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Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_CCP Wolfman]
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Posted - 2012.06.06 08:27:00 -
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Hi guys,
Just wanted to let you know we will be making a temp fix for the Swarm Launcher OHK issues people have been complaining about. There will be a very significant nerf to the splash damage and direct damage against infantry targets in the next update.
This is a bit of a brute force fix but it should solve the issues youGÇÖre currently experiencing. WeGÇÖll be looking at a more elegant solution for a future release when we have a bit more time to work on it.
Cheers
CCP Wolfman |
[Veteran_Halcyon Daio]
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Posted - 2012.06.06 10:04:00 -
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You are my hero. |
[Veteran_Kushmir]
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Posted - 2012.06.06 11:52:00 -
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Praises!! |
[Veteran_Emrys Gal-wyddel]
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Posted - 2012.06.06 12:14:00 -
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Dislike. Theyre going to be useless if you got the hit detection fix right :\ |
[Veteran_Kaerill]
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Posted - 2012.06.06 12:16:00 -
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CCP Wolfman wrote:Hi guys,
Just wanted to let you know we will be making a temp fix for the Swarm Launcher OHK issues people have been complaining about. There will be a very significant nerf to the splash damage and direct damage against infantry targets in the next update.
This is a bit of a brute force fix but it should solve the issues youGÇÖre currently experiencing. WeGÇÖll be looking at a more elegant solution for a future release when we have a bit more time to work on it.
Cheers
CCP Wolfman
as long as it only affects the infantry im cool with it. scrubs can find another "real" weapon to get points with |
[Veteran_Fregonesi]
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Posted - 2012.06.06 13:32:00 -
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Nice, did not like the OHK |
[Veteran_Khazra Khali'un]
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Posted - 2012.06.06 14:59:00 -
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This will be nice, but it doesn't quite sound like it's an ideal change. Hopefully you guys can really hammer out exactly where SL's should be as time goes on. |
[Veteran_Van Lorringen]
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Posted - 2012.06.06 17:27:00 -
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This is not my idea someone else suggested it in a topic discussing the Swarm launcher, can't remember his name tho.
Why not add an arming time to the missiles? Should be mandatory on weapons that can hurt you if a missile hits an obstacle obstructing you're view |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.06 18:52:00 -
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My Ideas on the Swarm launcher. The fix and the nerf. Not going to lie really going to destroy the use of it currently Vehicles are and stationary units are going to gain a huge advantage now.
First idea. The simple fix. 1. Make it lock only 2. Means it is lock only they need to be put in as a secondary weapon. 3. Either you can allow it just everyone is able or it could be a good way to boost a certain line of a logistics command dropsuit user and let them use them. Increase damage output maybe??? and Give fewer rounds.
Second Idea the complex fix to keep it in a primary weapon spot.
1. Only one round in the chamber with 5 back up rounds to reload with. 2. Slower reload times 50% slower 3. 60% faster lock on time 4. Keep damage and OHK abilities on Inf as it is now. 5. Fix how splash damage effects the person who shoots the SL
If you are going to keep the Swarm launcher as a viable primary spot weapon it needs to keep a one hit kill ability in case you get caught up trying to take down a vehicle. If you set up swarm launchers with 1 shot in the chamber and slower reload. Yes people are going to still run around with these griefing people but they are never going to do well. And if they miss that first shot they are going to be screwed.
3rd Idea with how your nerf has been set up. keep nerf how it is but do a big increase to splash damage radius. so people can not just jump out of range from your shot. When I run against a swarm user it is so easy to avoid there shot by just jumping it is impossible to kill me unless the missles hit me directly. so with nerf you will have to be the luckies guy in the whole game to get kills with the SL unless the blast radius damage is increased. |
[Veteran_CasonovaX]
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Posted - 2012.06.06 20:44:00 -
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CCP Wolfman wrote: Just wanted to let you know we will be making a temp fix for the Swarm Launcher OHK issues people have been complaining about. There will be a very significant nerf to the splash damage and direct damage against infantry targets in the next update.
Thanks for allowing me to go back to my AR and expensive full prototype loadouts...was getting tired of using such a semiskilled-less weapon just to get it balanced. Also people need to understand that I never wanted it to be less effective against vehicles, but instead less so against infantry. Thank goodness CCP understood. |
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[Veteran_Counting Wizard]
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Posted - 2012.06.06 21:18:00 -
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I propose the inclusion of a signature radius on all objects. Obviously vehicles and installations have a larger sig radius and will take more damage. Heavies should have a higher radius too, with scouts being the smallest and taking little damage from swarm launchers. Leave everything else as is.
End effect is that it is less effective against assault and scouts which won't be one-shotted, but it can still be used as a form of suppressing fire against groups of enemies. |
[Veteran_Emrys Gal-wyddel]
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Posted - 2012.06.06 21:36:00 -
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Counting Wizard wrote:I propose the inclusion of a signature radius on all objects. Obviously vehicles and installations have a larger sig radius and will take more damage. Heavies should have a higher radius too, with scouts being the smallest and taking little damage from swarm launchers. Leave everything else as is.
End effect is that it is less effective against assault and scouts which won't be one-shotted, but it can still be used as a form of suppressing fire against groups of enemies.
signature radius is a radar mechanic, and as such probably isn't appropriate in an fps. afaik radar isnt what is used to detect the dropsuits, so this wouldn't work. different ammo/launcher types to make the SL role more specialist would be a good fix, imo. |
[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.06 22:52:00 -
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Wolfman...
... I don't think I've told you this before... but... I love you. |
[Veteran_CCP Wolfman]
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Posted - 2012.06.07 01:40:00 -
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Hi
IGÇÖm glad most of you are happy with it. As I said, it isnGÇÖt really an elegant fix but there is a reason for that. We are in the final stages of preparing the next update that we will be submitting to Sony. This means we canGÇÖt make any code or content changes that arenGÇÖt fixing critical issues such as crashes or technical rule violations as they run the risk of creating new problems and causing us to slip.
This means we couldnGÇÖt make more comprehensive changes such as making it lock on only or giving it an arming time. That would require code, animation and UI changes to do properly. But we really wanted to fix the problem and this was the lowest risk option available to us.
This change will only change their effectiveness against infantry. They should actually be a little more effective against vehicles because we have also lowered the lock on time and tightened the firing spread for lock on.
Cheers
CCP Wolfman
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[Veteran_Asno Masamang]
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Posted - 2012.06.07 03:25:00 -
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Greetings,
CCP Wolfman wrote:This change will only change their effectiveness against infantry. They should actually be a little more effective against vehicles because we have also lowered the lock on time and tightened the firing spread for lock on. Can you clarify what you mean by 'firing spread for lock-on'? I can see a number of potential connotations, based on the rest of your comment, some are improvements, some not so much. If you are talking about the targeting zone on the UI, then there are some potential issues.
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[Veteran_WSixsmith Dust]
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Posted - 2012.06.07 03:53:00 -
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Are we all really saying that a weapon capable of punching holes in tanks should not be able to kill an infantryman?? I know that right now it takes more than one hit to bring down a heavy most times. Yes, it's a powerful weapon and it sucks to get shot point blank with it. There must be a better solution than nerfing the damage it does to infantry. I do like the idea of one charge at a time in the weapon. Having to reload after each shot gives the man behind the sacrificial point man the opportunity to come in and deal with the rocketeer.
Or perhaps do it like the army, you don't walk into a room when you are clearing it. You throw grenades in first and then go in and clean up the mess. Or perhaps instead of granades, flamethrowers? They are handy for cooking out the bad guys if they are dug into a hardened position.
Anyways, my two cents. |
[Veteran_Ghural]
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Posted - 2012.06.07 05:02:00 -
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WHen will this update happen? |
[Veteran_John Zastrow]
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Posted - 2012.06.07 05:21:00 -
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I support this product/service |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 05:50:00 -
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Ghural wrote:WHen will this update happen?
I'd love to know this as well. is the patch coming today, or next week?
I have a reason to ask, if it is today, I have to move my PS3 as I'm temporarily restricted to my cell phone for internet access at home, and a 1.5-2GB update will kill my cap. |
[Veteran_CCP Wolfman]
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Posted - 2012.06.07 06:31:00 -
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This update is due around the end of June/beginning of July. |
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[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 06:45:00 -
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CCP Wolfman wrote:This update is due around the end of June/beginning of July.
Thanks. Sadly that means we still have to contend with Swarm launchers and hard freezes for a few more weeks :( |
[Veteran_Hunter Cazaderon]
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Posted - 2012.06.07 09:40:00 -
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CCP Wolfman wrote:This update is due around the end of June/beginning of July.
And no fix until then ? even for server stability, lag etc ? What's the point in the next two weeks of testing then ? Killing our PS3s with hard reset every 2 games ? |
[Veteran_Creator Of All]
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Posted - 2012.06.07 12:07:00 -
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easy guys, they don't choose to release it in 2 - 3 weeks, that's just how it goes, I hate feeling like an account manager and ccp are the programmers - all we ever complain about is why it isn't out yesterday. I suppose it can be conceived as a good thing, what with demand and all that, but as a programmer who deals with that kind of environment I'm just happy humbled to see a company keeping such close contact with the community.
As relaxed, social and upbeat I see the comments from the CCP guys (of all departments) I consider this the utmost of professionalism to deal with us.
thanks for the update wolfman, keep up the good work |
[Veteran_Chalker Salhany]
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Posted - 2012.06.07 12:19:00 -
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Creator Of All wrote:easy guys, they don't choose to release it in 2 - 3 weeks, that's just how it goes, I hate feeling like an account manager and ccp are the programmers - all we ever complain about is why it isn't out yesterday. I suppose it can be conceived as a good thing, what with demand and all that, but as a programmer who deals with that kind of environment I'm just happy humbled to see a company keeping such close contact with the community.
As relaxed, social and upbeat I see the comments from the CCP guys (of all departments) I consider this the utmost of professionalism to deal with us.
thanks for the update wolfman, keep up the good work Thanks for the update. Will the 2+ week turnover for Client patches shrink as you do them more. Will this also replace the 2 full down loads everyone that joins the beta is having ot do right now? |
[Veteran_CasonovaX]
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Posted - 2012.06.07 12:32:00 -
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WSixsmith Dust wrote:Are we all really saying that a weapon capable of punching holes in tanks should not be able to kill an infantryman?? I know that right now it takes more than one hit to bring down a heavy most times. Yes, it's a powerful weapon and it sucks to get shot point blank with it. There must be a better solution than nerfing the damage it does to infantry. I do like the idea of one charge at a time in the weapon. Having to reload after each shot gives the man behind the sacrificial point man the opportunity to come in and deal with the rocketeer.
Or perhaps do it like the army, you don't walk into a room when you are clearing it. You throw grenades in first and then go in and clean up the mess. Or perhaps instead of granades, flamethrowers? They are handy for cooking out the bad guys if they are dug into a hardened position.
Anyways, my two cents.
AV stands for anti-vehicle, so infantry should not be instantly killed by such weapons especially when dumb fired. Reloading after each shot would solve nothing since it only takes one shot to kill entire groups of infantry. Your opposition is biased since you more likely than not use swarms as a default load-out.
PS. The army is primarily used as stationary units; most of them (99.9%) do not "clear" rooms. |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 14:32:00 -
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CasonovaX wrote:PS. The army is primarily used as stationary units; most of them (99.9%) do not "clear" rooms.
Though I am no explosives expert on any level (beyond seeing some in TV) I like to imagine them as this:
AV munitions and rockets detonate by a directional charge trying to punch a hole in the armour it actually hits, and deliver the damage through that, failing that it'll still deliver the majority of its charge forward weakening the armour or shield of the target, and with only a minor amount of "splash" damage beyond the immediate area. Firing such a charge at infantry is either only killing what it actually hit through the kinetic force of the round, or because the infantryman unlucky enough to get hit get holed through by that directional charge. Sure, people standing next to the target do receive damage, bit nothing a fairly full shield or Dropsuit won't shrug off.
At least that is how it should be.
For now I'll stock up on Swarm launchers for the next few weekends. As much as I now loathe that weapon, it is more or less required in order to deal with all the other people using them, and if I don't make use of them while the enemy does, it'll reduce my chances of winning.
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[Veteran_Asno Masamang]
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Posted - 2012.06.07 15:27:00 -
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Dewie Cheecham wrote:AV munitions and rockets detonate by a directional charge trying to punch a hole in the armour it actually hits, and deliver the damage through that, failing that it'll still deliver the majority of its charge forward weakening the armour or shield of the target, and with only a minor amount of "splash" damage beyond the immediate area. That is a pretty accurate assessment of anti-vehicle rounds, unfortunately at present the Swarm Launcher is an anti-material weapon, which means buildings, equipment, vehicles, and yes even infantry. Because of the single ammo type, the Swarm launcher needs to retain the splash damage. Now, if / when CCP makes the Swarm launcher a multi-ammo weapon, then it would make sense to remove the explosive damage from the AV rounds, the kinetic kill damage from the anti-infantry rounds, the thermal damage from the anti-building, etc.
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[Veteran_Chalker Salhany]
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Posted - 2012.06.07 15:39:00 -
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What is the point of testing if the changes role out this slowly? |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 17:44:00 -
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Chalker Salhany wrote:What is the point of testing if the changes role out this slowly?
They are still finding new bugs and problems. though I must admit, I'd have preferred a faster turnaround as well, but if what was seen at E3 so far is anything to go by (at least from what some are saying) the next build is a massive update. I'd rather they test that one a few more times in-house before crashing our PS3's :P
I'm hoping for a few more different maps, and structures as well. Perhaps even some randomization of the environment as well.
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[Veteran_FatalFlaw V1]
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Posted - 2012.06.07 21:24:00 -
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Faster vehicle lock is nice but as long as it's not an issue for infantry, I don't think it should be made lock only. That would be a significant nerf vs vehicles because right now you can free fire at tanks from close range and still hit with all of the missiles. Forcing a lock makes it a lot less useful for dealing with ground vehicles. |
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