the same as a Galassault or amassault maxed for damage.
40 more damage per vilolley, woohoo.
Still takes the same number of misse volleys to kill.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Everything Dies
FUNNY NAME GOES HERE
1083
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Posted - 2014.11.18 13:20:00 -
[55] - 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.
Mike Patton is the greatest singer in music. Proof
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Everything Dies
FUNNY NAME GOES HERE
1083
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Posted - 2014.11.18 13:34:00 -
[56] - 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.
Mike Patton is the greatest singer in music. Proof
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Jack McReady
DUST University Ivy League
1644
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Posted - 2014.11.18 13:37:00 -
[57] - Quote
White-Lion wrote:
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.
dropshops are not meant as easy kills against infantry.
git gud and deal with it.
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DUST Fiend
Onslaught Inc RISE of LEGION
15111
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Posted - 2014.11.18 14:24:00 -
[58] - Quote
Jack McReady wrote:White-Lion wrote:
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.
dropshops are not meant as easy kills against infantry. git gud and deal with it. Swarm user detected
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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Atiim
Heaven's Lost Property Negative-Feedback
13780
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Posted - 2014.11.18 14:36:00 -
[59] - Quote
@Vestpa - I used to be the Swarmer in your PCs before I left, though I would stay in the city and on the side as opposed the sitting on overwatch at the high-ground (high-ground and Swarms don't mix).
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. Which is akin to saying Scrambler Rifles are highly unbalanced against Minmatar Assaults.
Given how Swarm Launchers are designed to be extremely effective against Armor (+20% Armor Damage) yet weak against Shields (-20% Shield Damage), your options are:
1. Accept the fact that Swarms will be extremely effective against you. 2. Stop operating Armored Vehicles 3. Stop operating Vehicles
You aren't entitled to have an Armored hull that isn't weak against Swarms in the same sense that I'm not entitled to an Explosive SL that's effective against Shields.
The 1st Matari Commando
-HAND
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DUST Fiend
Onslaught Inc RISE of LEGION
15111
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Posted - 2014.11.18 14:51:00 -
[60] - Quote
That would be a partly fair argument if we had a full suite of AV weapons, instead of the vast majority being anti armor
That also doesn't address swarms being TOO effective vs Armor
I dont expect you of all people to acknowledge an imbalance that works in your favor, particularly against vehicles, considering your answer is "stop using vehicles". You're notorious for not understanding vehicles, but happily chiming in to get them nerfed at every turn
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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