Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tzaar Bomba
Doomheim
174
|
Posted - 2013.01.07 14:30:00 -
[1] - Quote
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. |
Specter RND
Ahrendee Mercenaries Legacy Rising
52
|
Posted - 2013.01.07 14:33:00 -
[2] - Quote
Why would you put another AV Weapon on a Heavy Only status when Heavies already can use a optimal AV weapon as is? |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2013.01.07 14:34:00 -
[3] - Quote
But isn't it Swarm Launcher considered as a light weapon? If they are heavy, then they should be in a heavy slot, which heavies is the only armor that can has a weapon slot for H. |
Schazla
WarRavens
159
|
Posted - 2013.01.07 14:35:00 -
[4] - 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. Well, have you seen Matrix? It's the future madafaka! RPG beats the tank. |
Tzaar Bomba
Doomheim
174
|
Posted - 2013.01.07 14:38:00 -
[5] - Quote
Im seeing a reading comprehension issue. |
Schazla
WarRavens
159
|
Posted - 2013.01.07 14:41:00 -
[6] - Quote
Tzaar Bomba wrote:Im seeing a reading comprehension issue. Are you Russian? |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.07 14:47:00 -
[7] - Quote
No ... simples !
Nothing wrong with the weapon being light ... nothing wrong with using cover ... nothing wrong with the missiles tracking from the user end now.
If there's something wrong with the way they track at the recieving end (ie the fly to the point of target at launch, then turn to follow it) I haven't witnessed this myself ... if I launch at an exposed vehicle and it ducks behind cover mid flight, then at least most of the swarm hits that cover and not the target.
If you want all AV to be standing still directly in front of you without cover before it can do any damage to you ... then I suggest you're not going to enjoy this game.
As a final thought ... Your solution doesnt even address your problem.
|
Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2013.01.07 15:01:00 -
[8] - Quote
To fix swarm launchers don't use militia vehicles. Militia LAVs pop with standard launchers in one volley. Darkside on a good tank makes for a protracted one on one battle which I hopes distracts the tanker enough to take some heat off my team. You do have to pop out of cover long enough to get a clean shot and the tank sometimes wins -- or his buddy that sneaks up behind the launcher.
If you bring a vehicle expect the other side to counter it. |
Takron Nistrom
ROGUE SPADES
83
|
Posted - 2013.01.07 15:31:00 -
[9] - Quote
this game is not meant to be played by yourself. This game is meant to be played as a team working together. So it is safe to assume the logical answer to your answer is to say that you have infantry to counter the infantry. assuming that a guy in a tank by himself is going to go up against that stuff is a problem, but the thing is you should not be by yourself in a vehicle. You should have an infantry team for support to stop the AV. |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.01.07 16:41:00 -
[10] - Quote
Am I the only person who thinks it fine now. Badly built tanks get spanked and will built ones dominated and need teamwork to take down which is how it should be |
|
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.01.07 18:00:00 -
[11] - Quote
steadyhand amarr wrote:Am I the only person who thinks it fine now. Badly built tanks get spanked and will built ones dominated and need teamwork to take down which is how it should be
meh lock on weapons are easy mode especially when u can acquire locks behind cover and poke out and fire and get back in
Noc made a nice post in the feedback section on how swarms should be re-designed to take some skill cuz right now its ez it does most of the work for u |
xMarauder
Doomheim
139
|
Posted - 2013.01.07 18:07:00 -
[12] - Quote
I'm surprised that swarm launchers don't act as javelins. This far in the future. But then again i don't know anything about military stuff. |
Scoot Medic
ZionTCD Legacy Rising
50
|
Posted - 2013.01.07 18:11:00 -
[13] - Quote
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 |
Needless Sacermendor
Red Fox Brigade
208
|
Posted - 2013.01.07 20:11:00 -
[14] - Quote
Mavado V Noriega wrote:steadyhand amarr wrote:Am I the only person who thinks it fine now. Badly built tanks get spanked and will built ones dominated and need teamwork to take down which is how it should be meh lock on weapons are easy mode especially when u can acquire locks behind cover and poke out and fire and get back in Noc made a nice post in the feedback section on how swarms should be re-designed to take some skill cuz right now its ez it does most of the work for u Can someone tell me where this myth started ... Swarm Launchers CANNOT aquire locks without line of sight.
From the vehicles perspective it might seem like it does ... but the SL is a shoulder mounted weapon so you might only see the head of the user over a wall or hill, but he has line of sight from cover ... in my experience you are much more exposed than that before you can see over the hill and start aquiring a lock.
If you think lock on weapons are easy mode ... then give me the same weapon direct fire but you'd have to double or quadruple the velocity of the missiles or it would never hit anything ... you'd see them coming and have time to make a brew before deciding which direction to go to avoid them.
Have you even tried using them against anything other than a militia LAV ? Next time there's a HAV on the field ... YOU get a swarm out and hunt it till it's dead ... see how "easy mode" you think it is then. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2013.01.07 20:14:00 -
[15] - Quote
Mavado V Noriega wrote:especially when u can acquire locks behind cover and poke out and fire and get back in
There's the biggest problem as I see it. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2013.01.07 20:16:00 -
[16] - Quote
Needless Sacermendor wrote:Can someone tell me where this myth started ... Swarm Launchers CANNOT aquire locks without line of sight.
From the vehicles perspective it might seem like it does ... but the SL is a shoulder mounted weapon so you might only see the head of the user over a wall or hill, but he has line of sight from cover ... in my experience you are much more exposed than that before you can see over the hill and start aquiring a lock.
If you think lock on weapons are easy mode ... then give me the same weapon direct fire but you'd have to double or quadruple the velocity of the missiles or it would never hit anything ... you'd see them coming and have time to make a brew before deciding which direction to go to avoid them.
Have you even tried using them against anything other than a militia LAV ? Next time there's a HAV on the field ... YOU get a swarm out and hunt it till it's dead ... see how "easy mode" you think it is then.
Have you played Swarms? You can most definitely do this. Sometimes it's the only way to get shots off on good tankers. |
RECON BY FIRE
BetaMax.
51
|
Posted - 2013.01.07 20:57:00 -
[17] - Quote
Needless Sacermendor wrote:Mavado V Noriega wrote:steadyhand amarr wrote:Am I the only person who thinks it fine now. Badly built tanks get spanked and will built ones dominated and need teamwork to take down which is how it should be meh lock on weapons are easy mode especially when u can acquire locks behind cover and poke out and fire and get back in Noc made a nice post in the feedback section on how swarms should be re-designed to take some skill cuz right now its ez it does most of the work for u Can someone tell me where this myth started ... Swarm Launchers CANNOT aquire locks without line of sight. From the vehicles perspective it might seem like it does ... but the SL is a shoulder mounted weapon so you might only see the head of the user over a wall or hill, but he has line of sight from cover ... in my experience you are much more exposed than that before you can see over the hill and start aquiring a lock. If you think lock on weapons are easy mode ... then give me the same weapon direct fire but you'd have to double or quadruple the velocity of the missiles or it would never hit anything ... you'd see them coming and have time to make a brew before deciding which direction to go to avoid them. Have you even tried using them against anything other than a militia LAV ? Next time there's a HAV on the field ... YOU get a swarm out and hunt it till it's dead ... see how "easy mode" you think it is then.
This.
You tankers need to stop whining. |
Reimus Klinsman
BetaMax.
320
|
Posted - 2013.01.07 21:39:00 -
[18] - Quote
OP wrote:and vehicles arnt effective enough with anti infantry
Then why do so many vehicles can go 20 and 0 without issue? |
Sinboto Simmons
SVER True Blood Unclaimed.
140
|
Posted - 2013.01.07 22:09:00 -
[19] - Quote
umm...........no
I hear you about the whole curving missiles thing but other then that you kinda just sound butt hurt. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.01.07 22:36:00 -
[20] - Quote
RECON BY FIRE wrote:Needless Sacermendor wrote:Mavado V Noriega wrote:steadyhand amarr wrote:Am I the only person who thinks it fine now. Badly built tanks get spanked and will built ones dominated and need teamwork to take down which is how it should be meh lock on weapons are easy mode especially when u can acquire locks behind cover and poke out and fire and get back in Noc made a nice post in the feedback section on how swarms should be re-designed to take some skill cuz right now its ez it does most of the work for u Can someone tell me where this myth started ... Swarm Launchers CANNOT aquire locks without line of sight. From the vehicles perspective it might seem like it does ... but the SL is a shoulder mounted weapon so you might only see the head of the user over a wall or hill, but he has line of sight from cover ... in my experience you are much more exposed than that before you can see over the hill and start aquiring a lock. If you think lock on weapons are easy mode ... then give me the same weapon direct fire but you'd have to double or quadruple the velocity of the missiles or it would never hit anything ... you'd see them coming and have time to make a brew before deciding which direction to go to avoid them. Have you even tried using them against anything other than a militia LAV ? Next time there's a HAV on the field ... YOU get a swarm out and hunt it till it's dead ... see how "easy mode" you think it is then. This. You tankers need to stop whining.
lolwhining
i will give FGers props because they actually need to aim and get in position to get a shot off Swarms take 0 skill just fire and forget and it def can lock onto u through cover because i do it as well |
|
Tzaar Bomba
Doomheim
174
|
Posted - 2013.01.07 22:49:00 -
[21] - Quote
Alrighty then flyin off the handle can we get a thread lock? |
NAV HIV
The Generals
151
|
Posted - 2013.01.08 13:34:00 -
[22] - Quote
Mavado V Noriega wrote:RECON BY FIRE wrote:Needless Sacermendor wrote:Mavado V Noriega wrote:steadyhand amarr wrote:Am I the only person who thinks it fine now. Badly built tanks get spanked and will built ones dominated and need teamwork to take down which is how it should be meh lock on weapons are easy mode especially when u can acquire locks behind cover and poke out and fire and get back in Noc made a nice post in the feedback section on how swarms should be re-designed to take some skill cuz right now its ez it does most of the work for u Can someone tell me where this myth started ... Swarm Launchers CANNOT aquire locks without line of sight. From the vehicles perspective it might seem like it does ... but the SL is a shoulder mounted weapon so you might only see the head of the user over a wall or hill, but he has line of sight from cover ... in my experience you are much more exposed than that before you can see over the hill and start aquiring a lock. If you think lock on weapons are easy mode ... then give me the same weapon direct fire but you'd have to double or quadruple the velocity of the missiles or it would never hit anything ... you'd see them coming and have time to make a brew before deciding which direction to go to avoid them. Have you even tried using them against anything other than a militia LAV ? Next time there's a HAV on the field ... YOU get a swarm out and hunt it till it's dead ... see how "easy mode" you think it is then. This. You tankers need to stop whining. lolwhining i will give FGers props because they actually need to aim and get in position to get a shot off Swarms take 0 skill just fire and forget and it def can lock onto u through cover because i do it as well
I think they should allow swarms to be used from the MCC or the spawn. If you dont feel like aiming, they should allow you to aim and lock through the map. Similar to the way you call in a Precision strike. They should also double the damage for it and give you 500 WP for taking out a tank and 250 WP for taking out a LAV. They should also allow you to use it as a MD with 200 Splash damage over 6 meters. Even if thats not good enough, they should make a heavy version of it which should work as a HMG shooting rockets at highspeed. That would make it balanced against Armor tanks :) |
SCAT mania
Seraphim Initiative. CRONOS.
76
|
Posted - 2013.01.08 13:55:00 -
[23] - Quote
swarms are perfect! DONT MESS WITH THEM!! if there was a somethin like a smoke screen or flare that tanks could use to FLEE from me that would be acceptable... i suppose... |
NAV HIV
The Generals
151
|
Posted - 2013.01.08 14:48:00 -
[24] - Quote
SCAT mania wrote:swarms are perfect! DONT MESS WITH THEM!! if there was a somethin like a smoke screen or flare that tanks could use to FLEE from me that would be acceptable... i suppose...
How much SP does it require again to do 1200+ damage ? |
SCAT mania
Seraphim Initiative. CRONOS.
76
|
Posted - 2013.01.08 16:11:00 -
[25] - Quote
Iv advanced swarms with 3 complex damage mods on an assault type B suit.. That's enough sp to do whatever i want. |
NAV HIV
The Generals
151
|
Posted - 2013.01.08 16:15:00 -
[26] - Quote
SCAT mania wrote:Iv advanced swarms with 3 complex damage mods on an assault type B suit.. That's enough sp to do whatever i want.
But you didnt answer my question. How much SP & ISK would it cost to do random 1200 + Damage with MT swarms hiding behind covers? |
SCAT mania
Seraphim Initiative. CRONOS.
76
|
Posted - 2013.01.08 16:15:00 -
[27] - Quote
Also I run with swarms alot there is no such thing of locking on through cover... U may think ur hidden but if ur jutting out a bit Ill have swarms heading ur way |
SCAT mania
Seraphim Initiative. CRONOS.
76
|
Posted - 2013.01.08 16:16:00 -
[28] - Quote
Sorry I'm on my phone but will check that out when I get home |
NAV HIV
The Generals
151
|
Posted - 2013.01.08 16:22:00 -
[29] - Quote
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 |
SCAT mania
Seraphim Initiative. CRONOS.
76
|
Posted - 2013.01.08 16:27:00 -
[30] - Quote
Cool ill try with my alt first... Is got no points skilled into swarms so I'll see what the basic is.... Must try that locking from behind cover |
|
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
|
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. |
|
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. |
|
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.
|
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.
|
|
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.09 22:18:00 -
[61] - Quote
Not sure it was an argument, more like recommendation.
One question: Why are you calling in tanks, in public matches, if you're not prepared to lose them? If you're losing money, then maybe you should stop calling them in? |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.09 22:19:00 -
[62] - Quote
Better idea this way... |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.09 22:25:00 -
[63] - Quote
The main problem I have with swarms is that they have the ability to lob volleys of swarms at me without any risk really. Missiles launchers on tanks have limited distance why don't swarms? The distance isn't a big problem for me it's just the invisibllity of swarms after a long distance and the failed animation of swarms hitting a structure but registering damage on my tank. This also includes the ability to lock on through objects and shot volleys behind objects. All that being said I know my tank dominates in public matches, and the main reason for that domination is the lack of understanding for Anti-vehicle combat. They challenge my tank when I have a hardener on and they see they are doing little chunks of damage but i am repairing that damage so quickly my tank seems god-like and they give up on trying to kill my tank. Armor hardeners last for long time but they don't last for ever, just like armor repairers. It takes teamwork to kill a tank and teamwork to keep it alive. IMO it is easier to kill a tank than keeping one alive(for ambush which I play mostly) |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.02.09 22:26:00 -
[64] - Quote
you thinking you deserve more than a facepalm for your radically illogical ideas and opinions sounds like ignorance or trolling to me. I am no better a human being than anyone else, but I can admit when I'm in the wrong. Can you? or shall we continue this mindless contest of "arrogance and elitism"? |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.09 22:38:00 -
[65] - Quote
Mr Zitro wrote: The main problem I have with swarms is that they have the ability to lob volleys of swarms at me without any risk really. Missiles launchers on tanks have limited distance why don't swarms? The distance isn't a big problem for me it's just the invisibllity of swarms after a long distance and the failed animation of swarms hitting a structure but registering damage on my tank. This also includes the ability to lock on through objects and shot volleys behind objects. All that being said I know my tank dominates in public matches, and the main reason for that domination is the lack of understanding for Anti-vehicle combat. They challenge my tank when I have a hardener on and they see they are doing little chunks of damage but i am repairing that damage so quickly my tank seems god-like and they give up on trying to kill my tank. Armor hardeners last for long time but they don't last for ever, just like armor repairers. It takes teamwork to kill a tank and . IMO it is easier to kill a tank than keeping one alive(for ambush which I play mostly)
I've fought your tank, that thing was immortal
Mr Zitro wrote: It takes teamwork to kill a tank teamwork to keep it alive
There's the problem, no one uses teamwork. A random guy shooting at a tank, even with a swarm or forge gun, isn't going to accomplish much. Whenever there's a tank , there's usually only 1 or 2 guys actually targeting it. A guy shooting from behind a rock? Send him some infantry, they only have scramblers and SMG's to defend themselves with anyway. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.09 22:53:00 -
[66] - Quote
Sloth9230 wrote:Mr Zitro wrote: The main problem I have with swarms is that they have the ability to lob volleys of swarms at me without any risk really. Missiles launchers on tanks have limited distance why don't swarms? The distance isn't a big problem for me it's just the invisibllity of swarms after a long distance and the failed animation of swarms hitting a structure but registering damage on my tank. This also includes the ability to lock on through objects and shot volleys behind objects. All that being said I know my tank dominates in public matches, and the main reason for that domination is the lack of understanding for Anti-vehicle combat. They challenge my tank when I have a hardener on and they see they are doing little chunks of damage but i am repairing that damage so quickly my tank seems god-like and they give up on trying to kill my tank. Armor hardeners last for long time but they don't last for ever, just like armor repairers. It takes teamwork to kill a tank and . IMO it is easier to kill a tank than keeping one alive(for ambush which I play mostly) I've fought your tank, that thing was immortal Mr Zitro wrote: It takes teamwork to kill a tank teamwork to keep it alive There's the problem, no one uses teamwork. A random guy shooting at a tank, even with a swarm or forge gun, isn't going to accomplish much. Whenever there's a tank , there's usually only 1 or 2 guys actually targeting it. A guy shooting from behind a rock? Send him some infantry, they only have scramblers and SMG's to defend themselves with anyway.
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
As for my tank being immortal, I have it at the max an armor tank can get. The only thing I can do to better my tank is increase it's damage output (aka new blasters) |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.02.09 22:56:00 -
[67] - Quote
Sloth9230 wrote:Not sure it was an argument, more like recommendation. One question: Why are you calling in tanks, in public matches, if you're not prepared to lose them? If you're losing money, then maybe you should stop calling them in?
1) Because I'm a college student that doesn't have the time to play clan matches 2) If I stop calling them in, I essentially wasted all of my SP and time.
While I do believe that tanks should be less effective when not in a squad or clan, I stand by my point that currently the AV is just ridiculously powerful compared to a game like Battlefield.
Again, you have 1) a heat seeking missile with VERY high range 2) an rocket (forge gun) that's instant, does high damage, and has no gravity drop and high range
It gives very little opportunity for a tank to survive. At the very least it should give a tank the opportunity to retreat, but given the horrible maneuvering/controls, design of the maps (either a lack of cover with open fields, or very urban areas that hinder your mobility) and guaranteed hits from these guns a single AV person can not only drive away a tank (which I'm fine with), but kill it quickly. And, on top of that, with little risk or investment.
Again, I feel like my suggestions will make the weapons more balanced and unique. Swarm launchers will do more damage than forge guns, but at the cost of speed and safety. Forge guns retain their speed and ease of aiming, but at the cost of damage (I would also like to see damage reduced the farther the target is, because essentially forge guns can also snipe as well).
Do I think I'm a 100% right? No. Am I the best or the most frequent player? No. But do I have a right to make my voice heard and have my opinions respected (not necessarily accepted though)? Yes.
|
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
|
Posted - 2013.02.09 22:59:00 -
[68] - Quote
Last month / build I created a bit of a report based on my opinion & use of the SL here:- Swarms
Even though I tend to view the SL differently to most, basically I feel the range is too great & a little over powered for the lower levels. But it should become more powerful as you progress through the levels, as will the vehicle drivers of Dust.
I know you may feel that the Militia SL users are destroying your shiny HAVs before you've even had chance to unwrap them, but trust me in a couple of weeks, if you've skilled up & built your tank right, then you'll be running all over the starter fits. Which coincidentally, you'll then see a flood of threads on these forums of people moaning that HAVs are OP & need to be smashed with the nerf hammer (again).
As someone mentioned above, the idea is that we should all be running in squads. A HAV driver shouldn't be alone firing the main turret, they should have a couple of small gunners keeping the AV infantry at bay. But in the same respect, one SL player should not be able to lone wolf any tank higher than their skill level. They should be part of a proper AV squad. The issue is we've all been brainwashed by some of the other FPS games into thinking we are all God like on the battlefield & can do everything single handed. I have seen some brilliant FPS players on here, performing tactics that would make them totally rule COD for example. However, Dust is a different ball game altogether and even though those tactics seem to work at first those same players suddenly get a rude introduction to the New Eden universe. |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.09 23:00:00 -
[69] - Quote
Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
Everything, besides shotguns, can hit me out of my SMG's range, I have to close the distance if I want to retaliate. The same is true for Tanks. A lock-on missile turret, that can lock-on to people and not just tanks, would be pretty cool though, but then they'd have to let swarms lock-on to people as well. |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.09 23:05:00 -
[70] - Quote
I like this proposal, it would also work against those who use swarmers with nanohives and become a one man vehicle wrecking crew. With this they'd have to rely on a teammate for more ammo. |
|
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.09 23:16:00 -
[71] - Quote
Sloth9230 wrote:Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
Everything, besides shotguns, can hit me out of my SMG's range, I have to close the distance if I want to retaliate. The same is true for Tanks. A lock-on missile turret, that can lock-on to people and not just tanks, would be pretty cool though, but then they'd have to let swarms lock-on to people as well. Apples and oranges. Invalid comparison. Shotguns range is small to begin with, large blaster tanks range is way bigger. I'm talking about they are in my range and able to hide(head glitch, fps talk) behind structures and still hit me while I can't do a thing but run |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.09 23:21:00 -
[72] - Quote
Mr Zitro wrote:Sloth9230 wrote:Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
Everything, besides shotguns, can hit me out of my SMG's range, I have to close the distance if I want to retaliate. The same is true for Tanks. A lock-on missile turret, that can lock-on to people and not just tanks, would be pretty cool though, but then they'd have to let swarms lock-on to people as well. Apples and oranges. Invalid comparison. Shotguns range is small to begin with, large blaster tanks range is way bigger. I'm talking about they are in my range and able to hide(head glitch, fps talk) behind structures and still hit me while I can't do a thing but run
Oh, hiding. I thought it was an actual range issue. Like I said LOCK-ON MISSILE TURRETS.
|
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.09 23:22:00 -
[73] - Quote
Mr Zitro wrote:Sloth9230 wrote:Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
Everything, besides shotguns, can hit me out of my SMG's range, I have to close the distance if I want to retaliate. The same is true for Tanks. A lock-on missile turret, that can lock-on to people and not just tanks, would be pretty cool though, but then they'd have to let swarms lock-on to people as well. Apples and oranges. Invalid comparison. Shotguns range is small to begin with, large blaster tanks range is way bigger. I'm talking about they are in my range and able to hide(head glitch, fps talk) behind structures and still hit me while I can't do a thing but run
Oh, hiding. I thought it was an actual range issue. Like I said LOCK-ON MISSILE TURRETS. Or just regular mortars.... |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.09 23:33:00 -
[74] - Quote
Sloth9230 wrote:Mr Zitro wrote:Sloth9230 wrote:Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
Everything, besides shotguns, can hit me out of my SMG's range, I have to close the distance if I want to retaliate. The same is true for Tanks. A lock-on missile turret, that can lock-on to people and not just tanks, would be pretty cool though, but then they'd have to let swarms lock-on to people as well. Apples and oranges. Invalid comparison. Shotguns range is small to begin with, large blaster tanks range is way bigger. I'm talking about they are in my range and able to hide(head glitch, fps talk) behind structures and still hit me while I can't do a thing but run Oh, hiding. I thought it was an actual range issue. Like I said LOCK-ON MISSILE TURRETS. Or just regular mortars.... Mortars aka artillery is soon tm. I think missile tanks should be able to lock on but to dropships or aerial vehicles only. |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
30
|
Posted - 2013.02.10 00:41:00 -
[75] - Quote
Tzaar Bomba wrote: Im not saying the swarm launchers are over powered, theyre not. They are just far too effective and imbalanced.
http://thesaurus.com/browse/overpower?qsrc=2446 http://www.collinsdictionary.com/dictionary/english-thesaurus/overpowering
I think you don't know what you're saying. |
Groza Tragediya
Opus Arcana Orion Empire
72
|
Posted - 2013.02.10 00:44:00 -
[76] - Quote
Reimus Klinsman wrote:OP wrote:and vehicles arnt effective enough with anti infantry Then why do so many vehicles can go 20 and 0 without issue?
We go 20 and 0 when theres no body at the top of a mountain with a swarm launcher |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 00:53:00 -
[77] - Quote
You CANNOT GET A LOCK FROM BEHIND COVER!!! yes you can lock a tank that only a portion is sticking out from cover, so as far as the tanker is concerned you are behind cover, but you must be able to see at least 25% of the vehicle to get a lock. You give me a standard RPG and I will still hit you from "behind cover" and hell even more cover because the second I see 1% of your tank I will spam it as fast as I can.
Stop being stupid, stop running militia, stop running alone. Any half way decent tanker will get me or get away from me 100% of the time, if I don't get back up from my team.
if you are getting shot down as a dropship by swarm you are stupid you should never get hit by more the one round of swarm EVER.
and dont run a lav when there is av on the field I mean durrrrrrrrr. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 00:58:00 -
[78] - Quote
Mr Zitro wrote:Sloth9230 wrote:Mr Zitro wrote: The main problem I have with swarms is that they have the ability to lob volleys of swarms at me without any risk really. Missiles launchers on tanks have limited distance why don't swarms? The distance isn't a big problem for me it's just the invisibllity of swarms after a long distance and the failed animation of swarms hitting a structure but registering damage on my tank. This also includes the ability to lock on through objects and shot volleys behind objects. All that being said I know my tank dominates in public matches, and the main reason for that domination is the lack of understanding for Anti-vehicle combat. They challenge my tank when I have a hardener on and they see they are doing little chunks of damage but i am repairing that damage so quickly my tank seems god-like and they give up on trying to kill my tank. Armor hardeners last for long time but they don't last for ever, just like armor repairers. It takes teamwork to kill a tank and . IMO it is easier to kill a tank than keeping one alive(for ambush which I play mostly) I've fought your tank, that thing was immortal Mr Zitro wrote: It takes teamwork to kill a tank teamwork to keep it alive There's the problem, no one uses teamwork. A random guy shooting at a tank, even with a swarm or forge gun, isn't going to accomplish much. Whenever there's a tank , there's usually only 1 or 2 guys actually targeting it. A guy shooting from behind a rock? Send him some infantry, they only have scramblers and SMG's to defend themselves with anyway. I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back. As for my tank being immortal, I have it at the max an armor tank can get. The only thing I can do to better my tank is increase it's damage output (aka new blasters) play swarm some time , you can hit any one shooting at you you just have to move they cant lock you with out seeing 25% of your tank.
|
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.10 01:09:00 -
[79] - Quote
fred orpaul wrote:You CANNOT GET A LOCK FROM BEHIND COVER!!! yes you can lock a tank that only a portion is sticking out from cover, so as far as the tanker is concerned you are behind cover, but you must be able to see at least 25% of the vehicle to get a lock. You give me a standard RPG and I will still hit you from "behind cover" and hell even more cover because the second I see 1% of your tank I will spam it as fast as I can.
Stop being stupid, stop running militia, stop running alone. Any half way decent tanker will get me or get away from me 100% of the time, if I don't get back up from my team.
if you are getting shot down as a dropship by swarm you are stupid you should never get hit by more the one round of swarm EVER.
and dont run a lav when there is av on the field I mean durrrrrrrrr. Ugh see kids, this is what happens when you don't fully read the thread. You get upset and make a post and all it does it make you look stupid. Take so deep breathes maybe even drink some water. Then you can join in on this discussion |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 02:31:00 -
[80] - Quote
mmmmm the troll says "I'm not a troll that guys the troll" got it. |
|
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 02:36:00 -
[81] - Quote
Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
so you are saying they need to get rid of mass drivers??? or make MD rounds fly straight and have less splash. oh and grenades have to go too.
I mean really that's what it comes down to. you can hit them right back as soon as you move like six feet forward or three feet back. |
Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.10 02:42:00 -
[82] - Quote
xMarauder wrote:I'm surprised that swarm launchers don't act as javelins. This far in the future. But then again i don't know anything about military stuff.
Oh god, this would cause so much rage, could you even fathom? Those things have MASSIVE range, attack top armor, can acquire locks out of LOS, have huge payloads, can fire via GPS. This would be glorious.
http://www.youtube.com/watch?v=x6_JpPvWCAQ&t=0m37s
whoops was confusing the Jav with the MM, Javs need LOS Metis and most 2nd gen systems do not. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.10 02:43:00 -
[83] - Quote
fred orpaul wrote:Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
so you are saying they need to get rid of mass drivers??? or make MD rounds fly straight and have less splash. oh and grenades have to go too. I mean really that's what it comes down to. you can hit them right back as soon as you move like six feet forward or three feet back. I am talking about av weapons(swarms and forges) not noobtubes and grenades. I think av nades need to change. How exactly? You notice the top of the grenade, the blue part, should have I be twisted to actives it tracking mechanism. But you can throw it without twisting the av nade but it will not have the tracking feature. I don't want the twisting animation to be 3 second but should take at least 1 second. It would stop the easy nade spam |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.02.10 02:55:00 -
[84] - Quote
sorry I forgot you are impervious to sarcasm due to your lack of intellect Zitro I'll make sure to use tags just for you next time. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.10 05:46:00 -
[85] - Quote
Mr Zitro wrote:fred orpaul wrote:Mr Zitro wrote:
I think if you are going to attack my tank I should have the ability to retaliate by myself. Swarms have the ability to hit me outside of my blaster's range and if you hug my tank(which is a blind spot for my blaster) you can lob Av nades. These two things I am fine with but if you are in my range and can hit me I should be able to hit you right back.
so you are saying they need to get rid of mass drivers??? or make MD rounds fly straight and have less splash. oh and grenades have to go too. I mean really that's what it comes down to. you can hit them right back as soon as you move like six feet forward or three feet back. I am talking about av weapons(swarms and forges) not noobtubes and grenades. I think av nades need to change. How exactly? You notice the top of the grenade, the blue part, should have I be twisted to actives it tracking mechanism. But you caen throw it without twisting the av nade but it will not have the tracking feature. I don't want the twisting animation to be 3 second but should take at least 1 second. It would stop the easy nade spam Oh zitro, dunno if you have checked them. scattered blasters can facetap infantry from outside forgegun max range. thats usually what kills me running AV on large maps.
also.swarms have a max range but are affected by sharpshooter. militias fire four missiles, advanced and bigger can toss six.
I am not defending or attacking swarms. I dont like them, they are aggravating and the only difference between your sutya and a sagaris is two shots for me. swarms suck vs. the sagaris. past that I think armor tank needs another pass.
but forge guns are better for tankbusting IMHO because you dont have to swap fits when enemy dwploys armor and shields like you will with plasma and swarms.
dropships are.an entirely different ball of wax. they are a bad basis as their defenses start out paper thin and they need at least a 30% boost in EHP for better than militia. I shouldnt be able to hit a advanced and well fitted dropship once and knock it to 10% in a single shot.
only problem is I. need a killmail or something to tell me if I am blowing up people who just have shitfits or.are.simply tactically stupid. at least then we could theorycraft better fit ideas for.people for survivability. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.10 05:59:00 -
[86] - Quote
fred orpaul wrote:sorry I forgot you are impervious to sarcasm due to your lack of intellect Zitro I'll make sure to use tags just for you next time. Well it's hard to disquisit stupidity from sarcasm so please pick one and stick with it |
Heimdallr69
Imperfects Negative-Feedback
130
|
Posted - 2013.02.10 06:06:00 -
[87] - Quote
Mr Zitro wrote:fred orpaul wrote:sorry I forgot you are impervious to sarcasm due to your lack of intellect Zitro I'll make sure to use tags just for you next time. Well it's hard to disquisit stupidity from sarcasm so please pick one and stick with it He chose stupidity |
Django Quik
R.I.f.t
219
|
Posted - 2013.02.10 11:44:00 -
[88] - Quote
As has already been said many times - swarms can not lock on behind cover without LOS. They can however be locked on with LOS and the lock held from behind cover and fired around the corner. This is no guarantee of any of the swarm hitting though, as they often hit the cover you're hiding behind.
The way swarms work after firing is that each missile follows the target as long as it has LOS on the target. If the target heads behind cover from where the swarm is, the swarm will travel in a straight line in its last direction until it hits the cover. This is unless the target becomes visible to the swarm again, for instance by coming out the other side of the cover.
Also, swarms do have a max range and just fall out of the sky after a certain distance, so if someone's swarming you from the top of a mountain, they're probably already at quite a distance and only just reaching you and take so long to get there that you often have enough time to hide behind something or run off out of range.
All that said, I don't think there should be a swarm starter fit. There isn't a blueprint swarm and this is good but there shouldn't be an easy way for anyone to grab a zero investment AV fit. AV should be a conscious pre-planned decision, not something everyone on the team can just bring out as soon as a HAV or dropship gets brought out.
Also, there should definitely be a vehicle module for deploying countermeasures - there would need to be cooldown or something for balancing issues though. |
|
|
|
Pages: 1 2 3 :: [one page] |