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DUST Fiend
16335
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Posted - 2015.04.11 20:49:00 -
[1] - Quote
Why must an auto aim weapon travel so far? @_@
Give it some kind of buff I don't even care (even though they reaaaalllyy don't need one), just please for the love of God don't make them travel all over the map after you lol.
Forge Gunners are like AV Unicorns ever since swarms got buffed lol
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1080
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Posted - 2015.04.11 20:55:00 -
[2] - Quote
they seem to blow up after several seconds of flight , and the lock on range isn't all that far. Maybe it could do with another couple seconds shaved off of flight time , but not much |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5771
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Posted - 2015.04.11 21:26:00 -
[3] - Quote
So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Lupus Wolf
Minmatar Republic
230
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Posted - 2015.04.11 21:42:00 -
[4] - Quote
Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forges are easy(ish) to avoid, while swarms require you to already be flying away at top speed to avoid them.
"Dogfighting with missiles is like watching two armless kids try to catch a baseball." - Dust Fiend
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Kallas Hallytyr
Skullbreakers
1451
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Posted - 2015.04.11 21:42:00 -
[5] - Quote
Because FGs actually require aim. While they have a long range, actually hitting targets over 200m is rather difficult.
Swarms require no skill to operate (only position, which FGs also need) and they engage at 175m and below...which is a fair amount farther than DSs can reasonably engage at unless two or more experienced DS operators.
Alt of Halla Murr. Sentinel.
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One Eyed King
Nos Nothi
9308
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Posted - 2015.04.11 21:44:00 -
[6] - Quote
I think changing the turn speed may have actually hurt in terms of evasion.
It seems now, instead of heading directly toward you, and the obstacle you have put in between yourself and the Swarmer, that because of its slow turn it now turns past many of the obstacles.
That is just my perspective as a swarmer though. Seems different with tanks, they hit all the hills between.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1081
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Posted - 2015.04.11 22:19:00 -
[7] - Quote
ahh, so they have a range on them not a timer. ooops, lol
oh well
**** happens
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DUST Fiend
16336
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Posted - 2015.04.11 22:30:00 -
[8] - Quote
Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forge gun is a skill vs skill engagement. Each player puts in an effort, and each has the opportunity to outplay the other.
Swarms is a mechanics vs skill engagement. Especially at range, where the swarmer just puts his swarms in the air and goes on about his day. I'm not quite sure what would make them feel better, I really feel they're just a poorly designed weapon and no amount of tweaks will ever make them satisfying to fight against, because they won't ever lead to skill vs skill engagements like forge guns and plasma cannons do.
Just me venting a little after blowing up to Proto Swarms waaaaaaaaaaaaaaay away from where they were fired lol.
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1081
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Posted - 2015.04.11 22:35:00 -
[9] - Quote
DUST Fiend wrote:Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forge gun is a skill vs skill engagement. Each player puts in an effort, and each has the opportunity to outplay the other. Swarms is a mechanics vs skill engagement. Especially at range, where the swarmer just puts his swarms in the air and goes on about his day. I'm not quite sure what would make them feel better, I really feel they're just a poorly designed weapon and no amount of tweaks will ever make them satisfying to fight against, because they won't ever lead to skill vs skill engagements like forge guns and plasma cannons do. Just me venting a little after blowing up to Proto Swarms waaaaaaaaaaaaaaay away from where they were fired lol.
swarms still require getting into lock on range, pretty much being in the open..and exposed in the process. Blame your team for letting a swarmer lock you then.
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DUST Fiend
16336
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Posted - 2015.04.11 22:40:00 -
[10] - Quote
Knightshade Belladonna wrote:DUST Fiend wrote:Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forge gun is a skill vs skill engagement. Each player puts in an effort, and each has the opportunity to outplay the other. Swarms is a mechanics vs skill engagement. Especially at range, where the swarmer just puts his swarms in the air and goes on about his day. I'm not quite sure what would make them feel better, I really feel they're just a poorly designed weapon and no amount of tweaks will ever make them satisfying to fight against, because they won't ever lead to skill vs skill engagements like forge guns and plasma cannons do. Just me venting a little after blowing up to Proto Swarms waaaaaaaaaaaaaaay away from where they were fired lol. swarms still require getting into lock on range, pretty much being in the open..and exposed in the process. Blame your team for letting a swarmer lock you then. 175 meters isn't exactly "close" hahaha. The only swarmers who wander out into the open for a lock are the scrubs using basic and militia swarms lol. There is PLENTY of cover and roofs for swarmers to shoot from behind cover.
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Wasten
Anti Her0s
62
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Posted - 2015.04.11 22:52:00 -
[11] - Quote
DUST Fiend wrote:Why must an auto aim weapon travel so far? @_@
Give it some kind of buff I don't even care (even though they reaaaalllyy don't need one), just please for the love of God don't make them travel all over the map after you lol.
Forge Gunners are like AV Unicorns ever since swarms got buffed lol Why do leave every battle you join?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5771
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Posted - 2015.04.11 22:56:00 -
[12] - Quote
DUST Fiend wrote:Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forge gun is a skill vs skill engagement. Each player puts in an effort, and each has the opportunity to outplay the other. Swarms is a mechanics vs skill engagement. Especially at range, where the swarmer just puts his swarms in the air and goes on about his day. I'm not quite sure what would make them feel better, I really feel they're just a poorly designed weapon and no amount of tweaks will ever make them satisfying to fight against, because they won't ever lead to skill vs skill engagements like forge guns and plasma cannons do. Just me venting a little after blowing up to Proto Swarms waaaaaaaaaaaaaaay away from where they were fired lol.
I guess the point Im making is that it seems making them more skill based would be a more appropriate change than simply nerfing the range.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Henchmen21
Planet Express LLC
1226
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Posted - 2015.04.11 22:57:00 -
[13] - Quote
Seems to me they are invisible again. Or I am blind.
Your matchmaking sucked the last time and it still sucks this time.
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Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
1081
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Posted - 2015.04.11 23:20:00 -
[14] - Quote
DUST Fiend wrote:Knightshade Belladonna wrote:DUST Fiend wrote:Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forge gun is a skill vs skill engagement. Each player puts in an effort, and each has the opportunity to outplay the other. Swarms is a mechanics vs skill engagement. Especially at range, where the swarmer just puts his swarms in the air and goes on about his day. I'm not quite sure what would make them feel better, I really feel they're just a poorly designed weapon and no amount of tweaks will ever make them satisfying to fight against, because they won't ever lead to skill vs skill engagements like forge guns and plasma cannons do. Just me venting a little after blowing up to Proto Swarms waaaaaaaaaaaaaaay away from where they were fired lol. swarms still require getting into lock on range, pretty much being in the open..and exposed in the process. Blame your team for letting a swarmer lock you then. 175 meters isn't exactly "close" hahaha. The only swarmers who wander out into the open for a lock are the scrubs using basic and militia swarms lol. There is PLENTY of cover and roofs for swarmers to shoot from behind cover.
meh, how many more years we gonna continue this debate? |
Bremen van Equis
Incorruptibles
340
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Posted - 2015.04.11 23:30:00 -
[15] - Quote
Know what's worse than swarms? Vehicle pilots who jump out and brandish them at the first sign of a challenge from another pilot.
I won't name names, but it rhymes with corsetGǪGǪ.
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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DUST Fiend
16339
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Posted - 2015.04.11 23:35:00 -
[16] - Quote
Wasten wrote:DUST Fiend wrote:Why must an auto aim weapon travel so far? @_@
Give it some kind of buff I don't even care (even though they reaaaalllyy don't need one), just please for the love of God don't make them travel all over the map after you lol.
Forge Gunners are like AV Unicorns ever since swarms got buffed lol Why do leave every battle you join? ? I haven't left a battle I've joined in years lol, unless I get dropped.
My internet crapped out a lot today so I got dropped a few times, but that's about it. I'm the guy who loses 6 million ISK worth of tanks in a pub because I'm rolling solo against a double stacked proto squad of AV
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jordy mack
WarRavens
404
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Posted - 2015.04.12 00:27:00 -
[17] - Quote
u say its more fun to have a skill vs skill fight. why? if the mechanics and results are the same who care if they are manually steered or auto lock. the fact would remain that there are missiles coming at you.
also why is a forge gunner not seen as a "cowardly sniper" or "scrub swarmer"? why do vehicles not hate fg's? i dont get it.
Less QQ more PewPew
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DUST Fiend
16340
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Posted - 2015.04.12 00:43:00 -
[18] - Quote
jordy mack wrote:u say its more fun to have a skill vs skill fight. why? if the mechanics and results are the same who care if they are manually steered or auto lock. the fact would remain that there are missiles coming at you.
also why is a forge gunner not seen as a "cowardly sniper" or "scrub swarmer"? why do vehicles not hate fg's? i dont get it.
When facing a forge gunner, you actually have a chance to outmaneuver him, and for him to outplay you. It's more of a respect thing. No one with any skill really thinks "wow that noob is using a forge gun". And we think that because it's pretty even between us and them. If I have my understanding of their timings down just right, I can change direction or alter elevation at the last possible second to evade their shot. Same goes for the forge gunner. If he has an innate understanding of how long my hardeners last, or if I'm using my NOS on my tank, he can adjust his timing for that engagement and destroy me.
No one ever thinks "wow that swarmer really outplayed me" because the swarmer never had to really do much of anything. He got his lock, spammed his missiles blindly, and went on about his day. No opportunity for either player to out play the other, just plain, boring, mechanical win / lose situations for both players. Also pretty much everyone can accept that having to lead your shots is a skill intensive endeavor, something swarmers will never have to worry about. Hell, literally the only leg swarmers have to stand on is "I can't shoot infantry", and it's basically the only argument that ever gets thrown around
At this point I'd rather make swarm launchers be able to effect infantry in some way, and make it so swarm missiles have to be guided to their target by a targeting laser. Probably up the damage at the same time since less swarms would be launched at once. At least then maneuvering and positioning become important for both players, instead of seeing red, waiting three seconds, and collecting points. Buuuuut, that would require programming, sooooooooo....not gonna happen lol.
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KEROSIINI-TERO
The Rainbow Effect
1929
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Posted - 2015.04.12 00:50:00 -
[19] - Quote
Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis.
If you are gonna do that comparison, your words are "forge gun must have Auto Aim".
Looking at both sides of the coin.
Even Aurum one.
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The Modern Creature
Incorruptibles
29
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Posted - 2015.04.12 00:53:00 -
[20] - Quote
Knightshade Belladonna wrote:DUST Fiend wrote:Pokey Dravon wrote:So you're ok with the forge which can engage and hit anything within 300m, but you're not ok with a weapon that can only engage at 175m but can hit at 400? Would you prefer Swarm Lock be 300m and max range be 300m?
Don't get me wrong, I'd love for Swarms to have a larger skill element associated with them, but I'm a little confused about why you're fine with Forges but no Swarms on a range-basis. Forge gun is a skill vs skill engagement. Each player puts in an effort, and each has the opportunity to outplay the other. Swarms is a mechanics vs skill engagement. Especially at range, where the swarmer just puts his swarms in the air and goes on about his day. I'm not quite sure what would make them feel better, I really feel they're just a poorly designed weapon and no amount of tweaks will ever make them satisfying to fight against, because they won't ever lead to skill vs skill engagements like forge guns and plasma cannons do. Just me venting a little after blowing up to Proto Swarms waaaaaaaaaaaaaaay away from where they were fired lol. swarms still require getting into lock on range, pretty much being in the open..and exposed in the process. Blame your team for letting a swarmer lock you then. Forge guns require being exposed in the open and then they actually have to focus. (Shocking, I know.) Anyone running a swarm can even run away at the slightest sign of infantry meanwhile Forge Gunners are strapped in a solid 10m inescapable square of hopping PLC scouts.
Attention passengers I will be your captain for the evening, I'm sure we won't run into any swarms but just inc- JUMP!!!
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jordy mack
WarRavens
404
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Posted - 2015.04.12 00:59:00 -
[21] - Quote
DUST Fiend wrote:jordy mack wrote:u say its more fun to have a skill vs skill fight. why? if the mechanics and results are the same who care if they are manually steered or auto lock. the fact would remain that there are missiles coming at you.
also why is a forge gunner not seen as a "cowardly sniper" or "scrub swarmer"? why do vehicles not hate fg's? i dont get it.
When facing a forge gunner, you actually have a chance to outmaneuver him, and for him to outplay you. It's more of a respect thing. No one with any skill really thinks "wow that noob is using a forge gun". And we think that because it's pretty even between us and them. If I have my understanding of their timings down just right, I can change direction or alter elevation at the last possible second to evade their shot. Same goes for the forge gunner. If he has an innate understanding of how long my hardeners last, or if I'm using my NOS on my tank, he can adjust his timing for that engagement and destroy me. No one ever thinks "wow that swarmer really outplayed me" because the swarmer never had to really do much of anything. He got his lock, spammed his missiles blindly, and went on about his day. No opportunity for either player to out play the other, just plain, boring, mechanical win / lose situations for both players. Also pretty much everyone can accept that having to lead your shots is a skill intensive endeavor, something swarmers will never have to worry about. Hell, literally the only leg swarmers have to stand on is "I can't shoot infantry", and it's basically the only argument that ever gets thrown around At this point I'd rather make swarm launchers be able to effect infantry in some way, and make it so swarm missiles have to be guided to their target by a targeting laser. Probably up the damage at the same time since less swarms would be launched at once. At least then maneuvering and positioning become important for both players, instead of seeing red, waiting three seconds, and collecting points. Buuuuut, that would require programming, sooooooooo....not gonna happen lol.
when u say "facing" do u mean u are trying to kill them in a 1v1? if so i would agree that fg and ds are probly pretty good battle. but i tend to think of swarms like a massdriver. an area denial weapon that gives u some warning but if u ignore the warning ur guna have a bad time. fg actually pisses me off more because there is no warning just insta pop after taking damage from someone else. but i no complain, ds's are pretty cheap now.
Less QQ more PewPew
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DUST Fiend
16340
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Posted - 2015.04.12 01:14:00 -
[22] - Quote
jordy mack wrote:when u say "facing" do u mean u are trying to kill them in a 1v1? if so i would agree that fg and ds are probly pretty good battle. but i tend to think of swarms like a massdriver. an area denial weapon that gives u some warning but if u ignore the warning ur guna have a bad time. fg actually pisses me off more because there is no warning just insta pop after taking damage from someone else. but i no complain, ds's are pretty cheap now. Well I don't fly anymore for the most part, not till dropships get the vehicle treatment too. If you wait literally 1 second too long to run away (which generally must start BEFORE the first volley hits), you die. And nevermind that as you run away, you get chased for 400 meters by auto lock death, and god forbid anyone else on the map shoots you during this time. I just got tired of always having to run away from everything ever. If they were putting more effort into it I wouldn't mind as much, but area denial weapons aren't supposed to be as powerful as precision anti armor. But, they are.
It's just an unsatisfying weapon to face, and I can't imagine it's very satisfying to use either.
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MUNSON MANCHILD
Random Gunz Rise Of Legion.
12
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Posted - 2015.04.12 14:16:00 -
[23] - Quote
I run Pro MinMando with Wyrkomi Swarms (Prof. 5), and two complex damage mods and I think they are in a good spot. If you don't want to loose your tank, learn to avoid AV, as I have seen you do, or stay away froom the AV. I can't solo kill a good tanker. If you come out in a POS tank it's going to die. |
danthrax martin
Butcher's Nails
342
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Posted - 2015.04.12 14:43:00 -
[24] - Quote
Somebody's on crack. I mainly swarm because forge gun was too easy...
Suicidal A/V Moron
Future Corporate Raider
80+mil SP
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MOSTLY MOIST
IT'S SO BROKEN
1
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Posted - 2015.04.12 15:30:00 -
[25] - Quote
**** your tank. don't bring it out, crybaby. ***** ass ***** with no ******* gun game so you run around in your ***** ass tank. **** you. just so much **** you!
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DERP33
Glitched Connection
44
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Posted - 2015.04.12 15:36:00 -
[26] - Quote
MOSTLY MOIST wrote:**** your tank. don't bring it out, crybaby. ***** ass ***** with no ******* gun game so you run around in your ***** ass tank. **** you. just so much **** you!
You mad bro. |
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
309
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Posted - 2015.04.12 15:38:00 -
[27] - Quote
Reserved for after church
The ADS tourney! Join today!
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Doc DDD
TeamPlayers Negative-Feedback
427
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Posted - 2015.04.12 15:44:00 -
[28] - Quote
Should have to reload after every volley and have lock on time doubled.
Currently can lock onto target from cover, through textures, out dps most AV weapons.
If you had to maintain or reaquire lock on target in between volleys it would add an element of skill for the amount of damage it dishes out. |
Cody Sietz
Random Gunz Rise Of Legion.
4470
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Posted - 2015.04.12 15:59:00 -
[29] - Quote
How about requiring a lock hold in exchange for a slightly longer lock on range?
No lock hold for tanks though.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Doc DDD
TeamPlayers Negative-Feedback
427
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Posted - 2015.04.12 16:17:00 -
[30] - Quote
Lock hold for everything
would give LAVs a chance to out manouver a bad swarmer
gives tanks to hit swarmer firing from behind cover |
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