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1e 3peat
Titans of Phoenix Damage LLC
83
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Posted - 2015.10.31 12:03:00 -
[1] - Quote
Needs to be increased. |
1e 3peat
Titans of Phoenix Damage LLC
84
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Posted - 2015.10.31 21:37:00 -
[2] - Quote
Forge is the only viable option now. And it's really good. |
1e 3peat
Titans of Phoenix Damage LLC
85
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Posted - 2015.11.01 20:16:00 -
[3] - Quote
Derpty Derp wrote:Draconic Presence wrote:To wreck all the fleeing vehicle users that currently have the ability to harass us at a greater range and run away when we fight back. There's no vehicle that can harass at greater range than the swarm, let alone the forge gun... Have you tried spotting invisible infantry with a vehicle? If you get killed at that range, it was a lucky pot shot.
Completely untrue. |
1e 3peat
Titans of Phoenix Damage LLC
85
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Posted - 2015.11.02 16:50:00 -
[4] - Quote
Megaman Trigger wrote:1e 3peat wrote:Derpty Derp wrote:Draconic Presence wrote:To wreck all the fleeing vehicle users that currently have the ability to harass us at a greater range and run away when we fight back. There's no vehicle that can harass at greater range than the swarm, let alone the forge gun... Have you tried spotting invisible infantry with a vehicle? If you get killed at that range, it was a lucky pot shot. Completely untrue. Swarm lock range is 150m. Past that, ADS pilots and gunners have difficulty hitting infantry targets because we're so small. If an ADS is sitting at 160m and firing missiles, it's because he knows there's a group there and it hoping to get a few lucky kills or is just being a distraction/diversion and trying to draw aggro while the rest of the team moves on an objective. Most ADS still have to get within about 100m ( and well within Swarm range) to get any decent shots.
And that is what I am disputing. Even though sometimes the rendering can get in the way. That's more of an anecdotal complaint because it doesn't happen most of the time. There are also plenty of pilots with the skill that make your restatement of some other guys point patently false. I do not have the capture card to prove it but I do have lots of in game experience on both sides of the AV/pilot equation, I am telling you they kill you just fine all the way out to about where the forge gun range ends. Therefore I would say that 250m lock on would be just fine. |
1e 3peat
Titans of Phoenix Damage LLC
87
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Posted - 2015.11.02 19:18:00 -
[5] - Quote
Kallas Hallytyr wrote:1e 3peat wrote:I do not have the capture card to prove it but I do have lots of in game experience on both sides of the AV/pilot equation, I am telling you they kill you just fine all the way out to about where the forge gun range ends. Therefore I would say that 250m lock on would be just fine. No. Small Turret Ranges: Missile (200); Railgun (250); Blaster (about 5...) Large Turret Ranges: Missile (250); Railgun (300); Blaster (150-200, some falloff, not sure.) Now, those are their maximum ranges, their effective ranges (as in this ranges they are actually useable in) are fairly short: small turrets are limited to about 100m, large missiles and blasters roughly the same with large railguns only really able to shoot at their longest range because of their zoom. So really, no, Swarms don't need a lock-on range buff and especially not up to 250m.
100m is a "woes me" pitiful number you couldn't exaggerate more. I can tell you right now small rails are effective out to 250m and those are what I am really talking about with regards to small turrets (dropships) and the large blaster and the railgun can easily wreck an A/V suit within the 250m lock on range proposed. Proto small missiles are devastating and should be limited to 200m. The large missile takes serious skill to take down small targets at range but it simply takes a really good tanker, I've seen them, though they are a more rare species.
I just want an alternative to a forge gun for effective A/V that's all I am asking for here, so that I can use some equipment or a commando when my team really needs A/V support. The plasma cannon is a lot of fun but wouldn't be considered a serious A/V weapon, it's useless against armor and even a double (triple) hardened shield tank shrugs shots off. Again that leaves me with an Aldin's or Assault Forge gun.
Truth is many tankers aren't scrubs and end up exploiting the shortcomings of the A/V weapons.
How about decrease lock on time, increase range and travel speed and decrease damage some? Right now swarms are useless in many situations on the battlefield and are a huge sacrifice in the ability to defend yourself effectively.
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1e 3peat
Titans of Phoenix Damage LLC
88
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Posted - 2015.11.03 17:45:00 -
[6] - Quote
Kallas Hallytyr wrote:Your reasoning is incredibly flimsy and anecdotal. Swarms are still useful as additional AV and can solo careless vehicles. The range buff isn't needed.
Typical troll logic, say something inane "muh 100m" and then declare yourself victor 5 minutes later without evidence or responding to any part of my argument, your the one that was flimsy. |
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