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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
|
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. |
|
Vesta Opalus
Bloodline Rebellion Capital Punishment.
183
|
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
|
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
|
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
|
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
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2568
|
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~
|
Derrith Erador
Fatal Absolution
3013
|
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
|
White-Lion
Molon Labe. General Tso's Alliance
39
|
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
|
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
|
White-Lion
Molon Labe. General Tso's Alliance
39
|
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
|
White-Lion
Molon Labe. General Tso's Alliance
39
|
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
|
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
|
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...
|
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
|
Pocket Rocket Girl
Psygod9
100
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Everything Dies
FUNNY NAME GOES HERE
1087
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Posted - 2014.11.18 20:25:00 -
[61] - 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!)
Mike Patton is the greatest singer in music. Proof
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ghy6tr4
Ganking Police Division
3
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Posted - 2014.11.18 20:37:00 -
[62] - Quote
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 |
Anarchide
Greedy Bastards
2641
|
Posted - 2014.11.18 20:40:00 -
[63] - Quote
White-Lion wrote: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. You are smoking crack. Stop. Stop it right now.
Dust Loyalist
Greedy Bastards
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Anarchide
Greedy Bastards
2641
|
Posted - 2014.11.18 20:48:00 -
[64] - Quote
I revendicate the possibility to tie Proximity Explosives to weather ballons to set aerial minefields!
Dust Loyalist
Greedy Bastards
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DUST Fiend
Onslaught Inc RISE of LEGION
15132
|
Posted - 2014.11.18 22:28:00 -
[65] - 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 You don't even have the balls to troll on your main? Get in a dropship and let us show you how bad you are
Bitter Vet extraordinaire, vehicle specialist, sarcastic prick
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Nothing Certain
Bioshock Rejects
1296
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Posted - 2014.11.18 23:57:00 -
[66] - Quote
I honestly don't know what to think, I see lots of complaining by vehicle users on the forums but I see Duna still having a kdr of 100, I see match after match heavily influenced by vehicles and I don't see swarmers racking up 20-1 games, while I see it quite often for vehicles. I've seen the posters in this thread do repeatedly while stating that vehickes aren't viable and every statistic we can get from CCP shows that vehicles are still overperforming. I like where swarms are at. I can kill a tank but they have a realky good shot at killing me, ditto dropships, except the Python which despite the claims I read manage to outrun swarms 90% of the time. I've asked this many times and never got a real answer from pilots, but what metrics should we use to determine balance? Who cries the loudest is not very objective. KDR? along with ISK expended? In my mind, if we are balanced, the investment in AV should pretty much equal the investment in vehicles. 500,000 ISK in an ADS should be requiring 500,000 in swarms to kill. Then KDR (or ships destroyed should match that). That would mean 5 swarms would be consumed for every ADS lost. I would be willing to bet the number of swarms lost is 5 or 6 times that. Pilots know about the swarms that kill them, but not about the many, many, more that don't.
If we are only going to compare the amount of tears each side sheds, let me remind you, us dedicated AV'ers need and want vehicles on the field, we have no interest in eliminating you while vehicle users have no need and no reason to desire our presence. Which side do you think the benefit of the doubt should go to?
Because, that's why.
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White-Lion
Molon Labe. General Tso's Alliance
44
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Posted - 2014.11.23 05:05:00 -
[67] - 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 -
[68] - 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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LUGMOS
YELLOW JESUS EXP FORCE
908
|
Posted - 2014.11.23 05:23:00 -
[69] - 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 THANK YOU!!! I posted this idea a while back, and people said it was stupid and made shields irrelevant. My rebuttal was that armor was irrelevant and an actual burden. I'll add the link when I find it.
Quafe
A question doesn't always have an answer, but a problem does.
Forum Scavenger Prof. V
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White-Lion
Molon Labe. General Tso's Alliance
45
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Posted - 2014.11.23 05:26:00 -
[70] - 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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Atiim
Heaven's Lost Property Negative-Feedback
13901
|
Posted - 2014.11.23 05:36:00 -
[71] - 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 No, it's still a fair (and correct) argument. Armored Vehicles (nor anything Armored) aren't supposed to be effective against Anti-Armor weapons. We could have 50 Anti-Armor AV weapons and that wouldn't change.
DUST Fiend wrote:That also doesn't address swarms being TOO effective vs Armor They're Explosive, which is the highest Anti-Armor profile in this game. Given how they're also extremely weak against Shields, their extreme efficiency against Armor is warranted.
If you feel that their efficiency against Armor needs to be reduced, than their inefficiency against Shields needs to be reduced as well. Otherwise Swarms would become worthless against Shields & Armor.
Not that you wouldn't want that, or that such a proposition would be passed.
DUST Fiend wrote: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 The "stop using vehicles" option wasn't my only answer, but given how the OP seems to be incapable of comprehending the concept of Damage Profiles that may be necessary if he can't select the first two.
The 1st Matari Commando
-HAND
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LUGMOS
YELLOW JESUS EXP FORCE
908
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Posted - 2014.11.23 05:41:00 -
[72] - Quote
Atiim wrote: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 No, it's still a fair (and correct) argument. Armored Vehicles (nor anything Armored) aren't supposed to be effective against Anti-Armor weapons. We could have 50 Anti-Armor AV weapons and that wouldn't change. DUST Fiend wrote:That also doesn't address swarms being TOO effective vs Armor They're Explosive, which is the highest Anti-Armor profile in this game. Given how they're also extremely weak against Shields, their extreme efficiency against Armor is warranted. If you feel that their efficiency against Armor needs to be reduced, than their inefficiency against Shields needs to be reduced as well. Otherwise Swarms would become worthless against Shields & Armor. Not that you wouldn't want that, or that such a proposition would be passed. DUST Fiend wrote: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 The "stop using vehicles" option wasn't my only answer, but given how the OP seems to be incapable of comprehending the concept of Damage Profiles that may be necessary if he can't select the first two. The problem is you selectively answered the problem. How many anti armor weapons that are actually good at AV are there? 100% of them are anti armor, as PLC is ineffective against any competent ADS pilot. The problem is that in an effort to balance Shield oriented vehicles vs swarms, Armor vehicles get epicly shafted to the point of total inferiority. Therefore, a temporary removal of AV damage profiles should be executed until AV parity is met.
Quafe
A question doesn't always have an answer, but a problem does.
Forum Scavenger Prof. V
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Juno Tristan
Obscure Reference
176
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Posted - 2014.11.23 07:13:00 -
[73] - 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.
Can you share your fitting? |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
2567
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Posted - 2014.11.23 10:45:00 -
[74] - Quote
Atiim wrote: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 No, it's still a fair (and correct) argument. Armored Vehicles (nor anything Armored) aren't supposed to be effective against Anti-Armor weapons. We could have 50 Anti-Armor AV weapons and that wouldn't change. DUST Fiend wrote:That also doesn't address swarms being TOO effective vs Armor They're Explosive, which is the highest Anti-Armor profile in this game. Given how they're also extremely weak against Shields, their extreme efficiency against Armor is warranted. If you feel that their efficiency against Armor needs to be reduced, than their inefficiency against Shields needs to be reduced as well. Otherwise Swarms would become worthless against Shields & Armor. Not that you wouldn't want that, or that such a proposition would be passed. DUST Fiend wrote: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 The "stop using vehicles" option wasn't my only answer, but given how the OP seems to be incapable of comprehending the concept of Damage Profiles that may be necessary if he can't select the first two.
Thinking about this - in fairness this is no different from the way Scramblers and laser weapons decimate dropsuit shields.
Its a pity we dont have the eve side stuff of damage profiles for weapons and resistance modules for the vehicles and dropsuits. As any Caldari should know, stacking at least one or more anti-EM is usually a very good call. We don't have those sort of options in DUST
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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White-Lion
Molon Labe. General Tso's Alliance
52
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Posted - 2014.11.23 18:46:00 -
[75] - 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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Kallas Hallytyr
Skullbreakers
997
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Posted - 2014.11.23 19:30:00 -
[76] - Quote
ghy6tr4 wrote:I personally feel like ADS should be worried about AV. I feel like its balanced perfectly. [...] 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. ADS already is worried about AV: the only AV that is ineffective against an adsnis the Plasma Cannon, because of the arc/travel speed. An ADS has to worry about AV every moment - the moment AV is detected basically gives you a 2 or 3 second window to deal with it, die, or run away.
AV should most definitely not be overpowered. Being overpowered would mean vehicles would be worth less a sort of like pre-1.7.
ghy6tr4 wrote: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. No, the majority do not want that and it is idiot AV players like you who talk rubbish. The current imbalance in AV is centred around one thing: the complete ease of use of the most effective AV weapon; Swarm Launchers.
Compared to the next best infantry AV weapon, the Forge Gun, the swarm is leaps and bounds ahead: - no aiming necessary: your lock-on box takes up 70% of the screen - almost guaranteed application: against an ADS there is an incredibly high likelihood of landing every volley you release. - rapid-fire: compared to the FG, you fire almost twice as fast as the AFG and against an ADS you maintain the buffeting impulse effects... - due to the knock back, an ADS attempting to engage has an extremely limited window due to being thrown about. - being a light weapon to the FG's heavy makes the swarm much more flexible: fast on a scout or assault; supported with additional logi equipment; or extremely versatile with a commando.
I respect Forge Gunners and have had several good willed conversations with Forgers who've shot me down, and I respect them because they require skill and sacrifice. A Swarmer has almost every advantage over the Forger except for a somewhat better damage profile. Against a Swarmer I do not feel I have an opportunity to outmanoeuvre them because swarms never miss (well, very, very rarely they do, but it is almost impossible to manufacture unless hugging a building and the Swarmer is at the extent of their lock-on range) such that unless I immediately disengage I am almost guaranteed to lose my ship.
I'm happy to lose my ship, if the other player is actually playing: losing a ship to a Swarmer is pretty hollow. I see no reason why a Swarmer should have such an advantage over both their contemporaries (Forgers) and their opponents.
Nothing Certain wrote:Pilots know about the swarms that kill them, but not about the many, many, more that don't. Truthfully, no pilot knows about any swarms. Even with the minor improvement to rendering swarms still appear out of nowhere, or simply hit you without showing or making a noise at all.
As far as your other questions are concerned, let's look at FGs for a moment: they sacrifice anti-infantry power, having no option to carry another primary weapon unlike the Swarm with the commando; while they have great survivability, FGs reduce the already lowest manoeuvrability of the Sentinel suit further, making FGs easier to be hit, unlike Swarmers which can dance and jig.
The issue is the lack of interaction of the Swarm user: the do very little and get incredible gain. A change to make Swarmers have similar functionality but require actual ability, for example: Possibly having a full auto mode where each missile is launched sequentially (instead of in waves) with the lock requiring continued lone of sight, compensated by damage increases and stuff.
What needs to be done is to make the swarm less simple to operate, such that skill on both sides becomes an actual factor: yes, I can immediately run away as soon as I receive the first volley and it's likely I'll survive, but that's not a fight, that's the Swarmer making 150WP and me going into cooldowns. What we need is an exchange of fires where one person can apply and maintain their skill to win the fight.
Not saying my suggested swarm change is the best idea, it's just an example, but the premise is that swarms are too effective for how little effort they require.
Alt of Halla Murr. Sentinel.
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danthrax martin
Immortal Guides
185
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Posted - 2014.11.23 21:38:00 -
[77] - Quote
Funny, this thread, find I. I cant help it. I play all roles and undestand the interactions between them. What I don't understand is someone who can't pilot or fit their vehicle "correctly" insisting something else is the major problem. Swarms will stay invisible for a reason: you're being hit from below and/or behind
Pro Gal 'mando, Assault, Scout
Pro Sentinel ak.0
Suicidal A/V Moron
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ImIvan
52
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Posted - 2014.11.24 02:40:00 -
[78] - Quote
I'm lost, what's wrong with swarms? I have not had a problem with them, a Python can easily dispatch swarmers, but I feel that my Incubus can't do ****. My ADS can also outrun the third volley of a swarm if I decide to flee.
My Grimses stacking armor reps doesn't have much a problem with swarms, and neither does my Myron.
So, what's wrong with swarms? I think they are in a good spot right now.
Why must you use prototypes?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5269
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Posted - 2014.11.24 07:00:00 -
[79] - Quote
Removing profiles utterly screws pilots who run shields.
Swarms and forges instantly become dearh on a cracker to them.
Removing profiles is a bad idea. Introducing shield cracker AV that isn't solely for the lulz and balancing for THAT so that vehicles can be strong versus opposing profiles and vulnerable to their defense crackers needs to be a thing.
Bluntly AV fights are lopsided. Either you are in a vehicle dealing with utterly incompetent AV which gives you a feeling that all is right or you're dealing with atiim who knows how to set himself just so the odds of you escaping is minimal with swarms. Only a few know how to do that.
Or you're dealibg with someone like me, for whom the forge gun is second nature to the point where if running a vehicles isn't second nature to you, you're about to suck a very expensive loss.
There is very little in between.
But in between involves having laser and plasma AV that actually functions properly vs. Shields and can hit dropships. It is having proper projectile AV to hit tanks in addition to forges.
All vehicles are balanced versus the forge gun because we can't balance shields against an amarr deathbeam laser.
The lack is very teling in the meta because the plasma cannon is hideously unpopular even after the buffs because it's utility vs. Dropships is situational.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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STABBEY
Molon Labe. General Tso's Alliance
524
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Posted - 2014.12.04 00:33:00 -
[80] - Quote
Buff swarms they suck.
Gÿú GÖ¦ Gÿñ Gäó © sç+(¬GÇ+¬)sç+ (-éGîú¦Ç_Gîú¦ü)ßòñ
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15417
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Posted - 2014.12.04 00:48:00 -
[81] - Quote
STABBEY wrote:Buff swarms they suck.
No they actually don't.
A skilled Swarmer will throw out a potential 2025 damage per volley against armour HAV and only 1252 vs Shields.
On a normal suit with say a damage modules that's something like 1540 per volley with Prof 5 and on the Minmatar Commando its more like 1774 unmodified damage.
Perfectly reasonable damage values when you consider that the Swarm Volleys track their targets up to 400m as its on par with railgun level damage.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15417
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Posted - 2014.12.04 00:55:00 -
[82] - Quote
True Adamance wrote:STABBEY wrote:Buff swarms they suck. POOR MATHEMATICS!.
Here's the better stuff
A Minmatar Commando V, with Prof V, and Wyrkomi Swarm Launchers (1x Complex Damage Module used in my Calcs) will deal 394.7 damage per missile.
A Wyrkomi fires 4 missiles.
394.7 x 4 = 1894.6 (more than a prototype Railgun cuz logic) unmodified damage
Vs Armour = 2273.5 per volley Vs Shields = 1515.7 per volley
There we good. Swarm Launchers are damn good when used well.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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KING CHECKMATE
Opus Arcana Covert Intervention
6090
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Posted - 2014.12.04 00:56:00 -
[83] - Quote
Point 3 and 4 are VERY valid.
The other ones are just plain QQ
Amarrian Born. State Patriot.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5371
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Posted - 2014.12.04 02:12:00 -
[84] - Quote
I've got Min Mando 5, Swarms Prof 5 and Reload 5.
You have to be a pretty big homer to not think swarms are OP against dropships. With 2 damage modd you can solo most pub match ADS pilots pretty easily. If there is ANYBODY else with AV of any type out its devastating to any vehicle and any pilot.
AV is very overpowered vs vehicles but I don't believe pubs can handle strong vehicles. As much as I loathe the scout meta currently, the blaster tanks of old made me want to turn my coffee table over.
I wish my avatar was Minmatar.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15427
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Posted - 2014.12.04 02:26:00 -
[85] - Quote
Thor Odinson42 wrote:I've got Min Mando 5, Swarms Prof 5 and Reload 5.
You have to be a pretty big homer to not think swarms are OP against dropships. With 2 damage modd you can solo most pub match ADS pilots pretty easily. If there is ANYBODY else with AV of any type out its devastating to any vehicle and any pilot.
AV is very overpowered vs vehicles but I don't believe pubs can handle strong vehicles. As much as I loathe the scout meta currently, the blaster tanks of old made me want to turn my coffee table over.
Oh come on they were only really OP in 1.7 and before that you had to be damn good at what you did to score highly even with a Blaster HAV.
One thing I don't think Tankers could handle is mobility nerfs to proper tank levels.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Mobius Wyvern
Sky-FIRE
5483
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Posted - 2014.12.04 02:26:00 -
[86] - 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 How many times are we going to have to explain the stacking penalty?
Running two Hardeners does NOT give you an 80% resistance to damage. The Hardeners only effect the percentage that they themselves do not influence, meaning that each successive hardener gives you significantly less "bonus HP".
Running 2 40% Hardeners with stacking penalty on a vehicle without that much HP to begin with is not nearly as powerful as you seem to think. Running a fit like that will basically allow you to survive if you turn and run as fast as you can.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Atiim
Titans of Phoenix
14107
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Posted - 2014.12.04 03:08:00 -
[87] - Quote
Thor Odinson42 wrote:I've got Min Mando 5, Swarms Prof 5 and Reload 5.
You have to be a pretty big homer to not think swarms are OP against dropships. With 2 damage modd you can solo most pub match ADS pilots pretty easily. If there is ANYBODY else with AV of any type out its devastating to any vehicle and any pilot. Or someone who knows what they're talking about.
Any ADS that's piloted with even the slightest lick of comment sense can escape 175m in a period of 5.37s, which is how long it takes to fire 3 volleys (and that's w/o travel time, mind you).
Though given how most Pilots who restrict themselves to Public Contracts are terrible, I do believe your statement. It means absolutely nothing and isn't a justification for anything, but I believe you.
I see no problems with two experienced AVers being "devastating to any vehicle and any pilot".
Thor Odinson42 wrote:AV is very overpowered vs vehicles but I don't believe pubs can handle strong vehicles. As much as I loathe the scout meta currently, the blaster tanks of old made me want to turn my coffee table over. Overpowered against what? LAVs?
Any vehicle in DUST besides the Soma can be survive against any and all AVers provided that you're better at it than the AVer and your fit isn't garbage. Though the Madrugar does struggle against AVers with SLs, but that's the price to pay for using Armor against Explosives.
---
PS:
I do know however, that you also happen to be a PC Player, correct? How about you and I go into a PC against people who aren't scrubs and see how OP those Swarms of yours are?
The 1st Matari Commando
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15435
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Posted - 2014.12.04 03:11:00 -
[88] - Quote
Atiim wrote:Thor Odinson42 wrote:I've got Min Mando 5, Swarms Prof 5 and Reload 5.
You have to be a pretty big homer to not think swarms are OP against dropships. With 2 damage modd you can solo most pub match ADS pilots pretty easily. If there is ANYBODY else with AV of any type out its devastating to any vehicle and any pilot. Or someone who knows what they're talking about. Any ADS that's piloted with even the slightest lick of comment sense can escape 175m in a period of 5.37s, which is how long it takes to fire 3 volleys (and that's w/o travel time, mind you). Though given how most Pilots who restrict themselves to Public Contracts are terrible, I do believe your statement. It means absolutely nothing and isn't a justification for anything, but I believe you. I see no problems with two experienced AVers being "devastating to any vehicle and any pilot". Thor Odinson42 wrote:AV is very overpowered vs vehicles but I don't believe pubs can handle strong vehicles. As much as I loathe the scout meta currently, the blaster tanks of old made me want to turn my coffee table over. Overpowered against what? LAVs? Any vehicle in DUST besides the Soma can be survive against any and all AVers provided that you're better at it than the AVer and your fit isn't garbage. Though the Madrugar does struggle against AVers with SLs, but that's the price to pay for using Armor against Explosives. --- PS: I do know however, that you also happen to be a PC Player, correct? How about you and I go into a PC against people who aren't scrubs and see how OP those Swarms of yours are?
Maddy and Soma roughly have the same EHP values and fitting capacity. Might as well combine the two since armour HAV these days are only used by the criminally insane and extremely masochistic.
TL;DR please get Rattati to let me fix armour HAV!
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5372
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Posted - 2014.12.04 03:54:00 -
[89] - Quote
Atiim wrote:Thor Odinson42 wrote:I've got Min Mando 5, Swarms Prof 5 and Reload 5.
You have to be a pretty big homer to not think swarms are OP against dropships. With 2 damage modd you can solo most pub match ADS pilots pretty easily. If there is ANYBODY else with AV of any type out its devastating to any vehicle and any pilot. Or someone who knows what they're talking about. Any ADS that's piloted with even the slightest lick of comment sense can escape 175m in a period of 5.37s, which is how long it takes to fire 3 volleys (and that's w/o travel time, mind you). Though given how most Pilots who restrict themselves to Public Contracts are terrible, I do believe your statement. It means absolutely nothing and isn't a justification for anything, but I believe you. I see no problems with two experienced AVers being "devastating to any vehicle and any pilot". Thor Odinson42 wrote:AV is very overpowered vs vehicles but I don't believe pubs can handle strong vehicles. As much as I loathe the scout meta currently, the blaster tanks of old made me want to turn my coffee table over. Overpowered against what? LAVs? Any vehicle in DUST besides the Soma can be survive against any and all AVers provided that you're better at it than the AVer and your fit isn't garbage. Though the Madrugar does struggle against AVers with SLs, but that's the price to pay for using Armor against Explosives. --- PS: I do know however, that you also happen to be a PC Player, correct? How about you and I go into a PC against people who aren't scrubs and see how OP those Swarms of yours are?
We could have that talk about all kinds of things. Even at their most OP vehicles were balanced in a PC setting.
The lack of teamwork and unwillingness to spend ISK to win pub matches is an epidemic in Dust.
All I know is that you have to be pretty good with an ADS to kill anyone because of how effective swarms are. Personally I have a hard time seeing targets with my Python, by the time I derp myself into position for some steady shots I'm lucky to get two shots off before I have to bail.
I wish my avatar was Minmatar.
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