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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. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.10.31 12:14:00 -
[2] - Quote
Why?
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Draconic Presence
Bad Blueberries
44
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Posted - 2015.10.31 15:50:00 -
[3] - Quote
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.
I'll fight you.
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Pokey Dravon
OSG Planetary Operations
6
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Posted - 2015.10.31 21:09:00 -
[4] - Quote
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.
FYI. Forge Gun has amazing range.
"That little sh*t Pokey..." --CCP Rattati
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Adipem Nothi
Nos Nothi
17
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Posted - 2015.10.31 21:19:00 -
[5] - Quote
Did they put a Forge Gun on that AV Starter Fit yet?
Dropsuit Usage Rates
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1e 3peat
Titans of Phoenix Damage LLC
84
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Posted - 2015.10.31 21:37:00 -
[6] - Quote
Forge is the only viable option now. And it's really good. |
Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.31 21:43:00 -
[7] - Quote
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. |
1e 3peat
Titans of Phoenix Damage LLC
85
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Posted - 2015.11.01 20:16:00 -
[8] - 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. |
Nothing Certain
Prurient Intent
1
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Posted - 2015.11.01 20:28:00 -
[9] - Quote
I think range should be increased for swarms but there should be some damage falloff. A fleeing vehicle should be able to survive if they react immediately to swarms.
Because, that's why.
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Megaman Trigger
OSG Planetary Operations
905
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Posted - 2015.11.01 21:33:00 -
[10] - Quote
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.
Purifier. First Class.
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1e 3peat
Titans of Phoenix Damage LLC
85
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Posted - 2015.11.02 16:50:00 -
[11] - 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. |
Megaman Trigger
OSG Planetary Operations
910
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Posted - 2015.11.02 17:05:00 -
[12] - Quote
1e 3peat wrote: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. No small turret can hit at 300m, which the maximum range of a Forge. Small Rails have 200m range IIRC and Missiles about the same, Blaster range is a lot less.
Purifier. First Class.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.11.02 17:17:00 -
[13] - Quote
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.
Alt of Halla Murr. Sentinel.
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1e 3peat
Titans of Phoenix Damage LLC
87
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Posted - 2015.11.02 19:18:00 -
[14] - 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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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.11.02 22:13:00 -
[15] - Quote
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.
Alt of Halla Murr. Sentinel.
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1e 3peat
Titans of Phoenix Damage LLC
88
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Posted - 2015.11.03 17:45:00 -
[16] - 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. |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.11.04 00:47:00 -
[17] - Quote
1e 3peat wrote: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.
Please show me some real, solid evidence that vehicles can effectively use small turrets beyond 100m and we'll talk. And I'm talking actually using them properly, not just sitting a parked dropship on a tower - a pilot-controlled small railgun/missile on an ADS (side turrets are 2+ players and fall under different circumstances); large blasters and missiles used to completely demolish infantry outside of reprisal range.
Show me statistics and/or videos for why the change is needed. Don't be a b**** who 'declare yourself the victor' - you've given only personal opinion on why such a change is needed.
Show your working.
Alt of Halla Murr. Sentinel.
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
136
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Posted - 2015.11.05 04:30:00 -
[18] - Quote
Good Day,
Just a general observation on Swarms. From my personal experience and watching others attack vehicles and installations.
It's too easy to kill LAV's. One, at most two, hits from a Swarm will kill every LAV I've encountered (seemingly even Basic or Militia Swarms.)
It's hard for one normal person to kill an HAV with a Swarm. It can be done, but it's hard.
Dropship's, since the recent changes, are a lot harder to kill, than in the past. It can be done, but it's not as easy as it was.
Installations. Very Hard for one person to kill with Swarms. I honestly don't know if I've seen one person, all by themselves, kill an installation with swarms.
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I can usually get two attacks, in the air against a vehicle, before they can react. Well outfitted HAV's and Dropships can survive that and often make the third group of missiles only partially effective. Once they know you are there, it changes the battle.
Getting three swarms in the air before they know what's going on, very hard. Then reloading and getting another shot or two off, not so easy. Dropships and HAV's can both get out of range, but their primary weapons can still hit you.
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Every Weapon Installation has a longer range than you and the computer brain is actually pretty good. I suppose if you are always right at 150 ish Meters and keep moving, one person might be able to kill a weapon installation. Missile and CA Railgun installations can kill most suits with one or two direct hits., Blasters and splash damage take a few hits to kill players.
Thanks for reading this
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.11.05 09:44:00 -
[19] - Quote
Here are the AV ranges plotted out by yours truly.
And that is only the area covered if the AV'er was at Alpha, let alone on towers on either side of the bridge, or any map in general.
150 meters allwos a swarmer to protect his team in the immediate area, beyong small turret effective ranges. (which i will add to this post later)
250m is lock on is pretty ludicrous it shuts down the entire playable area of the map. Especially for an autotargeting system.
As much as you may not like it, pilots do get to play Dust.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.11.05 18:42:00 -
[20] - Quote
Kallas Hallytyr wrote: Small Turret Ranges: Missile (200); Railgun (250); Blaster (about 5...)
I laughed at that, nice one xD
But I gotta say the current small blaster is pretty useful... I mean it doesn't hit much above about 100 meters, but up to that (with perseverance) you can mostly shred someones health in seconds. (From an LAV/Tank... Useless from a moving dropship.)
TIMMY DAVIS wrote: It's too easy to kill LAV's. One, at most two, hits from a Swarm will kill every LAV I've encountered (seemingly even Basic or Militia Swarms.)
That's because hardly anyone uses a well fit LAV (pretty much limited to the Saga-II, which no one is specced into.) I often park my blaster LAV infront of a swarmer, switch to the turret and spray them to hell (all while they throw nades and pew-pew missiles.) Then I just hit the shield booster and drive off with full hp.
TIMMY DAVIS wrote: Thanks for reading this
You're welcome...
Tesfa Alem wrote:Here are the AV ranges plotted out by yours truly.And that is only the area covered if the AV'er was at Alpha, let alone on towers on either side of the bridge, or any map in general. 150 meters allwos a swarmer to protect his team in the immediate area, beyong small turret effective ranges. (which i will add to this post later) 250m is lock on is pretty ludicrous it shuts down the entire playable area of the map. Especially for an autotargeting system. As much as you may not like it, pilots do get to play Dust. Ooh a visual representation of the known ranges, nice... But still ignores everything you've been ignoring from the start.
Heck fly up 200m above the enemy team, have someone scan for you... Watch the little red dots remain very very still... fly towards them firing directly at them... Then watch as they all suddenly teleport and find that everything missed (unless for some reason they actually did stand still for that length of time.)
1e 3peat wrote: 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.
The rendering issue isn't just a bug that occasionally happens, it's something experianced vehicle users have to deal with on a game by game basis. I am just about stupid enough to take on multiple swarmers with my missile ads, but when I do I know I have to be able to tank several swarms, because you'll already have the second set locked by the time you appear on my screen. |
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