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Introverdant
Doomheim
1
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Posted - 2012.09.14 05:04:00 -
[1] - Quote
Reduced the active time and increased the recovery time for active shield hardeners. Note - there seems to be a UI bug with the module cycle icons where they display recharge during a cycle. This doesnGÇÖt impact the functionality. Reductions made to damage control and armour resistance plates. Reduced the damage mod bonuses for damage and ROF increase. Slowed the turn rate of the large and small turrets. Blaster is fastest, followed by missile and then rail. Large Railgun - Reduced Splash Damage. Large Railgun - Reduced Splash Damage Radius. Large Blaster - Reduced Cooldown time. Large Missile Launcher - Reduced Splash Damage. Increased forge gun range. Reduced time to activate on remote explosives. Returned the forge gun to its former damage level. Increased swarm launcher damage by 20%.
Not a good idea.
As a dude that's been running around all week with a swarm launcher on his shoulder I can tell you that this last is dramatic overkill. Swarms are already the best scaling weapon in the game, hitting 125% base damage at the "Advanced" level and 150% base at proto. Most other weapons in this game scale to 110% at advanced and 120% at proto. This is a tremendous disparity in a game where advantages are calculated in 5% jumps between most skill levels.
A better idea would be to scale back their total damage, or leave it as-is, and simply increase the nonsensically slow speed of the swarm projectiles. As it stands you basically have to engage from point-blank to be effective. |
wathak 514
Circle of Huskarl Minmatar Republic
106
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Posted - 2012.09.14 05:32:00 -
[2] - Quote
Not completely true ive engaged from halfway across the map with swarms and am still effective but as for the changes to the tanking mods on vehicels oh my go there trying to kill dropship functionality there already underpowered as it is only able to take 3 or 4 well placed swarms 2 protos if ur lucky but now **** id be lucky to survive a swarm missile let alone an entire barrage |
Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.09.14 05:41:00 -
[3] - Quote
Well KITTEN. There goes ANY reason to dive Gallente. Do you want extra damage? Shield tanks don't sacrifice tank for that. Extra powergrid? Shield tanks do that, AND get extra shield. Need some EWAR? Doesn't exist so I can't kitten about it. Want to dual tank? Go right ahead Caldari!
It's nice the Blaster gets a buff, and the Forge, but if they buff the Swarm noone will have reason to spec into both Heavy and Forge... and the explosions seem to do more damage to armor, so that with the armor nerf means that a well fit Surya will probably be just about equal to a kittenfit Sica... naw, giving the Surya WAY too much credit there.
To condense to a phrase: Buff the specialized AV weapon, nerf the no weakness shieldtank, NOT add ANOTHER weakness to armortanking and empower the everyman's AV. |
dust badger
BetaMax.
283
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Posted - 2012.09.14 08:11:00 -
[4] - Quote
the swarm bonus is going to kitten up dropships
but happy with the forge boost as you actually have to aim and get in harms way to use it not sit miles away and wait for a lock |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
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Posted - 2012.09.14 11:53:00 -
[5] - Quote
I see this costing me alot of money to stay in the air now. |
Tyas Borg
Osmon Surveillance Caldari State
112
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Posted - 2012.09.14 12:04:00 -
[6] - Quote
Sha Kharn Clone wrote:I see this costing me alot of money to stay in the air now.
But I thought AV was crap and needing nerfing Sha?
Now I can use my free militia swarms and kill 500k-800k vehicles for free!. Awesome sauce!.
Besides the fact you'll also be getting forge gun sniped out the sky.
Last build they were the only things that could shoot me down before they gave swarms that insane pathing around obstacles ability.... |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
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Posted - 2012.09.14 12:04:00 -
[7] - Quote
The funny thing about swarm launchers is that they are actually considered as light weapons. Ever noticed that a light damage mod boosts its effect? |
Tyas Borg
Osmon Surveillance Caldari State
112
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Posted - 2012.09.14 12:07:00 -
[8] - Quote
The "L" for weapon type is a bit of a give away, but it took me a while to spot this myself.
The problem is CCP in it's infinite wisdom made what is possibly the crappest AV loadout available to new players. This instantly makes the player think "Swarm launchers = Heavy". It also has the added problem of people then thinking that loadout should actually kill tanks solo... |
Rusty Gunz
Seraphim Initiative. CRONOS.
4
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Posted - 2012.09.14 12:17:00 -
[9] - Quote
On a side note... Buff AV nade damage tbh. Even just proto... |
Rusty Gunz
Seraphim Initiative. CRONOS.
4
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Posted - 2012.09.14 12:23:00 -
[10] - Quote
Also regarding "DROP ships".. They aren't meant to be flying tanks, surely they are meant for strategic troop deployment (TAXI!!) and will need a skilled pilot to make best use of them. So far I don't see an issue with a light weapon "heavily" damaging them (they move pretty fast and you can't really AV nade them!). I am biased however, mainly due to the fact that drop ships hack me off when they sit on towers or just circle at high altitude pinging missiles, failsauce. |
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Kivverg
12
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Posted - 2012.09.14 13:04:00 -
[11] - Quote
Rusty Gunz wrote:On a side note... Buff AV nade damage tbh. Even just proto...
lol. have you actually used AV nades? They shred vehicles.
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