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DIinkelFritz
The Eternal Noxium Imperium
5
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Posted - 2015.12.01 03:02:00 -
[1] - Quote
Salutations. Understandably, everyone is buzzing about them pesky tonks getting away and especially dropships flying out of dodge faster than a jewish man in a bacon factory. So why not make swarm launchers incorporate some EVE stasis tech and slow down tanks for a duration. At least enough time for the next lock on to take effect....Thoughts?
Committed suicide....again...
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Apoleon II
Rooky rooks
24
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Posted - 2015.12.07 18:02:00 -
[2] - Quote
Have you tryed to fly a python??? Slow down!!! All the vehicles suck now because of people like you
Sorry for my bad english :$
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Jammeh McJam
Dead Man's Game
423
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Posted - 2015.12.07 18:29:00 -
[3] - Quote
Swarms are the most skill-less weapon in this game. To even hint at them being UP in any way is utterly stupid, but saying it in the same sentence as what is essentially 'pythons are too good at surviving' is just a whole new level of stupid.
Try flying a python and see if you can repeat what you've just said without uninstalling the game and burning your ps3 from rage
Steam name - Jammeh McJam
PC master race
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
310
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Posted - 2015.12.07 20:50:00 -
[4] - Quote
Lol, because vehicle user's haven't learned from what Ratt's did when you guy's were "Tooth and Nail" about staying OP.... And if you think SL's are skill less, try hitting vehicles behind rock's sometime, then start talking skill less.
The real skill less individual's are the easy mode myofib's, people that sit there run around a corner, just to jump out into the open with an MD, battle's that otherwise would have been won by a normal player, get's cheated out of what should have been an assured victory, because of that alone. But that's off topic.
As for SL's slowing their targets down? Would be nice, but in later updates would prove useless. Because y'know, people have friend's of friend's, and because of that alone, good thing's get broken.
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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Jammeh McJam
Dead Man's Game
431
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Posted - 2015.12.07 21:29:00 -
[5] - Quote
Zan Azikuchi wrote:Lol, because vehicle user's haven't learned from what Ratt's did when you guy's were "Tooth and Nail" about staying OP.... And if you think SL's are skill less, try hitting vehicles behind rock's sometime, then start talking skill less.
The real skill less individual's are the easy mode myofib's, people that sit there run around a corner, just to jump out into the open with an MD, battle's that otherwise would have been won by a normal player, get's cheated out of what should have been an assured victory, because of that alone. But that's off topic.
As for SL's slowing their targets down? Would be nice, but in later updates would prove useless. Because y'know, people have friend's of friend's, and because of that alone, good thing's get broken. You don't need to try to hit vehicles that are behind rocks...
The missiles do that for you
Steam name - Jammeh McJam
PC master race
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.12.07 22:21:00 -
[6] - Quote
Zan Azikuchi wrote:Lol, because vehicle user's haven't learned from what Ratt's did when you guy's were "Tooth and Nail" about staying OP.... And if you think SL's are skill less, try hitting vehicles behind rock's sometime, then start talking skill less.
The real skill less individual's are the easy mode myofib's, people that sit there run around a corner, just to jump out into the open with an MD, battle's that otherwise would have been won by a normal player, get's cheated out of what should have been an assured victory, because of that alone. But that's off topic.
As for SL's slowing their targets down? Would be nice, but in later updates would prove useless. Because y'know, people have friend's of friend's, and because of that alone, good thing's get broken.
The rock thing is more a vehicle pilots skill than anything to do with Swarm Launcher players. Defilade is a central concept in modern armoured warfare.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.12.08 14:15:00 -
[7] - Quote
Zan Azikuchi wrote:Lol, because vehicle user's haven't learned from what Ratt's did when you guy's were "Tooth and Nail" about staying OP.... And if you think SL's are skill less, try hitting vehicles behind rock's sometime, then start talking skill less.
Wait, so you're saying that Swarms just hit rocks, and there's nothing the Swarmer can do? As in, they cannot apply their skill to the use of the weapon?
Huh, the things you read...
For those who can't read between the lines: being skill less cuts both ways. Not only is it incredibly irritating to (many, not necessarily all) vehicles users that Swarmers barely need to aim, but in situations like Zan mentioned, it's not possible to actually be good at shooting with a Swarm Launcher. Why so many Swarmers don't want to see any kind of change at all to the operation of their gun baffles me, when there'd be some tangible benefits to their play style.
Alt of Halla Murr. Sentinel.
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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.12.08 16:33:00 -
[8] - Quote
Kallas Hallytyr wrote:Zan Azikuchi wrote:Lol, because vehicle user's haven't learned from what Ratt's did when you guy's were "Tooth and Nail" about staying OP.... And if you think SL's are skill less, try hitting vehicles behind rock's sometime, then start talking skill less. Wait, so you're saying that Swarms just hit rocks, and there's nothing the Swarmer can do? As in, they cannot apply their skill to the use of the weapon? Huh, the things you read... For those who can't read between the lines: being skill less cuts both ways. Not only is it incredibly irritating to (many, not necessarily all) vehicles users that Swarmers barely need to aim, but in situations like Zan mentioned, it's not possible to actually be good at shooting with a Swarm Launcher. Why so many Swarmers don't want to see any kind of change at all to the operation of their gun baffles me, when there'd be some tangible benefits to their play style. Who might these 'so many swarmers' be? I'd love to meet these people as I haven't seen one post on the forums in ages. The reason people make suggestions like the above is because we've been repeatedly told that changes beyond stat values are almost completely off the table and we need to make suggestions based on what we have readily available for change if we want to have the best chance of seeing actual changes made. But please do generalize more, it only helps prove the point more and more that there's an avid base of pilots against people actually trying to make their AV weapons work reasonably well.
[This post is not necessarily an endorsement of the OP's propositions]
añ¼añ+añ¦-añ¬añ+añƒañ¦-añÿañ¿añ+añ+añ¦-añªañ+añùañ¿aÑìaññ
"Baal comes...and destruction follows him like a storm."
añ¿añ+añ¦añ¿aÑìaññañ¦añ+añ¿aÑìañºañòañ+añ¦añ+aññ-añªañ+añùañ¿aÑìaññ-añ¦añ¦añÖaÑìañù
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
746
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Posted - 2015.12.08 17:15:00 -
[9] - Quote
Hmmm..... ugh, there's too much venom here to get any kind of useful traction (or give any kind of good contribution either---Celesta what are you doing posting here?)
Ever since May 2014, the impression (just an impression) I got was that if you wanted to be a nemesis to enemy vehicles and be respected by enemy drivers, you must go the long road and train your character in Forge Guns and Large Railgun operation. If you didn't have time, or you weren't planning on making a "career" out of anti-vehicle fighting, the Swarm Launcher is the thing you grab on the fly to try and change your bad luck---a good weapon, that like an ole' British PIAT, was designed much earlier when enemy targets had less protection on them. Vet vehicle players I learned from, always talked about the Forge or the Rail, but didn't fear Swarmers once they trained far enough up into their vehicle-skill tree. Swarmers felt like "the economy weapon that ANY able merc can try to save lives with----not the brain-surgeon gun". And guns like that are always needed in this game.
Swarm Launching is NOT an easy thing to manage---I have seen that. No brain-surgeon weapon does not mean no-brainer weapon. Once the player with the Swarmer gets spotted, she's got to work really hard to hurt the vehicle more than the vehicle is lining up to hurt her. I have to give Swarmers credit where credit is due.
I have also FELT the fact that S-L missiles DO slow a Dropship (admit it, we're talking about the Dropship-obsession, aren't we, aren't we, LOL). I've taken HAV-fired, Installation-fired, and recently Handhelf-fired missile hits head-on into my forward-speeding DS, and gotten slowed down every time. CCP recently mellowed the effect just a bit, so we at least have a chance to still use some kind of controller-skill to counter the missile volleys, and I think it has just the right amount of "knock you off your course and wreck you" danger now---it shouldn't be messed with any more.
But my first impression still has to be respected by Swarmer-players. Much as it hurts to say it, I don't think the game was intended to make the S-L a nemesis against vehicles, and you'll never be given the lead spot in killing vehicles---you're not meant to. Shoo-ing the vehicle away, definitely yes, but reliable destruction at even Advance-SP training,... no. To turkey-shoot vehicles, is the job of the heavier-hitters (or the super-long-SP grinded S-L master).
Large-Railguns, then Forge Guns (which I think needs a little of its fame restored), then S-Ls and Plasma Cannons. I think that's the weapon Totem-Pole in the devs minds,... and that order feels right for the technology.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.12.08 20:45:00 -
[10] - Quote
DIinkelFritz wrote:Salutations. Understandably, everyone is buzzing about them pesky tonks getting away and especially dropships flying out of dodge faster than a jewish man in a bacon factory. So why not make swarm launchers incorporate some EVE stasis tech and slow down tanks for a duration. At least enough time for the next lock on to take effect....Thoughts?
Your jewish / dropship analogy is poorly thought out.
Tanks are already very slow. They are never going to be infantry slow, no matter what they have the option of getting out of swarm range.
HTFU
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Twelve Guage
Random Gunz Rise Of Legion.
1
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Posted - 2015.12.09 02:52:00 -
[11] - Quote
I'm going to have to say no to this. It reminds me all too much of another game mechanic that's CCP scrapped a while back. This mechanic basically slow the player down when they were hit with a bullet. No one like this and everyone complained. Please do not do that to vehicle users. It was b.s. when applied to suits and will be bs if apply to vehicles.
The Mistress of Massdrivers
Buying Council's Modified Repair Tool 4m ea
Check out my thread in player
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.12.09 18:01:00 -
[12] - Quote
Baal Omniscient wrote:Kallas Hallytyr wrote:Why so many Swarmers don't want to see any kind of change at all to the operation of their gun baffles me, when there'd be some tangible benefits to their play style. Who might these 'so many swarmers' be? But please do generalize more, it only helps prove the point more and more that there's an avid base of pilots against people actually trying to make their AV weapons work reasonably well. Well, the statement was more that in my time on the forums there have been many refusals to even talk about changing Swarm operation. Recently there's been more talk, which is great, it's mostly that I've seen as much refusal from Swarmers as you imply about vehicle users.
And if you actually read my post I am promoting applying changes that allow Swarmers to apply their own personal ability. Swarms as they are are pretty unrewarding - you can't be a good shot, you can't lock well. The only thing you can do is position. Why wouldn't someone want to be able to do their thing better?
Alt of Halla Murr. Sentinel.
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Apoleon II
Rooky rooks
30
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Posted - 2015.12.09 18:08:00 -
[13] - Quote
Zan Azikuchi wrote:Lol, because vehicle user's haven't learned from what Ratt's did when you guy's were "Tooth and Nail" about staying OP.... And if you think SL's are skill less, try hitting vehicles behind rock's sometime, then start talking skill less.
The real skill less individual's are the easy mode myofib's, people that sit there run around a corner, just to jump out into the open with an MD, battle's that otherwise would have been won by a normal player, get's cheated out of what should have been an assured victory, because of that alone. But that's off topic.
As for SL's slowing their targets down? Would be nice, but in later updates would prove useless. Because y'know, people have friend's of friend's, and because of that alone, good thing's get broken. Lol, but friend, a drop ship can get kills behind a rock?
Sorry for my bad english :$
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DIinkelFritz
The Eternal Noxium Imperium
7
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Posted - 2015.12.10 06:45:00 -
[14] - Quote
So what I am hearing is that someone can drop their skill points and isk into a vehicle and then be god mode. But for someone to request that a weapon, that can ONLY TARGET TANKS, is asking too much because " it takes no skill already to fire one". I use a prototype swarm launcher on a minmatar commando with damage mods to MAXIMIZE the damage of my swarm launcher, and a prototype python or Marauder pilot can just meh it away by driving 100mph to the other side of the map.Then they come back 20 seconds later at full hp and destroy half my team. Pythons are worse. They just fly up. My missiles move too slow to the thing and then it's in the upper atmosphere where I cannot target it if I tried. To say that trying to fly a python is harder than it looks, I have tried piloting it. It's not rocket science. I could master in two weeks tops. As for the immediate threat that pythons have on the map, I played a game two days ago where someone was able to circle our clone bay 30feet off the ground shooting missiles down as we spawned. That takes skill, I will admit. That being said, no one should have to fight an indestructible enemy. Hell, I'm not even asking for a damage buff, I am asking for the opportunity to fire off a couple extra volleys to keep the heavy vehicles from soloing my team.
Committed suicide....again...
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ANON Cerberus
TerranProtossZerg
953
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Posted - 2015.12.10 12:40:00 -
[15] - Quote
Like the Marauders concussive shell ability in Starcraft 2? Make the swarm a skill shot dumbfire weapon system and I could get behind this. |
Twelve Guage
Random Gunz Rise Of Legion.
1
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Posted - 2015.12.10 16:04:00 -
[16] - Quote
ANON Cerberus wrote:Like the Marauders concussive shell ability in Starcraft 2? Make the swarm a skill shot dumbfire weapon system and I could get behind this.
I nearly broke my glasses facepalming on this. CCP has already try the dummy fire swarm launcher it did not work as intended. Instead of using the swarm launcher to kill vehicles people shot it at one another. The dummy fire mechanic was changed so that people could not abuse it this way anymore.
The Mistress of Massdrivers
Buying Council's Modified Repair Tool 4m ea
Check out my thread in player
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Aver Amarn
Team Destructo Kitty Force x3
50
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Posted - 2015.12.10 16:32:00 -
[17] - Quote
As a dropship pilot and tank captain, this hurt me when I read it. I lose enough money to those Wiyrkomi Swarm Launchers as is. Not that I can't get away, but the fact that they're faster than me and will chase me across the entire map regardless of how I turn. The fact that they hit rocks now (and I remember at a time they would go through rocks sometimes) is amazing for the fact that maybe,if I can duck back, not all four will hit me. If they slowed me down, I'd never run vehicles, because something I hate enough already, got a boost that makes it harder to escape. Its a good concept, but it would be detrimental to the vehicle game.
Aver's Wares Trading Shop
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
315
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Posted - 2015.12.11 20:45:00 -
[18] - Quote
My apologies, people didn't get the gist of my comment, I was stating that it is skillful to hit enemies behind rocks, because of the slower missile speed, you can aim upwards before the lock dis-engages and hit enemies from area's that would otherwise be near/next to impossible to hit, A.k.A around corners and behind rocks.
EDIT: With the use of SL's it's really less about skill, and more about knowledge and how it can be used efficiently. Of course once more, it does in fact take much more skill than people talk about, but most of the player's simply choose to point and shoot.
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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Francois Sanchez
Prima Gallicus
605
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Posted - 2015.12.11 23:02:00 -
[19] - Quote
I was first an AV dude, then I started piloting pythons so I can talk for both sides. Swarmers don't realise how 1 of them is a pain in the ass for a python. They may feel useless because the python gets away but actually the python is useless too. When there is permanently a swarm in the middle of the map, the python is gonna spend like 5 minutes to get a single kill and take lots of risks because if any other AV shot hits it, it's over. 2 swarms and the python can't even get in the area, or it needs one hardener on and a shield booster ready to be activated just to get in, shoot once or twice from afar and fly the f*ck out.
If you can't kill a python with a swarm, I'm sorry but git gud. It's only a question of hitting at the right time and not shooting as soon as it's in lock-on range.
This idea is terrible. And btw, if you hit the front of the DS you already slow it down/screw up its trajectory. |
One Eyed King
Nos Nothi
13
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Posted - 2015.12.11 23:24:00 -
[20] - Quote
So let me get this straight:
Problem - Tanks get away too quickly
Solution - Make Swarms affect their speed
Why not just simply request that tanks have more sensible speed and inertia? This has always been a major problem with the whole tanking situation in the first place. For something so large to be able to be so quick and agile is part of the reason we have had AV/V imbalance.
And I agree that Swarms are too OP with regards to DS to suggest changes that not only affect the problem you are seeing, but have the added effect of further penalizing DS.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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DIinkelFritz
The Eternal Noxium Imperium
9
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Posted - 2015.12.12 00:56:00 -
[21] - Quote
Francois Sanchez wrote:I was first an AV dude, then I started piloting pythons so I can talk for both sides. Swarmers don't realise how 1 of them is a pain in the ass for a python. They may feel useless because the python gets away but actually the python is useless too. When there is permanently a swarm in the middle of the map, the python is gonna spend like 5 minutes to get a single kill and take lots of risks because if any other AV shot hits it, it's over. 2 swarms and the python can't even get in the area, or it needs one hardener on and a shield booster ready to be activated just to get in, shoot once or twice from afar and fly the f*ck out.
If you can't kill a python with a swarm, I'm sorry but git gud. It's only a question of hitting at the right time and not shooting as soon as it's in lock-on range.
This idea is terrible. And btw, if you hit the front of the DS you already slow it down/screw up its trajectory.
Good day mercs. Though I can only quote one at a time, everyone's ideas have given some good insight from many perspectives on the topic. I would like to thank everyone for expressing their ideas and here's to hoping for a happy medium. That being said, this particular quote has got me thinking and I would like to clear up my position. Truth be told, when I said that DS was the worse, I was talking about the difficulty it took to kill a good DS pilot, not specifically the threat it represents to my team. In fact, I feel that HAVs are the biggest problem on the balance sheet. Don't get me wrong. There is a balance issue fro DS as well, and it seems to be from both sides. You either keep the DS out of the battle, or the DS outmaneuvers your team. Cat and Mouse...if you will, and I would have to side with the DS pilots for my own suggestion on fixing the balance. However, as a infantry player, it is the most infuriating feeling when just one player on the enemy team can keep my entire team on lock down from the objectives, simply by nature of the tech. Last I checked, eve online was about everything having a strong counter and a specific focus to make it viable in victory. As it stands now, if you try to kill a vehicle from far away, then it goes behind cover and regenerates. Having your primary weapon being useless against infantry means that getting within range of a vehicle to kill it with a swarm launcher not only puts yourself at risk from the vehicle but also from enemy infantry. It seems, however that the main issue being presented is the lock on system. From what I am hearing, HAV and DS pilots would have no issues with the swarm launcher if it was a skill shot, not a lock on ability. So here is a couple ideas. 1) Swarm launcher users must MAINTAIN the lock during missile flight or the missiles fly off in random directions and don't hit ****. This eliminates the set and forget system. This also eliminates the issue for us swarm users to have to constantly re-lock onto an enemy vehicle. We launch our missiles and keep launching them until we run out of ammo. However. We have to maintain the vehicle in our hit box or else we lose all the missiles that were launched. This makes our potential damage to vehicles much higher, on the grounds of killing them. However, it's a risk vs reward system. If you get killed, or you are forced to move because of enemy fire. Tough ****. The tank got away. This also rewards DS pilots. If the pilot out maneuvers the lock or simply gets out of range of the lock, then the threat effectively disappears for a time. 2) Vehicles get notification when they have been locked on. This will give the drivers a heads up to find cover or start moving. 3) Reduce the clip size of Swarm launchers to two missiles per mag across the board. The vehicle pilots should fear AV infantry, but not a single AV infantry. I anticipate that if all three missiles launches (from one person) were to hit, then a vehicle just doesn't stand a chance and is now nerfed to the ground. Killing a good tank pilot with good gear (i.e.an Expensive and rare investment) should be doable, but not easy. Realistically, it should take a number of players to take out as strong HAV completely. Having two missiles in the chamber will allow one person to at the least, fend off a vehicle from the team. Having multiple av players just means the anti personnel capabilities just went down the toilet, and the battlefield is balanced.
Committed suicide....again...
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.12.12 03:44:00 -
[22] - Quote
DIinkelFritz wrote: It seems, however that the main issue being presented is the lock on system. From what I am hearing, HAV and DS pilots would have no issues with the swarm launcher if it was a skill shot, not a lock on ability. So here is a couple ideas. 1) Swarm launcher users must MAINTAIN the lock during missile flight or the missiles fly off in random directions and don't hit ****. This eliminates the set and forget system. This also eliminates the issue for us swarm users to have to constantly re-lock onto an enemy vehicle. We launch our missiles and keep launching them until we run out of ammo. However. We have to maintain the vehicle in our hit box or else we lose all the missiles that were launched. This makes our potential damage to vehicles much higher, on the grounds of killing them. However, it's a risk vs reward system. If you get killed, or you are forced to move because of enemy fire. Tough ****. The tank got away. This also rewards DS pilots. If the pilot out maneuvers the lock or simply gets out of range of the lock, then the threat effectively disappears for a time. 2) Vehicles get notification when they have been locked on. This will give the drivers a heads up to find cover or start moving. 3) Reduce the clip size of Swarm launchers to two missiles per mag across the board. The vehicle pilots should fear AV infantry, but not a single AV infantry. I anticipate that if all three missiles launches (from one person) were to hit, then a vehicle just doesn't stand a chance and is now nerfed to the ground. Killing a good tank pilot with good gear (i.e.an Expensive and rare investment) should be doable, but not easy. Realistically, it should take a number of players to take out as strong HAV completely. Having two missiles in the chamber will allow one person to at the least, fend off a vehicle from the team. Having multiple av players just means the anti personnel capabilities just went down the toilet, and the battlefield is balanced.
I'm afraid that I had to clip a few of your stuff, because TL;DR (sorry ). Anyway, I'm going to be among the first bittervet pilots (ADS) to say that your absolutely correct on us having no problem with swarmers if they took skill to use. Anyway
1) Yes, this is actually the main solution most ADS pilots want to see happen to swarms. We didn't want range nerf (most of us anyway), the turning thing was nice I guess, but not necessarily what was needed. What should've happened was keep the lock, hit the target. The problem with that is the fact that maintaining the lock is rather easy seeing as the PRO swarm has a lock box that is 24x the inner crosshair of a forge gun. So the solution to this, and to the rather underwhelming range is:
There will be three lock range settings:
short: range is 75 meters, with a 20x lock box medium: range is 150 meters, with 12x lock box long: range is 250 meters, with a 4x lock box
I'd use this for the standard, needless to say that the assault swarm should be the anti-ADS variant and will have greater lock range, lock box size, but less damage. That's my two cents on it, no point in maintaining a lock if I can just leave your zone with ease.
2) Meh, would be nice, but not needed. Not a bad idea though.
3) I'm going to have to back the swarmers on this one. 2 rounds in an SL is going to make this weapon useless. I honestly think it should be kept at three.
Sorry if I sounded condescending, it's just so abnormal to find a swarmer who'll actually elevate (pun intended) to our level.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Bittervet ADS pilot, redheads are hot.
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DIinkelFritz
The Eternal Noxium Imperium
10
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Posted - 2015.12.12 06:20:00 -
[23] - Quote
I know I tend to have big posts. Only because I like putting in a lot of detail so as to paint a good picture. Anyways, It's good to know that an ADS pilot is liking the idea, and your improvements are sound. Good catch on the lock on box size and I do like the idea for multiple hit boxes at multiple ranges. Adds to the risk vs reward if you get closer to the target. Hopefully this discussion doesn't die and the Devs can make an improvement to gameplay.
Committed suicide....again...
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Francois Sanchez
Prima Gallicus
606
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Posted - 2015.12.12 12:14:00 -
[24] - Quote
DIinkelFritz wrote:
1) Swarm launcher users must MAINTAIN the lock during missile flight or the missiles fly off in random directions and don't hit ****. This eliminates the set and forget system. This also eliminates the issue for us swarm users to have to constantly re-lock onto an enemy vehicle. We launch our missiles and keep launching them until we run out of ammo. However. We have to maintain the vehicle in our hit box or else we lose all the missiles that were launched. This makes our potential damage to vehicles much higher, on the grounds of killing them. However, it's a risk vs reward system. If you get killed, or you are forced to move because of enemy fire. Tough ****. The tank got away. This also rewards DS pilots. If the pilot out maneuvers the lock or simply gets out of range of the lock, then the threat effectively disappears for a time. 2) Vehicles get notification when they have been locked on. This will give the drivers a heads up to find cover or start moving. 3) Reduce the clip size of Swarm launchers to two missiles per mag across the board. The vehicle pilots should fear AV infantry, but not a single AV infantry. I anticipate that if all three missiles launches (from one person) were to hit, then a vehicle just doesn't stand a chance and is now nerfed to the ground. Killing a good tank pilot with good gear (i.e.an Expensive and rare investment) should be doable, but not easy. Realistically, it should take a number of players to take out as strong HAV completely. Having two missiles in the chamber will allow one person to at the least, fend off a vehicle from the team. Having multiple av players just means the anti personnel capabilities just went down the toilet, and the battlefield is balanced.
I really like 1 and 2, 3 may be a mistake.
Second ADS pilot agreeing on that idea
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THEAMAZING POTHEAD
House of Blue Leaves
1
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Posted - 2015.12.16 01:14:00 -
[25] - Quote
tanks and dropships are ******* trash yet scrubs get on and say they want nerf vehicles... jesus christ. hey ******** ass ratatti, if youre reading this you scrub, how about you compare the numbers of proto tanks lost from every player who has them compared to how many kills they get. compare the numbers of how many pythons are instantly shot down in every PC or pub compared to how many kills they get. and heres a funny thing TRY SURVIVING IN A ******* VEHICLE AND SEE IF YOU THINK THEYRE OP, WATCH HOW QUICKLY YOU'RE 60MILLION SP 1.3MIL TANKS GET WREKT EVERY GAME YOU PULL THEM OUT.
Corps: P.R.O.---O.H.---Not Guilty/Pure Innocence---Nyain San---T.o.P.
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DIinkelFritz
The Eternal Noxium Imperium
21
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Posted - 2015.12.20 04:24:00 -
[26] - Quote
THEAMAZING POTHEAD wrote:tanks and dropships are ******* trash yet scrubs get on and say they want nerf vehicles... jesus christ. hey ******** ass ratatti, if youre reading this you scrub, how about you compare the numbers of proto tanks lost from every player who has them compared to how many kills they get. compare the numbers of how many pythons are instantly shot down in every PC or pub compared to how many kills they get. and heres a funny thing TRY SURVIVING IN A ******* VEHICLE AND SEE IF YOU THINK THEYRE OP, WATCH HOW QUICKLY YOU'RE 60MILLION SP 1.3MIL TANKS GET WREKT EVERY GAME YOU PULL THEM OUT.
Good Point. Can we get some actual numbers here to find out what is what? I am curious to know if tanks are worth their price or not. A good tank pilot can get a lot of kills and secure victory, but if the price is too much then both sides are technically losing. CCP anybody?
Committed suicide....again...
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Flix Keptick
Red Star.
4
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Posted - 2015.12.21 19:56:00 -
[27] - Quote
What the OP is suggesting is already implemented. It's called the f****** massive shield flash and subsequent lag that occurs when swarms hit vehicles.
Vehicle addict // caldari scout
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DIinkelFritz
The Eternal Noxium Imperium
25
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Posted - 2015.12.21 22:55:00 -
[28] - Quote
Never had that before....
Committed suicide....again...
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.12.22 09:45:00 -
[29] - Quote
DIinkelFritz wrote:Never had that before.... When swarms hit a vehicle, there is often a drop in framerate while the explosion animation plays, very noticable if being hit my multiple swarmers.
Over thinking, over analyzing separates the body from the mind.
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DIinkelFritz
The Eternal Noxium Imperium
25
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Posted - 2015.12.22 16:16:00 -
[30] - Quote
Hmmm. Very interesting. Sounds like a technical issue that needs to be resolved but not relevant. This post is about how to properly balance out the game mechanics for swarm launchers. Taking the lag out should be on another post in the technical issues section of the dust forums. Or report tickets. Those are good too.
Committed suicide....again...
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