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DUST Fiend
Immobile Infantry
1903
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Posted - 2012.10.13 01:36:00 -
[1] - Quote
I'm just really curious as to who thought making swarms unable to hit dropships was a good idea. This coming from a former dropship pilot too, what exactly is the point of swarm launchers if they can't even hit dropships? I swear, I can run faster than swarm missiles. I know this is kind of delicate since dropships are fragile, but to literally not be able to hit them with swarm launchers just feels like a bug, and is insanely frustrating.
Guess I'm sinking SP into heavies. |
STB Vermaak Doe
558
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Posted - 2012.10.13 01:46:00 -
[2] - Quote
I think that the base cpu/ pg of a dropship should be bumped up to near tank levels ( a lot less pg/cpu of a tank but more than currently are) and swarms should be a guaranteed hit |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.10.13 01:48:00 -
[3] - Quote
You can fix that after you give dropships some defense other than out running them |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.10.13 01:55:00 -
[4] - Quote
Give me more eHP and a ship that doesn't get flipped repeatedly by one Swarm hit and sure, make those babies faster, but til then, CCP don't you dare touch them.
Right now, swarms are keeping most of us at bay, I've watched several pilots get downed in matches because of swarms but they decided not to try and run and instead tanked the damage, the rest that aren't that foolish are constantly running around the map and makes our job of picking people up and dropping them at places impossible, get to close to a building or the ground (to pick people up) and you run the risk of being flipped. Hell, I've landed once and been rolled onto my side. |
Icy Beast
5
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Posted - 2012.10.13 02:18:00 -
[5] - Quote
Forge. |
D3aTH D3alER54
The Southern Legion
130
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Posted - 2012.10.13 02:37:00 -
[6] - Quote
Jason Pearson wrote:Give me more eHP and a ship that doesn't get flipped repeatedly by one Swarm hit and sure, make those babies faster, but til then, CCP don't you dare touch them.
Right now, swarms are keeping most of us at bay, I've watched several pilots get downed in matches because of swarms but they decided not to try and run and instead tanked the damage, the rest that aren't that foolish are constantly running around the map and makes our job of picking people up and dropping them at places impossible, get to close to a building or the ground (to pick people up) and you run the risk of being flipped. Hell, I've landed once and been rolled onto my side.
The only advantage drop ships have at the moment is that they can out run swarms, but they are still way to easily taken down by installations and forge guns. |
Blunt Smkr
Doomheim
62
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Posted - 2012.10.13 03:30:00 -
[7] - Quote
yea i hate how swarm launchers are slower the the dropships it just doesnt make since why they would do it that way. but i think they should just give dropships flares or watever they are called an speed up the rockets. that way dropships can avoid a few rockets but if a whole squad is firing at them its going to be alot harder. |
Zekain Kade
BetaMax.
931
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Posted - 2012.10.13 03:39:00 -
[8] - Quote
DUST Fiend wrote:I'm just really curious as to who thought making swarms unable to hit dropships was a good idea. This coming from a former dropship pilot too, what exactly is the point of swarm launchers if they can't even hit dropships? I swear, I can run faster than swarm missiles. I know this is kind of delicate since dropships are fragile, but to literally not be able to hit them with swarm launchers just feels like a bug, and is insanely frustrating.
Guess I'm sinking SP into heavies. who's bright idea was it to give the turrets a auto lock on?
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Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.10.13 06:08:00 -
[9] - Quote
I seriously hope Dropships have a lot of work left to be done to them before release.
Reports of them flipping over (!??) by being hit by swarm launchers, and generally being very weak for their sluggish manner shows me they're not ready for release.
Considering they're designed to pick up and drop off troops, they need more tank. And with more tank, swarm launchers probably need some love so they can actually hit them when moving.
Gunships I can see with less tank and the ability to evade and outrun launchers, because they're kinda like LAV's in that they should hit and run, not be hovering turrets. (CCP, please give us gunships) |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.13 06:11:00 -
[10] - Quote
Rhadiem wrote: Gunships I can see with less tank and the ability to evade and outrun launchers, because they're kinda like LAV's in that they should hit and run, not be hovering turrets. (CCP, please give us gunships)
i don't think there is supposed to be a raincloud of missiles.
i would like to see turrets needing to be reloaded. not a endless stream of rockets pouring out of vehicles. |
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Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.10.13 06:26:00 -
[11] - Quote
Necrodermis wrote:Rhadiem wrote: Gunships I can see with less tank and the ability to evade and outrun launchers, because they're kinda like LAV's in that they should hit and run, not be hovering turrets. (CCP, please give us gunships)
i don't think there is supposed to be a raincloud of missiles. i would like to see turrets needing to be reloaded. not a endless stream of rockets pouring out of vehicles.
Air superiority is always key for modern combat, and is something sorely missing in this build of Dust.
That said, hit and run is by definition not a constant stream, just occasional showers before rapid departure. But, if the enemy fails to have anti-vehicle representation like many games in the last build (where people cried for days about tanks) then they're doomed to fail.
If we have vehicles, we should have a full spread of them. Fortunately, this seems to be planned.. just might take longer than I'd like. Thankfully Dust isn't exclusively infantry. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.13 06:42:00 -
[12] - Quote
Rhadiem wrote: Air superiority is always key for modern combat, and is something sorely missing in this build of Dust.
That said, hit and run is by definition not a constant stream, just occasional showers before rapid departure. But, if the enemy fails to have anti-vehicle representation like many games in the last build (where people cried for days about tanks) then they're doomed to fail.
If we have vehicles, we should have a full spread of them. Fortunately, this seems to be planned.. just might take longer than I'd like. Thankfully Dust isn't exclusively infantry.
the only anti-vehicle that will even touch a dropship are kitten missiles and the forge gun. AV grenades don't do jack unless you fly really close in attempt to get kills.
and no one specks into kitten missiles because they are worthless on the ground other than the few LAVs that run around. tanks will just eat missiles and either A pick you out and shoot you or B run away and lick the wounds. the forge guns are good but you have to run as a heavy and some people just don't like running that slow. the training tree requires you to go heavy. which is fine but you have to be pretty dedicated and willing to pump a lot of isk to run one. especially when a merc sniper can drop you pretty fast. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.10.13 06:47:00 -
[13] - Quote
I heard they will add Webifier to slow them down. Soon. |
mikenasty
Seituoda Taskforce Command Caldari State
10
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Posted - 2012.10.13 07:34:00 -
[14] - Quote
just forge gun them... |
Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
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Posted - 2012.10.13 07:50:00 -
[15] - Quote
Rhadiem wrote:I seriously hope Dropships have a lot of work left to be done to them before release.
Reports of them flipping over (!??) by being hit by swarm launchers, and generally being very weak for their sluggish manner shows me they're not ready for release.
Considering they're designed to pick up and drop off troops, they need more tank. And with more tank, swarm launchers probably need some love so they can actually hit them when moving.
Gunships I can see with less tank and the ability to evade and outrun launchers, because they're kinda like LAV's in that they should hit and run, not be hovering turrets. (CCP, please give us gunships) Gunships are pretty much the definition of a hovering turret.
Maybe you're thinking of fighters? |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.13 11:08:00 -
[16] - Quote
NO-ONE uses them as transport. Stop the lies please. At most you fly 1 drop, then go go gadget gunship for the whole game. Blackhawks masquerading as Apaches... Swarms SHOULD rip you apart. HP is pretty good I've heard, provided you fit them well.
We won't see many Dropships at all once gunships are released. |
Threvis Valan
Doomheim
40
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Posted - 2012.10.13 11:13:00 -
[17] - Quote
as discusssed before the relationship between dropships and swarms should have...
1) swarms do less damage because they auto-lock 2) swarms travel faster than dropships do 3) include defenses like ECM and flares for dropships 4) have swarms with a max range of 100m or so to reward pilot skill 5) swarms take the shortest distance to the target instead of foolishly trying to pursue from behind no matter what angle theyre fired from. |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
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Posted - 2012.10.13 11:45:00 -
[18] - Quote
STB Vermaak Doe wrote:I think that the base cpu/ pg of a dropship should be bumped up to near tank levels ( a lot less pg/cpu of a tank but more than currently are) and swarms should be a guaranteed hit
and by doing that the bumping up cpu and pg is useless if swarms are a guaranteed hit because they can flip you so easy and thats not what is killing the swarms it's how they fly they always follow the flightpath instead of acturally CHARGING after it |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
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Posted - 2012.10.13 11:47:00 -
[19] - Quote
Tony Calif wrote:NO-ONE uses them as transport. Stop the lies please. At most you fly 1 drop, then go go gadget gunship for the whole game. Blackhawks masquerading as Apaches... Swarms SHOULD rip you apart. HP is pretty good I've heard, provided you fit them well.
We won't see many Dropships at all once gunships are released.
I don't use mine as a transport cause no one gets in it besides my friends |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
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Posted - 2012.10.13 11:47:00 -
[20] - Quote
mikenasty wrote:just forge gun them...
thats what 2 guys said that one game they both had hit me 10 times each through out that whole game and STILL couldn't kill me |
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.13 11:50:00 -
[21] - Quote
They need bigger forge guns :P |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.10.13 11:50:00 -
[22] - Quote
True that swarms are frustratingly slow as they can't reach running away dropship (tho prolly speed-fited)
But how about fixing their habit of flying where the said dropship was in order to make it possible for missiles to intercept? That would reward smart positioning for swarm users, while spamming from rear and far away would still be pretty much worthless. |
Bhor Derri
Legion of Eden
95
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Posted - 2012.10.13 12:20:00 -
[23] - Quote
Swarms and AVs should deal less damage to tanks and travel a little bit faster in order to be useful againist dropships. *AV 'nades need a nerf* |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.10.13 12:42:00 -
[24] - Quote
Bhor Derri wrote: *AV 'nades need a nerf*
not really a nerf, but their homing capability should be reduced significantly. |
Sin3 DeusNomine
Doomheim
142
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Posted - 2012.10.13 18:21:00 -
[25] - Quote
I love how when a person all of a sudden gets destroyed in one game out of 20 by a dropship dropships are all of a sudden over powered.
Yes I do agree there is a problem with swarms but it is not speed or damage. Once people reach proto swarms a volley will rip off half of a dropships shield That is the best tanked myron.
Myron with passive tank at its max with best support skills is 3800 Shields and you can get 28% damage resists and 1250 armor. That is not much. If you made swarms faster then dropships proto swarms would be a insta I win button always against dropships. Hell even Militant swarms would be I Win because they seem to somehow always like to flip you over and with how slow handling is you can not recover because CCP decided to listen to noobs that handling was to tough to get use too.
Right now all CCP needs to do with swarms is make them take a direct path. Swarms are quick already. Any drop ship circling will get hit. Also CCP needs to fix it so swarms can not do a 90 degree turn they need to have a bigger arc to there turns.
With direct path any dropship that is circling will be a guarantee hit for swarms. This will force pilots out of orbit.
And for those idiots saying oh but dropships do not move troops. Well of coarse they do not I gain nothing from doing that. Once CCP actually makes it worth while to pick up some friends and move them to point A from point D I will do it because I gain from it. My XP is already lower then most peoples when I fly why would I want to risk my 800k dropship just to pick someone up and gain nothing from it. But the risk is not worth loosing overhead support currently. And when you do attempt to come in for a landing swarms love to jam you into the ground causing massive damage if not destroying a dropship.
CCP has been listening to much to noobs that can not invest a single point into AV then actually listening to vehicle pilots that agree there is problems and give great info back on how to fix it with out destroying there career.
I am not saying my fix is the ultimate one but it is one that will make the greatest impact without over buffing swarms. To where no vehicle stands a chance against them. |
Flagratus
ZionTCD Legacy Rising
69
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Posted - 2012.10.13 19:30:00 -
[26] - Quote
I've gone Anti-Armor for a few missions, in hopes to bring down a dropship, only to watch the missiles never make contact with it. Usually they hit if the dropship pilot makes an error, causing his flight path to become unstable.
The swarms, as Dust Fiend has stated, are slow. They look to be traveling at a velocity of about 40 to 50 miles per hour. Not really enough speed to even really stay aloft, but apparently they do.
They have a terrible lock on system. And they take the longest path to their destination, than taking the shortest. I mean, if I had lock on my target, I would expect the missile to take the shortest route to it's target, not swing wide then come back around and ride the targets butt like a **** movie. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.13 19:36:00 -
[27] - Quote
After playing with the Dropship for a while (Coming out regularly at the top of board due to having good gunners, usually hitting around 20kills.. and the ocassional kill for me by landing on people..) I feel you're right, they do need a bit more speed, I finally worked out how to stop flipping but It's still a nuisance.
I'd increase the speed when we get flares, don't just increase the speed now and give Dropships nothing, otherwise they'll just dissapear completely. If you want to keep Dropships out of the way, harrass them with Forge guns or keep them moving with Swarms, I'm constantly running from swarms, but for the love of god, don't have all of you switch to swarms, last match I was chased by atleast half the team with swarms, we won because they were fighting back, just aiming for me. (was great.) |
Governor Odius
Doomheim
177
|
Posted - 2012.10.13 20:12:00 -
[28] - Quote
One thing I think we're overlooking is that dropships are only immune to swarms if you do the AC-130 style of flight. I propose that we fix dropship balance by making that no longer the MO for dropships. This requires two things:
1) Make killing from a fast-moving dropship infeasible. Damage penalties to dropship turrets and perhaps penalties to range on the turrets as well. This way a pilot orbiting at high speed like that can only expect their gunner to pull in maybe a dozen kills, probably less. Not enough to justify the expense of a dropship.
2) Transport assists. CCP has mentioned a couple times that this (or something similar) is on the way and I'm really looking forward to it. The idea is to give a pilot a portion of the war points earned by anyone they recently dropped off.
Between these two things we can keep dropships from going extinct, but also force them into a support (rather than aerial sniper) role. Dropships will be vulnerable to swarms when they are stationary and providing support to a ground team, but still able to escape them when they are on the move. A dropship's survival becomes a matter of awareness and reaction time, rather than ability to hold the joystick forward and slightly to the left.
And, as I've stated before, there should not be a Swarm Launcher starter fit. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.10.13 21:15:00 -
[29] - Quote
Just wait for webifiers. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.10.13 22:45:00 -
[30] - Quote
Swarm launchers are at the momment one of the only weapon systems that can act as an anti-air defence. Why do DS pilots complain when they are shot down by them, thats what they were designed to do. The Swarm gunners should complain more than pilots, the warheads have been made smaller, the lock range is smaller, the dumbfire mode does't work(at the momment) and the missiles can be outrun. The launchers were better before the last 2 rebuilds. 350hp per warhead & lock range greater than 400 metres. |
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