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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.07.04 09:05:00 -
[121] - Quote
Asno Masamang wrote: 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. ;)
I have used SL to some extend and I'm familiar with lock icon and tune. And I'm trying to figure why it's so hard to make a lock for the second and third rounds...
I had previously also noticed how lock can sometimes be made even with no clear LOS, thanks for clarifying that |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.07.04 23:45:00 -
[122] - 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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.05 07:45:00 -
[123] - Quote
Knarf Black wrote: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.
advanced one works wonders, from a friend i know using it. use that and a light damage mod and you're fine. |
Kyy Seiska
Zumari Force Projection Caldari State
188
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Posted - 2012.07.07 11:11:00 -
[124] - Quote
Knarf Black wrote: 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.
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. |
zekina zek
D3LTA FORC3 Orion Empire
108
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Posted - 2012.07.09 11:39:00 -
[125] - Quote
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.
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Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.09 14:21:00 -
[126] - 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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Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.07.09 15:58:00 -
[127] - 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.) |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.09 16:28:00 -
[128] - 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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William HBonney
Imperfects Negative-Feedback
318
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Posted - 2012.07.09 16:52:00 -
[129] - Quote
I have had the worst time with dropships, they will fly away from my swarms and round a corner and not be touched....I actually want the swarms to be more effective vs DS...right now the missles move so slow that I had a drop ship try and squish me....I locked on and let lose....he was able to fly away while my swarms followed and he simply dipped down by some pipes and nothing...I have had the same problems with HAV and LAVs they move so effortlessly through the terrain and my retardo swarms just can't track....most tanks need all 6 or more swarms to really hurt them, but you can't really hit them when they are on the move....proto swarm has 2 more missles than standard, but most of the time those don't even hit the target unless they are sitting still. DS pilots just need to keep their ships moving and most swarms won't touch them. |
EVICER
63
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Posted - 2012.07.12 03:57:00 -
[130] - Quote
Lock on only and tone warning for drop ships.... |
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EVICER
63
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Posted - 2012.07.12 04:14:00 -
[131] - 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.
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. |
Enervating
Osmon Surveillance Caldari State
9
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Posted - 2012.07.12 14:48:00 -
[132] - Quote
Personally I think the change was excellent, gives infantry s chance against SL and keeps tanks inline. As for a T2 tank being tough to kill? GOOD. Take a look at the SP needed to properly fit an advanced tank with all advanced gear (and the price tag btw) it had better be able to withstand a few rockets.... |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.12 15:19:00 -
[133] - 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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EVICER
63
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Posted - 2012.07.12 20:38:00 -
[134] - Quote
Asno Masamang wrote: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. LMAO.Does the pilot have the ability to use the turret while flying ?....no.No he does not.He only equips the vehicle with his own isk which he purchased as well. No militia turret is one hit kill unless that missle hits him square on. Regardless of the fact that the guy shooting at you (from the turret)cant even see you because of some drawing bug .So in essence that guy is shooting in the dark .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.This one size fits all launcher....I never said anything about a nerf on damage or other.You with your missles with infinite flight time lol.Im talking about a warning tone TOOL and thats all im talking about..... A dropship pilot will end up spending over a million skill points to have the ability to buy/equip there drop ship....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......lol.So ...uh theres no tech in the EVE universe that can tell if a missle is locking on to you ...ok. |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.12 21:01:00 -
[135] - 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 -
[136] - 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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EVICER
63
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Posted - 2012.07.12 21:35:00 -
[137] - Quote
Omg yer the whining about a simple warning tone you act as if youll be the only person on the battlefield with a swarm launcher and all the BOOGEYMAN dropships are chasing you...lmao. This is what gives you night mares doesnt it.....lol.Yeah you are going to be the only one to be carrying one(sarcasm) you and the rest of your 11 team mates......lol |
Utrigard
Zumari Force Projection Caldari State
2
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Posted - 2012.07.13 22:13:00 -
[138] - 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.
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.
This is a serious balance issue, and needs to be fixed in the next update.
EDIT: And when militia DS' are no longer free, this will turn from a frustration into a serious disadvantage. |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.13 22:44:00 -
[139] - 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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Utrigard
Zumari Force Projection Caldari State
2
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Posted - 2012.07.13 23:14:00 -
[140] - Quote
Asno Masamang wrote: 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%.
1) If a DS pilot is flying in a straight line, anything more powerful than light handheld weapons can shoot it down (blaster/missile installations, tanks, other dropships, etc.) As for the level of buildings, they're quite low as it is, and the whole point of being in a dropship is to...you know....fly in the air. Even if you do keep low to the ground, SL's can still get you. So those points are irrelevant.
2) This method works maybe 30% of the time, and you have to be ridiculously skilled with the dropship's already-finicky controls. If the salvo doesn't get you, crashing into the map objects will. By then you've slowed down enough for another SL salvo to hit you.
3) Afterburners don't last forever. SL missile flight times do. As it is the dropships already fly faster than the salvos. The point is that they inevitably catch up.
On top of all this is the fact that the missile mechanics in EVE have flight times as a part of the game. Skills and better modules increase the flight times, but it's not infinite. This is to prevent the exact situation that we're currently dealing with, where as long as you can get a lock, you get a hit.
So you're basically arguing to keep the SL's missile flight times overpowered, and relegate the dropship's utility to that of disposable drop pods. And if you got your way with damage increases without changing the infinite flight time, they'd be flying trash cans that cost several million ISK/unit.
I think you're alone on this. |
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shade emry
Doomheim
5
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Posted - 2012.07.13 23:47:00 -
[141] - 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
I owe you a drink wolfman when im down in atlanta next time.
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shade emry
Doomheim
5
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Posted - 2012.07.13 23:49:00 -
[142] - Quote
Kyy Seiska wrote:Knarf Black wrote: 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.
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.
how many SP's you have in heavy weapons/ weapon upgrades and what kind of mods are you wearing? |
EVICER
63
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Posted - 2012.07.14 00:47:00 -
[143] - Quote
Utrigard wrote:Asno Masamang wrote: 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%.
1) If a DS pilot is flying in a straight line, anything more powerful than light handheld weapons can shoot it down (blaster/missile installations, tanks, other dropships, etc.) As for the level of buildings, they're quite low as it is, and the whole point of being in a dropship is to...you know....fly in the air. Even if you do keep low to the ground, SL's can still get you. So those points are irrelevant. 2) This method works maybe 30% of the time, and you have to be ridiculously skilled with the dropship's already-finicky controls. If the salvo doesn't get you, crashing into the map objects will. By then you've slowed down enough for another SL salvo to hit you. 3) Afterburners don't last forever. SL missile flight times do. As it is the dropships already fly faster than the salvos. The point is that they inevitably catch up. On top of all this is the fact that the missile mechanics in EVE have flight times as a part of the game. Skills and better modules increase the flight times, but it's not infinite. This is to prevent the exact situation that we're currently dealing with, where as long as you can get a lock, you get a hit. So you're basically arguing to keep the SL's missile flight times overpowered, and relegate the dropship's utility to that of disposable drop pods. And if you got your way with damage increases without changing the infinite flight time, they'd be flying trash cans that cost several million ISK/unit. I think you're alone on this. Omg thank you.... |
EVICER
63
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Posted - 2012.07.14 00:50:00 -
[144] - Quote
I dont need a warning tone.I changed my mind.Dont need it.I recend my earlier post.Ill adapt.Keep on hatin on Dropships bro Oh and remember Ill be using your same tactics on you ... Oh and when a team is spawn camping/trapping any DS that get dropped in before the pilot can even fly it. Ill make sure me and my teammates get cheap kills like that too.Whats good for the goose, is good for the gander.Like I said .Ill adapt. I got 7 years at least.... Well see ya on the battlefield. |
Angavu Vulgaris
Tronhadar Free Guard Minmatar Republic
4
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Posted - 2012.07.19 21:35:00 -
[145] - Quote
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... |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
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Posted - 2012.07.20 11:42:00 -
[146] - 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... ' Thats how real missiles work.. this combined with erratic spreads would actually work, except players could still pepper spawns with missiles from afar, which is mildly exploitative, but not unheard of, just an advanced form of suppression fire... |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
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Posted - 2012.07.24 13:45:00 -
[147] - 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. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.07.28 16:39:00 -
[148] - Quote
keep the swarm lancher as a lock-on launcher and introduce a new direct fire launcher with dumb rockets (like a RPG launcher) |
PiKeToSo
Crux Special Tasks Group Gallente Federation
2
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Posted - 2012.07.30 10:44:00 -
[149] - Quote
Evane Sa'edi wrote:keep the swarm lancher as a lock-on launcher and introduce a new direct fire launcher with dumb rockets (like a RPG launcher)
this. |
BluMage
18
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Posted - 2012.08.03 04:20:00 -
[150] - Quote
Forums Veteran wrote: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
This is how 40MM 'nades and AT4's work in real life; it is a safety function and I think you are on to something for suggesting it for DUST as well. |
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