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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.06.29 21:24:00 -
[1] - Quote
I34NG0 xX wrote:I tested the swarm launcher earlier and it has ent changed did it not get put in the update It changed quite a bit. Some for the better... Some for the worst. Personally I still feel it is a viable weapon to use. Some of the changes;
- Magazine size is now 2 instead of four.
- Missiles spread out a bit more before converging
- Anti-Infantry damage has been dramatically reduced by reducing the blast radius.
- Site mask has been improved allowing for better target discrimination.
- Missiles can be evaded.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.06.29 22:06:00 -
[2] - Quote
I34NG0 xX wrote:I guess your right will it be lock on in ye offical game It is anyone's guess right now, even for CCP, but mu gut feeling is that CCP will not make it lock-on only. To be honest making it lock-on only would be way too much of a nerf. For example this morning before I work I ended up getting into a lock-on vs turret turn speed race with a HAV. Had I been required to wait for a lock-on, I would have lost, but without having to lock on, I was able to take the tank out from 15 meters by hip-firing the last salvo.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.03 20:01:00 -
[3] - Quote
Obviously I am not Ryan, but you asked a couple questions that I think many people misunderstand about the SL. I have stated in a number of threads that the SL can be fired off-bore. What this means is that you do not need to be facing your target to fire the weapon. This plays in your your question #2
KEROSIINI-TERO wrote:2) Will the lock break at the same moment you move the reticle upwards (in order to launch missiles properly)? If you have not already locked, then yes, however, if you have locked, and you will know because the target pip will change colors and it will say something to the affect that target locked in the upper right corner, then you can do a complete 180 and you will retain your lock.. You can even fire straight up and it will still home in on the target you have locked. This is very very powerful when used right because the target won't know from where they are being attacked if you use it right.
Quote:1) When using a lock, do you have to lock each round separately? While it is a valid question, it is also one that may confuse people a bit. The SL fires 4 - 6 missiles per round and the missiles home independently. Now to answer your question, yes, you need to lock each round (If you want them to guide anyway) but you do not lock each missile. Additionally because the missiles home independently, you may only land 1 missiles out of 4-6. This also means that each missile can be evaded. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.03 21:36:00 -
[4] - Quote
KEROSIINI-TERO wrote:I assume target making it behind a obstacle doesn't matter. Once it is locked on, the target can go anywhere, but you retain your lock. My gut feeling, based on what you are asking / saying, is that it is not locked yet. Remember it does take a few seconds to actually lock and you have to hold the button that entire time and you have to have a clear radar-line of sight to the target that entire time.
When I say clear radar-line of site, there are certain battlefield materials where you can get a lock, even if you cannot see the target. For example there are certain concrete walls that allow you to lock-on even though you cannot see the target, just their icon. ;)
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.03 22:18:00 -
[5] - Quote
Sylwester Dziewiecki wrote:Since capacity skill adds +5%, and for example basic forge gun have 16round in, you need to skill up capacity skill to lvl 2 to get that +1extra charge(because 5% of 16 is 0.8). SL in the previous version was L weapon. Swarm Launcher is still a light weapon. The Swarm Launcher comes with so few rounds that you need Light Weapon capacity 4 to get an extra round.
Light Weapon Sharpshooter does not appear to have any affect on the Swarm Launcher.
As stated previously the reload skill does have an affect.
And I forget what the fourth skill is. :(
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.04 01:57:00 -
[6] - Quote
Sylwester Dziewiecki wrote:Then why CCP put heavy mod instead of light to militia "Shock" fiting? I am not entirely sure why they did it that way, but I suspect it was to keep the forge gun a skill based weapon instead of making a militia version of it. In a lot of ways the Forge gun is much more devastating weapon the the Swarm Launcher. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.09 14:21:00 -
[7] - Quote
zekina zek wrote:swarm launchers have infinite flight time. the flight time of the swarm needs to be capped, or lessened, because right now i dont see them ever not hitting me after i see the swarm and fly away from it. Not to be difficult, but if that is the case, then you are doing it wrong. I have had LAVs, HAVs and even dropships evade my swarms. Yes, they have an infinite flight time, but they are not very agile, which means it is easy to fly them into buildings. Prime example, I ran into a DS pilot last night that managed to evade an entire load of swarms in one spawn and all but one in a second spawn. Strangely he wasn't playing 'bowling for spawns' either. He finally died to the northern missile turret, but he and his gunners did a massive amount of damage to our team.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.09 16:28:00 -
[8] - Quote
Knarf Black wrote:I think some kind of limited capacity chaff or flare item would be ideal. That way they're not invincible, but can at least survive the first salvo or two. (Then the pilot will know a SL is after him and adjust his tactics; it's probably annoying to learn of the shooter's mere existence via 3 salvos already locked on.) No. As I have stated in a couple of threads the best way to deal with this is to give the Dropship pilot a lock-on warning. Give them a chance to react and many of the real DS pilots will react. Giving them a way to nullify the Swarm Launcher is yet another unneeded nerf to the SL.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.12 15:19:00 -
[9] - Quote
EVICER wrote:See.......... I had no idea that they had infinite flight time or that you get no warning that someone is trying to lock you up so youve nullified me even using countermeasures....and militia get these for free come on man....I reported this as a bug....I was playing the other night and I thought these missiles flying out side my shields while my booster was on and following me at slow speed then once it shut off and they hit my armor causing the vehicle to be destroyed was a bug. Uh can I have my skill points back that I put into dropships back please cause a missile that can track me and fly forever is OP... dont nerf damage ,let them lock on, give drop ships a warning tone for enemy attempting lock.Infinite flight time...my shields arent infinite...eh what?Balance out with cool down times on the counter measures. Okay, tell ya what... Let's trade.
I will agree to nerfing the range of the Swarm missile, if you agree to your dropship only being able to go forward or backward... No side to side and no up and down.
I will agree to giving you a warning while I am trying to lock on to you, if you agree that from that point on, any time a DS pilot complains about the warning, the price tag of all DS will quadruple. Each time.
I will agree to nerfing the Swarm missiles already stupid agility if you agree that any time a Forge gun so much as looks at your dropship, the DS will blow up killing everyone within a 5 meter radius of the cockpit.
Given the level of your whining, I think those are all fair and balanced.
Seriously though, think before you spew that garbage. You are able to fit the current missile turrets which are infinite ammo - 0HK weapons... They are free and you can fit two of them. You have 5x the shields of a militia heavy armor and 3x armor. You move faster than the fastest prototype scout (Which costs more than your militia DS), you move in three dimensions. All of those give you real advantages. That same prototype scout cannot single hit kill your militia DS even using his prototype SL, but you can single hit kill him with your militia turret.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.12 21:01:00 -
[10] - Quote
EVICER wrote:Yer a moron. What a wonderful debate point. I am a moron for pointing out the truth. BTW, that is actually against the rules of the forum.
Quote:He only equips the vehicle with his own isk which he purchased Ummm, You are wrong on a lot of levels, but we will start with the costs. Right now, yes the DS pilots are paying for them with their own money, but it will not be that way on launch. Instead he will be using money that the corps sends him. Even then, unless CCP makes the cost of the DS about 1 - 3M ISK each, they will still be cheap for their pure utility.
Quote:as well and no militia turret is on hit killing anyone that Ive seen. Then you are not looking or you have buried your head in the sand and refused to admit the truth. The current militia missile turret is a 0HK weapon against prototype scouts, prototype logistics, and very near a 0HK weapon against L4 assault suits. Don't believe me? Strap on the v.k0 with max Electronics, Engineering, and Mechanic and then let me pull out my pure militia fit viper. Tell ya what, I will even let you have a prototype Swarm launcher, if you survive my gunner's first volley, you can then shoot me and try to destroy my ship. Unlike you, I have done this and know what the general outcome will be.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.12 21:18:00 -
[11] - Quote
You know, if you are going to edit your post after the fact, it is usually bad form to alter the meaning without pointing out where you edited. Oh well.
EVICER wrote:I cant believe that they would give a generic rpg tool that can attack air, land, and infantry allowing it to lock on all of those. Are you practicing to be a troll or do you really not have a clue what you are talking about? The Swarm missile is the only locking infantry weapon in the game and it is demonstrably non-anti-infantry. Nor is it capable of locking on to any infantry.
Quote:This one size fits all launcher Ummm, Dust takes place about 25,000 years into the future. The US currently has man portable weapon capable of locking on to a person or vehicle and flying up to 20KM. Why do you have so much trouble understanding that the Swarm missile is more than an RPG.
Quote:You with your missles with infinite flight time lol.Im talking about a warning tone TOOL and thats all im talking about And I agree that the DS should get it, where I disagree is when. You want it while I am attempting to lock-on which will cause far too many DS pilots to whine and cry until the Swarm launcher gets nerfed yet again. People have polited explained to you why this is bad and given you logical reasons why it should work the way I am suggesting, but you choose to stick your head in the ground and ignore them.
Quote:A dropship pilot will end up spending over a million skill points to have the ability to buy/equip there drop ship Umm, who cares? You do realize that the Scout driver is going to spend over 4M SP just to get their prototype scout suit... And then just like the DS pilot they need to spend a whole bunch more to make it useful.
Quote:lock on warning yes I think so as far as the tech argument is concerned the dropship/lav/hav is delivered from a flying vehicle that can cloak itself Ummm, in the EVE universe, the smallest thing that can cloak itself is the Frigate which is over 5,000 m3 and even then it is slowed by 75%... Unless the pilot spends a couple months worth of RL time to master the skills to use a T2 cloak on a T2 ship and then it can move at full speed. In Dust there is nothing yet, but the most recent I have heard from the Devs indicates that they will not be doing cloaking, but camouflaging instead which is another tech that we already have in modern times.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.13 22:44:00 -
[12] - Quote
Utrigard wrote:This is endlessly frustrating for dropship pilots. There absolutely needs to be a flight time restriction. Otherwise a player can pop off a launch, and it doesn't matter how fast or how far a ship flies away, the missiles will always land. No. One, the DS pilot should not be flying in a straight line, nor should the pilot be flying above the level of the buildings, otherwise they are invite swarms. Two, if a DS pilot flies low and uses the terrain to their advantage they can completely negate the Swarm missile salvo I have watched them do it.... Hell, I have done it myself multiple times.. On top of that once afterburners are added to the game, the DS will be able to fly faster than a Swarm missile. Next, your weapons have infinite flight time as well.
No, if anything Swarm missiles need an increase in overall damage of about 50 - 75%.
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