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Thread Statistics | Show CCP posts - 0 post(s) |
[Veteran_Steve Pauley]
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Posted - 2012.06.07 23:32:00 -
[31] - Quote
Dewie Cheecham wrote:[quote=CasonovaX]
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.
How do you win? When i play i dosent mater if i win or lose i get te same bonus... |
[Veteran_Ignatius Crumwald]
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Posted - 2012.06.08 01:57:00 -
[32] - Quote
CCP Wolfman wrote:This update is due around the end of June/beginning of July.
Will it come with a character wipe this time 'round? |
[Veteran_Jubal Azizora]
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Posted - 2012.06.08 02:57:00 -
[33] - Quote
I like the idea of swarm launchers being a "secondary" weapon. By that I mean they will still take up a light weapon slot, but you spawn holding your sidearm instead. |
[Veteran_Duster Boskonovitch]
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Posted - 2012.06.08 08:41:00 -
[34] - Quote
So swarm launcher will be useless , good to know thx. |
[Veteran_Duster Boskonovitch]
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Posted - 2012.06.08 08:42:00 -
[35] - Quote
Dewie Cheecham wrote: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 :( swarm launcher is nice but freezing is not , especially when i was about to win and NEVER freeze when i lose
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[Veteran_Larzous]
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Posted - 2012.06.08 16:34:00 -
[36] - Quote
My problem with a random nerf to the weapon is this. Its supposed to be the "base" weapon for the Sentinal class. This means this will be the Base BPO that that character class gets. As such if all you can do is damage turrets and it still takes like 4 shots of your 6 total to blow something up for 100 while waiting for reloads and everything is going to make infantry the best point grind class in the game.
Its already a spread rocket that blows up on the mountains and the spash damage seems to suck anyhow unless your point blank, and then your dieing to those heavy saw belt fed guns that just maw down infantry.
There needs to be a balance between how much damage you do and how many points a class can earn without nerfing it and making it build/vehicle only. Especially as a "primary" weapon where you get a pistol as a side arm which does nothing.. especially when people have all this shield recharge by the time you reload.
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[Veteran_Blight Wolf]
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Posted - 2012.06.08 19:55:00 -
[37] - Quote
Larzous wrote:My problem with a random nerf to the weapon is this. Its supposed to be the "base" weapon for the Sentinal class. This means this will be the Base BPO that that character class gets. As such if all you can do is damage turrets and it still takes like 4 shots of your 6 total to blow something up for 100 while waiting for reloads and everything is going to make infantry the best point grind class in the game.
Its already a spread rocket that blows up on the mountains and the spash damage seems to suck anyhow unless your point blank, and then your dieing to those heavy saw belt fed guns that just maw down infantry.
There needs to be a balance between how much damage you do and how many points a class can earn without nerfing it and making it build/vehicle only. Especially as a "primary" weapon where you get a pistol as a side arm which does nothing.. especially when people have all this shield recharge by the time you reload.
Lolwut? Have you played past the first 3 seconds? You think the guys in heavy suits started off in them? Did the players in tanks spawn into their first game with them? No. They trained. They used various militia gear (tip: there's a militia version of nearly every base piece of gear in the game) to gather points and skill up. As an anti-vehicle class, you shouldn't be an anti-infantry specialist. So, try using your anti-vehicle weapon against vehicles and pick up a real gun against suits. Or even the militia submachine gun. Problem solved.
Dewie Cheecham wrote:I'd rather they test that one a few more times in-house before crashing our PS3's :P
uh.................yeah. Something happening before the game starts crashing our PS3s would require it to go back to before the codes were released.....
That said, excited for the next update. CCP has been listening a bit more to their consumers recently and it seems like they're planning to continue. I know the variant they've been showing to the world looks a lot more refined. If only it were coming sooner...... |
[Veteran_DPyro WSG]
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Posted - 2012.06.08 19:59:00 -
[38] - Quote
I agree it should be like the SMAW in BF3. Still capable of killing infantry with one shot and heavies with two shots, but requires a reload after every shot. |
[Veteran_St Savage]
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Posted - 2012.06.09 03:21:00 -
[39] - Quote
I'd like to request that heavy suits still take full damage from the swarm launchers after this update. |
[Veteran_Jack Tasun]
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Posted - 2012.06.09 07:01:00 -
[40] - Quote
I would like to also, point out that for every five point-blank shots that are effectively into a wall i see with a Swarm launcher, i see five survivals of the operator. Which is slightly ridiculous. |
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[Veteran_Fulkram]
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Posted - 2012.06.09 14:57:00 -
[41] - Quote
I don't agree that the swarms need nerfing i think that having a gun that can do damage to a tank or jeep and be significant from a drop suit is necessary so that those heavily tanked suits or vehicles actually can be blown up. Splash damage should affect everything though ie the user of the swarm launcher if too close to impact point. This would eliminate people shooting around and into a wall making them a target if briefly to anyone getting shot by the swarm. |
[Veteran_Sorry Accident]
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Posted - 2012.06.09 15:00:00 -
[42] - Quote
It should be nerfed like the AV grenades. Splash damage still happens, but it will be decreased to the point that it doesn't affect infantry nearly as much. The full direct impact and splash damage will happen to vehicles/installations, but say 30% or 50% to infantry. |
[Veteran_Waruiko DUST]
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Posted - 2012.06.09 16:26:00 -
[43] - Quote
So much swarm hate... Some of the recommendations are down right stupid about trying to re-balance the thing.
Lock on only as it is makes it useless and you might as well remove it form the game entirely while making all vehicles that much stronger for its absence.
Letting it lock on to infantry would make it even MORE broken then it is right now even if you couldn't dumb fire it or use it in close quarters due to strafing. Imagine an auto kill gun with bullets that chase you that can be fired from halfway across the map with 100% accuracy. |
[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.10 00:56:00 -
[44] - Quote
Just throwing this out there, but...
The Devs have already addressed this issue and are nerfing it. The horse doesn't deserve this kind of beating. |
[Veteran_soko99]
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Posted - 2012.06.10 13:22:00 -
[45] - Quote
An idea I had to deal with the AV weapons being used against infantry is this.. Currently, I do not know of ANY weapons system in the entire world that's infantry based and can be shot while on the move. Thus, my proposal is this. Set up the SWARMs and maybe the forge gun too, (albeit I haven't really looked into that yet) so that the in order to fire, the person shooting has to be stationary.. This will eliminate the majority of the issues with it as it's related to anti-infantry.
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[Veteran_Dewie Cheecham]
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Posted - 2012.06.10 14:51:00 -
[46] - Quote
Just an idea to make Swarm Launchers more useful for their intended purpose. Model them after an SPG. They apparently don't arm their warheads for a few milliseconds after they leave the barrel, meaning if they hit something within say 10 meters of being fired, all they do is deliver kinetic damage. |
[Veteran_Commsnipes16]
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Posted - 2012.06.10 17:25:00 -
[47] - Quote
Or just maybe have 1/2 damage on infantry and full damage on vehicles. Swarms still need to be effective or else QQing will happen about vehicles being invincible. |
[Veteran_Iron Dicideth]
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Posted - 2012.06.11 02:36:00 -
[48] - Quote
So far the only major issue I have seen with launchers is when being used in tight spaces...the operator not dying along with the guy/s who is/are only 5 feet away is kind of annoying... I think they should continue to do heavy damage on direct contact, nerf splash damage considerably(45% right next to blast and slowly goes down till about 5% depending on distance and positioning of the blast) and make the operator and ANY infantry in range(including teammates) liable to get damaged/hit as well. Meaning that if a guy shoots into a wall in a room filled with both sides and he shoots everyone gets to lose from it. I would then add that maybe the penalties for TKing and misuse of these weapons be severe( ie if you kill a team mate not only would you lose a bonus for that round but you would be charged for anything lost by your teammates as well and maybe even charged extra for misuse of the weapon). Something of the like. If you continue to use these inappropriately like this then maybe when you have 0 isk you will be forced to quit using the weapon in that manner.
Now as for the rest of the complaints, I am not too sure. |
[Veteran_Hazma Dictace]
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Posted - 2012.06.11 02:46:00 -
[49] - Quote
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
HAHA!!!! this means YOU Mr. Snufulufugus !!!! |
[Veteran_Gabriel DeTotus]
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Posted - 2012.06.11 03:56:00 -
[50] - Quote
Really like the idea of having launchers as an equipment item instead of a weapon, unless there will be a different item to fill this role? It would obviously deal less damage and no lock-on ability but could be useful for infantry. |
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[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 11:58:00 -
[51] - Quote
My scoutsuit invincibles now...
Also I like Ponys |
[Veteran_iwillrock yourworld]
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Posted - 2012.06.11 12:13:00 -
[52] - Quote
Why not make it only launch when a vehicle is locked? |
[Veteran_fenrir storm]
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Posted - 2012.06.11 12:46:00 -
[53] - Quote
Only done 1 day of testing so my ipinion may not be valid due to lack of experience and not many skill points (hope things get a little better with more points allocated),
But that swarm launcher is a little op got killed 20 times by it, the other team were either running with the SL or heavy and I could deal with the heavy if there was enough room to out turn him .
So it does need some tuning against infantry it's just to much as it stands. |
[Veteran_sdf3500 GC]
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Posted - 2012.06.11 17:12:00 -
[54] - Quote
RATHER then nerfing the damage/splash damage to it, just make the weapon so that you can only fire it after a lock on has been done.
i repeat, make it so that the launcher requires a lock on to fire! even if the damage is reduced anyone who gets killed by something like that will be irritated to no end. |
[Veteran_Pasha 3]
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Posted - 2012.06.12 10:10:00 -
[55] - Quote
iwillrock yourworld wrote:Why not make it only launch when a vehicle is locked?
Agreed, just make the SL need a lock. It will stop scouts from rushing tanks and firing point blank and require them to coordinate fire on a single target form multiple angles (very guerrilla warfareish). I run a scout suit and use this tactic all the time. I use it because it works not because I think its good game play. |
[Veteran_Pasha 3]
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Posted - 2012.06.12 10:14:00 -
[56] - Quote
soko99 wrote:An idea I had to deal with the AV weapons being used against infantry is this.. Currently, I do not know of ANY weapons system in the entire world that's infantry based and can be shot while on the move. Thus, my proposal is this. Set up the SWARMs and maybe the forge gun too, (albeit I haven't really looked into that yet) so that the in order to fire, the person shooting has to be stationary.. This will eliminate the majority of the issues with it as it's related to anti-infantry.
Good idea, maybe just negate running though instead of movement entirely. |
[Veteran_Markus]
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Posted - 2012.06.12 20:27:00 -
[57] - Quote
You want to fix swarm launchers make it a heavy weapon..... There boom fixed now only heavy slow moving armor can use them not fast agile scouts running jumping firing them blindly. Also makes it to where the lone ranger cant setup his own nano hive and shoot off rockets till his eyes bleed. |
[Veteran_Firstof Sacermendor]
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Posted - 2012.06.12 20:44:00 -
[58] - Quote
I've just read every post in this thread and there's an obvious idea you all seem to have missed, why not just make the launcher so it can only fire when it's locked on to a target !!!
Seriously people I could have read this in 2 minutes instead of 20 if you used the 'Like' button when you like someone else's idea, rather than just re-posting it again ! Imagine how much time the Dev's are wasting reading the same thing over and over again, time they could be spending actually making a decision and writing a code to resolve it and moving on to the next one ! |
[Veteran_Hazma Dictace]
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Posted - 2012.06.13 02:46:00 -
[59] - Quote
How bout we just only could use it locked on a targit.... duh hur |
[Veteran_Renzo kuken]
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Posted - 2012.06.13 09:09:00 -
[60] - Quote
Fulkram wrote:I don't agree that the swarms need nerfing i think that having a gun that can do damage to a tank or jeep and be significant from a drop suit is necessary so that those heavily tanked suits or vehicles actually can be blown up. Splash damage should affect everything though ie the user of the swarm launcher if too close to impact point. This would eliminate people shooting around and into a wall making them a target if briefly to anyone getting shot by the swarm.
i agree with you 100%
the game is set up to where the dust mercs are using extremely dangerous weps even with a suit on...ccp states this in a dev video...so of course you are gonna have mercs running around with a swarm launcher nuking everybody since they know they will respawn...if ya see a swarm launcher then run the other way and find a way to kill it
Adapt Or Die
(am i the only one that wants this game to be as unforgiving as EVE?) |
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