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Harpyja
Legio DXIV
2265
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Posted - 2015.01.15 06:54:00 -
[1] - Quote
Ok, I'm going to say my observations and personal thoughts about swarms and I'll prepare to take the flak.
Vehicle used and fitting: Gunnlogi, 5300 shield / 1500 armor 2x Complex Heavy Shield Extender 1x Complex Shield Hardener
1x Enhanced PG Upgrade 1x Complex CPU Upgrade
1x XT-201 Missile Launcher 2x 20GJ Particle Accelerator
Opponent: MLT/STD Swarm Launcher with AV starter fit / STD basic dropsuit Observations: Approximately one eigth of total shield lost per volley. No hardener needed to engage and kill or escape beyond lock range. Easy to deal with multiple opponents.
Opponent: PRO Swarm Launcher with non-Commando dropsuit Observations: Approximately one quarter of total unhardened shield lost per volley. At least three swarm volleys are successfully launched and hit per each engagement. Shield hardener is a must. Engaging a single opponent without the help of gunners is risky and must have cover nearby for a last minute retreat. Engagement is not an option with more than one opponent. Threshold of reatreating with skilled gunners is at 3 or more opponents.
Opponent: PRO Swarm Launcher with Min Commando dropsuit Observations: Approximately one third of total unhardened shield lost per volley. Engagement is highly in the opponent's favor. About two whole clips can be launched before outside of lock range. Survivability is determined by local terrain and objects. Gunners can help reduce the risk involved when engaging a single opponent. Multiple opponents are deadly unless cover can be reached within the first or second volley.
Observations on swarm behavior: swarms still track a recent position of your vehicle and not your current position. Completely possible for swarms to hit you for a brief period after you went into cover. Invisible swarms are still a common issue and misjudging incoming damage is easy to do in those scenarios and sometimes even deadly.
Some notes to consider: observations based on engagements initiating with opponents within a grenade's toss. As such, AV / flux grenades are a popular combination with swarms. Another important thing to note is that AV users almost always have first strike capability, meaning that my hardener isn't online for the first hit. Popular combo is to launch a swarm and throw an AV / flux grenade to achieve maximum first strike damage, sometimes taking out as much as half of my total unhardened shield.
Personal thoughts: based on how the swarm works, it deals too much damage for what the user has to do. Swarm tracking should also always be directly towards the current position; managing to get into cover at the last possible moment and breaking line of sight with the swarms should "drag" them into the cover instead of going around and still manage to hit you. Invisible swarms is a problem that still needs to be fixed.
Onto the dropsuits and swarm tiers. I feel that for a fully proto fit Gunnlogi for max tank should easily withstand militia and standard level swarms from starter fits and low-skillpoint dropsuits, just as I had observed. Going on the complete other side of the spectrum, with proto swarms and Min Commandos, those are just overkill, again based on the required amount of user input. A personal complaint about commandos is that they sacrifice nothing against other infantry when equipped with swarms due to their two light weapon slots and their bonuses.
I think that the maximum amount of damage a swarm user can achieve should be at the current level of damage achievable by a non-Commando. Way too much damage can be currently achieved given the reliability of swarms. I'll often times focus on my opponent for a few seconds while I shoot off my missile volley and look back to see the majority of my shield gone.
"By His light, and His will"- The Scriptures, 12:32
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Stupid Blueberry
Pure Evil. Capital Punishment.
914
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Posted - 2015.01.15 07:31:00 -
[2] - Quote
AV knights incoming.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
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jane stalin
Ametat Security Amarr Empire
90
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Posted - 2015.01.15 07:59:00 -
[3] - Quote
People expect missles launched by infantry to hurt your tank because that is what happens in other games and in movies It does not matter if this expectation is silly or not their is rage when expectations are not met.
Harpyja wrote: Opponent: MLT/STD Swarm Launcher with AV starter fit / STD basic dropsuit Observations: Approximately one eigth of total shield lost per volley. No hardener needed to engage and kill or escape beyond lock range. Easy to deal with multiple opponents.
So you made many people hate tanks by taking your proto tank to a pub match and slaughtering the noobs as thy tried to gang up on your tank , They expected to win but they did not so you make multiple ETERNAL enemies that will always demand AV to be buffed.
I think it is pointless to make arguments that prove swarms are overpowered, easy to use , and threaten things worth a lot more ISK Even though your arguments make logical sense for most people a game is about feelings and not thoughts so any thoughts will not update feelings that is why infantry that tried to hurt your tank but failed to do any damage will hate you forever. |
rpastry
Dead Man's Game
250
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Posted - 2015.01.15 08:55:00 -
[4] - Quote
av don't need to comment on this thread, the op has done a perfect job illustrating the mindset and expectations of a mediocre tanker.
no surprise that this deranged arrogance and overinflated sense of self-worth comes from a scripture quoting amarrian.
[Removed ASCII Art - CCP Logibro]
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Breakin Stuff
Internal Error. Negative-Feedback
6437
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Posted - 2015.01.15 09:16:00 -
[5] - Quote
Stupid Blueberry wrote:AV knights incoming. No, not this time. Swarms have DPS sufficient in my estimation to hunt chromosome marauders.
It's why in my HAV proposal they are the only AV option unchanged from today's stats.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Jack McReady
DUST University Ivy League
1805
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Posted - 2015.01.15 09:46:00 -
[6] - Quote
Harpyja wrote: Opponent: PRO Swarm Launcher with non-Commando dropsuit Observations: Approximately one quarter of total unhardened shield lost per volley.
Opponent: PRO Swarm Launcher with Min Commando dropsuit Observations: Approximately one third of total unhardened shield lost per volley.
actually this guy never tested anything, or atleast not properly, the numbers are way off. the only way his "approximation" could be correct is if he let himself hit in the weakspots on purpose.
gunlogi with 2 complex heavy extenders will have 314 SHIELD HP left after being hit by 4 full volleys by proto minmando with 2 complex mods and proto swarms. ONE THIRD? not even close...
gunlogi with 2 complex heavy extenders will have 589 SHIELD HP left after being hit by 4 full volleys on any other suit with 3 complex mods and proto swarms. ONE QUARTER PER VOLLEY? almost. |
MINA Longstrike
Kirjuun Heiian
1890
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Posted - 2015.01.15 09:47:00 -
[7] - Quote
Lower tiers of swarms underperform. Prof 5 swarms from level 5 min commando? Hit as hard or harder than allotek plasma cannons - without any of the skill requirements, more range, homing capability and no need to reload until after 3 volleys.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Jonny D Buelle
Mors Effera
402
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Posted - 2015.01.15 09:56:00 -
[8] - Quote
Jack McReady wrote:Harpyja wrote: Opponent: PRO Swarm Launcher with non-Commando dropsuit Observations: Approximately one quarter of total unhardened shield lost per volley.
Opponent: PRO Swarm Launcher with Min Commando dropsuit Observations: Approximately one third of total unhardened shield lost per volley.
actually this guy never tested anything, or atleast not properly, the numbers are way off. the only way his "approximation" could be correct is if he let himself hit in the weakspots on purpose. gunlogi with 2 complex heavy extenders will have 314 SHIELD HP left after being hit by 4 full volleys by proto minmando with 2 complex mods and proto swarms. ONE THIRD? not even close... gunlogi with 2 complex heavy extenders will have 589 SHIELD HP left after being hit by 4 full volleys on any other suit with 3 complex mods and proto swarms. ONE QUARTER PER VOLLEY? almost.
There are other factors to consider other than suit, proto vs adv or basic, and damage mods. Such as profiencies, explosive damage vs shields, how many missiles in the vollies actually made contact (instead of hitting a wall or other obstruction), if they were using Aurum gear to circumvent the need for level 5 for a suit/weapon etc.
So I think you may have jumped the gun at this one...
Good maths though.
Drink until you can't drink no more. Then grab another bottle and drink some more! - Demetrious 'Jonny' Buelle.
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LT SHANKS
Amarr Templars Amarr Empire
4642
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Posted - 2015.01.15 09:56:00 -
[9] - Quote
Stupid Blueberry wrote:AV knights incoming. SHOOOT TANK WITH YES! |
Jack McReady
DUST University Ivy League
1806
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Posted - 2015.01.15 10:01:00 -
[10] - Quote
Jonny D Buelle wrote: There are other factors to consider other than suit, proto vs adv or basic, and damage mods. Such as profiencies, explosive damage vs shields, how many missiles in the vollies actually made contact (instead of hitting a wall or other obstruction), if they were using Aurum gear to circumvent the need for level 5 for a suit/weapon etc.
So I think you may have jumped the gun at this one...
Good maths though.
this is all considered and those numbers are for max possible damage on non weakspot. I am not a random blueberry.
PS: swarm proficiency increase the damage against armor only |
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Jonny D Buelle
Mors Effera
402
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Posted - 2015.01.15 10:04:00 -
[11] - Quote
Jack McReady wrote:Jonny D Buelle wrote: There are other factors to consider other than suit, proto vs adv or basic, and damage mods. Such as profiencies, explosive damage vs shields, how many missiles in the vollies actually made contact (instead of hitting a wall or other obstruction), if they were using Aurum gear to circumvent the need for level 5 for a suit/weapon etc.
So I think you may have jumped the gun at this one...
Good maths though.
this is all considered and those numbers are for max possible damage on non weakspot. I am not a random blueberry. PS: swarm proficiency increase the damage against armor only
Still seems like you are using a whole bunch of white room ****. Maybe this is his results maybe not but we can't call fake every time someone over/under estimates/exaggerate their results.
Drink until you can't drink no more. Then grab another bottle and drink some more! - Demetrious 'Jonny' Buelle.
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Jack McReady
DUST University Ivy League
1806
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Posted - 2015.01.15 10:11:00 -
[12] - Quote
Jonny D Buelle wrote: Still seems like you are using a whole bunch of white room ****. Maybe this is his results maybe not but we can't call fake every time someone over/under estimates/exaggerate their results.
when someone does tests in a vacuum he should atleast do it properly.
I mean, who would guess, if he stands still and lets himself hit in the weakspot with hardeners off all day then he will have a rough time. what a "great" observation. to conclude that he needs a "test" and a huge wall of text in the forum. but oh wait, instead of doing it properly, he claims that damage is overkill. perfect job of illustrating the mindset and expectations of a mediocre tank driver. |
Jonny D Buelle
Mors Effera
402
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Posted - 2015.01.15 10:18:00 -
[13] - Quote
Jack McReady wrote:Jonny D Buelle wrote: Still seems like you are using a whole bunch of white room ****. Maybe this is his results maybe not but we can't call fake every time someone over/under estimates/exaggerate their results.
when someone does tests in a vacuum he should atleast do it properly. I mean, who would guess, if he stands still and lets himself hit in the weakspot with hardeners off all day then he will have a rough time. what a "great" observation. to conclude that he needs a "test" and a huge wall of text in the forum. but oh wait, instead of doing it properly, he claims that damage is overkill. perfect job of illustrating the mindset and expectations of a mediocre tank driver.
Look, I wasn't trying to rustle your jimmies, I'm just saying give the poor bloke a chance will ya. AV is overpowered, and this is coming from a guy who spends a majority of his time running from tanks in a fat suit.
Drink until you can't drink no more. Then grab another bottle and drink some more! - Demetrious 'Jonny' Buelle.
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DeadlyAztec11
Ostrakon Agency
7057
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Posted - 2015.01.15 10:35:00 -
[14] - Quote
So you say that hardeners are a must to fight proto Swarms, though I will argue that proto Swarms are a must to fight hardeners.
It might make actual sense to increase tank health significantly at higher tiers while limiting the ability of hardeners or making it more difficult to equip one.
That way people would be equipping proto Swarms to fight high health enemies instead of enemies who just have temporary high health.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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hold that
Krusual Covert Operators Minmatar Republic
553
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Posted - 2015.01.15 11:08:00 -
[15] - Quote
you think a lot of ads butt hurt comes from having to fear militia swarms? what it they lowed the militia swarm clip to 2 volleys then reload instead of 3 volleys we might see less of these type of posts? the starter fit/no sp invested militia swarmer will still get her/his well deserved +75 wp for damage, and the ads pilot, unless super scrubby, will get a chance to fly away.
my bad, been reading so many swarm threads that mixed this one up, he's talking about tankers, still might apply though |
Breakin Stuff
Internal Error. Negative-Feedback
6440
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Posted - 2015.01.15 11:15:00 -
[16] - Quote
LT SHANKS wrote:Stupid Blueberry wrote:AV knights incoming. SHOOOT TANK WITH YES! Wrong
TANKS ARE YES! MUST COUNTER WITH NO!
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Litany 0f Fury
Revolution of Evil Henchmen
21
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Posted - 2015.01.15 13:57:00 -
[17] - Quote
The problem i see with the interaction between AV and vehicles is time...
Because tanks can move so quickly they have less health and can therefore be destroyed by smaller AV groups. If they were slower but harder and worked with infantry instead of soloing, then it would make the job of killing the tank a lot harder. However by making them slower it would give the opposing team TIME to group together to take out the the vehicle. This is more specific to Ground based vehicles. This would also make Warbarge strikes a lot more tactically relevant.
For Dropships their main attribute is maneuverability therefore i propose the following:
Add a lock on alert to all vehicles based off of the AVers scan profile, for swarms. By doing this it would make plasma cannons and forge guns more of a surprise weapon but with the need of skill to hit the target. Therefore dropship pilots can then use their main attribute, maneuverability same as now. Swamers then have the choice of using a commando with double swarms but with the lock on alert or use an assault or scout with less chance of the lock on alert but only have one swarm launcher. Also by reducing lock on time with higher level weapon or with skills it will make you more effective against dropships. This will then counter everyone using basic fits to attack Dropships.
Increase Swarm speed slightly, but reduce swarm maneuverability so that skilled pilots could potentially out maneuver them initially allowing more time to activate counteractive modules. This would work nicely with missile lock alert.
Take what you will from these ideas as they are just ...ideas. I do wonder whether this would make swarms too counter-able. but this could potentially be balanced with damage and /or lock on range and/or missile flight duration.
Commando 'till i die... then another commando
Beta / / Stephenius
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Atiim
Titans of Phoenix
15064
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Posted - 2015.01.15 14:01:00 -
[18] - Quote
Reserved.
The 1st Matari Commando
-HAND
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Harpyja
Legio DXIV
2272
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Posted - 2015.01.15 16:50:00 -
[19] - Quote
Here's some math, with max skills and Min Commando:
Swarm lock time: 1.05s Swarm reload time: 2.87s
Swarm damage w/ 2 complex damage mods: 1247 unhardened shield / volley
Ok, so I was wrong about Min Commandos dealing one third of total shield damage, but it's still just under a quarter of my total shields.
With first strike damage, I'm left with 4053 shield and I turn on my hardener and start driving to get out of lock range from a standstill position; Gunnlogi speed is 19.5 m/s, so it would take me a little over 9 seconds to get out of range. So how much damage can that Min Commando theoretically do?
2.10 seconds to launch the rest of the clip plus a small delay in retargetting, dealing 1496 shield damage, bringing me down to 2557 shield.
2.87 seconds to reload.
A little less than 4 seconds remain, enough time to launch three more volleys, dealing 2247 damage.
I'm left with 310 shield when I finally get out of lock range. That's against only one Min Commando. Against two, I'm into armor after their first clip. Also, this is if they are standing still. A Min Commando has a base movement speed of 4.25 m/s, which means I'm only increasing our distance at 15.25 m/s, requiring 11.5 seconds to escape lock range, enough time to ensure that 2 full volleys are launched for the single Min Commando, also reducing the skill level needed to decrease reload time.
This is not balanced, considering the anti-infantry power of the HAV in question. One man can nearly destroy the tankiest HAV fit possible, whereas it requires at least one gunner in the HAV to be successful at anti-infantry, which makes two people minimum in the HAV. Those of you saying that one person should be able to kill any other person are wrong and overlooking the aspect of how much damage can one person deal to the other versus how much damage they receive. If I by myself don't pose much of a threat to you, then you shouldn't a big threat to me either. If it takes me and a gunner to pose a threat to infantry, it should then require two of you to pose a threat.
"By His light, and His will"- The Scriptures, 12:32
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:11:00 -
[20] - Quote
Harpyja wrote:Ok, I'm going to say my observations and personal thoughts about swarms and I'll prepare to take the flak.
Vehicle used and fitting: Gunnlogi, 5300 shield / 1500 armor 2x Complex Heavy Shield Extender 1x Complex Shield Hardener
1x Enhanced PG Upgrade 1x Complex CPU Upgrade
1x XT-201 Missile Launcher 2x 20GJ Particle Accelerator
Opponent: MLT/STD Swarm Launcher with AV starter fit / STD basic dropsuit Observations: Approximately one eigth of total shield lost per volley. No hardener needed to engage and kill or escape beyond lock range. Easy to deal with multiple opponents.
Opponent: PRO Swarm Launcher with non-Commando dropsuit Observations: Approximately one quarter of total unhardened shield lost per volley. At least three swarm volleys are successfully launched and hit per each engagement. Shield hardener is a must. Engaging a single opponent without the help of gunners is risky and must have cover nearby for a last minute retreat. Engagement is not an option with more than one opponent. Threshold of reatreating with skilled gunners is at 3 or more opponents.
Opponent: PRO Swarm Launcher with Min Commando dropsuit Observations: Approximately one third of total unhardened shield lost per volley. Engagement is highly in the opponent's favor. About two whole clips can be launched before outside of lock range. Survivability is determined by local terrain and objects. Gunners can help reduce the risk involved when engaging a single opponent. Multiple opponents are deadly unless cover can be reached within the first or second volley.
Observations on swarm behavior: swarms still track a recent position of your vehicle and not your current position. Completely possible for swarms to hit you for a brief period after you went into cover. Invisible swarms are still a common issue and misjudging incoming damage is easy to do in those scenarios and sometimes even deadly.
Some notes to consider: observations based on engagements initiating with opponents within a grenade's toss. As such, AV / flux grenades are a popular combination with swarms. Another important thing to note is that AV users almost always have first strike capability, meaning that my hardener isn't online for the first hit. Popular combo is to launch a swarm and throw an AV / flux grenade to achieve maximum first strike damage, sometimes taking out as much as half of my total unhardened shield.
Personal thoughts: based on how the swarm works, it deals too much damage for what the user has to do. Swarm tracking should also always be directly towards the current position; managing to get into cover at the last possible moment and breaking line of sight with the swarms should "drag" them into the cover instead of going around and still manage to hit you. Invisible swarms is a problem that still needs to be fixed.
Onto the dropsuits and swarm tiers. I feel that for a fully proto fit Gunnlogi for max tank should easily withstand militia and standard level swarms from starter fits and low-skillpoint dropsuits, just as I had observed. Going on the complete other side of the spectrum, with proto swarms and Min Commandos, those are just overkill, again based on the required amount of user input. A personal complaint about commandos is that they sacrifice nothing against other infantry when equipped with swarms due to their two light weapon slots and their bonuses.
I think that the maximum amount of damage a swarm user can achieve should be at the current level of damage achievable by a non-Commando. Way too much damage can be currently achieved given the reliability of swarms. I'll often times focus on my opponent for a few seconds while I shoot off my missile volley and look back to see the majority of my shield gone. I'd give this a like as an objective view of AV, but I can't because AV is just so damn easy to use.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:18:00 -
[21] - Quote
jane stalin wrote:People expect missles launched by infantry to hurt your tank because that is what happens in other games and in movies It does not matter if this expectation is silly or not. There is rage when expectations are not met. But it's not fair when 5ft long rockets with explosive warheads the size of a beachball kill infantry.Harpyja wrote: Opponent: MLT/STD Swarm Launcher with AV starter fit / STD basic dropsuit Observations: Approximately one eigth of total shield lost per volley. No hardener needed to engage and kill or escape beyond lock range. Easy to deal with multiple opponents.
So you made many people hate tanks by taking your proto tank to a pub match and slaughtering the noobs as thy tried to gang up on your tank , They expected to win but they did not so you made many ETERNAL enemies that will always demand AV to be buffed. A PRO weapon doesn't turn a STD suit into the PRO suit; the same applies to vehicles, where a PRO turret doesn't turn a STD vehicle hull into a PRO hull. This "PRO vehicle" BS is exactly that: BS. It's a myth put forth by infantry to try to get the two on equal footing for the purposes of complaining. Yes, it's "PRO AV vs STD" tanks, but that's missing the point.This makes it pointless to make arguments that prove swarms are overpowered, easy to use , and threaten things worth a lot more ISK , Because even though your arguments make logical sense for most people a game is about feelings and not thoughts so any thoughts will not update feelings. An explosive AV weapon is doing ~1766 damage in that one volley against shield. A forge gets that in a direct hit; you wouldn't like it if that was the splash damage itself.TL DR ; the infantry that tried to hurt your tank but failed to do any damage will hate you forever and nothing will change their minds. That's because they have an irrational fear and hatred of vehicles.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:19:00 -
[22] - Quote
rpastry wrote:av don't need to comment on this thread, the op has done a perfect job illustrating the mindset and expectations of a mediocre tanker.
no surprise that this deranged arrogance and overinflated sense of self-worth comes from a scripture quoting amarrian. Do you even tank?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:20:00 -
[23] - Quote
Jack McReady wrote:Harpyja wrote: Opponent: PRO Swarm Launcher with non-Commando dropsuit Observations: Approximately one quarter of total unhardened shield lost per volley.
Opponent: PRO Swarm Launcher with Min Commando dropsuit Observations: Approximately one third of total unhardened shield lost per volley.
actually this guy never tested anything, or atleast not properly, the numbers are way off. the only way his "approximation" could be correct is if he let himself hit in the weakspots on purpose. gunlogi with 2 complex heavy extenders will have 314 SHIELD HP left after being hit by 4 full volleys by proto minmando with 2 complex mods and proto swarms. ONE THIRD? not even close... gunlogi with 2 complex heavy extenders will have 589 SHIELD HP left after being hit by 4 full volleys on any other suit with 3 complex mods and proto swarms. ONE QUARTER PER VOLLEY? almost. with an active hardener up and two complex heavy extenders the gunlogi can take 7 missiles volleys to the face and will still have a sliver of shield hp left if hit by proto minmando with 2 complex mods and proto swarms. just saying. Not everybody had a good grasp of math in school. There's a large number of people in the world that don't need to do math in their every day life.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:22:00 -
[24] - Quote
Jonny D Buelle wrote:
There are other factors to consider other than suit, proto vs adv or basic, and damage mods. Such as profiencies, explosive damage vs shields, how many missiles in the vollies actually made contact (instead of hitting a wall or other obstruction), if they were using Aurum gear to circumvent the need for level 5 for a suit/weapon etc.
So I think you may have jumped the gun at this one...
Good maths though.
Edit: Just want to clarify I never stated that I agree with the OP just wanted to break people out of this white room mentality that seems to be more common than common sense.
The swarm could be Aurum, but the suit needs to be at level 5. Swarm operation is just to reduce lock on time.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:22:00 -
[25] - Quote
Jonny D Buelle wrote:Jack McReady wrote:Jonny D Buelle wrote: There are other factors to consider other than suit, proto vs adv or basic, and damage mods. Such as profiencies, explosive damage vs shields, how many missiles in the vollies actually made contact (instead of hitting a wall or other obstruction), if they were using Aurum gear to circumvent the need for level 5 for a suit/weapon etc.
So I think you may have jumped the gun at this one...
Good maths though.
this is all considered and those numbers are for max possible damage on non weakspot. I am not a random blueberry. PS: swarm proficiency increase the damage against armor only Still seems like you are using a whole bunch of white room ****. Maybe this is his results maybe not but we can't call fake every time someone over/under estimates/exaggerate their results. That was like someone saying their Soma could take 7000 damage every 2 seconds.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:23:00 -
[26] - Quote
Jack McReady wrote: perfect job of illustrating the mindset and expectations of a mediocre tank driver. Do you even tank?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:24:00 -
[27] - Quote
DeadlyAztec11 wrote: while limiting the ability of hardeners or making it more difficult to equip one.
Yet again another bad idea from infantry.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:25:00 -
[28] - Quote
hold that wrote:you think a lot of ads butt hurt comes from having to fear militia swarms? what it they lowed the militia swarm clip to 2 volleys then reload instead of 3 volleys we might see less of these type of posts? the starter fit/no sp invested militia swarmer will still get her/his well deserved +75 wp for damage, and the ads pilot, unless super scrubby, will get a chance to fly away.
my bad, been reading so many swarm threads that mixed this one up, he's talking about tankers, still might apply though A chance to fly away when swarms fly faster than the ADS can? Do you even fly?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:27:00 -
[29] - Quote
Litany 0f Fury wrote:
Increase Swarm speed slightly,
LOLWUT
Their speed was already increased to 60m/s.Why do they need to travel even faster than that?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star.
2742
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Posted - 2015.01.15 17:28:00 -
[30] - Quote
Entirely biased comment based on next to no experience in a tank incoming.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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