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Riptalis
Horizons' Edge Proficiency V.
91
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Posted - 2014.11.19 03:17:00 -
[1] - Quote
It's really frustrating when I'm flying around in my Python and suddenly I take massive amounts of damage with a broken hit indicator and no idea where it came from. This has been happening a lot with swarms and forges.
Swarms start disappearing and then they manage to get 2 full volleys and most of the third one. Maybe also implement a more straight shot for swarms? None of this turning hard left and right ****. Give pilots a chance to evade and out-maneuver swarms!
Forges are also shooting invisible presents at you. Can't even see that big ass blue orb; I just deduct a huge portion of my Shield all of a sudden.
Large rail turrets are also kind of the same, yeah you can barely see that **** but **** at least make them bigger or brighter without them vanishing.
Please?
Python pilot
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Bahirae Serugiusu
Vendetta Reactionary Force
273
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Posted - 2014.11.19 03:20:00 -
[2] - Quote
Swarms need to have something done to them definitely. Forges take still like 2-3 shots to kill an ADS and the long charge time and actually needing to aim kind of balances it out. Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot.
The State will always survive.
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hfderrtgvcd
1200
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Posted - 2014.11.19 03:21:00 -
[3] - Quote
Riptalis wrote:It's really frustrating when I'm running around in my dropsuit and suddenly I take massive amounts of damage with a broken hit indicator and no idea where it came from. This has been happening a lot with ADSs.
You can't fight in here! This is the war room.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14800
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Posted - 2014.11.19 03:28:00 -
[4] - Quote
Bahirae Serugiusu wrote:Swarms need to have something done to them definitely. Forges take still like 2-3 shots to kill an ADS and the long charge time and actually needing to aim kind of balances it out. Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot.
Absolutely nothing wrong with Swarm Launchers they aren't all that effective against shield anything with a hardener (roughly 60% resists against explosive damage).
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Atiim
Heaven's Lost Property Negative-Feedback
13806
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Posted - 2014.11.19 03:34:00 -
[5] - Quote
You do have a chance to evade.
The moment the first volley hits you have the ability to zip out of the 175m range with your Afterburner. Not sure why it's such a hard concept to comprehend.
The 1st Matari Commando
-HAND
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danthrax martin
Immortal Guides
182
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Posted - 2014.11.19 03:34:00 -
[6] - Quote
I rather like being under and behind when I swarm most of the time. Maybe add a rearview mirror or look behind option? I pilot also and usually plan for being shot down...
Pro Gal 'mando, Assault, Scout
Pro Sentinel ak.0
Suicidal A/V Moron
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Michael Arck
6055
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Posted - 2014.11.19 03:38:00 -
[7] - Quote
Wait, isn't this regression?
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Bahirae Serugiusu
Vendetta Reactionary Force
273
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Posted - 2014.11.19 03:38:00 -
[8] - Quote
True Adamance wrote:Bahirae Serugiusu wrote:Swarms need to have something done to them definitely. Forges take still like 2-3 shots to kill an ADS and the long charge time and actually needing to aim kind of balances it out. Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot. Absolutely nothing wrong with Swarm Launchers they aren't all that effective against shield anything with a hardener (roughly 60% resists against explosive damage). But should a swarm be everyones go-to weapon for AV instead of the Forge Gun which does require a bit more skill to use then just throwing on a Commando suit and having it as a secondary weapon?
Since Swarms were buffed I don't think I've seen anyone really using Forge Guns for AV and but an obscene amount of Swarms mostly on Minmatar Commandos. I'd think that since Forge Guns have the highest risk and require more skill (AKA Aiming) to use they should be the best option for AV instead of Swarms which are just fire and forget.
The State will always survive.
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Riptalis
Horizons' Edge Proficiency V.
91
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Posted - 2014.11.19 03:44:00 -
[9] - Quote
Atiim wrote:You do have a chance to evade.
The moment the first volley hits you have the ability to zip out of the 175m range with your Afterburner. Not sure why it's such a hard concept to comprehend. 175m? Certainly doesn't seem like it, they still follow me for a very long time.
Python pilot
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14803
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Posted - 2014.11.19 03:45:00 -
[10] - Quote
Bahirae Serugiusu wrote:True Adamance wrote:Bahirae Serugiusu wrote:Swarms need to have something done to them definitely. Forges take still like 2-3 shots to kill an ADS and the long charge time and actually needing to aim kind of balances it out. Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot. Absolutely nothing wrong with Swarm Launchers they aren't all that effective against shield anything with a hardener (roughly 60% resists against explosive damage). But should a swarm be everyones go-to weapon for AV instead of the Forge Gun which does require a bit more skill to use then just throwing on a Commando suit and having it as a secondary weapon? Since Swarms were buffed I don't think I've seen anyone really using Forge Guns for AV and but an obscene amount of Swarms mostly on Minmatar Commandos. I'd think that since Forge Guns have the highest risk and require more skill (AKA Aiming) to use they should be the best option for AV instead of Swarms which are just fire and forget.
It's not like Swarms do a considerable amount of alpha damage or DPS. There really is no comparing Forges to Swarms, both are forms of AV yes, however function in different manner.
Sure I'm rather disparaging about Swarms for the sake of Atiim but I won't discount that Swarms have their own requirements to use effectively. It fundamentally is not a matter of skill = power its a matter of functionality and since skill is a subjective term anyway that no two people will agree on it doesn't much matter.
As for the Commando thing...I though Breaking did a "breakdown" of Min Commando Swarm values and the difference in terms of vehicle HP was negligible..... something like 120 damage per volley all up (30-32 extra damage per missile that hits)
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14803
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Posted - 2014.11.19 03:49:00 -
[11] - Quote
Riptalis wrote:Atiim wrote:You do have a chance to evade.
The moment the first volley hits you have the ability to zip out of the 175m range with your Afterburner. Not sure why it's such a hard concept to comprehend. 175m? Certainly doesn't seem like it, they still follow me for a very long time.
175m is to break lock range.
Missiles travel for 400m under their own propulsion before detonation.
Fair distance by all standards.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Bahirae Serugiusu
Vendetta Reactionary Force
273
|
Posted - 2014.11.19 03:56:00 -
[12] - Quote
True Adamance wrote: 175m is to break lock range.
Missiles travel for 400m under their own propulsion before detonation.
Fair distance by all standards.
Thats they're max distance!? I can't even shoot that far with a freakin' sniper!
The State will always survive.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14805
|
Posted - 2014.11.19 03:58:00 -
[13] - Quote
Bahirae Serugiusu wrote:True Adamance wrote: 175m is to break lock range.
Missiles travel for 400m under their own propulsion before detonation.
Fair distance by all standards.
Thats they're max distance!? I can't even shoot that far with a freakin' sniper!
And my 80GJ Railgun (consuming the power consumed by the UK and France in a year) cannot fire past 500m....... but that's how it's currently balanced.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Atiim
Heaven's Lost Property Negative-Feedback
13806
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Posted - 2014.11.19 04:03:00 -
[14] - Quote
Bahirae Serugiusu wrote: Thats they're max distance!? I can't even shoot that far with a freakin' sniper!
You can shoot farther than 400m that a Sniper Rifle.
Not that the comparison is valid as they have two completely different purposes.
The 1st Matari Commando
-HAND
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Riptalis
Horizons' Edge Proficiency V.
93
|
Posted - 2014.11.19 04:23:00 -
[15] - Quote
True Adamance wrote:Riptalis wrote:Atiim wrote:You do have a chance to evade.
The moment the first volley hits you have the ability to zip out of the 175m range with your Afterburner. Not sure why it's such a hard concept to comprehend. 175m? Certainly doesn't seem like it, they still follow me for a very long time. 175m is to break lock range. Missiles travel for 400m under their own propulsion before detonation. Fair distance by all standards. Fair distance? I can't even out-run them with my AB.
Python pilot
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Kallas Hallytyr
Skullbreakers
980
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Posted - 2014.11.19 04:23:00 -
[16] - Quote
The only thing needed is a lock-on warning for Swarms. FGs need to be aimed, and railguns have their blind spot. Swarms have nothing difficult about them: lock-on and fire three volleys before the dropship can react.
Simply knowing that swarms are inbound would be something to let us know that we're going to take a ton of damage, even if the swarms or user don't render, it would tell us that damage is incoming and we'd get to choose whether we get to fight or run...instead of just get hit -> forced to run immediately.
@True Adamance: swarms actually do have a fairly hefty alpha, while it isn't FG levels, the DPS is roughly equivalent due to the very short time between volleys and especially due to the application of damage (ie, lock-on and auto-track meaning almost no misses.)
@Atiim: yes, you can activate AB and run immediately upon receipt of the first volley (and by immediately you mean about 0.5-1s to actually begin moving) but by that time the third volley is already being locked on and will be launched before you're out of 175m, unless they engaged you at long distance...which probably means that the third volley is already airborne.
There's always been the, "but they always get to choose" argument trotted out by swarmers,which is somewhat true, it then there is the point that Swarmers will, 90% of the time get the first strike, and with it an enormous advantage in a particular fight. I'm serious though: a lock-on warning would do so much to stop Swarms being the be-all end-all AV weapon of choice and make FGs much more attractive as an AV choice.
Alt of Halla Murr. Sentinel.
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Hakyou Brutor
Capital Acquisitions LLC
1616
|
Posted - 2014.11.19 04:35:00 -
[17] - Quote
no no no, it's ADS that's the problem.
ADS needs a bit more HP buffer and more maneuverability.
also, CCP fix invisible swarms.
Knight Soiaire = my bae
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BONERBOMB TIGBITTIES
THE BONERBOMBS
45
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Posted - 2014.11.19 05:13:00 -
[18] - Quote
True Adamance wrote:Bahirae Serugiusu wrote:True Adamance wrote: 175m is to break lock range.
Missiles travel for 400m under their own propulsion before detonation.
Fair distance by all standards.
Thats they're max distance!? I can't even shoot that far with a freakin' sniper! And my 80GJ Railgun (consuming the power consumed by the UK and France in a year) cannot fire past 500m....... but that's how it's currently balanced. Rails are good at 300m none of that 500+ cross map redline camping horseshit. Swarms are also horseshit. The turn angle barely got touched and they still travel around 90 degree corners and around bends and hills. And really the lock on range should be lowered if you can sit on your ass beside a nanohive with 2 swarms equipped on a minmando at 150m. And 400m is cross map distance for most of the maps. So unless your running a double shield hardener or a triple rep madrugar you won't get away from swarms
I enjoy beverage
I manage beverage
But mostly enjoy beverage
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SgtMajSquish MLBJ
Consolidated Dust
218
|
Posted - 2014.11.19 06:15:00 -
[19] - Quote
True Adamance wrote:Bahirae Serugiusu wrote:Swarms need to have something done to them definitely. Forges take still like 2-3 shots to kill an ADS and the long charge time and actually needing to aim kind of balances it out. Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot. Absolutely nothing wrong with Swarm Launchers they aren't all that effective against shield anything with a hardener (roughly 60% resists against explosive damage). says someone who probably has nothing to do with vehicles
Pffft....... Proto Suits lol
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SgtMajSquish MLBJ
Consolidated Dust
219
|
Posted - 2014.11.19 06:20:00 -
[20] - Quote
I am in favor of the lock on warning but i also believe that you shouldnt be able to fire off a second volley until the first has hit its target. Had to pull the scanner out of my DS in exchange for a afterburner cause of this shite
Pffft....... Proto Suits lol
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Lupus Wolf
Minmatar Republic
45
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Posted - 2014.11.19 06:30:00 -
[21] - Quote
Hakyou Brutor wrote:no no no, it's ADS that's the problem.
ADS needs a bit more HP buffer and more maneuverability.
also, CCP fix invisible swarms. Maneuverability is okay, swarm missiles' paths need to be more fluid and not *Straight* *turn* *straight* *turn* so the dropship could actually avoid at least some of them.
Another thing that could work is flares. Add flares that have cooldown like a shield booster, that you can fire at will. It'll sacrifice fitting space for the ability to avoid one volley of swarms.
Sky whale mating rituals!!
Go home Damage Indicator, you're drunk
Good, good... let the nanites flow through you
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Apothecary Za'ki
Biomass Positive
2007
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Posted - 2014.11.19 06:36:00 -
[22] - Quote
Riptalis wrote:It's really frustrating when I'm flying around in my Python and suddenly I take massive amounts of damage with a broken hit indicator and no idea where it came from. This has been happening a lot with swarms and forges.
Swarms start disappearing and then they manage to get 2 full volleys and most of the third one. Maybe also implement a more straight shot for swarms? None of this turning hard left and right ****. Give pilots a chance to evade and out-maneuver swarms!
Forges are also shooting invisible presents at you. Can't even see that big ass blue orb; I just deduct a huge portion of my Shield all of a sudden.
Large rail turrets are also kind of the same, yeah you can barely see that **** but **** at least make them bigger or brighter without them vanishing.
Please? swarms are fine, you just dnt have enough sp into hardeners as a python can get like 80% resist to swarms and just OPEN YOUR FREEKING EYES!
if you cannto find the culpret back off and get a squad mate to run a sweep/scan or better yet.. raise your ewar skills to 5 for range and presision and use a cal scout.. that way you have innate 100ish meter passive scan around yoru ship so you can see EVERYONE... i know all this and im not even an ads pilot.. get some sp and/or git gud.
[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Lupus Wolf
Minmatar Republic
45
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Posted - 2014.11.19 06:38:00 -
[23] - Quote
Riptalis wrote:It's really frustrating when I'm flying around in my Python and suddenly I take massive amounts of damage with a broken hit indicator and no idea where it came from. This has been happening a lot with swarms and forges.
Swarms start disappearing and then they manage to get 2 full volleys and most of the third one. Maybe also implement a more straight shot for swarms? None of this turning hard left and right ****. Give pilots a chance to evade and out-maneuver swarms!
Forges are also shooting invisible presents at you. Can't even see that big ass blue orb; I just deduct a huge portion of my Shield all of a sudden.
Large rail turrets are also kind of the same, yeah you can barely see that **** but **** at least make them bigger or brighter without them vanishing.
Please? What you should do is use a militia rail tank to destroy the installations. This will take a few minutes, but it's worth it. Then destroy any supply depot so infantry can't switch to their AV fits.
Actually... they'll probably kill you before you can do this...
Get good at tanking and get a gunnlogi. lol.
Biggest thing: Don't make the mistake of staying in the same place too long (Applies for all vehicles). Aiming can be hard, especially when they don't freaking render, but never hover in the same spot. That's just begging for death.
Sky whale mating rituals!!
Go home Damage Indicator, you're drunk
Good, good... let the nanites flow through you
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Lupus Wolf
Minmatar Republic
45
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Posted - 2014.11.19 06:40:00 -
[24] - Quote
Apothecary Za'ki wrote:aise your ewar skills to 5 for range and presision and use a cal scout.. that way you have innate 100ish meter passive scan around yoru ship so you can see EVERYONE... i know all this and im not even an ads pilot.. get some sp and/or git gud. Your dropsuit EWAR doesn't apply when you're in a dropship.
Sky whale mating rituals!!
Go home Damage Indicator, you're drunk
Good, good... let the nanites flow through you
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SgtMajSquish MLBJ
Consolidated Dust
221
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Posted - 2014.11.19 06:41:00 -
[25] - Quote
ahahahaha shut up if you dont use a DS. Forges and Rail turrets are fine imo there is something definitely wrong with swarms. If i have been hit with one volley, i might have already been hit with three. that shouldn't be happening. if this is going to stay like this then they should reduce the cost of dropship frames. Or make them ridiculously powerful again and as crazy expensive
Pffft....... Proto Suits lol
Adv Omni Merc is the way to go
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Pvt Numnutz
Prophets of the Velocirapture
1975
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Posted - 2014.11.19 06:52:00 -
[26] - Quote
I've said it before and I'll say it again, pilots need an early warning system for swarms. Forge guns are fine, rail tanks need to come out of the redline.
Master Skyshark rider
Kaalaka dakka tamer
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Pvt Numnutz
Prophets of the Velocirapture
1975
|
Posted - 2014.11.19 06:54:00 -
[27] - Quote
Bahirae Serugiusu wrote:Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot. Not in the redline they don't...
Master Skyshark rider
Kaalaka dakka tamer
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SgtMajSquish MLBJ
Consolidated Dust
221
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Posted - 2014.11.19 06:55:00 -
[28] - Quote
Pvt Numnutz wrote:I've said it before and I'll say it again, pilots need an early warning system for swarms. Forge guns are fine, rail tanks need to come out of the redline. the moment you start locking onto me i should know. come on, we have the technology.
Pffft....... Proto Suits lol
Adv Omni Merc is the way to go
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Lupus Wolf
Minmatar Republic
45
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Posted - 2014.11.19 06:57:00 -
[29] - Quote
SgtMajSquish MLBJ wrote:ahahahaha shut up if you dont use a DS. Forges and Rail turrets are fine imo there is something definitely wrong with swarms. If i have been hit with one volley, i might have already been hit with three. that shouldn't be happening. if this is going to stay like this then they should reduce the cost of dropship frames. Or make them ridiculously powerful again and as crazy expensive Being rude won't get you anywhere.
My biggest problem is things not rendering. Sound included. It's improved a bit since the update, but it's still a giant hindrance. (*cough* Dust being on the PC would easily fix this *cough*)
Another thing is just that the mere fact you're is in an ADS means someone is bound to dedicate the rest of the match to killing you. Yeah you can say this for all classes, but if you're in a vehicle, you're basically saying "HEY, LOOK AT ME!!" and everyone know's you're there, especially if you get a kill. The next thing you know, there's 2 swarmers and a forge and you don't even have a chance to find them. Normally when I dropship, I get swarmed within 5 minutes of being in the air. If i'm in an ADS, it's closer to 2 minutes. I know this is always gonna be, just like if the enemy team is spamming heavies, the go-to answer is dampened scouts with remotes, but vehicle users have it bad considering the majority of players only do the infantry game.
Sky whale mating rituals!!
Go home Damage Indicator, you're drunk
Good, good... let the nanites flow through you
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SgtMajSquish MLBJ
Consolidated Dust
221
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Posted - 2014.11.19 07:02:00 -
[30] - Quote
my bad. too many stupid 'elites' for one night.
i know that there will be swarms and forges when a vehicle comes out, however the time that swarms fire volley after volley almost look like one extended shot. slow it down
Pffft....... Proto Suits lol
Adv Omni Merc is the way to go
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Jack McReady
DUST University Ivy League
1647
|
Posted - 2014.11.19 09:04:00 -
[31] - Quote
my dropship can take 3 swarm volleys and survive with no problem. plenty of time to get out of lock range. |
Ryme Intrinseca
Dead Man's Game RUST415
2044
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Posted - 2014.11.19 11:15:00 -
[32] - Quote
Atiim wrote:You do have a chance to evade.
The moment the first volley hits you have the ability to zip out of the 175m range with your Afterburner. Not sure why it's such a hard concept to comprehend. Exactly. It's like having a get out of jail free card, AKA afterburner, isn't enough for some people. What else do they need, the 'IGN Get The Hell Out of Dodge Walkthrough'? |
Echo 1991
WarRavens Capital Punishment.
575
|
Posted - 2014.11.19 11:22:00 -
[33] - Quote
SgtMajSquish MLBJ wrote:True Adamance wrote:Bahirae Serugiusu wrote:Swarms need to have something done to them definitely. Forges take still like 2-3 shots to kill an ADS and the long charge time and actually needing to aim kind of balances it out. Large Rail Turrets have a MASSSSSSIVVVEEEE blindspot. Absolutely nothing wrong with Swarm Launchers they aren't all that effective against shield anything with a hardener (roughly 60% resists against explosive damage). says someone who probably has nothing to do with vehicles I hope you're not talking about true. He's been using tanks forever. |
Echo 1991
WarRavens Capital Punishment.
575
|
Posted - 2014.11.19 11:30:00 -
[34] - Quote
Anyway. Aside from not rendering properly, there is nothing wrong with swarms. They have only received 2 slight buffs, one to acceleration and another to the damage of std and ADV variants. If you choose not to fit your ADS to get out of danger or to tank the damage (incubi have trouble but it is an explosive weapon) its your own fault. Don't just fly up thinking they can't hit me here. Fly away and around things. |
Jack Boost
Zarena Family
502
|
Posted - 2014.11.19 11:50:00 -
[35] - Quote
Anyone using vehicles are in 'god mode' If you still complain - I dont see! Cost! etc. time to rescale your point of view
There is no problem with swarm/forge/rail (I dont see from where it hit). These weapons are nerfed enough vs vehicles. 175m to lock target is like - Why I use this? And forge is to slow for this too.
I see enough good pilots that can fly around all match and dont die (even in PC).
If you need 'SEE' targets ... just exploit actual build - no need for more features (look scout as pilot threads) If you have problem with 2-3 team of AV... you are still at better position then inantry solo vs team at ground - and this costs more then your vehicles. If you have problem with 1 AV ... no coments.
Sincerely yours AV J.B.
Not much time left...
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Sev Alcatraz
691
|
Posted - 2014.11.19 12:13:00 -
[36] - Quote
I was playing AFW with a qsync tream and my self and another tanker experienced invisible swarms, we were side by side laying down fire and had green berries behind us and we both suddenly exploded from 1 squad of commando swarmed a on a roof, we saw nothing comeing and our squads saw nothing, just 2 tanks suddenly explode and swarms in the kill feed, no warning to, noting nust silane then fire and death
Disgruntled vet
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Tesfa Alem
Death by Disassociation
414
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Posted - 2014.11.19 12:13:00 -
[37] - Quote
Echo 1991 wrote:Anyway. Aside from not rendering properly, there is nothing wrong with swarms. They have only received 2 slight buffs, one to acceleration and another to the damage of std and ADV variants. If you choose not to fit your ADS to get out of danger or to tank the damage (incubi have trouble but it is an explosive weapon) its your own fault. Don't just fly up thinking they can't hit me here. Fly away and around things.
^^ very bad advice.
First you cant out turn swarms.
Second, Turning means losing speed, swarms do not lose speed whilst turning, and you're only hope is to reach 175 m before the thid lock. If that third volley is in the air, anything not shield tanked is dead. If you run into two swarmers, sad day for the pilot, you are now dead, 4 will certainly hit with the 5th and 6th volleys ready to be let loose.
The only way to avoid more than two swarm hits in a dropship ATM is to strafe at top speed and keep on going past the swarmer in question. One volley will surely hit you on the initial run and the second will catch up to you and hit you as you pull away.
If your lucky, you might nail that uplink or hive. If you're unlucky, and theres any sort of AV other than the only one you are aware of, bye bye dropship.
This of course, is well and truly balanced.
Redline for Thee, but no Redline for Me.
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Echo 1991
WarRavens Capital Punishment.
575
|
Posted - 2014.11.19 12:21:00 -
[38] - Quote
If the swarm isn't close to you and you go around a building, the swarms will hit the building. |
Riptalis
Horizons' Edge Proficiency V.
94
|
Posted - 2014.11.19 14:34:00 -
[39] - Quote
Apothecary Za'ki wrote:Riptalis wrote:It's really frustrating when I'm flying around in my Python and suddenly I take massive amounts of damage with a broken hit indicator and no idea where it came from. This has been happening a lot with swarms and forges.
Swarms start disappearing and then they manage to get 2 full volleys and most of the third one. Maybe also implement a more straight shot for swarms? None of this turning hard left and right ****. Give pilots a chance to evade and out-maneuver swarms!
Forges are also shooting invisible presents at you. Can't even see that big ass blue orb; I just deduct a huge portion of my Shield all of a sudden.
Large rail turrets are also kind of the same, yeah you can barely see that **** but **** at least make them bigger or brighter without them vanishing.
Please? swarms are fine, you just dnt have enough sp into hardeners as a python can get like 80% resist to swarms and just OPEN YOUR FREEKING EYES! if you cannto find the culpret back off and get a squad mate to run a sweep/scan or better yet.. raise your ewar skills to 5 for range and presision and use a cal scout.. that way you have innate 100ish meter passive scan around yoru ship so you can see EVERYONE... i know all this and im not even an ads pilot.. get some sp and/or git gud. I have my eyes open almost all the time when playing games, especially when flying. It's not that I'm not looking for them, because I'm always looking for those ***** it's that they're invisible and do not render quickly enough. I've been flying for a long time now I think I know what I'm doing, or at least I have way more experience than someone who doesn't even Python. I don't know why you said to get more SP because I've invested millions of SP into ADS, more than tanks, and I still don't feel like I'm getting for what it's truly worth.
Python pilot
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Riptalis
Horizons' Edge Proficiency V.
94
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Posted - 2014.11.19 14:46:00 -
[40] - Quote
Echo 1991 wrote:Anyway. Aside from not rendering properly, there is nothing wrong with swarms. They have only received 2 slight buffs, one to acceleration and another to the damage of std and ADV variants. If you choose not to fit your ADS to get out of danger or to tank the damage (incubi have trouble but it is an explosive weapon) its your own fault. Don't just fly up thinking they can't hit me here. Fly away and around things. "Around things". Ha! And if you think you can outrun swarms, you're wrong, even with AB you really can't run fast enough.
Python pilot
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Riptalis
Horizons' Edge Proficiency V.
94
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Posted - 2014.11.19 14:48:00 -
[41] - Quote
Sev Alcatraz wrote:I was playing AFW with a qsync tream and my self and another tanker experienced invisible swarms, we were side by side laying down fire and had green berries behind us and we both suddenly exploded from 1 squad of commando swarmed a on a roof, we saw nothing comeing and our squads saw nothing, just 2 tanks suddenly explode and swarms in the kill feed, no warning to, noting nust silane then fire and death Exactly my point.
Python pilot
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Riptalis
Horizons' Edge Proficiency V.
94
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Posted - 2014.11.19 14:52:00 -
[42] - Quote
Jack Boost wrote:Anyone using vehicles are in 'god mode' If you still complain - I dont see! Cost! etc. time to rescale your point of view
There is no problem with swarm/forge/rail (I dont see from where it hit). These weapons are nerfed enough vs vehicles. 175m to lock target is like - Why I use this? And forge is to slow for this too.
I see enough good pilots that can fly around all match and dont die (even in PC).
If you need 'SEE' targets ... just exploit actual build - no need for more features (look scout as pilot threads) If you have problem with 2-3 team of AV... you are still at better position then inantry solo vs team at ground - and this costs more then your vehicles. If you have problem with 1 AV ... no coments.
Sincerely yours AV J.B. Invisible swarms and forges are not a problem?
Python pilot
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Nonoriri ko
Onikanabo Brigade Caldari State
9
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Posted - 2014.11.19 15:38:00 -
[43] - Quote
Hi there I'm a rank 5 swarm person. I also fly a lot of ads and dropship. So I know both sides of the coin.
Turn your volume up. When swarms go up, you hear a whoooooosshhhh no matter where its coming from. You don't have to wait until the first hit to hit afterburners and run. Soon as you hear the whooooosshhh afterburner and run. Its like the noise from a vehicle being called in, can be heard from anywhere on map. Learn to know this sound by nature/reflex.
Another strategy is not to go up, but down! Instead off flying high into the sky, with no obstacles for the swarms. Fly down, a tall hill, or crate between you and swarms will cause them not to hit you. Those big gray crate or even behind a supply depot can save you. Just don't crash into the ground yourself.
Another tip, although extreme, works. The default hard drive for ps3 sucks. it is 5200 rpm. You can buy an SSD for your ps3 and things will render super fast. You don't even notice they render, like you turn and everything is already there. You can always use the ssd later on a computer or whatever, since i know buying a ssd just for dust sounds stupid. I did this with final fantasy 14, things loaded so slowly and 3/4 of things never rendered onscreen. But i got a cheap $70 ssd on a sale, and the difference was so noticeable. It works the same here, have no rendering issues with a ssd.
It sucks even more with the "improved" rendering they did with 1.9. I noticed what they did is delayed the renderings of certain graphics. It is most noticeable when you are in a ship and fly super fast to one of those glowing reactors. The graphics for the glowy stuff don't become fully visible for a long time. What i'm saying is CCP delayed the rendering of stuff to improve frame rates and lag. Which goes against you wanting swarms/forges to render faster.
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Joel II X
Bacon with a bottle of Quafe
4628
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Posted - 2014.11.19 17:17:00 -
[44] - Quote
Bahirae Serugiusu wrote:True Adamance wrote: 175m is to break lock range.
Missiles travel for 400m under their own propulsion before detonation.
Fair distance by all standards.
Thats they're max distance!? I can't even shoot that far with a freakin' sniper! That's their max lock-on range. The swarms travel for 400m.
The snipers have a max range of 350m, 400m, and 450m. |
Riptalis
Horizons' Edge Proficiency V.
94
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Posted - 2014.11.19 17:59:00 -
[45] - Quote
Nonoriri ko wrote:Hi there I'm a rank 5 swarm person. I also fly a lot of ads and dropship. So I know both sides of the coin. Turn your volume up. When swarms go up, you hear a whoooooosshhhh no matter where its coming from. You don't have to wait until the first hit to hit afterburners and run. Soon as you hear the whooooosshhh afterburner and run. Its like the noise from a vehicle being called in, can be heard from anywhere on map. Learn to know this sound by nature/reflex. Another strategy is not to go up, but down! Instead off flying high into the sky, with no obstacles for the swarms. Fly down, a tall hill, or crate between you and swarms will cause them not to hit you. Those big gray crate or even behind a supply depot can save you. Just don't crash into the ground yourself. Another tip, although extreme, works. The default hard drive for ps3 sucks. it is 5200 rpm. You can buy an SSD for your ps3 and things will render super fast. You don't even notice they render, like you turn and everything is already there. You can always use the ssd later on a computer or whatever, since i know buying a ssd just for dust sounds stupid. I did this with final fantasy 14, things loaded so slowly and 3/4 of things never rendered onscreen. But i got a cheap $70 ssd on a sale, and the difference was so noticeable. It works the same here, have no rendering issues with a ssd. It sucks even more with the "improved" rendering they did with 1.9. I noticed what they did is delayed the renderings of certain graphics. It is most noticeable when you are in a ship and fly super fast to one of those glowing reactors. The graphics for the glowy stuff don't become fully visible for a long time. What i'm saying is CCP delayed the rendering of stuff to improve frame rates and lag. Which goes against you wanting swarms/forges to render faster. I checked the store I go to for pc/gaming stuff. They have a couple of $60 ssd drives. But black friday deals are around the corner, maybe a good one goes on sale. Black Friday deals: http://tinyurl.com/mklmez5SSD Selection http://tinyurl.com/kcbrc44 Will check out the ssd. But I still have a problem with invisible swarms and forges and the knockback that they give you
Python pilot
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abdullah muzaffar
G0DS AM0NG MEN General Tso's Alliance
56
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Posted - 2014.11.19 18:14:00 -
[46] - Quote
Hakyou Brutor wrote:no no no, it's ADS that's the problem.
ADS needs a bit more HP buffer and more maneuverability.
also, CCP fix invisible swarms. Maneuverability? congrats on making forgeguns obsolete Most of the times, we cant even know if an ads is coming towards us and from what direction, and by the time we figure it out, were dead |
Pvt Numnutz
Prophets of the Velocirapture
1975
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Posted - 2014.11.19 18:48:00 -
[47] - Quote
Nonoriri ko wrote:Hi there I'm a rank 5 swarm person. I also fly a lot of ads and dropship. So I know both sides of the coin.
Turn your volume up. When swarms go up, you hear a whoooooosshhhh no matter where its coming from. You don't have to wait until the first hit to hit afterburners and run. Soon as you hear the whooooosshhh afterburner and run. Its like the noise from a vehicle being called in, can be heard from anywhere on map. Learn to know this sound by nature/reflex.
Another strategy is not to go up, but down! Instead off flying high into the sky, with no obstacles for the swarms. Fly down, a tall hill, or crate between you and swarms will cause them not to hit you. Those big gray crate or even behind a supply depot can save you. Just don't crash into the ground yourself.
The whooosh noise that swarms make are not 100% reliable and if you think they are you will get downed very fast. Yesterday I had swarms that didn't make the whoosh noise until they were at the edge of my screen, right next to my dropship as though someone was flying next to me shooting swarms 100m above the ground. Sometimes no sound is made at all and you just get the explosions on your ship. Also if there is a friendly with swarms but you don't see the swarms render you may be disengaging and being paranoid for no reason. The whoosh noise is not reliable, we need an actual early warning system then I wouldn't care if swarms are invisible I would at least know I'm in a fight!
Going down has its own risks, if you cant maneuver behind something the second a swarm is fired then its going to hit you no matter what you do. I've had swarms turn around corners of buildings that I intentionally put myself behind to avoid them when I saw them launch. Its annoying as the whole idea of the turn radius thing was suppose to allow us to at least use cover, but from my experience nothing has changed. Oh I also got flipped completely sideways by a swarm the other day, hit me like a flying tank, or 4 forgegun shots in terms of knock back. Guess they were just darksouls swarms? With the threat of swarms like that and no guarantee of cover actually stopping swarms I see going low more dangerous than going high.
Master Skyshark rider
Kaalaka dakka tamer
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Bremen van Equis
Mannar Focused Warfare Gallente Federation
13
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Posted - 2014.11.19 19:01:00 -
[48] - Quote
Those are swarms?? I thought they were bird strikes ;)
Seriously though, I do a fair amount of ADS work, Incubus only. After the initial jolt of the AB nerf/ SL buff, I've definitely become a more wily pilot. I can still go 14/0 in a match where by the end everybody is throwing everything at me...but only with a nice combination of skill, sound decision making, and a touch of luck :)
The thing about swarms not losing speed when they turn is the only thing I would take issue with at this point. I enjoy trying to use cover to evade them, but that rarely happens, This little tidbit of info seems to be the culprit if it's true.
The new reality for an ADS pilot is to always be moving, retreat until AB is recharged, and for cripe's sake stay away from big groups of mercs near enemy supply depots. They are all switching into SW fits as soon as you pick off the first one.
To be honest, if I lose a ship, it's usually a combination of factors. Swarm, swarm, collision. Forge, turn to find said forge, swarm swarm swarm. Or two pops from a redline rail tank and a swarm on the way out of there.
Maybe a proto AB should be able to outrun all but a proto swarm?
Eh...anyway, it's definitely harder to ADS. If that's balance, so be it. I can still pop your proto suit in two XT missile shots, but it took me a long time, a lot of SP and a HELL of a lot of practice and lost ships to get there. I'm only worried that as the pilots who stick with it are forced to get even better, we're gonna overflow another tear bucket and see the nerf bat fall on us again. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14825
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Posted - 2014.11.19 19:22:00 -
[49] - Quote
BONERBOMB TIGBITTIES wrote:True Adamance wrote:Bahirae Serugiusu wrote:True Adamance wrote: 175m is to break lock range.
Missiles travel for 400m under their own propulsion before detonation.
Fair distance by all standards.
Thats they're max distance!? I can't even shoot that far with a freakin' sniper! And my 80GJ Railgun (consuming the power consumed by the UK and France in a year) cannot fire past 500m....... but that's how it's currently balanced. Rails are good at 300m none of that 500+ cross map redline camping horseshit. Swarms are also horseshit. The turn angle barely got touched and they still travel around 90 degree corners and around bends and hills. And really the lock on range should be lowered if you can sit on your ass beside a nanohive with 2 swarms equipped on a minmando at 150m. And 400m is cross map distance for most of the maps. So unless your running a double shield hardener or a triple rep madrugar you won't get away from swarms
No. No they aren't.
An HAV can never have the role of fire support and deployment of large ordinance if firstly it cannot fire out to maybe 750m at the very least. That's about the range I get on my Kpwf VI H1 Tiger for reliably penetrating armour up to 100mm.
AV and HAV turrets are supposed to be weapons so powerful most people can't even carry them and to fire one without either a mechanised platform of Sentinel suit would tear your clones body in half they deserve better than measly 300m ranges.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Nonoriri ko
Onikanabo Brigade Caldari State
11
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Posted - 2014.11.19 20:57:00 -
[50] - Quote
This is a good example of what a ssd can do for a ps3. There is also a dust514 hdd vs ssd on youtube just type in dust514 ssd. Its not that good but it shows the difference in load screens. One of ads with hdd and sdd would be nice if someone did one. Its not just for loading screens though. Everything onscreen is rendered faster.
http://tinyurl.com/plltf47 |
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SgtMajSquish MLBJ
Consolidated Dust
223
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Posted - 2014.11.20 04:46:00 -
[51] - Quote
i have the SSD so the rendering is not the issue i face
Pffft....... Proto Suits lol
Adv Omni Merc is the way to go
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Her Chosen
Grade No.2
52
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Posted - 2014.11.20 05:34:00 -
[52] - Quote
Invisible AV is the problem. 1. AV always gets the first shot. The alpha. You don't know who has AV in the battle until you take the first hit. 2. Characters that are out of rendering distance, don't have their AV render. So, yes switching on my AB is good, but which direction do I fly, since I have 0 clue where the AV came from because of a camera position rendering bug.
People complain about getting killed by a scout while it's still cloaked, but invisible AV mercs have been here for 2 years and still can't be fixed.
Since it's cheap, I suggest everyone here fly an ADS. Tell me how good you do when silent and invisible AV smashes into you... |
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