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Thread Statistics | Show CCP posts - 0 post(s) |
Jimbeezy
Imperfects Negative-Feedback
219
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Posted - 2012.06.27 18:15:00 -
[91] - Quote
I'm just glad it wont be as bad as before. The *!&%#$ using those got on my nerves. |
Raynor Ragna
266
|
Posted - 2012.06.27 18:57:00 -
[92] - Quote
I didn't really mind them before. Really, when fired with moving and especially jumping, there should be some crazy kick on those. They should be best useable when standing still or croutching. That would help with the missile spam against infantry. A Swarm user may be able to get one good hit off if needed but the kick afterwords should leave them very vulnerable. |
Emrys Gal-Wyddel
The Southern Legion
5
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Posted - 2012.06.29 11:39:00 -
[93] - Quote
They really werent joking about the nerf. its useless now :( |
BAD FURRY
Hellstorm Inc League of Infamy
247
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Posted - 2012.06.29 12:09:00 -
[94] - Quote
Forums Veteran 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
"There will be a very significant nerf to the splash damage and direct damage against infantry targets"
IF Nerf you mean only for tanks then why dint you guys just REMOVE THE DUM FIRE TO? there,s no point for dum fire now! at point blank rage 50% of your shot miss the tank be cuz the shot group is to wide !
i remember in fan fest you guys said this would be the weapon for the poor guy with no tanks Now you have turned it into a anit tank only weapon that do,s no dmg to troops what so ever !
you want a fix you should have gone with what the pro,s were asking for with was a 25% remove of range or do,s not work with in 100 m of the user . |
BAD FURRY
Hellstorm Inc League of Infamy
247
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Posted - 2012.06.29 12:10:00 -
[95] - Quote
Emrys Gal-Wyddel wrote:They really werent joking about the nerf. its useless now :( yep seeeing how we have mil tanks why use the SL any more its junk now ! |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.06.29 13:10:00 -
[96] - Quote
BAD FURRY wrote:Emrys Gal-Wyddel wrote:They really werent joking about the nerf. its useless now :( yep seeeing how we have mil tanks why use the SL any more its junk now !
YOU were one of those abusing the swarm launcher to kill infantry so your opinion is null and void. I am using the SL as its intended to kill structures, tanks, dropships and LAVs.
Please feed my SL more LAVs. 16 and 0 just killing tanks/dropships so the SL is FIXED!! Amen! |
BAD FURRY
Hellstorm Inc League of Infamy
247
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Posted - 2012.06.29 13:58:00 -
[97] - Quote
Tech Ohm Eaven wrote:BAD FURRY wrote:Emrys Gal-Wyddel wrote:They really werent joking about the nerf. its useless now :( yep seeeing how we have mil tanks why use the SL any more its junk now ! YOU were one of those abusing the swarm launcher to kill infantry so your opinion is null and void. I am using the SL as its intended to kill structures, tanks, dropships and LAVs. Please feed my SL more LAVs. 16 and 0 just killing tanks/dropships so the SL is FIXED!! Amen! o so your the dead wate on my team as were all trying to take the point your just siting there jacking it to drop ship kills in the back of the map ya good job man i see your happy with being what every other 12 yr old kid is going to do when this game go,s live is sit in the back like you do and do nuffing but shoot drop ships all day and ask the team to do every thing for you and cry at the end cuz your team lost and you dint get the added exp or money if you would have got off your lazzy @$$ and did something other they try to shoot down drop ships all day !
ya its fixed all rite made for the 12yrs old sped kids to use ! |
[Veteran_Asno Masamang]
0
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Posted - 2012.06.29 16:25:00 -
[98] - Quote
BAD FURRY wrote:made for the 12yrs old sped kids to use ! I really have to wonder why Bad Furry is referring to himself in the third person here... Or is his english so bad that I am mis-reading everything he has written on the subject of Swarm Launchers?
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.06.29 19:27:00 -
[99] - Quote
BAD FURRY wrote:Tech Ohm Eaven wrote:BAD FURRY wrote:Emrys Gal-Wyddel wrote:They really werent joking about the nerf. its useless now :( yep seeeing how we have mil tanks why use the SL any more its junk now ! YOU were one of those abusing the swarm launcher to kill infantry so your opinion is null and void. I am using the SL as its intended to kill structures, tanks, dropships and LAVs. Please feed my SL more LAVs. 16 and 0 just killing tanks/dropships so the SL is FIXED!! Amen! o so your the dead wate on my team as were all trying to take the point your just siting there jacking it to drop ship kills in the back of the map ya good job man i see your happy with being what every other 12 yr old kid is going to do when this game go,s live is sit in the back like you do and do nuffing but shoot drop ships all day and ask the team to do every thing for you and cry at the end cuz your team lost and you dint get the added exp or money if you would have got off your lazzy @$$ and did something other they try to shoot down drop ships all day ! ya its fixed all rite made for the 12yrs old sped kids to use !
Thanks for "volunteering" to let my militia tank kill you. SL plus tank equals fun wins takeing objectives then shooting down fools that come try and take it back.
U mad bro? Yeah U mad.
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I34NG0 xX
Amarr Templars Amarr Empire
0
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Posted - 2012.06.29 21:16:00 -
[100] - Quote
I tested the swarm launcher earlier and it has ent changed did it not get put in the update |
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.06.29 21:24:00 -
[101] - 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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I34NG0 xX
Amarr Templars Amarr Empire
0
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Posted - 2012.06.29 21:42:00 -
[102] - Quote
I guess your right will it be lock on in ye offical game |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.06.29 22:06:00 -
[103] - 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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I34NG0 xX
Amarr Templars Amarr Empire
0
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Posted - 2012.06.29 22:19:00 -
[104] - Quote
Ow well at least they have nurfed it I mean it was evil befor |
Emrys Gal-Wyddel
The Southern Legion
5
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Posted - 2012.06.30 01:05:00 -
[105] - Quote
Asno Masamang wrote: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 can be evaded.
These aren't changes, these were part of the game before the new build.
Personally, I'm of the opinion if you shoot a great big missile (or 4-6 in this case) at an enemy at point blank range, everyone should lose a large proportion of their hp. I think the new fix is an over nerf, but having said that, I am well aware that CCP have stated that it is only a temporary fix until they can find a better solution |
Johnny Guilt
Algintal Core Gallente Federation
50
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Posted - 2012.06.30 09:53:00 -
[106] - Quote
Swarms are fine now,good job CCP |
DanSun Clone
Tgrad Mercs
3
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Posted - 2012.06.30 20:40:00 -
[107] - Quote
Can the same change be made to the launchers on tanks
Just played a game where the missile spam from a tank covered everything |
Emrys Gal-Wyddel
The Southern Legion
5
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Posted - 2012.07.01 13:31:00 -
[108] - Quote
Today, i fired the launcher at my feet, trying to kill myself. I sustained less than 1/5th damage to my shield.......................... |
minifiji
Circle of Huskarl Minmatar Republic
2
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Posted - 2012.07.01 20:58:00 -
[109] - Quote
I think the missiles are fine right now, they are anti tank. Just nobody drops ammo so there use is limited to one or two tanks. |
Orban Shaedos
Zumari Force Projection Caldari State
5
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Posted - 2012.07.02 04:03:00 -
[110] - Quote
What makes it even more of a nerf is that the heaavy armor dropsuits have no equipment slot, and thus cannot carry their own nanohive to mitigate ammo restriction. So the SL is effectively useless to heavy armor users due to the fact that the supposedly "heavy" armor melts like butter even under the weakest of fire, and is the slowest armor around, thus they can't run far enough, fast enough, to get more ammo when they run out after only a few shots. Far easier to just blow your clips, and charge the nearest enemy so they can kill you so you can make a few more attacks. |
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.07.03 00:22:00 -
[111] - Quote
Orban Shaedos wrote:What makes it even more of a nerf is that the heaavy armor dropsuits have no equipment slot, and thus cannot carry their own nanohive to mitigate ammo restriction. .
First @ Orban: * At the moment Swarm Launcher fits scout suit too. I wonder if that's intented or not. (nanohiveproblem solved) EDIT: I was informed SL is a light weapon therefore intented.
A couple of other points:
* At the moment there are LOTS of vehicles around, therefore I've meen more in SL fits. In some cases there was need to shoot towards infantry targets, but I haven't succeeded (or even seen for the matter of fact) a SINGLE SL infantry kill(!) in maybe 30 shots. Which is okay. (even tho SL Militia fit was my temporary cure for spawn campers)
* Some one said SL clip size was now two. For militia yes, for basic SL it's four.
And now the important thing: At the moment SL works poorly against vehicles as well! If everything works perfectly, militia tank might pop in, say, two rounds. But that is usually not the case. Some may be / are bugs: - Single swarm rockets seem to be duds (darn that caldari manufacturer=) - At a distance shots MUST be locked, no hits without it. This is ok. - Tank movement is so fast they are very difficult to lock on, let alone be hit by slow moving munitions. This is ok. - The lock breaks painfully easily - Every shot needs to be locked (correct me if I'm wrong). - R1 works well only for the first shot, if you try to lock again (whether you fired or not) you'll have to tap R1 many times with out really knowing when reticle shows up. AND if you tap accidentally one extra time, you're back tapping from the beginning. - Last two points combined are a PAIN together.
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Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
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Posted - 2012.07.03 06:27:00 -
[112] - Quote
Alright. I might as well report my own personal experiences with the Swarm Launcher here.
Now Swarm Launchers as I was politely told by my fellows Arkombine (thanks again for the tips) are Light Weapons. However from my specializing in the Swarm Launchers as best as I can, the skills don't seem to have a considerable effect upon their performance. At least concerning the capacity and so forth but reloading does have an influence. I wonder if this was an intentional design or not but so far, there is no difference in ammo capacity for a swarm launcher when pumping skills up.
Also there is a limit in terms of how much damage it can do to High Tier/Prototype HAVs, with some considerable tweaking. I admit that I am not completely and utterly buffed up in damage but I can do a lot currently. I think the swarm launchers might be underpowered a touch in terms of damage the deeper you go into them. I would make a suggestion of giving a slight more damage for more effective punching power in their designated field. Possibly maybe 25 to 50 more points in damage to be exact so that they can compete. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.03 13:53:00 -
[113] - Quote
@Ryan Martel
I see you have plenty of experience on SL's. Could you help me with these:
1) When using a lock, do you have to lock each round separately?
2) Will the lock break at the same moment you move the reticle upwards (in order to launch missiles properly)?
3) So you have the same problem with not getting the reticle with R1 (note: the button works fine in every other thing in dust)
4) Have you seen any dud SL rockets?
I'm asking these pretty obvious question to see what behavior the others got using the weapon. Thanks for answers already. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.03 20:01:00 -
[114] - 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. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.03 21:03:00 -
[115] - Quote
Thanks, Asno.
about 2), in that case I might be having issues keeping the lock on. After clearly making a lock it just seems to break from smallesta of move. I assume target making it behind a obstacle doesn't matter. |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.03 21:36:00 -
[116] - 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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Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.07.03 22:00:00 -
[117] - Quote
Ryan Martel wrote:Alright. I might as well report my own personal experiences with the Swarm Launcher here.
Now Swarm Launchers as I was politely told by my fellows Arkombine (thanks again for the tips) are Light Weapons. However from my specializing in the Swarm Launchers as best as I can, the skills don't seem to have a considerable effect upon their performance. At least concerning the capacity and so forth but reloading does have an influence. I wonder if this was an intentional design or not but so far, there is no difference in ammo capacity for a swarm launcher when pumping skills up.
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. |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.03 22:18:00 -
[118] - 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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Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.07.04 00:08:00 -
[119] - Quote
Asno Masamang wrote: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. :( Then why CCP put heavy mod instead of light to militia "Shock" fiting? |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.04 01:57:00 -
[120] - 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. |
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