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William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.25 18:16:00 -
[1] - Quote
In this build they added the sweet homing missle of AV gernades....when they did that I thought, "sweet AV is going to be much more effective now." Then I used the Swarm launcher, these missles are mentally challenged. They hit everything in their way to the target, and with these maps there are hills and bumps everywhere....Not sure why the swarms want to hug the ground so much.
Then they appearently limited the range on the swarms as well as the forge. "we don't want the forge killing snipers, because we don't like hearing people complain." Snipers shouldn't sit still all game and not expect to be blasted, now with the 3x draw distance a tank can rain holy hell on a heavy with a forge without any concern for damage...because the rockets on the tanks have unlimited range but AV needs to be minimal range....TO BE SMART an AV guy shouldn't get close to a tank...shouldn't want to, but appearently that is what CCP want...everyone to run scouts so they can be awesome CCQ against men and then tanks...just jump on them and swarm them.
I was fighting a dropship who was just circling way up high shooting missles down at peeps....My swarms could not hit him and actually blew up before connecting....I saw them chasing him, but appearently a dropship is suppose to out run missles...first that doesn't make realistic sense or gameplay sense....and the DS was so high that a forge gun couldn't hit him either.
I guess CCP does EVE and they love ships and vehicles, but why have a FPS if you make it possible for vehicles to run the game? AV use to be a valid option, I'd take my brother and we would tank hunt with much success, now killing a beefed up tank takes a mentally challenged driver and 3 AV guys equiped to the T with a lot of luck. If the tank is taking a bunch o' damage they just leave the area, no man can chase them because they move too fast...try and get a LAV and it'll get blown up....so the only real way to fight a tank is with a tank.....so the FPS will become obsolete and we will be playing tank wars for N64, which was a sweet game. |
Sees-Too-Much
332
|
Posted - 2012.08.25 18:22:00 -
[2] - Quote
I kill HAVs with militia swarms. Never once fielded an AV grenade. A high-flying dropship may be nearly impossible to kill, but it also means that its gunners can's accurately target you, so it's probably accomplishing nothing. If you're that upset about it you could try buying a militia dropship and ramming him. If nothing else it'd be fun to watch!
The thing with HAVs is you have to be close but out of their line of sight. If you can get a friend to be on their opposite side (since they can only look in one direction at a time) you've pretty much got 'em. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.08.25 18:24:00 -
[3] - Quote
Swarms need the lock on fixed, as well as needing to fly up into the sky a few hundred meters and then raining down. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.25 18:29:00 -
[4] - Quote
....hurray you killed a militia HAV with swarms....congrats...the rate at which tanks become harder to kill, supercedes the swarms ability, or the forges to match the damage....tanks health skyrockets with advanced and prototype, with a semi smart fitting a tank CANNOT be taken out by a single person with a swarm launcher, but that should be the case.
The issue I have is that a tank can simply drive off and with 3 people inside they will see where you are swarming from and will kill you before you have a chance to reload your militia swarm. Unless you played during the last build, you do not know what to expect in terms of REAL HAVs, and the point of the DS is NOT that, "oh it was too high to do anything anyhow." it is the mechanics of the game that allow a DS to outrun missles, in what world does a combat vehicle outrun missles?...the EVE universe appearently....the point is the DS could have been flying lower doing much more damage, while maintianing his velocity. |
Pent'noir
Algintal Core Gallente Federation
61
|
Posted - 2012.08.25 18:31:00 -
[5] - Quote
Have you noticed, the larger the object is that you have targeted, the crazier your swarms will fly.
Target a lav, not too bad Target a hav, starting to get crazy with how wide they want to travel before they go straight. Target a turrent, better be standing far far way from any object. Just for the hell of it, Target the MCC, you better be in the middle of an open field for that one. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.25 18:39:00 -
[6] - Quote
The forge gun range is rather discouraging to be used at all cept on ambush maps where tanks roll on by quite often. |
Sees-Too-Much
332
|
Posted - 2012.08.25 18:44:00 -
[7] - Quote
William HBonney wrote:....hurray you killed a militia HAV with swarms....congrats...the rate at which tanks become harder to kill, supercedes the swarms ability, or the forges to match the damage....tanks health skyrockets with advanced and prototype, with a semi smart fitting a tank CANNOT be taken out by a single person with a swarm launcher, but that should be the case.
The issue I have is that a tank can simply drive off and with 3 people inside they will see where you are swarming from and will kill you before you have a chance to reload your militia swarm. Unless you played during the last build, you do not know what to expect in terms of REAL HAVs I killed one or two gunnlogis, too, but I had help. A guy in another thread posted his Gunnlogi fit and it worked out to just shy of 14k shield eHP. A militia swarm, assuming all four hit, does 1400 damage, so it'd take ten militia swarm volleys to take that out. That's...really not that much. Two or three guys taking potshots at it can take it out in pretty short order. Less with AV grenades.
I mean, like you said, you shouldn't be able to just up and kill a prototype HAV with militia weapons. So...what are you complaining about? That they can shoot you from far away? Why are you standing in the open while a HAV shoots at you? And why is it bad that HAVs are good at long range and bad at short range?
William HBonney wrote:., and the point of the DS is NOT that, "oh it was too high to do anything anyhow." it is the mechanics of the game that allow a DS to outrun missles, in what world does a combat vehicle outrun missles?...the EVE universe appearently....the point is the DS could have been flying lower doing much more damage, while maintianing his velocity.
People keep saying that dropships can outrun missiles, but my dropship sure as hell doesn't. But again, what's your proposed fix? Should swarms always hit? Dropships don't have the tanking power of HAVs, they need a way to avoid getting hit. Sure it seems kind of silly that this incredibly advanced society uses weapons with similar capabilities to what you'd see in the early 20th century, but it's a sacrifice made for gameplay. |
STB-LURCHASAURUS EV
Circle of Huskarl Minmatar Republic
173
|
Posted - 2012.08.25 18:46:00 -
[8] - Quote
the idea where swarms fly up and rain down like a javelin is unneeded. If your swarms are hitting obstacles on the way, you are doing it wrong or the driver is good.
If you dont put points into AV, dont complain when you cant pop a tank. if you have specced av, your a lot more effective than you think and pack quite a punch. if after that you still cant pop a tank, your doing it wrong or the driver is good.
there have a couple times where i have gotten careless and i ended up with 5-6 av grenades on my tank because of a functioning squad....cant do much about that.... |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.25 19:54:00 -
[9] - Quote
My propossed fix to swarms is increase their speed, if a dropship flies around cover and such that is fine, but just circling overhead they shouldn't outrun swarms, they should die for being out in the open.
You have to be very close to a tank to use AV nades, like I said before, with 3 peeps in the tank they pretty much have 360 LOS so being "hidden" doesn't really work. It seems almost more worth while to into gernades instead of Swarms or Forges, the killing capacity of the tank hasn't changed, but now AV people have to be kissing the tank to kill it, just seems silly to me.
And the tank driver has to be ill or careless as you put it to be in danger. getting a squad set up to hunt tanks is very hard, especially when tanks can just drive off and heal up quite quickly. If tanks had to take time to build speed up that might work out, but as it stands they are incredibly mobile which makes AV very ineffective. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.08.25 19:56:00 -
[10] - Quote
You shouldn't need the perfect situation for swarms to travel at their target without hitting stones...swarms go quickly to about 1 foot off the ground to move to their target...no matter how high you are, it is a bit irritating. |
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Sees-Too-Much
332
|
Posted - 2012.08.25 20:10:00 -
[11] - Quote
William HBonney wrote:My propossed fix to swarms is increase their speed, if a dropship flies around cover and such that is fine, but just circling overhead they shouldn't outrun swarms, they should die for being out in the open.
If a dropship is circling and shooting, it's going slow enough for you to hit it with swarms. If it's going at full speed, its gunners will never hit anything. That's kind of the tradeoff. I think most AV weapons are designed to force vehicles to flee, not so much destroy them. This makes sense, given the huge financial investment vehicles represent. You can't lose a vehicle every match, there simply isn't enough payout to cover it.
William HBonney wrote: You have to be very close to a tank to use AV nades, like I said before, with 3 peeps in the tank they pretty much have 360 LOS so being "hidden" doesn't really work. It seems almost more worth while to into gernades instead of Swarms or Forges, the killing capacity of the tank hasn't changed, but now AV people have to be kissing the tank to kill it, just seems silly to me.
I'm not sure you've ever been in a HAV, so here's how the three turrets work:
The main turret has a 360 degree arc, but doesn't turn terribly quickly. On top of the main turret is a small turret. This turret has an approximately 120 degree arc centered around where the main turret is facing. Finally, the front turret. This turret has an approximately 120 degree arc centered on the front of the HAV.
So while my statement about only looking in one direction at a time wasn't strictly true, you DO have a lot of deadspace you can stand in.
William HBonney wrote: And the tank driver has to be ill or careless as you put it to be in danger. getting a squad set up to hunt tanks is very hard, especially when tanks can just drive off and heal up quite quickly. If tanks had to take time to build speed up that might work out, but as it stands they are incredibly mobile which makes AV very ineffective.
Yeah, a smart AV driver will stay behind their infantry, and they're a lot safer that way. You probably won't kill them. They also won't get those 20+ kills that people always complain about that way. And if they DO try to get too aggressive, you can take them out with a couple forge gun blasts (2k+ damage on the breaches!) that not even a well fit HAV can survive for long.
You have a good point with the teamwork, though. It's flat out not there right now. If you're that interested in doing the AV thing talk to one of the corps that's recruiting on the boards. |
Randrii
Seituoda Taskforce Command Caldari State
121
|
Posted - 2012.08.25 20:15:00 -
[12] - Quote
I really don't see the need for swarms to change, I almost always hit my targets and can get them to go around obstacles. Ive had swarms follow a target around a mountain road throught giant spikes of rock and over hills with no problem. I can't offer any input against how swarms fare against dropships, but Ive killed standard LAV's and HAV's with ease, maybe they were ill-fitted, but ive never really had a problem with killing any vehicle. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.08.25 20:15:00 -
[13] - Quote
AV nades. Possibly op. but they're cool. And it serves you right for using cheap jeeps. Swarmers. Agreed on the stupid missiles. They seem to aim for the underside of everything, especially certain installations. Forge gun. Snipers deserve to die from a forgegun shot. So does anyone stupid enough to stand in front of one. Regardless of range. My2pennies. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.25 20:30:00 -
[14] - Quote
Fellows, Be very careful not to mistake broken game mechanics with player skill. The statement his swarms miss because he's using them wrong... is broken mechanics...they currently work fine in an open field. The post was quite accurate that the swarms go dumb dumb when they attack larger objects. They also have range now so vehicle and DS alike can just run. From last build they seem to have had quite an adjustment. They do chase LAV's well still.
"Good tank players are hard to hit." Not if AV was not amended as such. Your skill once again has nothing to do with my swarms being dumb and my forge being near sighted. Has anyone tried to use a forge? I have. I was a proto forger last build...to be feared. But in a heavy suit we move like molasses. Then all the bunny hills ...now I am a cripple. If I had distance I would have a fighting chance. Heavies are currently a joke because of vehicles mobility. No one can honestly say a heavy is a better AV choice then a scout. Go back and read the descriptions of dropsuits and tell me something is not amiss.
Solution is be a scout with swarms and Proto AV grenades. I will smash your tank...if you get in range. So three of my friends have about a 50% chance of killing you. Because only a idiot tank driver will let 3 guys hit it and stay in the fight to lose. An averge player with just drive away to come back later.
Still no skilled tank driver here. Not to say your not one. You may be but this build everyone is because of the changes to AV. Last build your survival proved a tank skill. But we are all low on SP. AV is an after thought. 95% of players probably have put zero SP into AV.
NO one questions AV weapons getting a range nerf but the vehicles did not? Many a game I have seen tanks just hiding in the mountains raining down uncontested. Remind anyone of anything? Tower spawn camping?
This build has turned into Scout orgies. I am sure it will be amended. |
Evane Sa'edi
Celtic Anarchy
62
|
Posted - 2012.08.25 20:32:00 -
[15] - Quote
The forge gun should be able to punch straight through a hav's shields like hot knife through butter. its a waste of a shot but the FG has 3 times the projectile velocity of the Sniper Rifle - if the target suit is foolish to stand still long enough it deserves everything it gets. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.25 20:36:00 -
[16] - Quote
Militia HAV's fall. But the bigger ones I challenge anyone who says their swarms easily take them out. No way. No how....wait I believe if the were in an open field and they did not move.
Because if they did move chances are they cleared a bump 1 meter high and you can bet my swarms will hit that bump before they connect to the HAV. |
Vitriol18
Osmon Surveillance Caldari State
56
|
Posted - 2012.08.25 22:24:00 -
[17] - Quote
lDocHollidayl wrote:Fellows, Solution is be a scout with swarms and Proto AV grenades. I will smash your tank...if you get in range. So three of my friends have about a 50% chance of killing you. Because only a idiot tank driver will let 3 guys hit it and stay in the fight to lose. An averge player with just drive away to come back later.
NO one questions AV weapons getting a range nerf but the vehicles did not? Many a game I have seen tanks just hiding in the mountains raining down uncontested. Remind anyone of anything? Tower spawn camping?
This build has turned into Scout orgies. I am sure it will be amended.
100% agree with the fact that scouts are now by far and away the best anti vehicle class, speed + AV grenades + nanohive + swarmer + SMG = much better than sad, slow shortrange heavies.
Heavies are now only really any use as anti infantry, the forge gun is just not viable in all but the closest range maps, and is better for attempting to get lucky and one shot a few stationary soldiers, leaving the only reason to even use a slow easy to take out heavy is the HMG. |
Jak Teston
Osmon Surveillance Caldari State
99
|
Posted - 2012.08.25 22:42:00 -
[18] - Quote
lDocHollidayl wrote:Militia HAV's fall. But the bigger ones I challenge anyone who says their swarms easily take them out. No way. No how....wait I believe if the were in an open field and they did not move.
Because if they did move chances are they cleared a bump 1 meter high and you can bet my swarms will hit that bump before they connect to the HAV. Get to higher ground and the rockets hit very well. Also the tank has next to no chance of retaliating. That way you can pump it full of rockets until it flees. And since you are on higher ground chances are you can maintain line of sight for a while which gives you a good chance of popping even non-militia tanks.
I popped a Madrugar single-handedly today as far as I'm aware. But I did cause the driver to spend his repper shortly before so that was why it went bang before getting into cover. Probably not a well thought out fit either. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
|
Posted - 2012.08.26 00:33:00 -
[19] - Quote
I think the forge gun need more range, but not infinite. The swarms feel stupids. |
STB Vermaak Doe
558
|
Posted - 2012.08.26 00:35:00 -
[20] - Quote
Martin0 Brancaleone wrote:I think the forge gun need more range, but not infinite. The swarms feel stupids.
The forge is a larger railgun than snipers so it should have at least equal range to snipers |
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Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.08.26 00:49:00 -
[21] - Quote
Yeah the nerf on the forge was just stupid. Now you have to get right in his face or hide around a corner and no enemy infantry come running up behind you. Other than that the only way to vehicles from range is swarms and while elevation helps they still path pretty dumb sometimes. |
Jean-Henri
30
|
Posted - 2012.08.26 01:16:00 -
[22] - Quote
Randrii wrote:I really don't see the need for swarms to change, I almost always hit my targets and can get them to go around obstacles. Ive had swarms follow a target around a mountain road throught giant spikes of rock and over hills with no problem. I can't offer any input against how swarms fare against dropships, but Ive killed standard LAV's and HAV's with ease, maybe they were ill-fitted, but ive never really had a problem with killing any vehicle.
I'd hazard a guess: when your swarms were chasing someone around a mountain road... they were fairly/kinda close to their target?
when swarms are fired at targets at long range, they automatically set to various defaults. Now if its an aerial target the swarms will mostly play nice, this includes ground target at elevation greater then 0+/-(?) relative to the swarm launcher.
The main criticism being leveled at Swarm missiles, is that for targets at long range(outside of assault rifle range), targets that are somewhat at ground level, and that the swarm launcher is also at ground level; well under these conditions the swarms will float to about 1-2 feet above the ground over about 20 metres, and stay at that elevation regardless of changes to terrain elevation.
This behavior causes swarms to plow.
This and only this is the very real criticism of swarm missiles.
imho... also written not read, off to play a few games now :) |
Arwen Bochs
Villore Sec Ops Gallente Federation
25
|
Posted - 2012.08.26 02:14:00 -
[23] - Quote
Martin0 Brancaleone wrote:I think the forge gun need more range, but not infinite. The swarms feel stupids. +1
Even though I play as a sniper most of the time, Yes, Forge guns should totally hit a sniper. It's just physics.
Someone more well-versed in history can give details, but I remember reading about anti-air guns being turned into very effective anti-tank guns during WWII when a commander was pressed for options. |
DON RODIE II
Deep Space Republic
168
|
Posted - 2012.08.26 02:55:00 -
[24] - Quote
they need to fix all gernades, because they all seem bad. |
Snagman 313
Carbon 7
41
|
Posted - 2012.08.26 06:49:00 -
[25] - Quote
I field a heavy most of the time and I'm quite proud of my ability to take out HAV's with my FG but last night I came across the most epic HAV I have ever seen I think the player was Nova Knive whoever he is he knows how to build tanks I couldn't even dent his shields past 1/4 and I unloaded a full Assault FG mag into him at VERY! close range before he saw where I was crouched. Hats off to the lad I want him on my team but surely I should have done some damage and even when the rest off the team started pounding him with swarms he just shook it off ranged us and kept firing (again I want him on my team). But it gets worse then his mate turned up with a similar loadout I lost a lot of gear in that match but got a lot of AV practice even if I didn't take them out. Still the FG needs looking at again I have hit the odd person with it in this build but the accuracy is awful with the shake at range as the othe lads said if you stay in one place long enough for me to trace your shots and then stay still while I charge up you deserve a hypersonic slug to the face, you're a sniper fire and relocate maybe max two shots to finish a heavy then run away.
Snagan out |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.26 18:59:00 -
[26] - Quote
Bonney is right on.
Must increase forge distance. |
Alshadow
Amarr Templars Amarr Empire
71
|
Posted - 2012.08.26 20:37:00 -
[27] - Quote
Paran Tadec wrote:Swarms need the lock on fixed, as well as needing to fly up into the sky a few hundred meters and then raining down.
dam i was about to suggest that as i was reading, it seemed like in the last build i could lock on then fire staight up and u could barely see where i was but now its like they fire straight at the dam target regardless of where im pointing |
Alshadow
Amarr Templars Amarr Empire
71
|
Posted - 2012.08.26 20:40:00 -
[28] - Quote
AV grenades are amazing tho, i love how they work now, and with how nano hive regenerate grenades now, i can stomp most vehicles if im in a safe spot and they arent moving, also i love how i can throw them on the ground like a AT mine........
ok ok... so i had and LAV by an objective and i saw an enemy goin to hack my LAV so i threw an AV grenade right at it, and as soon as it got hacked it blew up instantly killing him |
LT Dans Legs
Tritan-Industries Legacy Rising
72
|
Posted - 2012.08.26 21:48:00 -
[29] - Quote
Ya my forge gun seems like a pea shooter to me now. What are we supposed to do against tanks? |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.26 21:59:00 -
[30] - Quote
Being as your a pair of legs join me and run...Av nades do not stay as a mine for long...they disappear. |
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Ruthra V25
Conspiratus Immortalis
40
|
Posted - 2012.08.26 22:25:00 -
[31] - Quote
AV should not be as simple as it was last build, AV is a task for a team
So many cry about this and that, when most of you have not even hit anykind of endgame gear. Why not just fight, get your SP and move on.
In time we will be able to pick a battle on a Gear lvl..as in all Proto battle..then when you have a level playing field you can get into any kind of balance.
So just play for now and enjoy your time. hell laugh a little have some fun |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.08.26 22:52:00 -
[32] - Quote
Swarms target the icon of the vehicle/installation you are targeting. It's more manageable against vehicles but this sort of makes the swarms fly into the ground more often vs installations - even when firing from higher ground.
Swarms should target the turret on installations. |
Ekull Zekariah
117
|
Posted - 2012.08.27 11:01:00 -
[33] - Quote
Yeah I'm definitely discouraged by AV in this build. MANY a time I am seeing Drop Ships outrun Swarm missiles. That shouldn't happen. Even at Advanced or Proto level Swarms, they seem to be useless on most of the terrain in any map.
I agree we aren't making BF4 here, but I don't think it would be the worst thing for the Swarm Launchers to take a leaf out of the Javelin's book. Forge gunners already have the Direct Fire Weapon. Swarms are lock and chase. They should fly straight up and aquire their target. Swarm users already deal with extremely long reloads, low ammo, and being left wide open to infantry. So their weapon should at least put the fear of God into a pilot or driver.
Another leaf that CCp could take would be flares/anti-lock for vehicles. They should have a very long cool-down rate, but it would at least allow the driver/pilot to exit the area before a lock is re-aquired.
I'm looking at both sides of the fence here. I don't think Swarms should be every shot landed, but I think they need to be given a leg up or I just can't justify using mine for much longer.
And limiting the range of a Forge is just mean. If vehicles can fire from afar, so should Forge Guns. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
37
|
Posted - 2012.08.27 12:01:00 -
[34] - Quote
3 things Missiles going full ********, especially againt instalations. Also the lock on seems to work whenever it feels like.
When a tank can outrun an assault suit, we have a problem.
AV nades, a joke against tanks.
/thread |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.27 12:12:00 -
[35] - Quote
What is happening is that DS are flying higher than the missiles can reach.
Forge gun effective range seems ot be about 75 meters which isnt that far. needs to be me about 150 meters for skills to matter as well.
AV nades working well now atm.
AV skill points vs HAV skill favors the tank. |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.08.27 12:19:00 -
[36] - Quote
A problem I've had with the swarm launcher is the missles not going in a straight line. More than once I've locked on to a target with nothing in between us and, for some reason, all the rockets jump off in an odd direction and hit a nearby hillside or building. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.27 12:22:00 -
[37] - Quote
What I love is how some of the missile will lock and some will dumbfire. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.27 12:51:00 -
[38] - Quote
STB-LURCHASAURUS EV wrote:the idea where swarms fly up and rain down like a javelin is unneeded. If your swarms are hitting obstacles on the way, you are doing it wrong or the driver is good.
If you dont put points into AV, dont complain when you cant pop a tank. if you have specced av, your a lot more effective than you think and pack quite a punch. if after that you still cant pop a tank, your doing it wrong or the driver is good.
there have a couple times where i have gotten careless and i ended up with 5-6 av grenades on my tank because of a functioning squad....cant do much about that....
Except that in this build the nerfed range of the forge gun asks that the AV guy be CLOSE to the HAV and in that situation I get picked off by folks that are shadowing your tank.
Heres a better question: How many tanks have you lost to forge guns in this build?? |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.27 12:57:00 -
[39] - Quote
Iron Wolf Saber wrote:What is happening is that DS are flying higher than the missiles can reach.
Forge gun effective range seems ot be about 75 meters which isnt that far. needs to be me about 150 meters for skills to matter as well.
AV nades working well now atm.
AV skill points vs HAV skill favors the tank.
Gee bet you will never guess what AV skilltree I am doing this build?? Did you say HAV antivehicle??? Yep!!!
AV grenades USELESS versus HAV. Swarms USELESS versus HAV and DS. Forge guns USELESS versus HAVs and DS.
So that leaves HAVs as the only viable AV option. And last build all I did was Forge gun SMG heavy to kill tanks.
But in this build?? AV is useless!!
Better skillup a HAV.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.27 13:04:00 -
[40] - Quote
Alshadow wrote:AV grenades are amazing tho, i love how they work now, and with how nano hive regenerate grenades now, i can stomp most vehicles if im in a safe spot and they arent moving, also i love how i can throw them on the ground like a AT mine........
ok ok... so i had and LAV by an objective and i saw an enemy goin to hack my LAV so i threw an AV grenade right at it, and as soon as it got hacked it blew up instantly killing him
LAVs .......pffft! Those get killed by ANYTHING!!!
Good luck on doing that versus a Sagaris or even a Gunnlogi.
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Bones1182
Circle of Huskarl Minmatar Republic
86
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Posted - 2012.08.27 13:33:00 -
[41] - Quote
Iron Wolf Saber wrote:What is happening is that DS are flying higher than the missiles can reach.
Forge gun effective range seems ot be about 75 meters which isnt that far. needs to be me about 150 meters for skills to matter as well.
AV nades working well now atm.
AV skill points vs HAV skill favors the tank. The range on the forge was originally 1200m and I think it needs to go back there. Minimum it needs to be 300m since a tank can actually annihilate an entire squad at the range. |
Kain Spero
Imperfects Negative-Feedback
905
|
Posted - 2012.08.27 14:49:00 -
[42] - Quote
For the forge I've now put over 1 million SP into heavy weapon sharp shooter and sharp shooter proficiency. I was taking a wait and see approach until I did this. The range nerf on the forge gun was way too much.
One of the HAV's best defensive mechanisms was and is to leave an engagement, and with logi gunners repping the tank when it's out of LOS. With the range nerf, even with a forge AV team, once a HAV has taken heavy damage it can easily move out of the range of the forge gunners. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.27 15:04:00 -
[43] - Quote
Agreed Forge Gun Nerf was overdone. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2012.08.27 15:06:00 -
[44] - Quote
Iron Wolf Saber wrote:Agreed Forge Gun Nerf was overdone.
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Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.27 15:12:00 -
[45] - Quote
what about vehicle mines. similar to that game that we shall not mention... |
Michael P Jagger
Algintal Core Gallente Federation
6
|
Posted - 2012.08.27 15:15:00 -
[46] - Quote
For anyone interested I've worked out some numbers for swarm launchers here... Swarm Launcher Damage and Skill Points Needed. Comments appreciated. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.08.27 15:23:00 -
[47] - Quote
Michael P Jagger wrote:Did some math.
A full Swarm Launcher skill set will cost you 9,728,000 SP An Assault Suit with a Prototype SL fit (No accessories like side arm or grenades) will cost you 111,120 ISK That fit, if all six missiles hit, will give you (Approximations because of variable acquisition time)
Alpha: 2,927.4 HP First Clip: 11,709.6 HP and 918.4 DPS Sustained: 574 DPS
I've been told by HAV drivers they can reliably fit 14K EHP using a shield tank.
So (if I got the numbers close to right) After spending almost 10M Skill Points on Swarm Launchers and putting upwards of 110,000 ISK into their drop suit two coordinated players could Alpha a single tank.
Weaponry15512,0003% to light weapon damage Swarm Launcher Operation251,024,0005% to damage radius Swarm Launcher Proficiency552,560,0003% to rate of fire Light Weapon Reload251,024,0003% to reload time Light Weapon Reload Pro552,560,0002% to reload time Assault Drop Suit 4842,048,000Three High Slots
Adv Assault131,92031,920 Complex Light Damage Modifier310,36031,080 Wiyrkomi Swarm Launcher148,12048,120
Interesting |
Umallon Macross
Tronhadar Free Guard Minmatar Republic
281
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Posted - 2012.08.27 15:32:00 -
[48] - Quote
Swarms are broken vs LAV's.
You can't outrun them so you are dead on open terrain.
You can't juke them, I've had swarms fly PAST me and instantly hit the back of my LAV (as in I'm going one way in the LAV, at top speed, guy fires swarms as I drive past him, back down the way I came.
Sometimes they will flip your LAV around so you face the way you came and kill all your momentum, leaving you wide open for more swarms. That isn't how physics work.
This build is all about dropships that never land, and LAVs that need to stay off road.
Wut. |
Umallon Macross
Tronhadar Free Guard Minmatar Republic
281
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Posted - 2012.08.27 15:34:00 -
[49] - Quote
nevermind.. |
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