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Bright Cloud
Namtar Elite Gallente Federation
773
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Posted - 2015.01.16 16:52:00 -
[61] - Quote
Soraya Xel wrote:Fizzer XCIV wrote:Why are you glorifying this guy so much? Again, because he wants to be OP, and so he looks to people that also want them to be OP. This is a wonderfully well-run campaign on behalf of vehicle users, but since their logic is bull, it's not going to get anywhere. Bright Cloud wrote:Maybe it has something to do about certain aspects of beeing a CPM. Well one thing is for sure Soraya Xel suffers from the same symptoms that IWS has. Both became big headed and felt entitled after beeing elected. Simple sayd they became twatts. Or I just know how wrong you are. o_o No. You are just one of those new age tards and im certainly longer playing this game then you do pal. My experience>your opinion. If the GM's wouldnt be so mean i would post with my main.
Bright is the opposite of dark! Who would have thought of that?!
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Soraya Xel
Abandoned Privilege Top Men.
5406
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Posted - 2015.01.16 16:56:00 -
[62] - Quote
Been playing since the build before Replication, Bright Cloud. :)
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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a brackers
Molon Labe. General Tso's Alliance
89
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Posted - 2015.01.16 18:58:00 -
[63] - Quote
rpastry wrote:ive been hit with 3 swarms plenty times and survived. no chance i'll be within lock range to take another clip. all it takes is an extender a hardener and a booster. i usually put the hardener on after the first volley and activate the booster after the second. if the third even hits i'm safe by that point.
if i try to return to battle after that and my hardeners are on cooldown, and the swarmer is still around, or has av friends, then yes i'll probably lose the ship. i deserve to. but even then i wont die.
from the other side its a pita to lock three volleys on a constanly moving target that has free run of the entire sky, that can cover my 175m range in less than 2 seconds, whilst i'm trying to avoid enemy infantry. if im distracted by enemy infantry and the DS closes, then there's a good change they will be able to kill me with a turret.
DS are more balanced now than ever. the days of mediocre pilots hovering and pelting infantry are thankfully over.
I recently skilled into proto swarms just so I can see what it's like from the other side of the fence. I can honestly say the first match was the easiest 500k isk I have ever earnt. All from a suit which costs 50k and I only lost one. Almost every swarmer now runs commando, and even though I was on gallante, not minmitar, I was having no problem killing a pretty well fitted ads, even though the enemy pilot knew where I was after my first kill.
Now I know some of u are going to say he shouldn't have tried to kill me if he knew where I was, but really a hit and run craft which knows where it's target is should easily be able to deal a lethal amount of damage and then run away before it is itself destroyed.
Anyone wanting to know I used an advanced gal commando with armour plates and damage mods and one cbr7 and one wirikomi swarm. With very limited skills I could easily fire off the swarms needed to kill ads' s and normally fire off a fifth as well for good measure, and once those swarms were in the air they were guaranteed to hit. I have only ever seen one swarm I fired not hit it's target when that target was a dropship.
During flying I noticed all of my targets were jumping every time I fired a missile at them. In my swarm suit I decided to test why this was. I FOUND THIS JUMP COMPLETELY NULLIFIED ALL SPLASH DAMAGE AGAINST ME even though I was jumping less than the splash range.
Literally the only vehicle I am having difficulty against with my swarm suit are shield hardened gunlogis as they can tank more than 6 swarms from me so I need to reload, and they can easily get behind cover to stop me locking on to them, they don't need to get 175m away.
I strongly feel it is too easy to kill all vehicles with swarms (except the gunlogi) and therefor I at least request a lock on warning sound for all vehicles
Proto dropship pilot
The sandbox shooter
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THUNDERGROOVE
Fatal Absolution
1295
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Posted - 2015.01.16 19:02:00 -
[64] - Quote
Bright Cloud wrote:Stupid Blueberry wrote:There are many problems with swarms, but I don't believe this is one of them. actually it is cause the max travel distance for swarms is ~400m. That and the increase in speed they got makes it a death sentence as soon 3 volleys are fired from a decent skilled swarmer for allmost any dropship. LAV's are quick enough and can untilise cover on the ground and a gunnlogi can do this too due its better mobility over a madrugar. FIFY
Dual tanking is for bad players.
Come play a better game.
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MINA Longstrike
Kirjuun Heiian
1912
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Posted - 2015.01.17 04:41:00 -
[65] - Quote
Soraya Xel wrote:Been playing since the build before Replication, Bright Cloud. :)
Still not gunna address those comments about you committing the genetic fallacy and being biased in favor of AV are you?
Guess if you cant win an argument you'll just pretend it never happened or people didn't present evidence that refuted your position and outed it as clearly biased.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Stupid Blueberry
Pure Evil. Capital Punishment.
956
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Posted - 2015.01.17 11:13:00 -
[66] - Quote
a brackers wrote:rpastry wrote:ive been hit with 3 swarms plenty times and survived. no chance i'll be within lock range to take another clip. all it takes is an extender a hardener and a booster. i usually put the hardener on after the first volley and activate the booster after the second. if the third even hits i'm safe by that point.
if i try to return to battle after that and my hardeners are on cooldown, and the swarmer is still around, or has av friends, then yes i'll probably lose the ship. i deserve to. but even then i wont die.
from the other side its a pita to lock three volleys on a constanly moving target that has free run of the entire sky, that can cover my 175m range in less than 2 seconds, whilst i'm trying to avoid enemy infantry. if im distracted by enemy infantry and the DS closes, then there's a good change they will be able to kill me with a turret.
DS are more balanced now than ever. the days of mediocre pilots hovering and pelting infantry are thankfully over. I recently skilled into proto swarms just so I can see what it's like from the other side of the fence. I can honestly say the first match was the easiest 500k isk I have ever earnt. All from a suit which costs 50k and I only lost one. Almost every swarmer now runs commando, and even though I was on gallante, not minmitar, I was having no problem killing a pretty well fitted ads, even though the enemy pilot knew where I was after my first kill. Now I know some of u are going to say he shouldn't have tried to kill me if he knew where I was, but really a hit and run craft which knows where it's target is should easily be able to deal a lethal amount of damage and then run away before it is itself destroyed. Anyone wanting to know I used an advanced gal commando with armour plates and damage mods and one cbr7 and one wirikomi swarm. With very limited skills I could easily fire off the swarms needed to kill ads' s and normally fire off a fifth as well for good measure, and once those swarms were in the air they were guaranteed to hit. I have only ever seen one swarm I fired not hit it's target when that target was a dropship. During flying I noticed all of my targets were jumping every time I fired a missile at them. In my swarm suit I decided to test why this was. I FOUND THIS JUMP COMPLETELY NULLIFIED ALL SPLASH DAMAGE AGAINST ME even though I was jumping less than the splash range. Literally the only vehicle I am having difficulty against with my swarm suit are shield hardened gunlogis as they can tank more than 6 swarms from me so I need to reload, and they can easily get behind cover to stop me locking on to them, they don't need to get 175m away. I strongly feel it is too easy to kill all vehicles with swarms (except the gunlogi) and therefor I at least request a lock on warning sound for all vehicles
Thank you.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
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Lazer Fo Cused
Shining Flame Amarr Empire
501
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Posted - 2015.01.17 12:56:00 -
[67] - Quote
Gyn Wallace wrote:Lazer Fo Cused wrote:1. You have to keep lock on the target and guide the missiles towards it and if line of sight gets broken the missiles blow up 1. That's 2. a 3. terrible 4. idea. 5. How 6. about 7. we 8. wait 9. until 10. swarms 11. kill 12. too 13. many 14. dropships 15. before 16. we 17. nerf 18. them.
1. Typical SL user against the use of aim and skill |
Kuruld Sengar
Chatelain Rapid Response Gallente Federation
155
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Posted - 2015.01.17 13:22:00 -
[68] - Quote
Stupid Blueberry wrote:Onesimus Tarsus wrote:Bright Cloud wrote:In my opinion the max travel distance for swarms should be equal to the lock on range which is i believe 175m. That way dropships actually could escape and not be doomed to death as soon a random guy fires 3 swarm volleys. Cool. ADSs get same 175m range for guns, with same lock-on time for shooting infantry, and we're dealing. Until then, walmart.com might have an indestructible death balloon you can order. Oh, we ads pilots apologize. We didn't realize we were invisible to you. Even if we were invisible the swarms would still show the orange box around us... |
a brackers
Molon Labe. General Tso's Alliance
92
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Posted - 2015.01.19 13:10:00 -
[69] - Quote
The main problem with swarms being impossible to dodge is they don't actually have a 60m turn radius. Immediately after they are fired and when within a few meters of the target vehicle they have about a 1m turn radius. That's why they are guaranteed to hit. There are two numbers for swarm turn radius and rattati only changed one.
The proof of these two turn radiuses; when u lock onto a tank then turn around and fire facing away from the target, are the swarms 120m above you before they're facing the target? Also, I am still seeing swarms 'orbiting' my ads when they should have missed. They orbit it at a distance starting at about 10m then get closer and hit they should orbit at 120m and never get any closer if the turn radius was correct, but they'd never start orbiting in the first place if that was correct.
Implementing the correct turn radius would cause swarmers to need to aim somewhere near the target for their missiles to hit, and would give all vehicles a chance to avoid missiles.
Proto dropship pilot
The sandbox shooter
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1474
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Posted - 2015.01.19 13:29:00 -
[70] - Quote
How about letting us lock things that are below you as well. Many nice spots on roofs and what not that won't let you lock something that is almost below you.
Buff the range!
/c
DUSTBoard
DUST Server Status
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pegasis prime
BIG BAD W0LVES
1963
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Posted - 2015.01.19 13:43:00 -
[71] - Quote
I would have no problem with the current av tank balance if the main turrets were some what restored to their former glory allowing us at least a chance of say defending ourselves
Proud Caldari purist . Rank 10 colonel omiwarrior.
I fought and bled for the State on Caldari prime.
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Nonoriri ko
Onikanabo Brigade Caldari State
39
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Posted - 2015.01.19 16:30:00 -
[72] - Quote
For better or for worse, there is a sort of abuse/bug/glitch/maybe not intended swarm feature. You usually lock on to something, wait for the clear, and fire away. But, what you can do is, lock on to something, aim straight above into the sky with the lock still in place, jump up to get a little more distance, then shoot the swarms.
This makes the swarms travel a completely different path that firing straight. The swarms shoot upwards into the sky, instead of straight. Making it easy to shoot targets that hide behind things. The extra range is limited, but it is there. |
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