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HOWDIDHEKILLME
Dying to Reload
957
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Posted - 2015.09.20 01:49:00 -
[1] - Quote
BARAGAMOS wrote:MONKEY CHEEKS wrote:swarm OP. Good. Because getting shot by a ADS really SUCKS... They are not meant to be flying tanks. They hit and run. If not they die in flames.
Lvl 5 minmando maxed swarms and warbarge with triple damage mods. Some drop like files... I've also spent a whole round against a single ads that did moves I thought were impossible. My wife was watching and was like htf did he avoid that?
Ever thought the learning curve was just high? Also did a round with an alt with no AV skill... Couldn't even break a incubus into armor. Most pilots are garbage... Much like infantry. I can't count the times I've seen multiple people go 0-20+ in a single round. |
HOWDIDHEKILLME
Dying to Reload
957
|
Posted - 2015.09.20 02:34:00 -
[2] - Quote
Death Shadow117 wrote:what about buffing ads' but put a limit to 1 per team so they are forced to either wait for hardners etc. To recarge instead of calling and then recalling the burned out one.
The recharge time is significantly lower as you skill up. Basic 90 sec, proto with skills 37.5
With mine I run two adv by the time one is gone you fire the next, recalling is unnecessary. |
HOWDIDHEKILLME
Dying to Reload
957
|
Posted - 2015.09.20 03:03:00 -
[3] - Quote
Vulpes Dolosus wrote:I agree the swarms need looked at but I don't think it's something as simple as a damage nerf. Something mechanically needs to change to require swarms to be more than just "point and win."
My idea was to increase the initial lock time significantly, but allow addition shots to be fired without locks (it will have a modest rof though, close to what locking is now). This, along with adding things like lock warnings for pilots, will give the ADS a way to evade incoming damage through skilled flying rather than numbers.
Also, check out my thread in Rookie Training Grounds titled 'Winged Mercs,' it's a (WIP) ADS guide and training thread. If you have any questions, feel free to ask.
You know missiles ( and rails ) can hit from far outside swarm range. And the splash damage from 3 proto missiles will kill almost any fit running swarms.
Purposely que against a highly skilled pilot run anything but proto swarms and a minmando and see how long you last. |
HOWDIDHEKILLME
Dying to Reload
957
|
Posted - 2015.09.20 03:06:00 -
[4] - Quote
BARAGAMOS wrote:Vulpes Dolosus wrote:I agree the swarms need looked at but I don't think it's something as simple as a damage nerf. Something mechanically needs to change to require swarms to be more than just "point and win."
My idea was to increase the initial lock time significantly, but allow addition shots to be fired without locks (it will have a modest rof though, close to what locking is now). This, along with adding things like lock warnings for pilots, will give the ADS a way to evade incoming damage through skilled flying rather than numbers.
Also, check out my thread in Rookie Training Grounds titled 'Winged Mercs,' it's a (WIP) ADS guide and training thread. If you have any questions, feel free to ask. Swarms are fine. They are not point and win by any means. They leave you completely vulnerable to both the unit you are firing on and the entire enemy team. You also have to either be a commando, or carry no other light weapon to defend yourself while you get into position to take down an ADS. I like the idea of lock on warnings. I see drop ships crashed ten times more often than I see them shot down. So, the issue seems to be pilot skill not AV prowess. I for one don't want sky tanks, and they are already difficult to deal with. It takes a specific weapon to scare them off or kill them. That window is already narrow. Taking away swarms by nerfing them leaves no counter play. That would lead to many games with a flock of sky tanks pushing ground units off the map or into buildings.
This |
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