|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Atiim
Titans of Phoenix
15142
|
Posted - 2015.01.20 14:24:00 -
[1] - Quote
So basically make the Swarm Launcher's progression through tiers broken? I fail to see what this proposal would do beyond making the lower tiered SLs underperform even more than they already do.
MINA Longstrike wrote: The problem is largely that it's way too easy to get too many volleys of incredibly high damage swarms in the air, too fast before a pilot can react. Swarms are overperforming in terms of dps, alpha damage and ease of use, massively beating out forges and plasma cannons in almost all aspects. This is compounded with commando suits reload bonus, and the damage bonus minmatar (shouldn't) get to swarms.
Confirmed for not knowing what their talking about.
Swarms "massively beat out Forges in almost all aspects" yet they have only 50% of the range, slightly lower DPS, require a direct FOV to hit, slower projectile speed, and can't attack Infantry. The fact that you mentioned PLCs is appalling, of course it's going to under-perform when compared to AV weapons which aren't terrible.
The Commando's Damage bonus has no effect on the Swarm Launchers TTK (as confirmed here), so removing it won't do anything to cater to nerf Swarms campaign. As for not being able to react in time, the average human reacts at .215s and yet it takes (at least) 2.2s to launch 2 volleys, giving you ample time to react.
MINA Longstrike wrote:Swarms probably need their locking time increased and that would make them considerably more balanced. "Considerably more balanced" or objectively inferior? Not that the latter doesn't mean the former to Pilots but stating your actual intentions would save both of us a lot of time.
The 1st Matari Commando
-HAND
|
Atiim
Titans of Phoenix
15142
|
Posted - 2015.01.20 14:47:00 -
[2] - Quote
MINA Longstrike wrote:175m locking range atiim, 400 meter travel range. Vs the forges 300m range and requiring unobstructed line of fire to hit. Swarms will chase targets - you don't have to predict for movement or travel time like you do with a forge.
Are you counting pilot 'reaction' from when swarms are first fired? or when they first impact - because rendering and audio bugs are still very, very present. Those first swarms hit while the second volley is in the air and the third volley is on its way. The 400m travel range is impractical when comparing to other weapons, as the 400m range is only useful when the Swarms were already fired while the FG's 300m can be used any time.
As for requiring an unobstructed line of sight, if an HAV is mostly behind cover yet has a small part of it's side peeking out the FG can still hit it while doing full damage yet the Swarm will do nothing but crash into the wall. "Direct FOV" probably wasn't the best way to explain that assertion, though.
Albeit anecdotal, the audio bug has yet to happen to me and I spent about 6hrs in a DS just to test it. Even if it didn't and you still had no idea about the 1st volley until it hit, that's still a good 1.5s before the next volley reaches you, which still gives ample time to react.
Harpyja wrote: Confirmed for continued support of their skill-less and all-powerful weapon.
Confirmed for being even more butthurt and tear filled than you were pre-1.7.
The 1st Matari Commando
-HAND
|
Atiim
Titans of Phoenix
15142
|
Posted - 2015.01.20 14:57:00 -
[3] - Quote
Lazer Fo Cused wrote: [...]
2. Means nothing, 3 volleys only kills LAVs and vehicles with Base HP. Even if it didn't 4s is ample time to react. 3. Depends on the vehicle, but ADSs can travel further than 175m in 4s and that's assuming they start from 0m away. 4. False, SL locks require a direct FOV and I've tested this myself. 5. My statement is true, yours has nothing to do with a comparison to FGs so it's irrelevant. 6. Forgot to link, see evidence here. 7. Swarms are rarely invisible, even if they were you can still hear them. Even if you couldn't hear them you still have time to react once the first volley is fired.
The 1st Matari Commando
-HAND
|
Atiim
Titans of Phoenix
15148
|
Posted - 2015.01.20 17:25:00 -
[4] - Quote
Lazer Fo Cused wrote: 2. I can basically kill most vehicles or scare them off for a good 30seconds
3. No they cannot unless they are already moving
4. Wrong again - I can lock on through cover and terrain and have done mulitple times in a match
5. Its false
6. 3.5% is better than nothing and adds more damage
7. They still are invisible 7a. I can only hear them if i am close enough to the launch and if i hear them as they approch the vehicle its too late they will hit me 100% 7b. Only if i see them can i react but the fact it the 1st volley will always hit
2. Most vehicles in 3 volleys? Give me some builds. 3. Yes, they can. 4. Show me a video of you locking onto a vehicle behind a wall. 5. No, it's true and common knowledge. The FG's projectile travels much faster than the SL's volley. 6. That 3.5% damage still has no changes on the amount of volleys needed to destroy an HAV, therefore irrelevant.
The 1st Matari Commando
-HAND
|
Atiim
Titans of Phoenix
15149
|
Posted - 2015.01.20 21:31:00 -
[5] - Quote
Lazer Fo Cused wrote: [...]
2. Nope, I can list several builds that can survive 3 volleys. Though if you're stupid enough to stand there for 3 volleys you deserve to die several times over.
3. Yes 4. Fell free to do so, and when you do feel free to post proof that it actually hits the target as well. 5. Irrelevant to the point, taking this as admission of me being correct. 6. Still false, see here.
The 1st Matari Commando
-HAND
|
Atiim
Titans of Phoenix
15149
|
Posted - 2015.01.20 21:37:00 -
[6] - Quote
Jack Galen wrote: What we really need is to stop having a go at each other like small children, and have a meaningful discussion...
See the problem with this, is that there's nothing to discuss. CCP Rattati already claimed that Swarms were fine and that they needed no immediate balance attention.
The 1st Matari Commando
-HAND
|
|
|
|