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Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.08 18:00:00 -
[31] - Quote
I'll try this too ... if it does lock without needing to see a part of the vehicle inside the reticule then it's not working as intended.
I'd have to ask why is this the first time it's been brought up ? Since I've read so many complaints of SL locking from cover, but never seen any explaination of how they're not working. How can the devs fix something if they don't know how to replicate the problem.
To answer whoever asked if I've used swarms ... I've specialised since I got bored of the I win button my maxed Surya was half way through E3 build.
And whoever said how many sp does it take ... 8 mil so far and I've only got proficiency 3 with advanced SMG, lvl 3 dropsuit and an assaupt rifle at proficiency 3 since the SMGs are ineffective these days and you cant perma run swarm/SMG like I did for the past builds since E3 ... ohh and I've got a adv laser to test ... no corp skills, no grenade or demolitions, little Electronics or engineering other than the cpu/pg skill to 5, zero vehicle or turret skills, ohh and I got lvl 1 logistics for the MAG suit.
There's maybe a million that's not invested into the Swarm fitting and most of that is the AR I've had to try to use since SMG couldn't compete, even up close where it should ... I don't know maybe it can since the iron sights change, I'll have to try again. |
NAV HIV
The Generals
151
|
Posted - 2013.01.08 18:12:00 -
[32] - Quote
This isnt the first time we brought it up. We have been saying this for a while. Just grab a starter suit, MT suit, get a SL and shoot at an expensive tank doing close to 1200 Damage (Extra for armor) with almost no skill. You can do it from hilltops and every other locations. A little box is good enough to cover you from tanks. LAV's are usually a one shot kill. on top of everything else, they take a 90 degree turn, sometimes a S curve to hit a target which hardly made the cover in the first place. FG even though they are more powerful than Rail guns, the player has to do some aiming and has to come out in the open. i dont mind the dancing rockets as long as they have to come out to get a legitimate lock on target. |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.08 19:56:00 -
[33] - Quote
To be honest I'm not in favor of the militia swarm launcher either ... I rarely get the kill shot on HAVs I've invested all my sp in being a problem for ... some scrub with a militia swarm probably gets it, don't mind if it's a fg or invested swarm.
As I said it's the first explaination of how it's broken I've seen ... I read the HAV / dropship / AV threads as it's what I specialise andive seen plenty of whining that swarms can lock through cover ... but Ive never locked a vehicle that was behind a hill or from myself being behind a hill, I break cover and dance for the time it takes to lock and launch as I'm retreating back into cover. Had this idea of being able to lock without line of sight by putting the edge of the reticule round a wall been brought up earlier I could have tested it ... by the way I'd be interested in a link to the thread, as I've said I tend to read the relevant ones.
How much damage things do is irrelevant ... that's a balance issue not a broken mechanics issue.
As I said I'll test this tonight.
Edited : ok the thread is titled balancing, but my discussion has moved on to the locking issue. |
NAV HIV
The Generals
151
|
Posted - 2013.01.08 20:20:00 -
[34] - Quote
I have tested it over and over again. I kinda feel bad taking out vehicles from far away. Took a few HAV's by using the Scattermind SL. i got the lucky shot. The HAV didnt even have any defense for it. On the 3 letter Map i was by the Building on top of the hill behind objective C and the Vehicle was all the way near objective A. Its just a little too unfair for the drivers. there should be some sort of middle ground. |
Shari Lannister
Amarr Templars Amarr Empire
14
|
Posted - 2013.01.08 21:49:00 -
[35] - Quote
Loving the carebear tears...
If you played a tanker and got butthurt because someone blew up your pew pew, well get over it and learn how to play.
Let me give you some very good recommendations: 1) Dont use militia vehicles 2) If it is an armor style vehicle pump it up with armor+rep+resist for starters, dont put on shield crap and vice versa Learn skills that increase armor and cpu +power so you can manage all those mods. 3) Play the corners, someone takes a shot at you from a distance and you turn the corner, little or no damage. 4) Talk to your snipers, Swarm missiles is a giant becon that says im here kill me. 5) befreind a logi
just some clues. Skill focus is everything in this game. generalization will kill you everytime.
dont listen, i thank you for the wonderful carebear tears in advance and i hope your on my opposing side when i pop you with a darkside launcher. I do giggle everytime i blow one up.
Thanks in advance
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Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.09 00:31:00 -
[36] - Quote
Ok so I've tested this idea for locking targets without line of sight using a cheap suit and dying a lot, but standing ground to figure this out.
There was only one occasion where it seemed like it happened ... I was looking round a corner and the HAVs icon was there but well below a dip in terrain but I was getting a lock. It wasnt till I scoped in that I could see the main turret was visable over the horizon and what appeared to be locking a covered target in actual fact had a direct line of sight on the HAVs main turret.
I'll keep testing this, but I suspect it's just a lot of crying by HAV drivers who have tried the free swarm a couple of times and are probably still a bit sore that their 'I win' deployable asset is no longer available. |
RECON BY FIRE
BetaMax.
51
|
Posted - 2013.01.09 02:15:00 -
[37] - Quote
NAV HIV wrote:OK great. Let us know about it. I can sure lock from behind covers, all you have to do is find and edge of the cover and keep any corner of the locking screen slightly outside the cover, press and hold R1 and then play peek a boo
So you are admitting, right here, that you cannot lock a target while completely behind cover? You are admitting that some part of the targeting box has to be on the target, correct? That is the way its supposed to be. Get over it already. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.09 02:51:00 -
[38] - Quote
My personal opinion is that both AV and vehicles suck too much against eachother, if that makes any sense.
Edit: to specify this a little more, I guess I would say they both kill eachother too easily. |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.09 13:23:00 -
[39] - Quote
Here's a couple of ideas to balance the Swarm Launcher for you to debate ...
1. Buff your HAVs hit points but give the AV weapons a personal shield booster ... increasing your dropsuit shields when that weapon is equipped ... this would need balancing between the forge and swarm for the heavy and assault classes, very carefully because the heavy can use the swarm if you give the swarm a larger shield bonus ... maybe the forge doesn't need it ... I don't know, I don't use it.
Or ...
2. Allow the Swarms to be blind fired again like they used to, but give the missiles an activation range of 5m+ so we don't go back to the SUPER shotgun days of old ... giving it an anti infantry use like the forge has.
Thoughts ... opinions ... other ideas ... |
NAV HIV
The Generals
151
|
Posted - 2013.01.09 13:55:00 -
[40] - Quote
RECON BY FIRE wrote:NAV HIV wrote:OK great. Let us know about it. I can sure lock from behind covers, all you have to do is find and edge of the cover and keep any corner of the locking screen slightly outside the cover, press and hold R1 and then play peek a boo So you are admitting, right here, that you cannot lock a target while completely behind cover? You are admitting that some part of the targeting box has to be on the target, correct? That is the way its supposed to be. Get over it already.
If you dont know what i'm talking about then dont comment, atleast read what i said and all the other players have said before acting all smart. If you want to be ignorant and in denial then thats your choice. We have been testing the swarm for quite sometime now, and trust me its very easy to lock on from behind the covers without the tanker getting any chance to defend. All the tanker can do is shoot at the damn 2 feet rock that can easily protect the SL user. I run a Type I AR suit + Scattermind swarm + AV gerandes and i can easily make a Surya run. SO you wanna tell me thats balanced?
If thats the way its supposed to be, then so be it. Some people need the handicap. No matter how much i hate it, i will still keep trying to balance this unbalanced weapon in my own way. Not butthurt or anything. If they dont fix it or tweak it, i dont care. Not scared to loose tanks to cheap shots. I can afford it. |
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NAV HIV
The Generals
151
|
Posted - 2013.01.09 14:01:00 -
[41] - Quote
Needless Sacermendor wrote:Here's a couple of ideas to balance the Swarm Launcher for you to debate ...
1. Buff your HAVs hit points but give the AV weapons a personal shield booster ... increasing your dropsuit shields when that weapon is equipped ... this would need balancing between the forge and swarm for the heavy and assault classes, very carefully because the heavy can use the swarm if you give the swarm a larger shield bonus ... maybe the forge doesn't need it ... I don't know, I don't use it.
Or ...
2. Allow the Swarms to be blind fired again like they used to, but give the missiles an activation range of 5m+ so we don't go back to the SUPER shotgun days of old ... giving it an anti infantry use like the forge has.
Thoughts ... opinions ... other ideas ...
1. Some base HP boost would be nice. There's penalty for adding armor plates, but no penalties for shield extenders. Armor takes bonus damage from Swarms and are slow as hell. May be they could do something about that. I am sure you have noticed the speed difference between Gunlogi/Sagaris and Madrugar/Surya.
2. They could and should give them more health if they are running AV. Yes Forge does more damage than Railgun but they would still have to come close or come out in the open to fight. Swarms on the other hand doesnt have to. All i'm saying is that, they could make it fair and balanced. |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.10 00:34:00 -
[42] - Quote
1. We have the same problem running swarms ... armor plates slow us down too which means we're easy pickings for other infantry. I certainly have noticed the difference in speed ... it's one of the reasons I switched from my maxed Surya to Swarms half way through E3, Surya was too slow against Sagaris and too weak when there was only 1 viable fitting, top rep, top plate and enough pg mods to fit them, I did have some success stacking the resistance mods but not much use at the time. I'd have gone to Forge but heavy suit isn't for me.
2. Yeah but there's the balance against infantry to be considered aswell ... Forge may have to expose himself to the vehicle but can stand a pounding from it or infantry and deal serious damage to infantry aswell ... Swarm cannot, he has to run and hide and use cover ... he is near useless against infantry but his use of cover works against vehicles and infantry.
You know what I think could be a major factor in this debate ... the fact that dropships aren't much use these days ... they used to be a nuisance to a swarm user cos they could survive a few hits, easily spot the launcher, get to him and take him out with missiles ... maybe there's the solution to all this ... make dropships effective again ! |
Teresa Endoras
The Mando'ade
1
|
Posted - 2013.02.09 14:16:00 -
[43] - Quote
Needless Sacermendor wrote:1. We have the same problem running swarms ... armor plates slow us down too which means we're easy pickings for other infantry. I certainly have noticed the difference in speed ... it's one of the reasons I switched from my maxed Surya to Swarms half way through E3, Surya was too slow against Sagaris and too weak when there was only 1 viable fitting, top rep, top plate and enough pg mods to fit them, I did have some success stacking the resistance mods but not much use at the time. I'd have gone to Forge but heavy suit isn't for me.
2. Yeah but there's the balance against infantry to be considered aswell ... Forge may have to expose himself to the vehicle but can stand a pounding from it or infantry and deal serious damage to infantry aswell ... Swarm cannot, he has to run and hide and use cover ... he is near useless against infantry but his use of cover works against vehicles and infantry.
You know what I think could be a major factor in this debate ... the fact that dropships aren't much use these days ... they used to be a nuisance to a swarm user cos they could survive a few hits, easily spot the launcher, get to him and take him out with missiles ... maybe there's the solution to all this ... make dropships effective again !
Dropships ARE effective! The idea of a dropship is to DROP infantry into an area. My grimsnes does that well enough with a mobile CRU on. Having said that, they're waaay too easy to take out. I'm a decent pilot, having taken perhaps 40 Grim's out just to test flying e.t.c. and the best you can reasonably do is hit the afterburner and hope they didnt get the second shot off. Damn near impossible to stop them from hitting. Yes, I know we can go behind hills easily enough, but with the current build if you're hanging out on the outskirts of the map, good luck getting any kills long distance with missiles/railguns.
I also dislike militia launchers, personally I think they should be as they are, but 3 missiles instead of 4 per swarm. A concentrated effort by militia guys can still take you down (and will, as all newberries auto-refit to AV as soon as they see you.) but you'd have a better chance to get away.
Another idea, lower the damage of swarms, but give a boost to damage modifier modules. Not being funny, they suck right now. 2% here, 3% there. You're better off slapping another plate on. Or make it so it gives you an extra missile or somthing. Just throwing up ideas.
One last thing about "making dropships useful" once attack aircraft enter the game, 90% of dropship pilots will defect anyway. Dropships were never designed to massacre whilst hovering with impunity. Yes, things need to be done, but they're alot closer to what my gut says they should be like now.
EDIT: Also, once people start fighting in groups with plans and organization dropships will become effective even as they stand. Point B got taken? Everyone respawning make sure to spawn in my dropship and jump once I get there. Once we get proper corp battles it'll be epic. |
Salazar Skye-fire
Villore Sec Ops Gallente Federation
85
|
Posted - 2013.02.09 15:22:00 -
[44] - Quote
if you have the balls to bring out your vehicle and theres AV squads you should be acting accordingly, simple as that.
turning vehicles into stationary turrets on hills and whatnot is not the intended purpose.
also, they are all paper thin because vehicle specs havnt been lvl'd that far yet. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2013.02.09 16:27:00 -
[45] - Quote
I have had the exact opposite experience of the OP.
If even one part of a target is anywhere near a shipping container, corner of a building, or the ground, swarms will hit that instead of the target even when more than 60 % is visible.
Yes you can do the dodge back and and forth around cover using a swarm, but the minute you fire a volley you are marking yourself as a huge, please shoot me now I have a useless weapon vs. infantry and at the most a side arm, target.
Yes, swarms are a no skill easy mode weapon. Dodging swarms is also easy mode. The weapon really needs some love and attantion to make it better all around. It was an early weapon that people used to mainly kill infantry, long story short was just made a lock on only weapon then forgotten about. At this point it needs an almost complete overhaul.
But the balance is about right. You can one shot the free trucks when the people driving them have done nothing to make them even slightly better. But those trucks are free. Basically a free load of armor for the driver and the shotgun passenger. They need a free hard counter. You can use the free starter AV fitting to take out really flimsy tanks, or first time dropship pilots. And that is about it.
The high end swarms are effective in highly situational moments during the battle, but mainly good for driving off high level tanks. You almost end up working as a tank herder until the tank's infantry support shows up to shoot you. Or you get sniped.
It is a thankless and usually unrewarding weapon to lug around. I hope it gan get some attention because the on the shoulder rocket launcher is an FPS classic and we need to have one in Dust. But not the one we have now, basically a weapon with half the features removed and then left at that. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.09 17:02:00 -
[46] - Quote
Tzaar Bomba wrote:For the 900th time, ive got yet another solution to fix the imbalance. We all know the issue, infantry is too effective with av and vehicles arnt effective enough with anti infantry. Infantry in able to use peek a book tactics and hide behind obstacle. Vehicle have to attempt to run or hide. But even when you do hide the missles track you behind cover and hit you at a 90 degree angle literally.
So to offset this severe disadvantage i propose a very simple solution. Make the swarm launchers a heavy weapon to hinder movement slightly. We have heavy militia suits already, just equip it with a standard scrambler and other basic militia type stuff and there you go. Now they cant ninja everywhere. They'll even have more h.p, and any AV weapon should be classified heavy anyway.
Im not saying the swarm launchers are over powered, theyre not. They are just far too effective and imbalanced. I am merely trying to balance the game out. Makes sense to me that they are listed as heavy anyway, damn things look heavy enough. Give current SL damage stats to the Plasma Launcher, and then give the Swarms less damage and a little bit of their splash back. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.02.09 17:50:00 -
[47] - Quote
NAV HIV wrote:RECON BY FIRE wrote:NAV HIV wrote:OK great. Let us know about it. I can sure lock from behind covers, all you have to do is find and edge of the cover and keep any corner of the locking screen slightly outside the cover, press and hold R1 and then play peek a boo So you are admitting, right here, that you cannot lock a target while completely behind cover? You are admitting that some part of the targeting box has to be on the target, correct? That is the way its supposed to be. Get over it already. If you dont know what i'm talking about then dont comment, atleast read what i said and all the other players have said before acting all smart. If you want to be ignorant and in denial then thats your choice. We have been testing the swarm for quite sometime now, and trust me its very easy to lock on from behind the covers without the tanker getting any chance to defend. All the tanker can do is shoot at the damn 2 feet rock that can easily protect the SL user. I run a Type I AR suit + Scattermind swarm + AV gerandes and i can easily make a Surya run. SO you wanna tell me thats balanced? If thats the way its supposed to be, then so be it. Some people need the handicap. No matter how much i hate it, i will still keep trying to balance this unbalanced weapon in my own way. Not butthurt or anything. If they dont fix it or tweak it, i dont care. Not scared to loose tanks to cheap shots. I can afford it. You have to have line of sight to the target to get a lock.
You DON'T have to give them line of sight to you.
Yes, that is how it should be working, and the ability to do the first part without also doing the second is what differentiates good SL users from noobs with the weapon.
Missile Turrets can hit enemies in cover if you use them correctly and can locate the shooter. Large Railgun Turrets can also hit with their splash, making those weapons effective as anti-SL defense.
Also, the best tanks need infantry support or AV will chew them up. This is ALSO how the game is meant to work. When you catch infantry in the open, your tank wins. When you catch infantry without AV weapons, your tank wins. When you go up against skilled AV infantry, you rely on teammates to clear them out. Your tank can prevent non-AV-equipped enemy infantry from moving against a wide area. But AV troops can perform the same kind of area denial against your tank.
Seems to me like it's working as intended. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.09 18:32:00 -
[48] - Quote
Tzaar Bomba wrote:For the 900th time, ive got yet another solution to fix the imbalance. We all know the issue, infantry is too effective with av and vehicles arnt effective enough with anti infantry. Infantry in able to use peek a book tactics and hide behind obstacle. Vehicle have to attempt to run or hide. But even when you do hide the missles track you behind cover and hit you at a 90 degree angle literally.
So to offset this severe disadvantage i propose a very simple solution. Make the swarm launchers a heavy weapon to hinder movement slightly. We have heavy militia suits already, just equip it with a standard scrambler and other basic militia type stuff and there you go. Now they cant ninja everywhere. They'll even have more h.p, and any AV weapon should be classified heavy anyway.
Im not saying the swarm launchers are over powered, theyre not. They are just far too effective and imbalanced. I am merely trying to balance the game out. Makes sense to me that they are listed as heavy anyway, damn things look heavy enough.
bad idea we already posted a perfect way to balance swarms check Noc Tempre's redesign thread
simply make swarms require to have to maintain a lock-on on the target that alone would make it more skillful and put some risk to the user |
Domingo Cervezas
Cult of the Warrior
15
|
Posted - 2013.02.09 20:12:00 -
[49] - Quote
There is already risk to the user, SL is completely helpless against infantry.
I'm not a dedicated HAV user but I have messed with them a bit. The militia HAV's default fittings aren't great and they die fast. However, even the militia HAV's with some modules thrown in does decently against infantry. The better HAV driver's, I can't even kill those if I'm the only starter AV infantry on the field, it takes several people. I have launched volley after volley and just can't take out the better drivers. Half the time I don't live long enough to get into position to shoot at an HAV.
Can't comment on using a better SL just yet.
Also note, the person at the top of the 2 leaderboards is always in an HAV.Takes a bunch of people working together to take him out. |
Sgt Kirk
ZionTCD Legacy Rising
350
|
Posted - 2013.02.09 20:18:00 -
[50] - Quote
Only problem I have with the missiles is the 180 degree turning they are capable of. |
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Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2013.02.09 20:20:00 -
[51] - Quote
I have gun down 5 players in one match who pulled out a swarm to take down a pesky tank that was on our side. Try going through a group of infantry with a swarm launcher. It is not "EASY MODE FIRE N FORGET." You have to position your self properly. Make sure you can catch the tank at a proper angle where it is not going to just duck and hide behind some nearby object. Or a hill is going to make your swarms miss. Or the tank won't simply blast you away with 1 second of fire power.
Try doing this with a heavy. Swarms on heavies only= A bad idea. |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.02.09 20:20:00 -
[52] - Quote
My biggest beef with swarm launcher is their range. I wish there were images of map available so I can draw them, but I've had people up in the mountains shoot me, where only a sniper might be able to take them out. It doesn't matter how much I back up or move, they'll just continue to follow me.
So basically if I'm in an open field, I'm royally screwed. Even if I do manage to survive, I'm basically trapped. I can't move back out in the open again because I'll get shot at, and while I'm sitting, the enemy is approaching me with AV grenades and forge guns.
Just take Battlefield's lead with tanks. A lock on rocket launcher with no counter to it is just lazy. At least make it guided (you have to manually maneuver the rocket after you shoot it).
Basically tanks cannot DODGE AV attacks. Forge guns are instant rocket launchers essentially. Again, swarm launchers are lock on rocket launchers. When you take away all the sci-fi away from it, it's just very newbie friendly. There's no timing involved with the rockets, no accounting for gravity.
Make the swarm launchers slow moving, but powerful guided missles. Make the forge guns either very fast or instant lasers, but low damage.
These two things will also balance them against dropships as well (a good pilot could probably dodge the guided missles, although with skill you could also hit them, and the forge guns will definitely drive away, but not kill a dropship in about two shots).
Get rid of AV grenades, as it basically allows anyone to become AV. Being AV should be a tradeoff or sacrifice, you shouldn't be able to kill infantry and vehicles, you need to have weaknesses. Instead force people to get up really close to the tank with the remote detonators if they really want to eat their cake and have it too. |
Sgt Kirk
ZionTCD Legacy Rising
350
|
Posted - 2013.02.09 20:22:00 -
[53] - Quote
the range is just fine. They are missiles after all. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2013.02.09 20:28:00 -
[54] - Quote
Red Vodka wrote:My biggest beef with swarm launcher is their range. I wish there were images of map available so I can draw them, but I've had people up in the mountains shoot me, where only a sniper might be able to take them out. It doesn't matter how much I back up or move, they'll just continue to follow me.
So basically if I'm in an open field, I'm royally screwed. Even if I do manage to survive, I'm basically trapped. I can't move back out in the open again because I'll get shot at, and while I'm sitting, the enemy is approaching me with AV grenades and forge guns.
Just take Battlefield's lead with tanks. A lock on rocket launcher with no counter to it is just lazy. At least make it guided (you have to manually maneuver the rocket after you shoot it).
Basically tanks cannot DODGE AV attacks. Forge guns are instant rocket launchers essentially. Again, swarm launchers are lock on rocket launchers. When you take away all the sci-fi away from it, it's just very newbie friendly. There's no timing involved with the rockets, no accounting for gravity.
Make the swarm launchers slow moving, but powerful guided missles. Make the forge guns either very fast or instant lasers, but low damage.
These two things will also balance them against dropships as well (a good pilot could probably dodge the guided missles, although with skill you could also hit them, and the forge guns will definitely drive away, but not kill a dropship in about two shots).
Get rid of AV grenades, as it basically allows anyone to become AV. Being AV should be a tradeoff or sacrifice, you shouldn't be able to kill infantry and vehicles, you need to have weaknesses. Instead force people to get up really close to the tank with the remote detonators if they really want to eat their cake and have it too.
Are you serious? I mean really think about what you are saying. Pretend two of the best tank players are red lining you, and you can't use swarms because you need to guide them but the enemy snipers are popping you before doing that, and your forge gun is now just tickling the tanks. Let's run up to the tank then! Wait AV GRENADES don't exists according to your proposal. Your idea would turn this game into a tank fest. Do you remember when tanks had the ability to solo a whole team? It would be the return of that, but worse.
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Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.02.09 21:18:00 -
[55] - Quote
Kira Lannister wrote:Red Vodka wrote:My biggest beef with swarm launcher is their range. I wish there were images of map available so I can draw them, but I've had people up in the mountains shoot me, where only a sniper might be able to take them out. It doesn't matter how much I back up or move, they'll just continue to follow me.
So basically if I'm in an open field, I'm royally screwed. Even if I do manage to survive, I'm basically trapped. I can't move back out in the open again because I'll get shot at, and while I'm sitting, the enemy is approaching me with AV grenades and forge guns.
Just take Battlefield's lead with tanks. A lock on rocket launcher with no counter to it is just lazy. At least make it guided (you have to manually maneuver the rocket after you shoot it).
Basically tanks cannot DODGE AV attacks. Forge guns are instant rocket launchers essentially. Again, swarm launchers are lock on rocket launchers. When you take away all the sci-fi away from it, it's just very newbie friendly. There's no timing involved with the rockets, no accounting for gravity.
Make the swarm launchers slow moving, but powerful guided missles. Make the forge guns either very fast or instant lasers, but low damage.
These two things will also balance them against dropships as well (a good pilot could probably dodge the guided missles, although with skill you could also hit them, and the forge guns will definitely drive away, but not kill a dropship in about two shots).
Get rid of AV grenades, as it basically allows anyone to become AV. Being AV should be a tradeoff or sacrifice, you shouldn't be able to kill infantry and vehicles, you need to have weaknesses. Instead force people to get up really close to the tank with the remote detonators if they really want to eat their cake and have it too. Are you serious? I mean really think about what you are saying. Pretend two of the best tank players are red lining you, and you can't use swarms because you need to guide them but the enemy snipers are popping you before doing that, and your forge gun is now just tickling the tanks. Let's run up to the tank then! Wait AV GRENADES don't exists according to your proposal. Your idea would turn this game into a tank fest. Do you remember when tanks had the ability to solo a whole team? It would be the return of that, but worse.
I don't see a problem with red lining really. For most of the maps you don't really have a good view of the entire map. Plus, you can only really redline with a rail gun which isn't that great, due to the lack of splash damage. If they're red lining, you can easily ignore them and capture the bases.
And your thing about sniping is sort of my point. All you need to do is be behind cover, charge up your forge gun or lock on quickly, fire, and then duck. I'm sorry, but you're asking to be way too comfortable. You're essentially saying that you should be able to take out tanks from far away, with no risks.
As for the AV grenades, it shouldn't really apply to your scenario (red lining).
And currently, this game is just all infantry. What incentive is there to drive a drop ship, when the pilot gets no points and can be taken down so easily? What incentive is there to drive a tank, when you're guaranteed to make a loss if you die even once?
Take one for the team? Doesn't really fit with the whole "market based" system, IMO. As a mercenary, I'm not going to lose out financially like a bloody communist. |
Moochie Cricket
SyNergy Gaming
143
|
Posted - 2013.02.09 21:44:00 -
[56] - Quote
Scoot Medic wrote:They're not overpowered, just make your HAV stronger, I fired a whole swarm at a HAV driver all of them hit and he only lost 10% of his shield. Hardly effective VS a well built HAV/Dropship
Respectfully disagree. Im running a beastly myron right now (almost all my sp is invested into it) with around 3000 shields. Normally I don't even flinch when I see swarms coming at me because they are just a nusiance, not something I seriously avoid.
However, a recent match had someone firing some badass swarms at me and doing some big damage. One volley would take out almost 2000 shields and nearly flip me upside down.
I understand that more sp invested into swarms will make them better, but one person should not be able to dominate the sky with a weapon that take zero skill to use against a dropship with over 2 million sp invested into it. |
Sgt S-Laughter
SVER True Blood Unclaimed.
22
|
Posted - 2013.02.09 21:55:00 -
[57] - Quote
Yeah you're right, when I see tanks routinely go on 25+ kill streaks it's obvious that they are not good at anti-infantry!!!
It should require a full co-op between 2 squads to bring a tank down. That's 8 ppl dedicated to it's destruction or it's imba. Afterall that person spent over 200k isk!!! That's serious money!!!
rofl-failthread |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.09 21:55:00 -
[58] - Quote
I just fought a tank, most of my deaths came from the infantry making me their #1 target. If you have good infantry, then you shouldn't worry about swarms. It took me the entire match, and 6 lives, to destroy the damn thing, good thing I had an SMG to defend myself. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.02.09 21:58:00 -
[59] - Quote
Red Vodka wrote:Kira Lannister wrote:Red Vodka wrote:My biggest beef with swarm launcher is their range. I wish there were images of map available so I can draw them, but I've had people up in the mountains shoot me, where only a sniper might be able to take them out. It doesn't matter how much I back up or move, they'll just continue to follow me.
So basically if I'm in an open field, I'm royally screwed. Even if I do manage to survive, I'm basically trapped. I can't move back out in the open again because I'll get shot at, and while I'm sitting, the enemy is approaching me with AV grenades and forge guns.
Just take Battlefield's lead with tanks. A lock on rocket launcher with no counter to it is just lazy. At least make it guided (you have to manually maneuver the rocket after you shoot it).
Basically tanks cannot DODGE AV attacks. Forge guns are instant rocket launchers essentially. Again, swarm launchers are lock on rocket launchers. When you take away all the sci-fi away from it, it's just very newbie friendly. There's no timing involved with the rockets, no accounting for gravity.
Make the swarm launchers slow moving, but powerful guided missles. Make the forge guns either very fast or instant lasers, but low damage.
These two things will also balance them against dropships as well (a good pilot could probably dodge the guided missles, although with skill you could also hit them, and the forge guns will definitely drive away, but not kill a dropship in about two shots).
Get rid of AV grenades, as it basically allows anyone to become AV. Being AV should be a tradeoff or sacrifice, you shouldn't be able to kill infantry and vehicles, you need to have weaknesses. Instead force people to get up really close to the tank with the remote detonators if they really want to eat their cake and have it too. Are you serious? I mean really think about what you are saying. Pretend two of the best tank players are red lining you, and you can't use swarms because you need to guide them but the enemy snipers are popping you before doing that, and your forge gun is now just tickling the tanks. Let's run up to the tank then! Wait AV GRENADES don't exists according to your proposal. Your idea would turn this game into a tank fest. Do you remember when tanks had the ability to solo a whole team? It would be the return of that, but worse. I don't see a problem with red lining really. For most of the maps you don't really have a good view of the entire map. Plus, you can only really redline with a rail gun which isn't that great, due to the lack of splash damage. If they're red lining, you can easily ignore them and capture the bases. And your thing about sniping is sort of my point. All you need to do is be behind cover, charge up your forge gun or lock on quickly, fire, and then duck. I'm sorry, but you're asking to be way too comfortable. You're essentially saying that you should be able to take out tanks from far away, with no risks. As for the AV grenades, it shouldn't really apply to your scenario (red lining). And currently, this game is just all infantry. What incentive is there to drive a drop ship, when the pilot gets no points and can be taken down so easily? What incentive is there to drive a tank, when you're guaranteed to make a loss if you die even once? Take one for the team? Doesn't really fit with the whole "market based" system, IMO. As a mercenary, I'm not going to lose out financially like a bloody communist.
do yourself, and anyone else reading this thread a favor, and just leave your brilliant opinions to yourself, before anyone else breaks their nose from facepalming after reading each sentence you type.
furthermore, if your tank is getting blown up, get a better tank, or HTFU. tanks are already becoming a deciding factor in most matches. |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.02.09 22:09:00 -
[60] - Quote
Orin the Freak wrote:Red Vodka wrote:Kira Lannister wrote:Red Vodka wrote:My biggest beef with swarm launcher is their range. I wish there were images of map available so I can draw them, but I've had people up in the mountains shoot me, where only a sniper might be able to take them out. It doesn't matter how much I back up or move, they'll just continue to follow me.
So basically if I'm in an open field, I'm royally screwed. Even if I do manage to survive, I'm basically trapped. I can't move back out in the open again because I'll get shot at, and while I'm sitting, the enemy is approaching me with AV grenades and forge guns.
Just take Battlefield's lead with tanks. A lock on rocket launcher with no counter to it is just lazy. At least make it guided (you have to manually maneuver the rocket after you shoot it).
Basically tanks cannot DODGE AV attacks. Forge guns are instant rocket launchers essentially. Again, swarm launchers are lock on rocket launchers. When you take away all the sci-fi away from it, it's just very newbie friendly. There's no timing involved with the rockets, no accounting for gravity.
Make the swarm launchers slow moving, but powerful guided missles. Make the forge guns either very fast or instant lasers, but low damage.
These two things will also balance them against dropships as well (a good pilot could probably dodge the guided missles, although with skill you could also hit them, and the forge guns will definitely drive away, but not kill a dropship in about two shots).
Get rid of AV grenades, as it basically allows anyone to become AV. Being AV should be a tradeoff or sacrifice, you shouldn't be able to kill infantry and vehicles, you need to have weaknesses. Instead force people to get up really close to the tank with the remote detonators if they really want to eat their cake and have it too. Are you serious? I mean really think about what you are saying. Pretend two of the best tank players are red lining you, and you can't use swarms because you need to guide them but the enemy snipers are popping you before doing that, and your forge gun is now just tickling the tanks. Let's run up to the tank then! Wait AV GRENADES don't exists according to your proposal. Your idea would turn this game into a tank fest. Do you remember when tanks had the ability to solo a whole team? It would be the return of that, but worse. I don't see a problem with red lining really. For most of the maps you don't really have a good view of the entire map. Plus, you can only really redline with a rail gun which isn't that great, due to the lack of splash damage. If they're red lining, you can easily ignore them and capture the bases. And your thing about sniping is sort of my point. All you need to do is be behind cover, charge up your forge gun or lock on quickly, fire, and then duck. I'm sorry, but you're asking to be way too comfortable. You're essentially saying that you should be able to take out tanks from far away, with no risks. As for the AV grenades, it shouldn't really apply to your scenario (red lining). And currently, this game is just all infantry. What incentive is there to drive a drop ship, when the pilot gets no points and can be taken down so easily? What incentive is there to drive a tank, when you're guaranteed to make a loss if you die even once? Take one for the team? Doesn't really fit with the whole "market based" system, IMO. As a mercenary, I'm not going to lose out financially like a bloody communist. do yourself, and anyone else reading this thread a favor, and just leave your brilliant opinions to yourself, before anyone else breaks their nose from facepalming after reading each sentence you type. furthermore, if your tank is getting blown up, get a better tank, or HTFU. tanks are already becoming a deciding factor in most matches.
Just saying "facepalm" and calling me a bad player isn't an argument. It just sounds like arrogance and elitism.
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