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Terry Webber
Molon Labe. RUST415
733
|
Posted - 2015.06.09 20:07:00 -
[91] - Quote
Forgive me if this has already been suggested but what if the swarm launcher works a little more like the plasma cannon? It could have a brief charge-up and, instead of a single projectile, launch several rockets that stay in the direction the launcher was aimed at. This would give pilots a chance to dodge the rockets when they see them coming. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.09 20:10:00 -
[92] - Quote
Terry Webber wrote:Forgive me if this has already been suggested but what if the swarm launcher works a little more like the plasma cannon? It could have a brief charge-up and, instead of a single projectile, launch several rockets that stay in the direction the launcher was aimed at. This would give pilots a chance to dodge the rockets when they see them coming.
Charge up time on missiles are actually pretty stupid, no missile does this, other than that, have it like a standard RPG that fires 4 round's instead of 1? Fine... but i'll expect alot of damage to come from it, just like a PLC, it's only fair...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.09 21:09:00 -
[93] - Quote
It's ironic Zan that you have based your entire opinion of vehicle pilots on the worlds an actions of one player than even most other vehicle pilots loath to include in vehicle discussion, not because his experience or ideals are wrong but because his attitude is incredibly poor and not wholly constructive.
I think we can all agree that team would could and should be a part of HAV and vehicle combat but not at the cost of core functionality of the vehicle. As Dust Fiend has said dividing the gunnery and pilot roles for vehicles like the Assault Dropship and HAV relegates them from being an enjoyable career choices to as Dust Fiend states 'glorified chauffeurs'.
We can argue about what the core reasons vehicles become unbalanced are on a build by build basis and would eventually reach the same bloody stale mate we always reach with neither side giving ground and submitting to nerfs. In this case however while I like Mobius' suggestion I do not believe it is the optimal path to vehicle balance only the optimal path to creating a game in which more infantry function on the field and vehicles are the irregular choice no one wants to commit riflemen to operating, in much the same way it is on most maps.
I'm also astounded by the double standard that many infantrymen lay at the feet of vehicle pilots insinuating that a pilot scoring say 10/0 or 12/1 or the like is somehow vastly different or less fair than another infantryman finishing the game with 15/2 or 22/0. You can scream 1 for 1 at me all day but when an AVer is good enough at their job to kill me then they will kill me and not sooner.
"Crush all who complain!"
- Arkena Wyrnspire
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.09 21:18:00 -
[94] - Quote
True Adamance wrote:It's ironic Zan that you have based your entire opinion of vehicle pilots on the worlds an actions of one player than even most other vehicle pilots loath to include in vehicle discussion, not because his experience or ideals are wrong but because his attitude is incredibly poor and not wholly constructive.
I think we can all agree that team would could and should be a part of HAV and vehicle combat but not at the cost of core functionality of the vehicle. As Dust Fiend has said dividing the gunnery and pilot roles for vehicles like the Assault Dropship and HAV relegates them from being an enjoyable career choices to as Dust Fiend states 'glorified chauffeurs'.
We can argue about what the core reasons vehicles become unbalanced are on a build by build basis and would eventually reach the same bloody stale mate we always reach with neither side giving ground and submitting to nerfs. In this case however while I like Mobius' suggestion I do not believe it is the optimal path to vehicle balance only the optimal path to creating a game in which more infantry function on the field and vehicles are the irregular choice no one wants to commit riflemen to operating, in much the same way it is on most maps.
I'm also astounded by the double standard that many infantrymen lay at the feet of vehicle pilots insinuating that a pilot scoring say 10/0 or 12/1 or the like is somehow vastly different or less fair than another infantryman finishing the game with 15/2 or 22/0. You can scream 1 for 1 at me all day but when an AVer is good enough at their job to kill me then they will kill me and not sooner.
Said it once, i'll say it again, I want fairness for both side's, and fact is, most people are too dumb to run vehicle's and some are too dumb to use anti vehicles, my entire opinion is never going to actually be on the vehicles, it'll be on the player that uses them, a player define's vehicles, not the suit's (double standards I know). Most of the time when vehicles go +10/0 it's because of skill, or the fact his enemies are too dumb and scrubbish to actually take him out, i've used swarm's and literally many if not all the time vehicles have either come out on top, or ran out of my line of sight, being smart, being skilled (same case can be made for infantry, some people simply don't know how to take them out) , that's why i'm against swarm nerfing, unless you make them dumbfire and give them the PLC treatment, it'll never be fixed, and if vehicles tankers be smart, and skilled, there won't ever be a need for a nerf to swarm's, because swarm's will always be out played (until you hit a wall that is).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Ld Collins
Second-Nature
189
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Posted - 2015.06.10 15:45:00 -
[95] - Quote
Why can't we just nerf the basic swarm and buff the assault. The assault swarm would be the only swarm that would require skill. Make the standard swarm half of the strength as a assault swarm and then increase the amount of missiles launched from the assault from 4 missiles to 6. When the assault swarms locks onto a single target it should take longer to lock. This way even with the damage buff vehicle users have more time to get away. Also the tracking distance of basic swarms should be nerfed too swarms shouldn't follow you over 400+ meters that's ridiculous considering small missile turrets can't shoot that far nor can a pilot see a target from over 400+ m. If you fly past a target who locks onto your DS you shouldn't have to outrun 3 volleys of missiles.
Additionally I believe the most likely scenarios that make swarm users feel that swarms are balanced or that tanks at times can be op is because no one uses the assault swarms. If two tanks show up to an area more than likely two players will focus on one tank while the other tank is free to assist the other tanker. They will be successful destroying one tank and die to the other and think well that seems balanced. When 3 tanks show up they panic and attack each tank at random that's when tanks are OP. Now in both scenarios neither player will decided to bring an assault swarm if both players had assault swarms in the first scenario both tanks could probably be killed. You could have 1 player shooting 2 tanks at once and the other player focusing on 1, or both players should simply attack both tanks. When 3 tanks show up 2 Players can still attack 2 tanks at the same time and in some cases attack all 3 at the same time. This is something that you would never see because the basic swarm launcher is the best option. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.06.10 16:37:00 -
[96] - Quote
Zan Azikuchi wrote:I'm assuming that heavy and their logi's don't count? Just saying...
No. Because one is not required in order for the other to succeed.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Pocket Rocket Girl
Psygod9
441
|
Posted - 2015.06.10 16:38:00 -
[97] - Quote
HOLY PERFECTION wrote:Sergeant Sazu wrote:"I spent 1.2 million ISK, so I shouldn't die, ever."
Honestly just make tanks the same price as dropsuits and make them soloable. The imbalance of power being validated by ISK cost is getting old and it doesn't benefit either side. NOT WHAT IM SAYING. im saying my tank should not be as easily taken out. by 2 swarmers if ima GV.0. Thats all im saying, im not trying to be invensible
soooo team work is OP got it. see tankers complain that av is OP and can solo beep beeps,calims team work is needed to kill vehic. players use team work tanker complains no they should use more team work to kill a tank while large turrets on tanks can fire farther than 175m. and actually hit things but i digress back to the point YOU LOST A TANK TO 2 SWARMS WORKING TOGETHER.
Have garbage gun game? Throw a Core.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.10 16:40:00 -
[98] - Quote
Zan Azikuchi wrote: Said it once, i'll say it again, I want fairness for both side's, and fact is, most people are too dumb to run vehicle's and some are too dumb to use anti vehicles, my entire opinion is never going to actually be on the vehicles, it'll be on the player that uses them, a player define's vehicles, not the suit's (double standards I know). Most of the time when vehicles go +10/0 it's because of skill, or the fact his enemies are too dumb and scrubbish to actually take him out, i've used swarm's and literally many if not all the time vehicles have either come out on top, or ran out of my line of sight, being smart, being skilled (same case can be made for infantry, some people simply don't know how to take them out) , that's why i'm against swarm nerfing, unless you make them dumbfire and give them the PLC treatment, it'll never be fixed, and if vehicles tankers be smart, and skilled, there won't ever be a need for a nerf to swarm's, because swarm's will always be out played (until you hit a wall that is).
Entire post ignores the fact that swarms do a higher DPS rate than any other weapon in the game. They do higher shield DPS than the Forge gun does armor, or the PLC does shields.
I have little sympathy for a lot of vehicle drivers, but please, feel free to actually do the research on how things work BEFORE you try to tell them that they're clueless.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.06.10 16:49:00 -
[99] - Quote
True Adamance wrote:It's ironic Zan that you have based your entire opinion of vehicle pilots on the worlds an actions of one player than even most other vehicle pilots loath to include in vehicle discussion, not because his experience or ideals are wrong but because his attitude is incredibly poor and not wholly constructive.
I think we can all agree that team would could and should be a part of HAV and vehicle combat but not at the cost of core functionality of the vehicle. As Dust Fiend has said dividing the gunnery and pilot roles for vehicles like the Assault Dropship and HAV relegates them from being an enjoyable career choices to as Dust Fiend states 'glorified chauffeurs'.
We can argue about what the core reasons vehicles become unbalanced are on a build by build basis and would eventually reach the same bloody stale mate we always reach with neither side giving ground and submitting to nerfs. In this case however while I like Mobius' suggestion I do not believe it is the optimal path to vehicle balance only the optimal path to creating a game in which more infantry function on the field and vehicles are the irregular choice no one wants to commit riflemen to operating, in much the same way it is on most maps.
I'm also astounded by the double standard that many infantrymen lay at the feet of vehicle pilots insinuating that a pilot scoring say 10/0 or 12/1 or the like is somehow vastly different or less fair than another infantryman finishing the game with 15/2 or 22/0. You can scream 1 for 1 at me all day but when an AVer is good enough at their job to kill me then they will kill me and not sooner.
I think Judge's assertion that 50/1 KD is fair stuck a little too hard in too many craws.
No, leave the vehicle control schemes alone. Unless you want to improve them so that they can actually maneuver.
The Balance stalemate unfortunately is born of the ISK cost of vehicles. Everything in the game is treated as powerful, usable, but ultimately destructible and disposable... Unless we're talking about vehicles. Honestly I think HAVs should be as disposable as dropsuits. A bit harder to kill (by a fair margin) but still disposable. The main block to this is ISK.
When it can take two matches to field an HAV at STD level, then the profession isn't sustainable. As the profession is not sustainable, the drivers fight tooth and nail to keep them from feeling disposable.
Because 1.2 million ISK paid just to become a fire pinata 40 seconds later is probably the most frustrating thing in the world. There's 5-8 match payouts down the toilet all in one shot. Tanks would be easier to balance, and AV the same, if tanks (and other vehicles) could be reasonably sustained on the field.
ISK may not be a balancing factor, but it has a major effect on one's ability to be able to actually make vehicles a career path in the game and break even.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Ld Collins
Second-Nature
189
|
Posted - 2015.06.10 16:58:00 -
[100] - Quote
Pocket Rocket Girl wrote:HOLY PERFECTION wrote:Sergeant Sazu wrote:"I spent 1.2 million ISK, so I shouldn't die, ever."
Honestly just make tanks the same price as dropsuits and make them soloable. The imbalance of power being validated by ISK cost is getting old and it doesn't benefit either side. NOT WHAT IM SAYING. im saying my tank should not be as easily taken out. by 2 swarmers if ima GV.0. Thats all im saying, im not trying to be invensible soooo team work is OP got it. see tankers complain that av is OP and can solo beep beeps,calims team work is needed to kill vehic. players use team work tanker complains no they should use more team work to kill a tank while large turrets on tanks can fire farther than 175m. and actually hit things but i digress back to the point YOU LOST A TANK TO 2 SWARMS WORKING TOGETHER. I would say that in the case of av team work it is pretty op. Vehicle users are given very little opportunity when it comes to team work. For example a tank needs 3 people inside of it or a tank would need another vehicle to assist. The tank solely has his own skills to depend on for reps tank and damage. When you are in a small turret seat and a tank applies a buff you can barely see your target and when you are swarmed your view is completely obscured momentarily. Its hard to shoot back especially with small railgun turrets since they wont hit a target if you zoom in on them. What a tanker would have to rely on is a rep tool that hopefully his co pilot has. This means that one of both co pilots have to exit the vehicle in order to assist the tank leaving them completely defenseless. Now more realistically the tank would have to evade other enemy vehicles and Av. The two outside of the tank cannot run and rep at the same time making things pretty much impossible unless the tank managed to hide in cover. This however takes the tank out of occupied territory.
The swarm users can effectively stay in the area and kill other players simply by switching to a rifle. They have nanohives to provide ammo and health. They more than likely have an uplink to keep them in the area also. Its just too easy to be effective its a campers dream. CCP took away the ability for vehicles to rep each other because TEAMWORK WAS OP. :-) |
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MythTanker
Negative-Feedback. Negative-Feedback
536
|
Posted - 2015.06.10 16:59:00 -
[101] - Quote
My 1000 Officers Forge Guns are laughing at you all
NF's Official Forge Gun Bitch
GÇ£Mythtanker cant hit the broadside of a barn with a forge gunGÇ£ -Dust User
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.06.10 17:02:00 -
[102] - Quote
MythTanker wrote:My 1000 Officers Forge Guns are laughing at you all Why does anyone need that many?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.10 17:13:00 -
[103] - Quote
So, if the tank's become more readily available (wouldn't complain, more tanks = more wp's for anyone popping them), then it would be better balanced? Okay i'll admit that I skimmed some of what was said, so i'm only taking scarce notes, i'll re-read them properly later, but if the vehicles costed very little say, 40k for a GV.0? and maybe +2k for each mods used, it could be better balanced and less stressful? (this is the jist im getting here, cause we're seriously getting absolutely no where here, the more people go back and forth in this thread, the more things stay the same, eventually this will have all become absolutely moot, so we need to come up with a compromise that both sides can be happy/okay with).
Edit: And so we're clear, the 40k a gv.0 is just an examplatory number, not the actual number i'd set it at.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.06.10 17:19:00 -
[104] - Quote
Zan Azikuchi wrote:So, if the tank's become more readily available (wouldn't complain, more tanks = more wp's for anyone popping them), then it would be better balanced? Okay i'll admit that I skimmed some of what was said, so i'm only taking scarce notes, i'll re-read them properly later, but if the vehicles costed very little say, 40k for a GV.0? and maybe +2k for each mods used, it could be better balanced and less stressful? (this is the jist im getting here, cause we're seriously getting absolutely no where here, the more people go back and forth in this thread, the more things stay the same, eventually this will have all become absolutely moot, so we need to come up with a compromise that both sides can be happy/okay with).
read the pilot threads, of all the arguments that they trot out, even knowing that the Devs do not consider it a balancing factor:
ISK.
Vehicles are not sustainable for any appreciable length of time unless you're swimming in stupid levels of it. As long as a militia HAV costs about as much to fit fully as a prototype fatty forge, we're never going to hear the end of this idiotic Screaming match merry-go-round.
Do I think HAVs should be as cheap as say, a dropsuit?
No.
But I'm more of the opinion that pricing should be based on utility:
If an HAV is overall 4x more effective than the equivalent solo dropsuit, and 4x as difficult to kill? It should probably cost in the neighborhood of 4x the cost of the dropsuit, not 10x.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Ld Collins
Second-Nature
189
|
Posted - 2015.06.10 17:20:00 -
[105] - Quote
Zan Azikuchi wrote:So, if the tank's become more readily available (wouldn't complain, more tanks = more wp's for anyone popping them), then it would be better balanced? Okay i'll admit that I skimmed some of what was said, so i'm only taking scarce notes, i'll re-read them properly later, but if the vehicles costed very little say, 40k for a GV.0? and maybe +2k for each mods used, it could be better balanced and less stressful? (this is the jist im getting here, cause we're seriously getting absolutely no where here, the more people go back and forth in this thread, the more things stay the same, eventually this will have all become absolutely moot, so we need to come up with a compromise that both sides can be happy/okay with).
If tanks didn't cost 1.2 million to be good that would be a start. You have to seriously invest an insane amount of time into skilling up a tank basic tank skills get you killed advanced tank skills get you killed the only good tank is a tank with maxed skills. Those tanks are good but the performance the expensive the time put into getting to that level is insane. Losing 1.2 mil on the regular is not fun considering at the end of the match your reward is 350k 250k average. Once your tank blows up you have to win 5 matches without calling another tank to break even. Meanwhile swarm guy gets 400k because hes just racking up war points every single match.
Also I'll add that swarmers can be revived with full capabilities. My posts are being ignored because no one can come up with a significant counter. |
Terry Webber
Molon Labe. RUST415
733
|
Posted - 2015.06.10 17:58:00 -
[106] - Quote
Zan Azikuchi wrote:Terry Webber wrote:Forgive me if this has already been suggested but what if the swarm launcher works a little more like the plasma cannon? It could have a brief charge-up and, instead of a single projectile, launch several rockets that stay in the direction the launcher was aimed at. This would give pilots a chance to dodge the rockets when they see them coming. Charge up time on missiles are actually pretty stupid, no missile does this, other than that, have it like a standard RPG that fires 4 round's instead of 1? Fine... but i'll expect alot of damage to come from it, just like a PLC, it's only fair... All right, no charge-up. No need to be so bitter. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.10 19:09:00 -
[107] - Quote
Terry Webber wrote:Zan Azikuchi wrote:Terry Webber wrote:Forgive me if this has already been suggested but what if the swarm launcher works a little more like the plasma cannon? It could have a brief charge-up and, instead of a single projectile, launch several rockets that stay in the direction the launcher was aimed at. This would give pilots a chance to dodge the rockets when they see them coming. Charge up time on missiles are actually pretty stupid, no missile does this, other than that, have it like a standard RPG that fires 4 round's instead of 1? Fine... but i'll expect alot of damage to come from it, just like a PLC, it's only fair... All right, no charge-up. No need to be so bitter.
Too many caldari weapons have charge spool, and if the missile launcher turrets don't have charge spool, swarms shouldn't have a charge spool (save for the lock on time). You want people to use the SL with skill, give it the PLC/Mass driver treatment, or else we're gonna sit here in these forums for the next 3 months getting nothing done.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Echo 1991
Dead Man's Game
836
|
Posted - 2015.06.10 21:00:00 -
[108] - Quote
Why does everyone want dumbfire swarms again? Does nobody remember the last time we had them?
I think as a weapon to fight vehicles the swarm launcher is fine it cannot hurt infantry. dropships need to be buffed and so do shield tanks and LAVs. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
66
|
Posted - 2015.06.10 21:03:00 -
[109] - Quote
Because it won't come with lock on, it'll end up being some what slower than the average missile turret, and will apparently require "skill" that everyone b****es about, you trade in 1 thing for another, thats fair game, right?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Echo 1991
Dead Man's Game
836
|
Posted - 2015.06.10 21:10:00 -
[110] - Quote
So tanks die super fast but dropships become almost unkillable? As much as I hate to say this, I think dropships just need an alarm system for lock on until rendering is sorted because the swarm launcher is not OP. |
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
67
|
Posted - 2015.06.10 21:32:00 -
[111] - Quote
dropships have to slow down to fire properly, in that time, you strike, besides, I did say some what slower than a missile turret.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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XxGhazbaranxX
Eternal Beings
1
|
Posted - 2015.06.11 05:53:00 -
[112] - Quote
Eliminate splash from swarms; make them dumbfire like any projectile weapon ( 4 missiles at a time still so it looks cool) and have the swarms missiles jave the same mechanic as av grenades that magnetize towards the target at a certain proximity.
There. Included skills into the swarms without eliminating the ease of use. Eliminated or dimished abuse against players since it has no splash and kept it cool with 4 missiles comin out the front so it still looks and souns boss.
You're welcome
Plasma Cannon Advocate
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Blueprint For Murder
Storm Wind Strikeforce Caldari State
466
|
Posted - 2015.06.11 06:15:00 -
[113] - Quote
I can unload a full clip of pro swarms into a tank and not kill it. If I am facing adds if I can get a full clip off I may kill it, but if a swarm user is able to get a full clip off it is your fault you died. I say this as both a pilot and a aver.
Fast 6/1 - 6/30 Life$
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The Master Race
Storm Wind Strikeforce Caldari State
478
|
Posted - 2015.06.11 06:15:00 -
[114] - Quote
I can unload a full clip of pro swarms into a tank and not kill it. If I am facing adds if I can get a full clip off I may kill it, but if a swarm user is able to get a full clip off it is your fault you died. I say this as both a pilot and a aver.
Amatoxin
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
67
|
Posted - 2015.06.11 14:46:00 -
[115] - Quote
XxGhazbaranxX wrote:Eliminate splash from swarms; make them dumbfire like any projectile weapon ( 4 missiles at a time still so it looks cool) and have the swarms missiles jave the same mechanic as av grenades that magnetize towards the target at a certain proximity.
There. Included skills into the swarms without eliminating the ease of use. Eliminated or dimished abuse against players since it has no splash and kept it cool with 4 missiles comin out the front so it still looks and souns boss.
You're welcome
So, what about the missile turret? Should that gun's splash damage be removed as well? I'd rather not have a carbon copy of the HAV missile turret, it's explosive radius is uncharacteristically weak.
As for the rest of it, I like it, AV grenade style SL, sound's doable, but the amount of damage should make up for its dumbfire mechanic, the fact that is wouldn't have splash damage also needs to be taken into account, and the fact that it's skill is tied to lock-on, it'll need a skill to compensate for whatever it may lack, possibly missile velocity.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.11 22:10:00 -
[116] - Quote
Zan Azikuchi wrote:XxGhazbaranxX wrote:Eliminate splash from swarms; make them dumbfire like any projectile weapon ( 4 missiles at a time still so it looks cool) and have the swarms missiles jave the same mechanic as av grenades that magnetize towards the target at a certain proximity.
There. Included skills into the swarms without eliminating the ease of use. Eliminated or dimished abuse against players since it has no splash and kept it cool with 4 missiles comin out the front so it still looks and souns boss.
You're welcome So, what about the missile turret? Should that gun's splash damage be removed as well? I'd rather not have a carbon copy of the HAV missile turret, it's explosive radius is uncharacteristically weak. As for the rest of it, I like it, AV grenade style SL, sound's doable, but the amount of damage should make up for its dumbfire mechanic, the fact that is wouldn't have splash damage also needs to be taken into account, and the fact that it's skill is tied to lock-on, it'll need a skill to compensate for whatever it may lack, possibly missile velocity.
Bastards would have to go a lot faster to be viable at any range other than "Just use the AHMG."
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
67
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Posted - 2015.06.11 22:18:00 -
[117] - Quote
Breakin Stuff wrote:Zan Azikuchi wrote:XxGhazbaranxX wrote:Eliminate splash from swarms; make them dumbfire like any projectile weapon ( 4 missiles at a time still so it looks cool) and have the swarms missiles jave the same mechanic as av grenades that magnetize towards the target at a certain proximity.
There. Included skills into the swarms without eliminating the ease of use. Eliminated or dimished abuse against players since it has no splash and kept it cool with 4 missiles comin out the front so it still looks and souns boss.
You're welcome So, what about the missile turret? Should that gun's splash damage be removed as well? I'd rather not have a carbon copy of the HAV missile turret, it's explosive radius is uncharacteristically weak. As for the rest of it, I like it, AV grenade style SL, sound's doable, but the amount of damage should make up for its dumbfire mechanic, the fact that is wouldn't have splash damage also needs to be taken into account, and the fact that it's skill is tied to lock-on, it'll need a skill to compensate for whatever it may lack, possibly missile velocity. Bastards would have to go a lot faster to be viable at any range other than "Just use the AHMG." 10% missile speed per level?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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E-Rock
Fatal Absolution Negative-Feedback
95
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Posted - 2015.06.11 23:00:00 -
[118] - Quote
Vehicle users shouldn't complain about any AV users. Ohh your poooooor tanks and dropships. Cry me a river. Most tankers just come out of the red line with their dual armor gardeners kill a bunch of ground troops then return to the red line. As a ground troop I can 1v1 a tank of and only if I sneak up on them. The range on swarms is not as wonderful as it used to be and getting a lock on with swarms is not as simple as you might thing. Tanks are extremely strong. If you get got by a ground troop or troops, learn how to pilot vehicles better. Cry me a river, buddy.
Think I should run for CPM? Messege me.pÇǵùѵ£¼F¬PsñºS+êsñ½
-Founder of the CKC
-Fatal Absolution #bringbackthewarbarg
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.11 23:01:00 -
[119] - Quote
Zan Azikuchi wrote:Breakin Stuff wrote:Zan Azikuchi wrote:XxGhazbaranxX wrote:Eliminate splash from swarms; make them dumbfire like any projectile weapon ( 4 missiles at a time still so it looks cool) and have the swarms missiles jave the same mechanic as av grenades that magnetize towards the target at a certain proximity.
There. Included skills into the swarms without eliminating the ease of use. Eliminated or dimished abuse against players since it has no splash and kept it cool with 4 missiles comin out the front so it still looks and souns boss.
You're welcome So, what about the missile turret? Should that gun's splash damage be removed as well? I'd rather not have a carbon copy of the HAV missile turret, it's explosive radius is uncharacteristically weak. As for the rest of it, I like it, AV grenade style SL, sound's doable, but the amount of damage should make up for its dumbfire mechanic, the fact that is wouldn't have splash damage also needs to be taken into account, and the fact that it's skill is tied to lock-on, it'll need a skill to compensate for whatever it may lack, possibly missile velocity. Bastards would have to go a lot faster to be viable at any range other than "Just use the AHMG." 10% missile speed per level?
more like near-bullet-speed
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
67
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Posted - 2015.06.11 23:11:00 -
[120] - Quote
Well, no, I say 10% cause they might end up with splash damage, so it'll give dodging room for infantry.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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