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Atiim
Titans of Phoenix
15243
|
Posted - 2015.01.24 16:06:00 -
[91] - Quote
Tesfa Alem wrote:[Reported] Wow what a baby, can't even handle a simple insult.
Not that it matters, the odds of Soraya getting banned are as much as CCP taking you guys seriously.
The 1st Matari Commando
-HAND
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Aiwha Bait
Demonic Cowboys
62
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Posted - 2015.01.27 15:56:00 -
[92] - Quote
Juno Tristan wrote:Aiwha Bait wrote:
Nah, I totally get that. It gets really annoying for us swarmmies who take one shot (barely make a dent on some proto ships) and then they fly straight up. Maybe you just need to fly around the map more. Try flying between buildings. *shrugs*
flying around buildings doesn't do ****, the swarms will follow the exact path you did it's different to fighting tanks where swarms are relatively low to the ground and can more easily hit into hills/obtacles
(apologies for the super late reply)
Bullsh*t. If you fly around a building while my swarms are chasing you, the swarms will cut corners and hit the object you fly behind.
"I went looking for trouble, and I found it." - Charles Ponzi
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Lazer Fo Cused
Shining Flame Amarr Empire
651
|
Posted - 2015.01.27 16:15:00 -
[93] - Quote
1. Experimental Swarm Launcher. +10% Damage, +1 Clip, +3 Ammo, -10% Reload Speed. - released on the 3rd of Feb
2. That kills the DS and anything else |
Mobius Wyvern
Sky-FIRE
5697
|
Posted - 2015.01.27 16:52:00 -
[94] - Quote
DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen.
Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Echo 1991
Titans of Phoenix VP Gaming Alliance
705
|
Posted - 2015.01.27 16:56:00 -
[95] - Quote
Mobius Wyvern wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen. Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning. Lock time is 0.96. So 3 volleys is gonna take nearer 3 seconds. Also sound issues are a game problem, that doesn't mean the swarm is OP.
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Copharus Arkana
Seykal Expeditionary Group Minmatar Republic
33
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Posted - 2015.01.27 17:01:00 -
[96] - Quote
Echo 1991 wrote:Mobius Wyvern wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen. Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning. Lock time is 0.96. So 3 volleys is gonna take nearer 3 seconds. Also sound issues are a game problem, that doesn't mean the swarm is OP. But that doesn't mean swarm is not OP. Are you that blind that you can't see its a crutch? I sware its like the AV community are related to heavys some how. |
Mobius Wyvern
Sky-FIRE
5699
|
Posted - 2015.01.27 17:03:00 -
[97] - Quote
Echo 1991 wrote:Mobius Wyvern wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen. Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning. Lock time is 0.96. So 3 volleys is gonna take nearer 3 seconds. Also sound issues are a game problem, that doesn't mean the swarm is OP. Skill into Assault Dropships and try to avoid dying to Swarms.
I respeced my character almost entirely out of infantry and maxed out every single skill relating to Pythons and Small Missile Launchers.
An investment of around 18 million skillpoints gives me the ability to barely survive 2 people with Swarm Launchers who only need to hold down R1 3 times, reload, and then do that again.
I don't even get a warning when someone locks onto me, like you get in vehicles in EVERY SINGLE other combined-arms game on the ******* market.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Echo 1991
Titans of Phoenix VP Gaming Alliance
705
|
Posted - 2015.01.27 17:41:00 -
[98] - Quote
Copharus Arkana wrote:Echo 1991 wrote:Mobius Wyvern wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen. Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning. Lock time is 0.96. So 3 volleys is gonna take nearer 3 seconds. Also sound issues are a game problem, that doesn't mean the swarm is OP. But that doesn't mean swarm is not OP. Are you that blind that you can't see its a crutch? I sware its like the AV community are related to heavys some how. OK then. Explain how its a crutch. I'm giving up a light weapon slot to only take on vehicles.
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Echo 1991
Titans of Phoenix VP Gaming Alliance
705
|
Posted - 2015.01.27 17:45:00 -
[99] - Quote
Mobius Wyvern wrote:Echo 1991 wrote:Mobius Wyvern wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen. Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning. Lock time is 0.96. So 3 volleys is gonna take nearer 3 seconds. Also sound issues are a game problem, that doesn't mean the swarm is OP. Skill into Assault Dropships and try to avoid dying to Swarms. I respeced my character almost entirely out of infantry and maxed out every single skill relating to Pythons and Small Missile Launchers. An investment of around 18 million skillpoints gives me the ability to barely survive 2 people with Swarm Launchers who only need to hold down R1 3 times, reload, and then do that again. I don't even get a warning when someone locks onto me, like you get in vehicles in EVERY SINGLE other combined-arms game on the ******* market. Are you really complaining that 2 people working together are killing you?
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Copharus Arkana
Seykal Expeditionary Group Minmatar Republic
33
|
Posted - 2015.01.27 19:20:00 -
[100] - Quote
Echo 1991 wrote:Copharus Arkana wrote:Echo 1991 wrote:Mobius Wyvern wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV At the very least, the lock speed and fire rate need to be reduced somewhat. Right now one person can put 3 volleys in the air in under 2 seconds. Given that the missiles commonly don't render or even make noise until after the first volley hits you, that means you're likely to be dead before you can escape. Right now the only way to survive is afterburners and having some kind of active regen. Also, lock-on warnings. NO other combined-arms game has vehicles with no lock-on warning. Lock time is 0.96. So 3 volleys is gonna take nearer 3 seconds. Also sound issues are a game problem, that doesn't mean the swarm is OP. But that doesn't mean swarm is not OP. Are you that blind that you can't see its a crutch? I sware its like the AV community are related to heavys some how. OK then. Explain how its a crutch. I'm giving up a light weapon slot to only take on vehicles. Its a crutch because no matter what, all you have to do is press R1, and your guaranteed to hit your target. You only have to look, then it dose the rest for you with no skill needed on your part. And unless you use a logi suit, your still perfectly capable of taking on other infantry. commandoes, thee dropsuit for AV has two light weapon slots. TWO. You shouldn't have any problem unless you stupidly fit two SL. And even if you using a medium or scout with only a side arm for infantry, you still have a weapon to defend yourself. People always use side arms as primary weapons with no problem. So you get no disadvantages, plus a weapon that guarantees the death of a vehicle, and you don't even need to aim to do it. That sounds like a pretty big crutch to me. |
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Aiwha Bait
Demonic Cowboys
62
|
Posted - 2015.01.27 20:03:00 -
[101] - Quote
You arent guaranteed to hit anything, actually. All pilots have to do it turn a corner.
"I went looking for trouble, and I found it." - Charles Ponzi
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Echo 1991
Titans of Phoenix VP Gaming Alliance
706
|
Posted - 2015.01.28 09:18:00 -
[102] - Quote
Copharus Arkana wrote: Its a crutch because no matter what, all you have to do is press R1, and your guaranteed to hit your target. You only have to look, then it dose the rest for you with no skill needed on your part. And unless you use a logi suit, your still perfectly capable of taking on other infantry. commandoes, thee dropsuit for AV has two light weapon slots. TWO. You shouldn't have any problem unless you stupidly fit two SL. And even if you using a medium or scout with only a side arm for infantry, you still have a weapon to defend yourself. People always use side arms as primary weapons with no problem. So you get no disadvantages, plus a weapon that guarantees the death of a vehicle, and you don't even need to aim to do it. That sounds like a pretty big crutch to me.
That's how I know you don't use swarms. Go ahead and see if a swarm guarantees the death of a vehicle. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
906
|
Posted - 2015.01.28 10:13:00 -
[103] - Quote
Back in the days of the "God" HAV (1.7) I pumped all my skill points into my Forge guns as they were the only thing that could kill HAV's, and then if you were skilled and lucky and had a good line of sight, and if you weren't being shot by infantry, or tanks, and if the guy didn't recall his tank or activate his booster... anyway you get the picture.
Now the effort required for a forge gun kill is disproportionate to a swarm kill. I find myself switching by default to a minmando swarm fit because it's just easier, you can defend yourself from infantry (with your second primary) , and it fires faster and doesn't require aiming. Although you have a heavy hit box in a minmando, you don't have heavy speed.
I think the problem is we just need more AV weapons, starting with the other Heavy racial weapons. Then I think they can look at ths swarms again to find a happy medium until then my poor forge gun will just be gathering dust..
I do appreciate the problems you guys go through, I haven't yet started flying dropships but it doesn't sound like fun. :( |
Jack McReady
DUST University Ivy League
1957
|
Posted - 2015.01.28 11:33:00 -
[104] - Quote
I am amused by the fact that some people claim you can fire 3 volleys in 3 seconds.
everyone that used the swarm launcher once knows that is total BS
also is just impossible to fire 3 volleys in 3 seconds due to the RAW stats of the swarm launcher (HINT: lock delay (not lock on time), burst delay, fire interval) |
pumping up
Crux Special Tasks Group Gallente Federation
113
|
Posted - 2015.01.28 11:34:00 -
[105] - Quote
Totally would love dumb fire swarms like in closed beta again :D
Please help me on my quest to get the Recruiter C-II Dropsuit!
https://dust514.com/recruit/S5kDan/ <3
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Jack the Rlpper
MONSTER SYNERGY
36
|
Posted - 2015.01.28 11:36:00 -
[106] - Quote
I stopped reading after the second page I feel both take skill but just standing there looking on in like 3 seconds and firing is kinda boring and is for those who have trouble with a forge gun and i myself have trouble with it so i have chosen in my respec to go full forge guns level 5 everything and use that because the thrill to charge it up and pray im not killed in that time seems more fun then swarms plus it hits harder which is nice for tank av and lai dia packed av nades for them pesky lavs |
Echo 1991
Titans of Phoenix VP Gaming Alliance
706
|
Posted - 2015.01.28 12:24:00 -
[107] - Quote
Forge is harder to use, i wont ever say it isn't, however while swarms have a 400m travel range, it cannot fully utilize it unless it gets a lock within 175m. The forge could be at almost double the height of a tank compared to the swarmer and still score a hit, if a swarmer is in the same place as the forge he wont even get a lock. The swarm takes skill to be effective, (not to use) you have to get relatively close to ensure that all 3 volleys can be launched, Forge isnt guranteed to hit but has a larger area in which it can engage. The skill with forging is aiming whilst being quite far away. The skill with swarming isnt using the swarm itself but ensuring you can get close enough and not get killed whilst firing all three volleys. |
Jack McReady
DUST University Ivy League
1960
|
Posted - 2015.01.28 14:21:00 -
[108] - Quote
ok, this thread amused me long enough. time to bust the bubbles of whiny scrubs, face your fate and git gud.
with fire interval, burst interval, lock on delay (not lock on time which is also additionally to that) you will at best fire a volley per 2,55s and that is not accounting any UI delays we currently have. that is 489 base dps with proto swarms before reload and 326 base dps factoring in reload.
need more evidence to bust your little small fantasy bubble? well here it is:
STD swarms fired as fast as possible => https://www.youtube.com/watch?v=VEmCY4Qh0jk
skip to 1:35 01:36:00 Start first lock 01:37:73 First lock complete 01:38:60 First swarm finishes firing
01:40:93 Second lock completes 01:41:63 Second swarm finishes firing
01:44:53 Third lock completes 01:45:47 Third swarm finishes firing
in comparision: PLC has 0.5s fire interval additionally to charge up. with max reload skill and proto PLC that would be ~294 base dps.
forge guns has 480 dps without reload and 365 dps with reload. it appears to have no fire interval at all, only charge up.
all that anti swarm whining is just a pathetic farce. pilots are just that, littly whiny wimps.
*ninja edit* PS: I wish pilots were skilled instead of whiny wimps. |
Atiim
Titans of Phoenix
15279
|
Posted - 2015.01.28 14:23:00 -
[109] - Quote
Bookmarked <3
The 1st Matari Commando
-HAND
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Xerth Frejer
The Unholy Legion Of DarkStar DARKSTAR ARMY
7
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Posted - 2015.01.28 14:49:00 -
[110] - Quote
DUST Fiend wrote:[quote=Aiwha Bait] What you seem to be missing.is.that if.we.do ANYTHING other than fly straight up away from you...we die. Your chances of survival jump exponentially for every second that dropship isnt running away. You think its fun for us either? "Oh wow...sure is pretty up here, so glad im being 100% useless to my team right now. But hey, at least i can see this giant map and multiple sockets ill NEVER get to play on"
Nevermind the fact that the first rule of piloting is:
There is ALWAYS another AVer
Now let me tell you a Story:
Once upon a time (before the ADS firerate nerf) I stood on a hill with some other guys, all in heavy frames and armed with forge guns. We even had a logi. But there was a very good ADS Pilot in the enemy team, and he destroyed everyone and everything. And this one ADS won them the game. He was able to circlestrafe us as fast as we could turn, and the high angular velocity coupled with the ping delay (aka lag) made it almost imposible to hit him, while he was killing the logi first and then us with the splash damage from his front mounted missle launcher. When we managed to hit him several times in a row he just ignited his afterburner and flew away, to recharge his shields, repair his armor and/or reload. Even when I hit three shots in a row he continued to fly. And we were three forge gunners on that hill. If we had one or two swarms in that match, we may have won...
The point is: Air Vehicles move so fast, that minimal ping/lag can cause a difference between the actual position of the Dropship, and what the AV'er may see. This causes an inconsistent lead-distance and makes hitting a fast vehicle nearly impossible. For example: A forgegun projectile (should) travel at 7000m/s (25200km/h) A Dropship traverses with 50m/s (180km/h) The Distance between DS and FG is 100m Then the lead distance should be: (Lead-distance = Dropship velocity*forgegun projectle traveltime + Dropship velocity*Ping) 0.71m (with 0ms Ping) 1.21m (with 10ms Ping) 5.71m (with 100ms Ping)
Swarms are necessary. For lowskill players, for high-ping players, for effectiv zoning. And they trade their ease of use with flexibility, since they are the only AV-only weapon. Heavys doing AV are also sitting ducks and an easy targets for Vehicles, while light AV weapons give the user the ability to evade incoming fire. Another important point you seem to ignore is that Pilots have the choice. They can control the engagement with superior speed, sustain and damage. Infantry can not hunt down a DS, they can only zone it away. |
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Twelve Guage
Death Firm.
475
|
Posted - 2015.01.28 16:27:00 -
[111] - Quote
I posted this in another thread and is now re-posting it here.
Twelve Guage wrote:After reading this reply I have to wonder if you have ever fired the SL before. I might be inclined to agree with all of the above if it was true but it is not. Is this what vehicle users think happen when people pull out SL? The SL is not a lock and forget weapon especially when everything and I do mean everything brakes your lock on. That is the ultimate troll with this weapon.
There really is no negative to the vehicle users if they know what they're doing. EX#1: Vehicle user in tanks, unless super stupid will just drive behind any mid level hills / crates / building to get out of the way of swam shots. If that fails they hit their fuel injector and goes back to their red line to heal. Rinse and repeat for ultimate scrubness.
EX#2: If a vehicle user is in a drop-ship, unless super stupid, only has to hit the up button to get out of range of any and all AV. In fact this is the number one thing I see most drop-ship divers doing. If they don't do that it's hit the fuel injector to fly to the other side of the map / into the red line until their healed. Rinse and repeat for ultimate scrubness. Vehicle user get no negative for doing things that most players can not.
Now lets give infantry the ability to do that. It be would be great and very frustrating thing if the player could at the drop of a hat just move themselves 200 meters away from a tank / drop-ship when they are taking damage or under fire.
The real problem vehicle users are having with the SL is that everyone uses it for their go to AV weapon not because it's easy but because every suit can run them. Don't believe me lets have all AV weapon unlocked for six months. So long as it is classified as Av it can be fitted into the light weapon slot. I guarantee you medium suites and light suites a like will run the forge gun more.
Aim assist is the only weapon that needs to be removed from this game Lets focus on that first yes.
Sandwich maker LVL. 5
You've been like by Twelve Gauge = her grabbing your @$$.
My like button is back. C:<
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Awesome Pantaloons
Fatal Absolution General Tso's Alliance
714
|
Posted - 2015.01.28 17:29:00 -
[112] - Quote
Bring back the dumbfire. Everyone will hate it, but everyone will LOVE it too. lol The vets miss the olden days.
Seid ihr das essen? Nein! Wir sind der jager!
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Twelve Guage
Death Firm.
475
|
Posted - 2015.01.28 18:42:00 -
[113] - Quote
Awesome Pantaloons wrote:Bring back the dumbfire. Everyone will hate it, but everyone will LOVE it too. lol The vets miss the olden days. The whining would never stop then. Vehicle user don't really want skill to be involved in AV. What they want is an I win button. Even if dumbfire was brought back they would still say it requires no skill.
Sandwich maker LVL. 5
You've been like by Twelve Gauge = her grabbing your @$$.
My like button is back. C:<
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Baal Omniscient
Qualified Scrub
2138
|
Posted - 2015.01.28 18:43:00 -
[114] - Quote
Jack McReady wrote:ok, this thread amused me long enough. time to bust the bubbles of whiny scrubs, face your fate and git gud. with fire interval, burst interval, lock on delay (not lock on time which is also additionally to that) you will at best fire a volley per 2,55s and that is not accounting any UI delays we currently have. that is 489 base dps with proto swarms before reload and 326 base dps factoring in reload. need more evidence to bust your little small fantasy bubble? well here it is: STD swarms fired as fast as possible => https://www.youtube.com/watch?v=VEmCY4Qh0jkskip to 1:35 01:36:00 Start first lock 01:37:73 First lock complete 01:38:60 First swarm finishes firing 01:40:93 Second lock completes 01:41:63 Second swarm finishes firing 01:44:53 Third lock completes 01:45:47 Third swarm finishes firing in comparison: PLC has 0.5s fire interval additionally to charge up. with max reload skill and proto PLC that would be ~294 base dps. regular forge guns have 360 dps, the assault variant has even more. all that anti swarm whining is just a pathetic farce. pilots are just that, littly whiny wimps. *ninja edit* PS: I wish pilots were skilled instead of whiny wimps. I appreciate you putting my partner and I's swarm test video and data to good use, but a mention or reference would be nice.
Copharus Arkana wrote:Echo 1991 wrote:OK then. Explain how its a crutch. I'm giving up a light weapon slot to only take on vehicles.
Its a crutch because no matter what, all you have to do is press R1, and your guaranteed to hit your target. You only have to look, then it dose the rest for you with no skill needed on your part. And unless you use a logi suit, your still perfectly capable of taking on other infantry. commandoes, thee dropsuit for AV has two light weapon slots. TWO. You shouldn't have any problem unless you stupidly fit two SL. And even if you using a medium or scout with only a side arm for infantry, you still have a weapon to defend yourself. People always use side arms as primary weapons with no problem. So you get no disadvantages, plus a weapon that guarantees the death of a vehicle, and you don't even need to aim to do it. That sounds like a pretty big crutch to me. I don't even have the patience to lay out how uninformed this post is. Suffice to say, swarms can be easily outrun and blocked by using cover and their AI isn't.... well lets just say it's about on par with you and leave it at that.
Echo 1991 wrote:Mobius Wyvern wrote: Skill into Assault Dropships and try to avoid dying to Swarms.
I respeced my character almost entirely out of infantry and maxed out every single skill relating to Pythons and Small Missile Launchers.
An investment of around 18 million skillpoints gives me the ability to barely survive 2 people with Swarm Launchers who only need to hold down R1 3 times, reload, and then do that again.
I don't even get a warning when someone locks onto me, like you get in vehicles in EVERY SINGLE other combined-arms game on the ******* market.
Are you really complaining that 2 people working together are killing you? No, he's complaining that two people working together are ALMOST able to kill him. That's somewhat worse however....
Edit: Though to be fair, I do think there should be a sound warning when a swarm's reticle passes over a vehicle.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Jammer Jalapeno
BIG BAD W0LVES
167
|
Posted - 2015.01.28 19:26:00 -
[115] - Quote
DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV
You know I really have to agree with you on this one.....i've been a dedicated AVer since beta and I have to say all these people with swarms are becoming quite the nuisance.
Taking down a beefy tank or ADS should be a challenge......perhaps even a coordinated effort. I feel for you dudes.
MmMmMm TanKs....delicious TanKs
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Jack McReady
DUST University Ivy League
1983
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Posted - 2015.01.28 19:45:00 -
[116] - Quote
Baal Omniscient wrote:I appreciate you putting my partner and I's swarm test video and data to good use, but a mention or reference would be nice.
Jack McReady scrub busting post is sponsored by Baal Omniscient |
Reign Omega
T.H.I.R.D R.O.C.K General Tso's Alliance
1157
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Posted - 2015.01.28 21:19:00 -
[117] - Quote
Jammer Jalapeno wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV You know I really have to agree with you on this one.....i've been a dedicated AVer since beta and I have to say all these people with swarms are becoming quite the nuisance. Taking down a beefy tank or ADS should be a challenge......perhaps even a coordinated effort. I feel for you dudes.
Even though in beta and shortly after we could post up on a proper roof with swarms and deny a huge chunk of the map for a whole game because of how powerful swarms were? 400 meter 6 missiles 6 round clip damage modded terror..
Mark a$$ tricks, and bags of dicks....
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Baal Omniscient
Qualified Scrub
2142
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Posted - 2015.01.28 22:57:00 -
[118] - Quote
DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV Don't worry, I still love you no matter how much hate you throw at my occupation Princess. <3
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1584
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Posted - 2015.01.28 23:02:00 -
[119] - Quote
Reign Omega wrote:Jammer Jalapeno wrote:DUST Fiend wrote:When i fight a good forge gunner, its heart pounding. I see that glow on the ground and instantly take evasive action. I drop elevation, twist to the side, pop my AB and rotate up and sideways to roll over his first shot. It misses, i get two seconds to apply some damage, then i punch straight up while leaning forward. He connects and my ship lists to one side. Doin a full barrel roll with the impact, i quickly drop towards the ground, shaking his third shot as i haul ass away. Over 300 meters out, still flying eradically, he manages to hit me, and i silently compliment his tremendous aim and tenacity.
Swarms? I punch my AB and run full speed away, STILL getting hit.
Forge gunners, thank you for remaining and reminding us all what it means to be skilled at AV You know I really have to agree with you on this one.....i've been a dedicated AVer since beta and I have to say all these people with swarms are becoming quite the nuisance. Taking down a beefy tank or ADS should be a challenge......perhaps even a coordinated effort. I feel for you dudes. Even though in beta and shortly after we could post up on a proper roof with swarms and deny a huge chunk of the map for a whole game because of how powerful swarms were? 400 meter 6 missiles 6 round clip damage modded terror.. but for whatever reason those swarms were coded to collide with buildings the new swarms usually bypass any obstacle either thru clipping or they will cluster at the obstacle before surging towards target again.
AKA Zirzo Valcyn
AFKing since 2012
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DUST Fiend
Molon Labe. General Tso's Alliance
15662
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Posted - 2015.02.01 16:19:00 -
[120] - Quote
Xerth Frejer wrote:DUST Fiend wrote:[quote=Aiwha Bait] What you seem to be missing.is.that if.we.do ANYTHING other than fly straight up away from you...we die. Your chances of survival jump exponentially for every second that dropship isnt running away. You think its fun for us either? "Oh wow...sure is pretty up here, so glad im being 100% useless to my team right now. But hey, at least i can see this giant map and multiple sockets ill NEVER get to play on"
Nevermind the fact that the first rule of piloting is:
There is ALWAYS another AVer Now let me tell you a Story: Once upon a time (before the ADS firerate nerf) I stood on a hill with some other guys, all in heavy frames and armed with forge guns. We even had a logi. But there was a very good ADS Pilot in the enemy team, and he destroyed everyone and everything. And this one ADS won them the game. He was able to circlestrafe us as fast as we could turn, and the high angular velocity coupled with the ping delay (aka lag) made it almost imposible to hit him, while he was killing the logi first and then us with the splash damage from his front mounted missle launcher. When we managed to hit him several times in a row he just ignited his afterburner and flew away, to recharge his shields, repair his armor and/or reload. Even when I hit three shots in a row he continued to fly. And we were three forge gunners on that hill. If we had one or two swarms in that match, we may have won... The point is:Air Vehicles move so fast, that minimal ping/lag can cause a difference between the actual position of the Dropship, and what the AV'er may see. This causes an inconsistent lead-distance and makes hitting a fast vehicle nearly impossible. For example: A forgegun projectile (should) travel at 7000m/s (25200km/h) A Dropship traverses with 50m/s (180km/h) The Distance between DS and FG is 100m Then the lead distance should be: (Lead-distance = Dropship velocity*forgegun projectle traveltime + Dropship velocity*Ping) 0.71m (with 0ms Ping) 1.21m (with 10ms Ping) 5.71m (with 100ms Ping) Swarms are necessary. For lowskill players, for high-ping players, for effectiv zoning. And they trade their ease of use with flexibility, since they are the only AV-only weapon. Heavys doing AV are also sitting ducks and an easy targets for Vehicles, while light AV weapons give the user the ability to evade incoming fire. Another important point you seem to ignore is that Pilots have the choice. They can control the engagement with superior speed, sustain and damage. Infantry can not hunt down a DS, they can only zone it away. Infantry cant hunt vehicles?
You dont LAV much, do you?
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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