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Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.07.04 23:45:00 -
[1] - Quote
Holy cow they need to un-nerf the direct hit damage against tanks. Unless you've got a forge gun on your team, high level tanks will run roughshod over you. I'll spend literally the entire match Swarming against a tank who can insta kill me on sight and drive shockingly fast around the map, only to get his armor down to ~15% at the end of the match.
I get that they are expensive and tough, but the only difference between a high level Swarm Launcher and the basic model is two extra missiles. If they all manage to hit, that's only 700 extra damage.
The low splash damage is fine for keeping people from abusing it against infantry (though it renders the splash radius upgrades useless) but the direct hit damage needs to go up for everything but the basic and militia models.
Since dropships are much more fragile, we need to nerf the lock-on against them. Missiles shouldn't be able to track them endlessly across the map. Currently, I am every dropship's worst nightmare but useless against all but militia and low level tanks.
Also, there needs to be some kind of audio or visual indicator of when the launcher is ready to lock on again. If you press the button too soon, nothing happens. (Sometimes nothing happens at all until you switch weapons and switch back.) It's very frustrating to wrangle the targeting when your victim is shooting back or making a break for cover.
TL;DR - Fine against infantry now, direct hit damage against tanks needs a serious boost, the lock on system needs to be refined, and dropships need a way to avoid missiles once they're locked on and away. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.09 15:58:00 -
[2] - Quote
Kyy Seiska wrote: Yeah, tanks with insane shields take far too long to destroy, blasted one with all my anti-vechicle grenades and swarms and barely made a scratch.
Disagree with the dropship thing. Only thing that could be done, is to give dropships anti-missile weapons to use like flares or something similar. This might even balance them a bit against infantry as well as you'd need to decide whether to take extra defense against missiles or firepower.
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.) |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.24 13:45:00 -
[3] - Quote
Angavu Vulgaris wrote:Why not give Swarm Launchers a minimum distance?
If it impacts with something less than a certain distance, they don't explode, dealing minor impact damage.
That way, it'll still kill infantry, just not as nearly effectively as before...
We still need to be able to point blank dumbfire at vehicles, though. (Best way to avoid dropship squishes.) I honestly don't know what to do about the thing anymore. CCP really has their work cut out for them. |
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