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Bright Cloud
Namtar Elite Gallente Federation
771
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Posted - 2015.01.15 17:48:00 -
[1] - Quote
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.
Bright is the opposite of dark! Who would have thought of that?!
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Stupid Blueberry
Pure Evil. Capital Punishment.
926
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Posted - 2015.01.15 17:49:00 -
[2] - Quote
There are many problems with swarms, but I don't believe this is one of them.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
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Makuta Miserix
DOD - Fringe Division
304
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Posted - 2015.01.15 17:52:00 -
[3] - Quote
I don't even know what to say...
CEO of DOD - Fringe Division.
Please don't break the universe. Thank you for your cooperation.
Private Beta Veteran.
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Bright Cloud
Namtar Elite Gallente Federation
773
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Posted - 2015.01.15 17:52:00 -
[4] - Quote
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.
Bright is the opposite of dark! Who would have thought of that?!
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Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
109
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Posted - 2015.01.15 17:52:00 -
[5] - Quote
Getting fired at by swarms is like contracting ebola.
Once they start firing at you are going to get hit.
There's no cure. No countermeasure.
Once there's 3 volleys in the air most of my ADS's are dead.
Specialization: Making typo's.
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TooMany Names AlreadyTaken
Going for the gold
553
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Posted - 2015.01.15 17:52:00 -
[6] - Quote
What are you talking about? They always get away!
Sounds like you're a pilot... TIP: As soon as you hear swarms getting launched, GTFO of there as fast as possible.
Their "follow the target" range is I guess 300m, the same distance at which you can get shot by Forge guns, Railguns and Missile launchers. (I might be slightly off on that range, it might vary slightly from weapon to weapon IIRC)
EDIT: I didn't see any other posts when I started writing all of this... lol
I may not have a mic, but trust me, you NEED me in your squad if you want to win.
When I'm on a roll, I'm unstoppable.
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Darken-Sol
BIG BAD W0LVES
1524
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Posted - 2015.01.15 17:52:00 -
[7] - Quote
They shud just remove them. New eden has a steep learning curve....except with swarms, they offer them to the dummies.
Crush them
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Lazer Fo Cused
Shining Flame Amarr Empire
470
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Posted - 2015.01.15 17:58:00 -
[8] - Quote
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.
1. That sounds fair |
Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
109
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Posted - 2015.01.15 17:58:00 -
[9] - Quote
TooMany Names AlreadyTaken wrote:What are you talking about? They always get away!
Sounds like you're a pilot... TIP: As soon as you hear swarms getting launched, GTFO of there as fast as possible.
Their "follow the target" range is I guess 300m, the same distance at which you can get shot by Forge guns, Railguns and Missile launchers. (I might be slightly off on that range, it might vary slightly from weapon to weapon IIRC)
EDIT: I didn't see any other posts when I started writing all of this... lol I don't know how experienced you are flying and ADS, but it feels like 50% of the time, if not more, either I can't hear the swarms (audio glitch) or they don't render. Sometimes both.
Without lock on warnings it's often too difficult to know if theres swarms after you.
Specialization: Making typo's.
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Atiim
Titans of Phoenix
15070
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Posted - 2015.01.15 18:04:00 -
[10] - Quote
I agree, we should make the lock range 400m to even things out.
The 1st Matari Commando
-HAND
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Stupid Blueberry
Pure Evil. Capital Punishment.
929
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Posted - 2015.01.15 18:06:00 -
[11] - Quote
Toobar Zoobar wrote:TooMany Names AlreadyTaken wrote:What are you talking about? They always get away!
Sounds like you're a pilot... TIP: As soon as you hear swarms getting launched, GTFO of there as fast as possible.
Their "follow the target" range is I guess 300m, the same distance at which you can get shot by Forge guns, Railguns and Missile launchers. (I might be slightly off on that range, it might vary slightly from weapon to weapon IIRC)
EDIT: I didn't see any other posts when I started writing all of this... lol I don't know how experienced you are flying an ADS, but it feels like 50% of the time, if not more, either I can't hear the swarms (audio glitch) or they don't render. Sometimes both. Without lock on warnings it's often too difficult to know if theres swarms after you.
"Yyyyyyyyyyeayah gonna turn this guy I caught out in the open to a pile of a--"
*boom boom boom*
dafuq
*cuts ab on*
*boom boom boom*
turns to go around building
*boom boom boom* *boom boom boom*
*beep beep beep beep beep beep*
*boom*
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
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Spkr4theDead
Red Star.
2756
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Posted - 2015.01.15 18:14:00 -
[12] - Quote
Atiim wrote:I agree, we should make the lock range 400m to even things out. Another bad idea by infantry.
CCP want swarms to be area of denial, not whole map denial. Find another game to ruin.
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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Lazer Fo Cused
Shining Flame Amarr Empire
473
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Posted - 2015.01.15 18:14:00 -
[13] - Quote
Atiim wrote:I agree, we should make the lock range 400m to even things out.
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 |
KING CHECKMATE
Opus Arcana Covert Intervention
7059
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Posted - 2015.01.15 18:27:00 -
[14] - Quote
''Why can swarms travel past lock on range? ''
Because thanks to the QQ of vehicle drivers the Lock on range has been reduced to sh*t, and its so low that if the travel range would be equal Swarms would never hit an ADS.
Playing as : Calscout + Amarr Assault
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Nirwanda Vaughns
1202
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Posted - 2015.01.15 18:27:00 -
[15] - Quote
Makuta Miserix wrote:I don't even know what to say...
people like the O.P are the reason for my sig
give an idiot a forum and he shall ask stupid questions
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Onesimus Tarsus
is-a-Corporation
2861
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Posted - 2015.01.15 18:56:00 -
[16] - Quote
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.
This is a prototype-level sig. I worked hard for it, and I'm going to use it every time. So, just get used to it.
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Stupid Blueberry
Pure Evil. Capital Punishment.
934
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Posted - 2015.01.15 19:41:00 -
[17] - Quote
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.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
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Ku Shala
The Generals
1135
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Posted - 2015.01.15 19:53:00 -
[18] - Quote
a way to break the lock with maneuvering would be nice, flying low around a building and getting hit by swarms that followed you from halfway across the map is lame
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Tiger Style
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DeadlyAztec11
Ostrakon Agency
7066
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Posted - 2015.01.15 19:55:00 -
[19] - Quote
Spkr4theDead wrote:Atiim wrote:I agree, we should make the lock range 400m to even things out. Another bad idea by infantry. CCP want swarms to be area of denial, not whole map denial. Find another game to ruin. At+»m was trying to troll the OP for making a ridiculous suggestion.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16598
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Posted - 2015.01.15 19:58:00 -
[20] - Quote
TooMany Names AlreadyTaken wrote:What are you talking about? They always get away!
Sounds like you're a pilot... TIP: As soon as you hear swarms getting launched, GTFO of there as fast as possible.
Their "follow the target" range is I guess 300m, the same distance at which you can get shot by Forge guns, Railguns and Missile launchers. (I might be slightly off on that range, it might vary slightly from weapon to weapon IIRC)
EDIT: I didn't see any other posts when I started writing all of this... lol
You'd be surprised how easy it is in other games with arguably shorter vehicle TTK to get away from a combat zone, get out, rep your vehicle, and return to the fight.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Breakin Stuff
Internal Error. Negative-Feedback
6461
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Posted - 2015.01.15 20:05:00 -
[21] - Quote
True Adamance wrote:
You'd be surprised how easy it is in other games with arguably shorter vehicle TTK to get away from a combat zone, get out, rep your vehicle, and return to the fight.
that has more to do with weird core mechanics than anything.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Atiim
Titans of Phoenix
15076
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Posted - 2015.01.15 20:06:00 -
[22] - Quote
Lazer Fo Cused wrote:Atiim wrote:I agree, we should make the lock range 400m to even things out. 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. Sure
The 1st Matari Commando
-HAND
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16598
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Posted - 2015.01.15 20:11:00 -
[23] - Quote
Breakin Stuff wrote:True Adamance wrote:
You'd be surprised how easy it is in other games with arguably shorter vehicle TTK to get away from a combat zone, get out, rep your vehicle, and return to the fight.
that has more to do with weird core mechanics than anything.
I don't see how.
Defilade and Enfilade should be core terms in any tank user's operational manual.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Onesimus Tarsus
is-a-Corporation
2861
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Posted - 2015.01.15 20:16:00 -
[24] - 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.
Well, now you know.
This is a prototype-level sig. I worked hard for it, and I'm going to use it every time. So, just get used to it.
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1710
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Posted - 2015.01.15 21:48:00 -
[25] - Quote
Too many times we AV users are snuck upon my ADS / DS when they supposedly fixed the tacnet to detect vehicles better but it just isn't constant at all .
It's the same for HAV's as well .
I can't understand why you pilots can't hear the missiles as they travel towards you .?. I can and do and why don't you take defensive measures once you noticed that your hit ?
There isn't much that can even reach you so you know that it's either a swarm , forge , railgun , missile turret or blaster turret and swarms make a distinctive sound when traveling .
Doubts are like flies and should be treated as such and crushed .
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Union118
MONSTER SYNERGY
329
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Posted - 2015.01.15 21:52:00 -
[26] - Quote
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. Then dropships would hover over us and nothing would dmg it.
Starter Fit Suits are OP :-)
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Stupid Blueberry
Pure Evil. Capital Punishment.
941
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Posted - 2015.01.15 21:55:00 -
[27] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Too many times we AV users are snuck upon my ADS / DS when they supposedly fixed the tacnet to detect vehicles better but it just isn't constant at all .
It's the same for HAV's as well .
I can't understand why you pilots can't hear the missiles as they travel towards you .?. I can and do and why don't you take defensive measures once you noticed that your hit ?
There isn't much that can even reach you so you know that it's either a swarm , forge , railgun , missile turret or blaster turret and swarms make a distinctive sound when traveling .
Because they're bugged. Lots of time they make no sound and are invisible on top of that. Yeah the ads pilot spent so much time learning to fly the damn thing but they're too dumb to move out of the way if they hear or see swarms. Makes sense.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
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a brackers
Molon Labe. General Tso's Alliance
89
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Posted - 2015.01.15 21:56:00 -
[28] - Quote
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.
Ok fine, same lock on time so we get easy mode lock on missiles which will always head shot your target, even if it's behind a building, I'm perfectly happy with that
Proto dropship pilot
The sandbox shooter
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Onesimus Tarsus
is-a-Corporation
2863
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Posted - 2015.01.15 22:04:00 -
[29] - Quote
a brackers 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. Ok fine, same lock on time so we get easy mode lock on missiles which will always head shot your target, even if it's behind a building, I'm perfectly happy with that You wanted to fly, Wendy. Learn how to fall.
This is a prototype-level sig. I worked hard for it, and I'm going to use it every time. So, just get used to it.
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a brackers
Molon Labe. General Tso's Alliance
89
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Posted - 2015.01.15 22:11:00 -
[30] - Quote
Onesimus Tarsus wrote:a brackers 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. Ok fine, same lock on time so we get easy mode lock on missiles which will always head shot your target, even if it's behind a building, I'm perfectly happy with that You wanted to fly, Wendy. Learn how to fall.
I think a guaranteed lost python every time a guy decides to get any swarms out has taught me well enough how to fall
Proto dropship pilot
The sandbox shooter
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Stefan Stahl
Seituoda Taskforce Command
905
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Posted - 2015.01.15 22:13:00 -
[31] - Quote
Even my armor tanked Grimsnes can avoid the third volley when I fire the AB after the first volley hit. If I do my positioning right. Otherwise it won't, but then after the third volley it still has over 2k hp left, assuming that was a prof 5 Wiyrkomi SL on a prototype Minmando shooting at it. (Long story short: (1200 shield hp /0.8 + 5300 armor hp /1.3 + 9 sec * 93 hp/s /1.3) - (3 * 1200 * 1.15 * 1.1) = 1666 ehp = 2166 armor hp) (Not accounting for weakspot hits, those do happen. )
There was a very elaborate topic on the issue of SL vs DS with numbers, graphs and stuff. A 1-v-1 SL vs (A)DS is, in my opinion, very balanced. Things go weird when a 6-man squad goes "The floating brick should die now" and then you have 6 SL volleys flying at you at the same time. |
Soraya Xel
Abandoned Privilege Top Men.
5388
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Posted - 2015.01.15 23:09:00 -
[32] - Quote
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.
We can fix this. We'll just buff lock range to 300m. :)
Seriously, the limitation on lock range is a gift. Swarms used to have a reasonable lock on range, instead of the sad one we have now. They are intended to be long range weapons, and we can make them work better at longer ranges if you'd like.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1710
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Posted - 2015.01.15 23:23:00 -
[33] - Quote
Stupid Blueberry wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Too many times we AV users are snuck upon my ADS / DS when they supposedly fixed the tacnet to detect vehicles better but it just isn't constant at all .
It's the same for HAV's as well .
I can't understand why you pilots can't hear the missiles as they travel towards you .?. I can and do and why don't you take defensive measures once you noticed that your hit ?
There isn't much that can even reach you so you know that it's either a swarm , forge , railgun , missile turret or blaster turret and swarms make a distinctive sound when traveling .
Because they're bugged. Lots of time they make no sound and are invisible on top of that. Yeah the ads pilot spent so much time learning to fly the damn thing but they're too dumb to move out of the way if they hear or see swarms. Makes sense. Some of you are and some of you do sit there or rather fly around the same area which gives others a chance , if their aware ... to change into swarm fits as well .
Please , what your doing isn't cute and only is comical to those who take this game as a joke .
Doubts are like flies and should be treated as such and crushed .
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Monkey MAC
Rough Riders..
3607
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Posted - 2015.01.15 23:28:00 -
[34] - Quote
It's 150m last time I checked. And the reason is that dropships can't do the following 2 things.
1) Sit at 151m with a Missile Launcher 2) Sit at 140m and just drift back when you detect a launch.
At 150m you can usually outrun them anyway, believe me I do it regularly.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Makuta Miserix
DOD - Fringe Division
305
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Posted - 2015.01.15 23:50:00 -
[35] - Quote
Monkey MAC wrote:It's 150m last time I checked. And the reason is that dropships can't do the following 2 things.
1) Sit at 151m with a Missile Launcher 2) Sit at 140m and just drift back when you detect a launch.
At 150m you can usually outrun them anyway, believe me I do it regularly.
Unless it changed this week, lock on range is 175m.
CEO of DOD - Fringe Division.
Please don't break the universe. Thank you for your cooperation.
Private Beta Veteran.
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Lupus Wolf
Minmatar Republic
99
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Posted - 2015.01.16 01:00:00 -
[36] - Quote
There should be deploy-able flares that go in the low slot. They disrupt 1 swarm volley. Maybe like 60 second cooldown. The range is fine.
Redundant usernames FTW
Go home Damage Indicator, you're drunk
Good, good... let the nanites flow through you
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Everything Dies
Same Dung Different Year
1173
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Posted - 2015.01.16 02:16:00 -
[37] - Quote
How much of this a swarm problem, and how much of this a minmando + swarm problem? I ask because using proto swarms with my Gallente suits are usually only enough to drive dropships away and not destroy them. Maddys have it far, far worse than any ADS...
Mike Patton is the greatest singer in music. Proof
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Soraya Xel
Abandoned Privilege Top Men.
5400
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Posted - 2015.01.16 04:56:00 -
[38] - Quote
Everything Dies wrote:How much of this a swarm problem, and how much of this a minmando + swarm problem? I ask because using proto swarms with my Gallente suits are usually only enough to drive dropships away and not destroy them. Maddys have it far, far worse than any ADS...
Hint: It's a vehicle users wanna be OP problem. :)
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Joel II X
Bacon with a bottle of Quafe
5519
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Posted - 2015.01.16 05:27:00 -
[39] - Quote
Atiim wrote:I agree, we should make the lock range 400m to even things out. I was just about to post this. XD |
Yokal Bob
Commando Perkone Caldari State
651
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Posted - 2015.01.16 05:54:00 -
[40] - Quote
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.
erm no, vehicles travel fast, nothing would get hit this way
/{o.o}/ ---L Inflatable hammer strikes again
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Soraya Xel
Abandoned Privilege Top Men.
5400
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Posted - 2015.01.16 06:09:00 -
[41] - Quote
Yokal Bob 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. erm no, vehicles travel fast, nothing would get hit this way
That's his goal. ;)
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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MINA Longstrike
Kirjuun Heiian
1899
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Posted - 2015.01.16 06:18:00 -
[42] - Quote
Soraya Xel 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. We can fix this. We'll just buff lock range to 300m. :) Seriously, the limitation on lock range is a gift. Swarms used to have a reasonable lock on range, instead of the sad one we have now. They are intended to be long range weapons, and we can make them work better at longer ranges if you'd like.
You are so ****ing biased it's not even funny. https://www.youtube.com/watch?v=3au9H-NcgSw
From the mouth of your fellow CPM, who likely got fed up with how much of a ****ing child you are.
Edit: Also outright lies about vehicle users wanting to be 'OP'. There's a lot of antagonistic people on both side of the equation (you are included in this), vehicles want to feel relevant and important as much as infantry does. In short soraya, **** off, everyone is tired of your bias, ranting and trolling.
As it is with the 175m lock range, if a dropship enters that range at practically any time, they are dead. Who is it that really wants to be OP Soraya "Swarm launchers should be able to shoot at anything on the whole map and prevent whole specializations from playing the game" xel?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2253
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Posted - 2015.01.16 06:22:00 -
[43] - Quote
MINA Longstrike wrote:Soraya Xel 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. We can fix this. We'll just buff lock range to 300m. :) Seriously, the limitation on lock range is a gift. Swarms used to have a reasonable lock on range, instead of the sad one we have now. They are intended to be long range weapons, and we can make them work better at longer ranges if you'd like. You are so ****ing biased it's not even funny. https://www.youtube.com/watch?v=3au9H-NcgSwFrom the mouth of your fellow CPM, who likely got fed up with how much of a ****ing child you are. Judge. Where'd he come from? Where'd he go? Also, that video was made before CPM1.
Home at Last <3
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MINA Longstrike
Kirjuun Heiian
1899
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Posted - 2015.01.16 06:25:00 -
[44] - Quote
I'm aware the video was pre-cpm 1, but it was concise, detailed, well presented arguments like that video that earned judge his position.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2253
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Posted - 2015.01.16 06:31:00 -
[45] - Quote
MINA Longstrike wrote:I'm aware the video was pre-cpm 1, but it was concise, detailed, well presented arguments like that video that earned judge his position. I never said it was a bad video. It was a good one. However, Judge has made himself pretty scarce ever since he was elected, so maybe we shouldn't pick our CPM just because they make exceptional videos?
Soraya has at least been an active member of the CPM. Whether or not their opinions align with your personal opinions I pretty irrelevant. They were elected democratically. But that a representative system for you. You'll sometimes find that the person voted to represent you isn't the person you'd like.
Home at Last <3
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Soraya Xel
Abandoned Privilege Top Men.
5401
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Posted - 2015.01.16 07:38:00 -
[46] - Quote
If you're going to trot out a Judge video, I'm going to trot out that Judge said that an average KDR of 50 seemed well-balanced for his ADS, according to him.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2253
|
Posted - 2015.01.16 08:06:00 -
[47] - Quote
Dude. We need to Nerf TacARs and fix the NPE before anyone even considers touching Swarms.
Home at Last <3
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Jack McReady
DUST University Ivy League
1817
|
Posted - 2015.01.16 08:39:00 -
[48] - Quote
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. with an afterburner a dropship can cover the distance in no time, swarms would be useless. |
MINA Longstrike
Kirjuun Heiian
1901
|
Posted - 2015.01.16 08:42:00 -
[49] - Quote
Soraya Xel wrote:If you're going to trot out a Judge video, I'm going to trot out that Judge said that an average KDR of 50 seemed well-balanced for his ADS, according to him.
And I'll call you on something called the "Fallacy fallacy". Just because a person can be mistaken in one place, doesn't mean that their ideas don't hold merit in others Soraya, if that were true you'd never have been elected to CPM as you are clearly mistaken when it comes to av & balance.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Lady MDK
Kameira Lodge Amarr Empire
253
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Posted - 2015.01.16 08:54:00 -
[50] - Quote
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.
I guess its always the good ads pilots i get to shoot then. Unless there is more than 1 swarmer they almost always get away.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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WeapondigitX V7
The Exemplars RISE of LEGION
184
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Posted - 2015.01.16 09:18:00 -
[51] - Quote
use a (std shield hardener and std afterburner and (std or adv missile launcher)) with a shield ADS go in for the kill, wait 1.5 seconds to get close, activate hardener, attack, active after burner, retreat for 1 minute, the game was designed this way, argue with ratattai to get it changed.
use a (std rep and std armor hardener and std afterburner and (missile launcher again, probably std one) with an armor ADS |
Monkey MAC
Rough Riders..
3608
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Posted - 2015.01.16 10:38:00 -
[52] - Quote
Makuta Miserix wrote:Monkey MAC wrote:It's 150m last time I checked. And the reason is that dropships can't do the following 2 things.
1) Sit at 151m with a Missile Launcher 2) Sit at 140m and just drift back when you detect a launch.
At 150m you can usually outrun them anyway, believe me I do it regularly. Unless it changed this week, lock on range is 175m.
Awsome when was that changed? I know it went as low as 150 at 1 point, I just never remember a re-increase. Then again I am busy these days, it's easy to overlook.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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MINA Longstrike
Kirjuun Heiian
1901
|
Posted - 2015.01.16 11:12:00 -
[53] - Quote
^It was in 1.7 and in 1.7 it was set to 175m, it was never as low as 150.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Lady MDK
Kameira Lodge Amarr Empire
256
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Posted - 2015.01.16 14:40:00 -
[54] - Quote
Fizzer XCIV wrote:MINA Longstrike wrote:Soraya Xel 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. We can fix this. We'll just buff lock range to 300m. :) Seriously, the limitation on lock range is a gift. Swarms used to have a reasonable lock on range, instead of the sad one we have now. They are intended to be long range weapons, and we can make them work better at longer ranges if you'd like. You are so ****ing biased it's not even funny. https://www.youtube.com/watch?v=3au9H-NcgSwFrom the mouth of your fellow CPM, who likely got fed up with how much of a ****ing child you are. Judge. Where'd he come from? Where'd he go? Also, that video was made before CPM1.
Ccp have rid us of the false deity that sought to enslave uz... JUDGE RHADAMANTHUS where are you now?
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Bright Cloud
Namtar Elite Gallente Federation
773
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Posted - 2015.01.16 14:53:00 -
[55] - Quote
Judge threw the towel cause of the ignorance of CCP and the other CPM's. Dont blame him for that i probs woulda had done the same. Constructive arguments are a thing which are not common and the people to understand them are few and those few are not to be found at the current CPM members.
Bright is the opposite of dark! Who would have thought of that?!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2257
|
Posted - 2015.01.16 15:23:00 -
[56] - Quote
Bright Cloud wrote:Judge threw the towel cause of the ignorance of CCP and the other CPM's. Dont blame him for that i probs woulda had done the same. Constructive arguments are a thing which are not common and the people to understand them are few and those few are not to be found at the current CPM members.
Threw in the towel? He only just climbed into the ring before he promptly climbed back out. There was not towel, because he didn't need one, because he didn't sweat.
He was an active member of CPM for the whole of like a week before he went AWOL.
Why are you glorifying this guy so much? He ended up being a bust, despite him winning the popularity contest portion of the elections.
Home at Last <3
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Bright Cloud
Namtar Elite Gallente Federation
773
|
Posted - 2015.01.16 15:27:00 -
[57] - Quote
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.
Bright is the opposite of dark! Who would have thought of that?!
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Soraya Xel
Abandoned Privilege Top Men.
5405
|
Posted - 2015.01.16 15:35:00 -
[58] - Quote
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
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
186
|
Posted - 2015.01.16 15:38:00 -
[59] - Quote
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.
The Dust/Eve Isk Exchange Thread
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rpastry
Dead Man's Game
255
|
Posted - 2015.01.16 15:53:00 -
[60] - Quote
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.
[Removed ASCII Art - CCP Logibro]
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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
|
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
|
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
|
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
|
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
|
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
|
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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