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Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.09.13 09:04:00 -
[1] - Quote
TiMeSpLiT--TeR wrote:Why can't it just fly straight like auto guided RPGs
Because that was the number one reason they were abused in the pre E3 builds. People would use them, dumb fireing them into the ground at enemies all the time. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 10:33:00 -
[2] - Quote
Pokey Dravon wrote:Seran Jinkar wrote:That's why we need straight catapulted Swarms that are unarmed as long as they are in the catapult flight / javelin phase and only get armed and bursting after the javelin phase. This would also stop swarms used in close quarters (CQC is what AV nades are for.) I disagree. Low splash damage and high direct damage swarms dummy fired at close range was a very effective way to deal with tanks in the previous build, all while avoiding them being used for anti infantry. Tanks are obviously a problem, and with the swarms rarely working while dummy fired or locked on at a range...there is clearly an issue. The physics model used for swarms in the previous build was FAR better than the current one.
I have to say this. I've used swarms a lot lately. and I rarely have them hit the structure or landscape in the firing phase. When they get near the target, sure, tanks have this annoying habit of not staying still when I'm shooting at them.
My sequence is. Make sure there is nothing immediately next to me, get lock, step back behind cover while I aim UP and away from the nearest obstacle, release, crawl forward, get lock...repeat. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 10:34:00 -
[3] - Quote
Tyas Borg wrote:Wait so swarms going around corners and avoiding obstacles isn't enough for you?!. You'd like it so they never miss?....
I'm sorry but this is a very dumb idea. I'd go as far to say the current swarms are too good at pathing around obstacles. At least last build you could use the scenery to dodge them, now they shoot around corners and that's still not enough?!.
As it is currently if a swarm is locked on, then there's about a 5-10% chance it'll miss. I'd much rather the user have to be put into a good position to hit his target instead of being able to be in total safety and shoot around corners...
In their current state they're just cheap imo and I use them a lot. I'd much rather use last builds version. At least they required a bit of brain power.
They did this in the previous build, and it was stupid that they did. The only problem I have with the temporary AV nerf they did, is the 400m lock range. At least they should have made that skill dependent. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.09.13 11:02:00 -
[4] - Quote
miahus wrote:Dewie Cheecham wrote:Tyas Borg wrote:Wait so swarms going around corners and avoiding obstacles isn't enough for you?!. You'd like it so they never miss?....
I'm sorry but this is a very dumb idea. I'd go as far to say the current swarms are too good at pathing around obstacles. At least last build you could use the scenery to dodge them, now they shoot around corners and that's still not enough?!.
As it is currently if a swarm is locked on, then there's about a 5-10% chance it'll miss. I'd much rather the user have to be put into a good position to hit his target instead of being able to be in total safety and shoot around corners...
In their current state they're just cheap imo and I use them a lot. I'd much rather use last builds version. At least they required a bit of brain power. They did this in the previous build, and it was stupid that they did. The only problem I have with the temporary AV nerf they did, is the 400m lock range. At least they should have made that skill dependent. Doesn't light weapon sharpshooter increase the lock on's effective range on swarm launchers?
Don't know about lock distance, just effective distance if I recall. |
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