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[Veteran_CCP Wolfman]
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Posted - 2012.06.06 08:27:00 -
[1] - Quote
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 |
[Veteran_Halcyon Daio]
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Posted - 2012.06.06 10:04:00 -
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You are my hero. |
[Veteran_Kushmir]
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Posted - 2012.06.06 11:52:00 -
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Praises!! |
[Veteran_Emrys Gal-wyddel]
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Posted - 2012.06.06 12:14:00 -
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Dislike. Theyre going to be useless if you got the hit detection fix right :\ |
[Veteran_Kaerill]
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Posted - 2012.06.06 12:16:00 -
[5] - 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
as long as it only affects the infantry im cool with it. scrubs can find another "real" weapon to get points with |
[Veteran_Fregonesi]
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Posted - 2012.06.06 13:32:00 -
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Nice, did not like the OHK |
[Veteran_Khazra Khali'un]
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Posted - 2012.06.06 14:59:00 -
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This will be nice, but it doesn't quite sound like it's an ideal change. Hopefully you guys can really hammer out exactly where SL's should be as time goes on. |
[Veteran_Van Lorringen]
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Posted - 2012.06.06 17:27:00 -
[8] - Quote
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 |
[Veteran_Sin3 DeusNomine]
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Posted - 2012.06.06 18:52:00 -
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My Ideas on the Swarm launcher. The fix and the nerf. Not going to lie really going to destroy the use of it currently Vehicles are and stationary units are going to gain a huge advantage now.
First idea. The simple fix. 1. Make it lock only 2. Means it is lock only they need to be put in as a secondary weapon. 3. Either you can allow it just everyone is able or it could be a good way to boost a certain line of a logistics command dropsuit user and let them use them. Increase damage output maybe??? and Give fewer rounds.
Second Idea the complex fix to keep it in a primary weapon spot.
1. Only one round in the chamber with 5 back up rounds to reload with. 2. Slower reload times 50% slower 3. 60% faster lock on time 4. Keep damage and OHK abilities on Inf as it is now. 5. Fix how splash damage effects the person who shoots the SL
If you are going to keep the Swarm launcher as a viable primary spot weapon it needs to keep a one hit kill ability in case you get caught up trying to take down a vehicle. If you set up swarm launchers with 1 shot in the chamber and slower reload. Yes people are going to still run around with these griefing people but they are never going to do well. And if they miss that first shot they are going to be screwed.
3rd Idea with how your nerf has been set up. keep nerf how it is but do a big increase to splash damage radius. so people can not just jump out of range from your shot. When I run against a swarm user it is so easy to avoid there shot by just jumping it is impossible to kill me unless the missles hit me directly. so with nerf you will have to be the luckies guy in the whole game to get kills with the SL unless the blast radius damage is increased. |
[Veteran_CasonovaX]
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Posted - 2012.06.06 20:44:00 -
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CCP Wolfman wrote: 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.
Thanks for allowing me to go back to my AR and expensive full prototype loadouts...was getting tired of using such a semiskilled-less weapon just to get it balanced. Also people need to understand that I never wanted it to be less effective against vehicles, but instead less so against infantry. Thank goodness CCP understood. |
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[Veteran_Counting Wizard]
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Posted - 2012.06.06 21:18:00 -
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I propose the inclusion of a signature radius on all objects. Obviously vehicles and installations have a larger sig radius and will take more damage. Heavies should have a higher radius too, with scouts being the smallest and taking little damage from swarm launchers. Leave everything else as is.
End effect is that it is less effective against assault and scouts which won't be one-shotted, but it can still be used as a form of suppressing fire against groups of enemies. |
[Veteran_Emrys Gal-wyddel]
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Posted - 2012.06.06 21:36:00 -
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Counting Wizard wrote:I propose the inclusion of a signature radius on all objects. Obviously vehicles and installations have a larger sig radius and will take more damage. Heavies should have a higher radius too, with scouts being the smallest and taking little damage from swarm launchers. Leave everything else as is.
End effect is that it is less effective against assault and scouts which won't be one-shotted, but it can still be used as a form of suppressing fire against groups of enemies.
signature radius is a radar mechanic, and as such probably isn't appropriate in an fps. afaik radar isnt what is used to detect the dropsuits, so this wouldn't work. different ammo/launcher types to make the SL role more specialist would be a good fix, imo. |
[Veteran_TheAmazing FlyingPig]
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Posted - 2012.06.06 22:52:00 -
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Wolfman...
... I don't think I've told you this before... but... I love you. |
[Veteran_CCP Wolfman]
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Posted - 2012.06.07 01:40:00 -
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Hi
IGÇÖm glad most of you are happy with it. As I said, it isnGÇÖt really an elegant fix but there is a reason for that. We are in the final stages of preparing the next update that we will be submitting to Sony. This means we canGÇÖt make any code or content changes that arenGÇÖt fixing critical issues such as crashes or technical rule violations as they run the risk of creating new problems and causing us to slip.
This means we couldnGÇÖt make more comprehensive changes such as making it lock on only or giving it an arming time. That would require code, animation and UI changes to do properly. But we really wanted to fix the problem and this was the lowest risk option available to us.
This change will only change their effectiveness against infantry. They should actually be a little more effective against vehicles because we have also lowered the lock on time and tightened the firing spread for lock on.
Cheers
CCP Wolfman
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[Veteran_Asno Masamang]
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Posted - 2012.06.07 03:25:00 -
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Greetings,
CCP Wolfman wrote:This change will only change their effectiveness against infantry. They should actually be a little more effective against vehicles because we have also lowered the lock on time and tightened the firing spread for lock on. Can you clarify what you mean by 'firing spread for lock-on'? I can see a number of potential connotations, based on the rest of your comment, some are improvements, some not so much. If you are talking about the targeting zone on the UI, then there are some potential issues.
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[Veteran_WSixsmith Dust]
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Posted - 2012.06.07 03:53:00 -
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Are we all really saying that a weapon capable of punching holes in tanks should not be able to kill an infantryman?? I know that right now it takes more than one hit to bring down a heavy most times. Yes, it's a powerful weapon and it sucks to get shot point blank with it. There must be a better solution than nerfing the damage it does to infantry. I do like the idea of one charge at a time in the weapon. Having to reload after each shot gives the man behind the sacrificial point man the opportunity to come in and deal with the rocketeer.
Or perhaps do it like the army, you don't walk into a room when you are clearing it. You throw grenades in first and then go in and clean up the mess. Or perhaps instead of granades, flamethrowers? They are handy for cooking out the bad guys if they are dug into a hardened position.
Anyways, my two cents. |
[Veteran_Ghural]
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Posted - 2012.06.07 05:02:00 -
[17] - Quote
WHen will this update happen? |
[Veteran_John Zastrow]
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Posted - 2012.06.07 05:21:00 -
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I support this product/service |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 05:50:00 -
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Ghural wrote:WHen will this update happen?
I'd love to know this as well. is the patch coming today, or next week?
I have a reason to ask, if it is today, I have to move my PS3 as I'm temporarily restricted to my cell phone for internet access at home, and a 1.5-2GB update will kill my cap. |
[Veteran_CCP Wolfman]
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Posted - 2012.06.07 06:31:00 -
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This update is due around the end of June/beginning of July. |
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[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 06:45:00 -
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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 :( |
[Veteran_Hunter Cazaderon]
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Posted - 2012.06.07 09:40:00 -
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CCP Wolfman wrote:This update is due around the end of June/beginning of July.
And no fix until then ? even for server stability, lag etc ? What's the point in the next two weeks of testing then ? Killing our PS3s with hard reset every 2 games ? |
[Veteran_Creator Of All]
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Posted - 2012.06.07 12:07:00 -
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easy guys, they don't choose to release it in 2 - 3 weeks, that's just how it goes, I hate feeling like an account manager and ccp are the programmers - all we ever complain about is why it isn't out yesterday. I suppose it can be conceived as a good thing, what with demand and all that, but as a programmer who deals with that kind of environment I'm just happy humbled to see a company keeping such close contact with the community.
As relaxed, social and upbeat I see the comments from the CCP guys (of all departments) I consider this the utmost of professionalism to deal with us.
thanks for the update wolfman, keep up the good work |
[Veteran_Chalker Salhany]
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Posted - 2012.06.07 12:19:00 -
[24] - Quote
Creator Of All wrote:easy guys, they don't choose to release it in 2 - 3 weeks, that's just how it goes, I hate feeling like an account manager and ccp are the programmers - all we ever complain about is why it isn't out yesterday. I suppose it can be conceived as a good thing, what with demand and all that, but as a programmer who deals with that kind of environment I'm just happy humbled to see a company keeping such close contact with the community.
As relaxed, social and upbeat I see the comments from the CCP guys (of all departments) I consider this the utmost of professionalism to deal with us.
thanks for the update wolfman, keep up the good work Thanks for the update. Will the 2+ week turnover for Client patches shrink as you do them more. Will this also replace the 2 full down loads everyone that joins the beta is having ot do right now? |
[Veteran_CasonovaX]
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Posted - 2012.06.07 12:32:00 -
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WSixsmith Dust wrote:Are we all really saying that a weapon capable of punching holes in tanks should not be able to kill an infantryman?? I know that right now it takes more than one hit to bring down a heavy most times. Yes, it's a powerful weapon and it sucks to get shot point blank with it. There must be a better solution than nerfing the damage it does to infantry. I do like the idea of one charge at a time in the weapon. Having to reload after each shot gives the man behind the sacrificial point man the opportunity to come in and deal with the rocketeer.
Or perhaps do it like the army, you don't walk into a room when you are clearing it. You throw grenades in first and then go in and clean up the mess. Or perhaps instead of granades, flamethrowers? They are handy for cooking out the bad guys if they are dug into a hardened position.
Anyways, my two cents.
AV stands for anti-vehicle, so infantry should not be instantly killed by such weapons especially when dumb fired. Reloading after each shot would solve nothing since it only takes one shot to kill entire groups of infantry. Your opposition is biased since you more likely than not use swarms as a default load-out.
PS. The army is primarily used as stationary units; most of them (99.9%) do not "clear" rooms. |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 14:32:00 -
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CasonovaX wrote:PS. The army is primarily used as stationary units; most of them (99.9%) do not "clear" rooms.
Though I am no explosives expert on any level (beyond seeing some in TV) I like to imagine them as this:
AV munitions and rockets detonate by a directional charge trying to punch a hole in the armour it actually hits, and deliver the damage through that, failing that it'll still deliver the majority of its charge forward weakening the armour or shield of the target, and with only a minor amount of "splash" damage beyond the immediate area. Firing such a charge at infantry is either only killing what it actually hit through the kinetic force of the round, or because the infantryman unlucky enough to get hit get holed through by that directional charge. Sure, people standing next to the target do receive damage, bit nothing a fairly full shield or Dropsuit won't shrug off.
At least that is how it should be.
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.
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[Veteran_Asno Masamang]
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Posted - 2012.06.07 15:27:00 -
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Dewie Cheecham wrote:AV munitions and rockets detonate by a directional charge trying to punch a hole in the armour it actually hits, and deliver the damage through that, failing that it'll still deliver the majority of its charge forward weakening the armour or shield of the target, and with only a minor amount of "splash" damage beyond the immediate area. That is a pretty accurate assessment of anti-vehicle rounds, unfortunately at present the Swarm Launcher is an anti-material weapon, which means buildings, equipment, vehicles, and yes even infantry. Because of the single ammo type, the Swarm launcher needs to retain the splash damage. Now, if / when CCP makes the Swarm launcher a multi-ammo weapon, then it would make sense to remove the explosive damage from the AV rounds, the kinetic kill damage from the anti-infantry rounds, the thermal damage from the anti-building, etc.
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[Veteran_Chalker Salhany]
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Posted - 2012.06.07 15:39:00 -
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What is the point of testing if the changes role out this slowly? |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.07 17:44:00 -
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Chalker Salhany wrote:What is the point of testing if the changes role out this slowly?
They are still finding new bugs and problems. though I must admit, I'd have preferred a faster turnaround as well, but if what was seen at E3 so far is anything to go by (at least from what some are saying) the next build is a massive update. I'd rather they test that one a few more times in-house before crashing our PS3's :P
I'm hoping for a few more different maps, and structures as well. Perhaps even some randomization of the environment as well.
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[Veteran_FatalFlaw V1]
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Posted - 2012.06.07 21:24:00 -
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Faster vehicle lock is nice but as long as it's not an issue for infantry, I don't think it should be made lock only. That would be a significant nerf vs vehicles because right now you can free fire at tanks from close range and still hit with all of the missiles. Forcing a lock makes it a lot less useful for dealing with ground vehicles. |
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[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 -
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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 -
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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 -
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So swarm launcher will be useless , good to know thx. |
[Veteran_Duster Boskonovitch]
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Posted - 2012.06.08 08:42:00 -
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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 -
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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 -
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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]
0
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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]
0
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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]
0
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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]
0
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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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[Veteran_Renzo kuken]
0
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Posted - 2012.06.13 09:12:00 -
[61] - Quote
Sha Kharn Clone wrote:My scoutsuit invincibles now...
Also I like Ponys
bronies ftw! |
[Veteran_dmxwarrior siCK]
0
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Posted - 2012.06.13 18:05:00 -
[62] - Quote
Sin3 DeusNomine wrote:My Ideas on the Swarm launcher. The fix and the nerf. Not going to lie really going to destroy the use of it currently Vehicles are and stationary units are going to gain a huge advantage now.
First idea. The simple fix. 1. Make it lock only 2. Means it is lock only they need to be put in as a secondary weapon. 3. Either you can allow it just everyone is able or it could be a good way to boost a certain line of a logistics command dropsuit user and let them use them. Increase damage output maybe??? and Give fewer rounds.
Second Idea the complex fix to keep it in a primary weapon spot.
1. Only one round in the chamber with 5 back up rounds to reload with. 2. Slower reload times 50% slower 3. 60% faster lock on time 4. Keep damage and OHK abilities on Inf as it is now. 5. Fix how splash damage effects the person who shoots the SL
If you are going to keep the Swarm launcher as a viable primary spot weapon it needs to keep a one hit kill ability in case you get caught up trying to take down a vehicle. If you set up swarm launchers with 1 shot in the chamber and slower reload. Yes people are going to still run around with these griefing people but they are never going to do well. And if they miss that first shot they are going to be screwed.
3rd Idea with how your nerf has been set up. keep nerf how it is but do a big increase to splash damage radius. so people can not just jump out of range from your shot. When I run against a swarm user it is so easy to avoid there shot by just jumping it is impossible to kill me unless the missles hit me directly. so with nerf you will have to be the luckies guy in the whole game to get kills with the SL unless the blast radius damage is increased.
very good points i agree with this
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[Veteran_soko99]
0
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Posted - 2012.06.13 23:43:00 -
[63] - Quote
Renzo kuken wrote: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?)
It's not a question of unforgiving.. But the way it is now, (we'll see the changes) it's a weapon that is a jack of all trades, thus not a good weapon for the game that's all about spreading out roles etc. It'd be like having 1 particular ship that can do Long range and short range battles all at once with an area of effect weapon that is equally devastating against titans as well as frigates.
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[Veteran_GraphiiiX 117]
0
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Posted - 2012.06.14 00:08:00 -
[64] - Quote
soko99 wrote:Renzo kuken wrote: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?) It's not a question of unforgiving.. But the way it is now, (we'll see the changes) it's a weapon that is a jack of all trades, thus not a good weapon for the game that's all about spreading out roles etc. It'd be like having 1 particular ship that can do Long range and short range battles all at once with an area of effect weapon that is equally devastating against titans as well as frigates.
Agreed.
Cheers.
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[Veteran_Johnny Guilt]
0
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Posted - 2012.06.14 08:02:00 -
[65] - Quote
The swarms to me should only fire when a lock has been made onto a vehicle or structure,you wont have to nerf a missle just dont like let the missles fly when pulling the trigger without a lock.
i hope you read this CCP |
[Veteran_Baron Rittmeister]
0
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Posted - 2012.06.14 14:35:00 -
[66] - Quote
Wolfman already gave a perfect explanation of why they're doing it like this and their intentions of making a better more permanent solution later. I think this is a great solution for the time being given the restrictions they have right now. They are trying to make a final product right now, so balancing isn't really tops on their priority list. I do think the sl is ridiculous atm and so this fix is very welcomed and I can't wait for it to get here.
I don't think it should be lock on only as sometimes it's useful to fire some dummies at a nearby vehicle before they can spot you, but it shouldn't have any effectiveness point blank as the missiles should have some minimal arming distance. |
[Veteran_Dostya Vitja]
0
|
Posted - 2012.06.14 17:20:00 -
[67] - 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
Thank you, thank you! |
[Veteran_Duster Boskonovitch]
0
|
Posted - 2012.06.15 00:12:00 -
[68] - Quote
CCP Wolfman wrote:This update is due around the end of June/beginning of July. seeing how SONY handhelds patches and updates , i dont raise my hopes , they always late |
[Veteran_gangsta nachos]
0
|
Posted - 2012.06.16 02:09:00 -
[69] - Quote
Thank god now give us a grenade indicator |
[Veteran_Relyt Fekefer]
0
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Posted - 2012.06.16 04:30:00 -
[70] - Quote
I like the idea of having it lock only but able to lock infantry but with significantly longer lock times (much like locking in eve) |
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[Veteran_Mensche Meysim]
0
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Posted - 2012.06.16 17:58:00 -
[71] - Quote
One thing that you can try to do for swarm launchers is what they do in real life: Put 'safeties' on it. Many missile systems have a failsafe that they only activate the warhead after the projectile's traveled a certain distance. That way you can't hurt the launcher and in Dust you won't get rocket jumpers. |
[Veteran_Fivetimes Infinity]
0
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Posted - 2012.06.17 02:22:00 -
[72] - Quote
Gotta chime in to say "good job". Swarm launcher is so obviously out of line that it would have been annoying to go through another couple weeks of everyone one-shotting each other with them. |
[Veteran_Shadow SickNoCure]
0
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Posted - 2012.06.17 07:24:00 -
[73] - Quote
i agree i mean it should have some damage to ground units if it can destroy a building tank or a jeep it should kill a ground unit no problem |
[Veteran_Natsu Pendragon]
0
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Posted - 2012.06.17 18:30:00 -
[74] - 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
Can you please fix the damage done to users as well when fired point blank? That's one my main issues I have with Swarm Launchers I get in close to them so they will kill themselves if they try and use it only to see half there shield go away meanwhile it OHK me. Kind of ridiculous they can fire it straight down at there feet and kill opposing players yet take minimal damaged compared to what was done to the enemy. |
[Veteran_Rex Manhunter]
0
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Posted - 2012.06.17 20:51:00 -
[75] - Quote
Renzo kuken wrote: bronies ftw!
filth |
[Veteran_Average Joe81]
0
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Posted - 2012.06.18 19:31:00 -
[76] - Quote
i say just weaken it's damage vs. infantry and/or remove malitia version
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[Veteran_Asno Masamang]
0
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Posted - 2012.06.18 20:35:00 -
[77] - Quote
So multiple people have whined 'everyone is using swarm launchers' or 'the enemies are spamming swarms', so I decided to observe this phenomena.... Guess what? I found a grand total of 5 people in one game, 3 in another... And I was one of the people in both matches. On Saturday, I decided to watch the kill notices and found that HMGs accounted for the majority kills followed by ARs, a Sagaris blaster, and finally swarm launchers. Actually in my last battle last night, I saw three people running around with Forge guns...
OH NO!!!! Forge Guns are the new n00b tube. No, just three people decided to try them out.
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[Veteran_Hunter Cazaderon]
0
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Posted - 2012.06.19 11:14:00 -
[78] - Quote
I dont think making the swarmlauncher Lock Only is a good option.
A simple decrease of its damage against infantery AND a forced slow-motion when having it equipped seems way enough. |
[Veteran_Gene Dravon]
0
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Posted - 2012.06.20 21:37:00 -
[79] - Quote
First of all, making it so its lock on only is a terrible idea. It is a very viable tactic to rush a tank and semi-close range and dummy fire all 4 salvos in quick succession to do massive damage. Sure the anti-infantry issue needs to be addressed but making it lock on only would gimp the anti-vehicle application of the swarm launcher, which is completely counterproductive.
Although I personally I don't like act of doing do, but using the swarm launcher as a means to carpet bomb is a viable way to deal with large groups of enemies at once. With that said I offer up a more elegant solution to the swarm launcher problem.
Offer 2 Types of Swarm Launchers, one type for anti vehicle, one for anti infantry
Anti-Vehicle Type
- Dummy Fire & Lock On Fire
- Same Direct Damage as current build
- Significantly Reduced Splash Damage from Current Build (Warheads are shaped charges and should do next to no splash damage)
- This type encourages Locking since you need direct hits to do any decent damage. However does not discourage dummy firing at close range against large targets such as HAVs because most of the warheads will directly connect with the tank as long as you're close enough.
- The type discourages use against infantry, because unless you're lucky enough to actually hit them in the chest with the actual warhead, the damage done from splash damage will be so minimal it wont be worth it.
Anti-Infantry Type
- Dummy Fire Only (Possibly lock on as well)
- Significantly Reduced Direct Damage from current build
- Reduced Splash Damage from current build but not as much of a reduction as AV Swarm Type
- This encourages anti-infantry use because the splash damage is the majority of the damage done. However it is still reduces from current build as to avoid 1-hit kills against infantry. This would primarily be used to "soften up" large groups of troops so they're more easily taken out by more direct fire.
- This type would discourage anti-vehicle use because the overall damage is significantly reduced compared to the AV-Type Swarm which is designed for more significant direct damage against larger targets that can be locked onto.
Also I have to disagree with your choice to decrease lock on time. I feel the lock on time is fine as is, and as a dropship pilot I seriously worry about the ramifications of people being able to fire more locked on salvos at me as I'm trying to retreat. If you do continue with your choice to decrease lock on time, please give us a Sensor Dampener modules for vehicles that we can use increase lock on time from enemy swarm launchers. I dont mind giving people an advantage to shoot me down, but allow me to counter it with modules if I want. |
[Veteran_Johnny Guilt]
0
|
Posted - 2012.06.21 09:12:00 -
[80] - Quote
http://en.wikipedia.org/wiki/Rocket_launcher
http://en.wikipedia.org/wiki/Shoulder-fired_missile
nothing about killing lone infantry,
lock on only please |
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[Veteran_Gene Dravon]
0
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Posted - 2012.06.21 09:26:00 -
[81] - Quote
Again, lock on only is a terrible idea. Read above post for explanation. |
[Veteran_Deskalkulos Ildigan]
0
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Posted - 2012.06.22 10:27:00 -
[82] - Quote
Cant really say that i would be glad with lock on only. Lock on is important if the vehicle is far away, but having to lock on the enemy tank while standing 2 metres away from it is downright . . . lets say suboptimal. . . this would be equal to a major buff for the tanks and every other vehicle.
I never knew that OHK with Swarm launcher was such a huge Problem, mainly because you have to actually pinpoint the enemy. If you are off by only a few centimeters you are going to get your ass handed to you. The anti infantry capabilities are practically non existent if you are standing ten metres away from the enemy, due to the horizontal spread of missiles. Personally i find, that Swarm launchers are the only possibility to stop a heavy, who seems to be like a one man tank (which would explain why he is called "heavy"), it takes around two bullseye shots from two to three metres away to stop a heavy with the swarm missile launcher, which i think is more than enough time for the heavy to fire his heavy machine gun and change you into swiss cheese.
@ Natsu: i can assure you, that point blank range is usually more than enough to kill an assault type swarm launcher bearing enemy. ususally because i have killed myself multiple times this way. its just as mentioned above. if i am off by a few centimetres the splash damage wont hurt me or you.
So yeah the only weapon swarm launchers are making redundant are shotguns, as both are short ranged weapons (couldnt kill even one person using shotgun at point blank range). . . Although i have to admit, that indoor fights might increase the effectiveness of the swarm launcher, as the enemies are more likely to be grouped together and the possibility to hit a wall behind them increase the chance that they are in the splash zone. . .
gangsta nachos wrote:Thank god now give us a grenade indicator
Please dont do this. . . Next time you want a OHK Knife, unlimited Sprint and Killstreak Bonusses like tactical nuclear warhead? |
[Veteran_Dao Ferret]
0
|
Posted - 2012.06.22 12:59:00 -
[83] - Quote
Markus wrote: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.
How have you not gotten more likes? I was talking in the IRC room yesterday and came up with the same solution. Making the Swarmer a Heavy weapon means that:
- by default they won't be able to deploy their own nano hives
- launchers would have less mobility
That should go a long way toward making them less effective against infantry.
My only concern would be how it would diminish their effectiveness against Tanks/DropShips (mostly Tanks).
How significantly would the loss of mobility/turning affect the ability for a Swarm wielder to dodge into cover while taking out a Tank (depending on distance of course)? |
[Veteran_Gene Dravon]
0
|
Posted - 2012.06.22 19:48:00 -
[84] - Quote
Making the swarm a heavy only weapon would basically gimp all anti-vehicle abilities for 75%-ish of every player in the game. If you want to make the swarm launcher give a lower movement speed while you have it out....sure, I wont be happy about it, but its a hell of a lot better than being forced to play Heavy if I want to blow up anything. Once again so many of these suggestions reduce the ability you make it heavy only, then you'll just have people running around in heavy suits shooting your feet, it really wont solve the problem at all.
So many of these suggestions really don't truly fix the problem, they're just crude, unimaginative ideas that really only serve to nerf the swarm launcher usage as a whole, instead of dealing with the anti-infantry problem specifically. If you make the weapon less accessible, or less effective against vehicles, then it's completely pointless. |
[Veteran_Johnny Guilt]
0
|
Posted - 2012.06.23 00:12:00 -
[85] - Quote
The rocket launchers has two phases, the ridicule prompt and the actually locking process itself. Why not make the rocket launcher not able to fire unless the ridicule is up(which can only pop up if you ADS at a destructible structure or a vehicle is in front of it , as long as the vehicle or structure is infront of you. youll be able to fire;that way you can still dummy fire point blank at a tanks or structures at close to mid range and not be able to kill lone infantry.(the locking process if still work as normal)
This will stop players from just rolling with the rocket launcers to kill lone soilders or the occaional panicing launcher user who points it at his feet to get suicide kills. |
[Veteran_Corvus Ravensong]
0
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Posted - 2012.06.24 12:09:00 -
[86] - Quote
A damage increase rather than decrease would be preferable - especially if combined with a tighter spread AND a reduced blast radius.
I'm all for making both of my 2 favorite weapons (swarm launcher and forge gun) both less effective against infantry, but if you are going to reduce infantry damage, please increase vehicle & structure damage by a similar amount to compensate.
Devs, mebbe something similar to the explosion radius vs target signature radius check that missiles in Eve already use? |
[Veteran_Devboi]
0
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Posted - 2012.06.24 12:28:00 -
[87] - Quote
Why don't you just make things like;
Heavy Drop Suits - MiniGuns - Swarm Launchers
More Expensive!
This would trend more with real life as a "launcher" would be stupidly OP but it costs a lot of money A Heavy Drop Suit SHOULD have lots more armor but thats cos u PAID for it.
This way I would be less annoyed when ; "I have shot a heavy with an entire clip of a prototype gun but because I didnt hit them in the head enough they kill me while Im reloading"
I will be able to think
"well thats what they paid for"
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[Veteran_VicBoss]
0
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Posted - 2012.06.24 20:31:00 -
[88] - Quote
Devboi wrote:Why don't you just make things like;
Heavy Drop Suits - MiniGuns - Swarm Launchers
More Expensive!
This would trend more with real life as a "launcher" would be stupidly OP but it costs a lot of money A Heavy Drop Suit SHOULD have lots more armor but thats cos u PAID for it.
This way I would be less annoyed when ; "I have shot a heavy with an entire clip of a prototype gun but because I didnt hit them in the head enough they kill me while Im reloading"
I will be able to think
"well thats what they paid for"
first problem "would trend more with REAL LIFE." If real life thing was going on you wouldn't be able to move in a suit that heavy or hold a mini gun on top of that. real life is out of the question. Also, I can't speak for you but if im killed by an OP gun over and over again I couldn't care less how much it costs. |
[Veteran_Asno Masamang]
0
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Posted - 2012.06.25 14:43:00 -
[89] - Quote
Devboi wrote:This would trend more with real life as a "launcher" would be stupidly OP but it costs a lot of money A Heavy Drop Suit SHOULD have lots more armor but thats cos u PAID for it. Ummm, they already are more expensive in game... And currently RL RPG's, both anti vehicle and anti-infantry versions, are dirt cheap... The rounds are a bit pricey (still cheap), but the launcher is ridiculously inexpensive. I am not sure about other countries, but the only reason that the US military pays so much for RPG's is because of MILSPEC. When I was in the miliary MILSPEC'd equipment was usually around 35x in cost.
No, there is nothing wrong with Swarm Launchers, just a bunch of whiners who refuse to adapt and overcome. The same people who are going to try to nerf snipers next, and then nerf SMGs and HMGs, etc.
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[Veteran_Nick Phantom]
0
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Posted - 2012.06.26 01:17:00 -
[90] - Quote
I would like it with a random element added. No reduction to damage but if fired without a lock the rockets go haywire and fly off in every direction. (some going straight down hitting the ground in front of the user killing them instantly)
For now great fix though Thanks. For those that are complaining about not being able to kill heavies with it need to learn to work as a team. Also heavies are getting nerfed down to what they should be. Sadly so are our skills .
I agree with how the swarm launchers are about to be set up except the nerf to damage against infantry but thats understandable for now. The reduced spread to the rockets is going to be great. NOT the sight just the rockets so instead of worrying about that truck that is to your right you can fire it and still be close to some cover. Currently you have to go so far out that the tank or whatever your firing at kills you before you get to an acceptable open area to shoot from. Sorry Mr. Tanks a lot you now have the swarm launchers to worry about instead us poor assault infantry being blown to smithereens by them.
Oh the pleasure I would get from seeing some swarm launcher operator getting blown sky high from their own rocket just for trying to use it without a lock. |
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Jimbeezy
Imperfects Negative-Feedback
219
|
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
|
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
|
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
|
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
|
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
|
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 @$$ and did something other they try to shoot down drop ships all day !
ya its fixed all rite made for the 12yrs old sped kids to use ! |
[Veteran_Asno Masamang]
0
|
Posted - 2012.06.29 16:25:00 -
[98] - Quote
BAD FURRY wrote:made for the 12yrs old sped kids to use ! I really have to wonder why Bad Furry is referring to himself in the third person here... Or is his english so bad that I am mis-reading everything he has written on the subject of Swarm Launchers?
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.06.29 19:27:00 -
[99] - Quote
BAD FURRY wrote:Tech Ohm Eaven wrote:BAD FURRY wrote:Emrys Gal-Wyddel wrote:They really werent joking about the nerf. its useless now :( yep seeeing how we have mil tanks why use the SL any more its junk now ! YOU were one of those abusing the swarm launcher to kill infantry so your opinion is null and void. I am using the SL as its intended to kill structures, tanks, dropships and LAVs. Please feed my SL more LAVs. 16 and 0 just killing tanks/dropships so the SL is FIXED!! Amen! o so your the dead wate on my team as were all trying to take the point your just siting there jacking it to drop ship kills in the back of the map ya good job man i see your happy with being what every other 12 yr old kid is going to do when this game go,s live is sit in the back like you do and do nuffing but shoot drop ships all day and ask the team to do every thing for you and cry at the end cuz your team lost and you dint get the added exp or money if you would have got off your lazzy @$$ 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.
|
I34NG0 xX
Amarr Templars Amarr Empire
0
|
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
|
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.
|
I34NG0 xX
Amarr Templars Amarr Empire
0
|
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
|
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.
|
I34NG0 xX
Amarr Templars Amarr Empire
0
|
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
|
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
|
Posted - 2012.06.30 09:53:00 -
[106] - Quote
Swarms are fine now,good job CCP |
DanSun Clone
Tgrad Mercs
3
|
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
|
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
|
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
|
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. |
|
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
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.
|
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
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
|
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. ;)
|
Sylwester Dziewiecki
Doomheim
83
|
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
|
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. :(
|
Sylwester Dziewiecki
Doomheim
83
|
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
|
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. |
|
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
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
|
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
|
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
|
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
|
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.
|
Asno Masamang
Odd Shadows Inc
122
|
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.
|
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
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
|
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.
|
William HBonney
Imperfects Negative-Feedback
318
|
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
|
Posted - 2012.07.12 03:57:00 -
[130] - Quote
Lock on only and tone warning for drop ships.... |
|
EVICER
63
|
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
|
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
|
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.
|
EVICER
63
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Evane Sa'edi
Celtic Anarchy
62
|
Posted - 2012.08.08 21:45:00 -
[151] - Quote
Swarm launchers are listed as anti material mid-range weapons that fit to a Light weapon Hard point, which makes them usable by all suits at the moment and should be able to damage everything.
If you change the fit to heavy only, you need to either increase the damage the swarm inflicts against armour or increase the amount of ammo that can be carried or the type of ammo used.
Dumb fire rounds - used for area suppression & panic hip fire - no guidence, line-of-sight targeting, larger damage due to extra space due to no avionics
Lock-on loiter missiles - missiles that follow target lock then pop up above target and pile drive down - small shaped charge with increase kinetic damage
Lock-on High speed tracker missiles - anti drop ship missiles - increased manoverbility
Damage to PBI
As SL cannot lock to a suit the only way to kill them is to multi-dumbfire to the area they are in from a distance. It is easier to use a missle equiped DS as a pill box. (more ammo & quicker fire rate & more damage) |
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