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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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DIinkelFritz
The Eternal Noxium Imperium
7
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Posted - 2015.12.10 06:45:00 -
[2] - 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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DIinkelFritz
The Eternal Noxium Imperium
9
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Posted - 2015.12.12 00:56:00 -
[3] - 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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DIinkelFritz
The Eternal Noxium Imperium
10
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Posted - 2015.12.12 06:20:00 -
[4] - 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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DIinkelFritz
The Eternal Noxium Imperium
21
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Posted - 2015.12.20 04:24:00 -
[5] - 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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DIinkelFritz
The Eternal Noxium Imperium
25
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Posted - 2015.12.21 22:55:00 -
[6] - Quote
Never had that before....
Committed suicide....again...
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DIinkelFritz
The Eternal Noxium Imperium
25
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Posted - 2015.12.22 16:16:00 -
[7] - 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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