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Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.17 06:45:00 -
[1] - Quote
Here's why and honestly I don't see the issue here and why we still have these functioning the way they are.
I know no one wants it to change, because its an easy way to dispatch vehicles in general.
But how is locking on to a target different from an aim bot, one that even follows you around moutains?
It takes no skill, I had a few people watch me play the other day while using swarms.
They've never even played dust and were complaining about what garbage they are.
Personally I think we need to go back to manual fire but with 0 splash damage to infantry to avoid the bazooka problem.
Of course, tanks are pretty hated in dust, LAV's have small chances.
No one wants to see tanks around they can't solo.
With my level 1 swarms and level 1 Av grenades, I rip up gunnlogis and madrugars by myself.
If they're super fit, well madrugars that is, they'll be running in no time, unless my bro is in squad with more swarms.
At least AV grenades you can get away from,
Forge gun, well they have to aim that,
Proximity mines, tanks have an alert system for those.
Why do we still have these crappy swarms working the way they do?
I mean large missile turrets, well ya know. Aren't swarms missiles too
just a thought. |
JaZZa01
Internal Error. Negative-Feedback
81
|
Posted - 2013.02.17 07:01:00 -
[2] - Quote
They'd have to speed them up considerably, and tighten the rocket spread.
That said, I'd prefer a manual single rocket launcher. Though there is the infantry problem. They could just do something similar to MAG and hinder movement when using the launcher, and make it largely ineffective against infantry unless it's a DIRECT hit. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2013.02.17 07:08:00 -
[3] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=44430&find=unread
swarm fix |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.17 07:11:00 -
[4] - Quote
Or maybe vehicles could be warned of a swarm lock giving them chance to escape? I never use swarms personally as I don't see too many tanks or anything, probably because nobody wants to deploy them if the swarms are as powerful as you suggest.
What about making the damage weaker for swarms? I've been told 1 or 2 hits can take out a dropship and you only need 1 to take out a tank. That sounds ridiculous to me. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.17 07:42:00 -
[5] - Quote
RINON114 wrote:Or maybe vehicles could be warned of a swarm lock giving them chance to escape? I never use swarms personally as I don't see too many tanks or anything, probably because nobody wants to deploy them if the swarms are as powerful as you suggest.
What about making the damage weaker for swarms? I've been told 1 or 2 hits can take out a dropship and you only need 1 to take out a tank. That sounds ridiculous to me.
I don't think damage is a huge issue, as I said before too, make 0 splash to infantry so it can't harm infantry.
But, if it was manual fire one could more easily avoid the damage.
Militia swarms are manageable in a upper fitted tank, ie madrugar.
But proto is just crazy, but would be fine if they actually had to aim the launcher to hit you.
I also like the post above about the increase in swarm speed, that's a great idea for manual fire.
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Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.02.17 08:32:00 -
[6] - Quote
considering how long they take to reach target you need seeking.
Otherwise, good luck hitting anything not point blank. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.17 08:35:00 -
[7] - Quote
Patoman Radiant wrote:considering how long they take to reach target you need seeking.
Otherwise, good luck hitting anything not point blank.
Read the posts above, before posting.
Increasing their speed was discussed.
Which would solve the reach target problem.
This is an fps, it shouldn't have an aimbot of any kind in it. |
Pent'noir
Algintal Core Gallente Federation
62
|
Posted - 2013.02.17 10:01:00 -
[8] - Quote
Unless they have changed their mind, there was going to be a new dumbfire av weapon. Although, I suspect you just want the lockon function removed from swarms and be dumbfire also. I would not object to that since that means I could have fun doing my suicide runs again. Although, the missile speed would need to be about as fast as the forge gun. However, this type of change would make dropships much harder to kill. I for the life of me can't hit a moving dropship with a forge gun.
All in all though, the swarms are probably good where they are. They do small dmg (compare to forge), but have guided missiles. It is fairly easy to modify the lav so it can take a hit from a standard swarm, and if a person wants to put alot of isk into it, Ive seen them tanked like a tank. It's just that very few ever call anything other than the free one.
http://youtu.be/ZVy6h8h9niU?t=3m37s |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.17 10:23:00 -
[9] - Quote
Pent'noir wrote:Unless they have changed their mind, there was going to be a new dumbfire av weapon. Although, I suspect you just want the lockon function removed from swarms and be dumbfire also. I would not object to that since that means I could have fun doing my suicide runs again. Although, the missile speed would need to be about as fast as the forge gun. However, this type of change would make dropships much harder to kill. I for the life of me can't hit a moving dropship with a forge gun. All in all though, the swarms are probably good where they are. They do small dmg (compare to forge), but have guided missiles. It is fairly easy to modify the lav so it can take a hit from a standard swarm, and if a person wants to put alot of isk into it, Ive seen them tanked like a tank. It's just that very few ever call anything other than the free one. http://youtu.be/ZVy6h8h9niU?t=3m37s
Ya that's kinda what I'm asking for.
Leave everything for swarms but remove splash damage(for infantry), increase speed, manual fire.
Then they'd be great.
Everything should be dumb fire. Auto lock is well, a joke. |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.17 11:06:00 -
[10] - Quote
If you are in your tank and can not hit a swarm launcher player you are doing something wrong. While I still hate Anti vehicle units mainly swarm launchers I have a all knew respect for them. When you actually learn to aim the weapon on your tank you will realize why. I have gotten better aim with my rail gun on my tank then with my sniper rifle and if you did not know a good offensive is a good defense. Not only do swarm launchers give away their positions unlike forge guns but assault armor which is mostly used by swarm launchers are super thin I can own them in 1 shot with my rail gun after they give away there position.
If you are getting hit by a swarm launcher simply blow him away if there are multiple anti vehicle units retreat behind a mountain and activate your modules poke your head around the mountain and blow them away. I mostly camp my red line with my tank because it has positions where enemy's can not or would not want to go. If you are knew to tanking and don't wanna loose it simply camp the red line. |
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Delirium Inferno
Chernova Industries
34
|
Posted - 2013.02.17 11:11:00 -
[11] - Quote
I don't think the swarm launchers need to be changed at all. If you want a dumb fire rocket wait until they add the Gallente plasma launcher.
Your argument is that swarm launchers take no skill. Your fallacy is that you are using "skill" interchangeably with "aim." Have you ever used a swarm launcher before to try and take out a vehicle? No I'm not talking about those MLT vehicles that take two shots to destroy, I'm talking about those super beefy tanks and dropships. The only way you're going to take one of those down - regardless of which swarm launcher you have - is to continually pursue it and be relentless until it goes up in smoke. The pursuit is the part that takes skill. No vehicle is going to stay in the same spot so you have to be on the move, however since the swarm launcher takes up a light weapon slot you have to rely on a pistol or submachine gun to take care of any infantry that gets in your way during the pursuit. You have to keep looking for cover since your swarms are a dead give away for snipers. And lastly you only get 6 shots. It's going to take more than 6 shots to take down the beefier tanks and dropships, but if you keep at it you will damage them faster than they can heal. So you need to drop a nanohive somewhere, and this adds in another factor you must manage during your pursuit.
There's a lot more to skill than just aiming. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.17 12:07:00 -
[12] - Quote
Delirium Inferno wrote:I don't think the swarm launchers need to be changed at all. If you want a dumb fire rocket wait until they add the Gallente plasma launcher.
Your argument is that swarm launchers take no skill. Your fallacy is that you are using "skill" interchangeably with "aim." Have you ever used a swarm launcher before to try and take out a vehicle? No I'm not talking about those MLT vehicles that take two shots to destroy, I'm talking about those super beefy tanks and dropships. The only way you're going to take one of those down - regardless of which swarm launcher you have - is to continually pursue it and be relentless until it goes up in smoke. The pursuit is the part that takes skill. No vehicle is going to stay in the same spot so you have to be on the move, however since the swarm launcher takes up a light weapon slot you have to rely on a pistol or submachine gun to take care of any infantry that gets in your way during the pursuit. You have to keep looking for cover since your swarms are a dead give away for snipers. And lastly you only get 6 shots. It's going to take more than 6 shots to take down the beefier tanks and dropships, but if you keep at it you will damage them faster than they can heal. So you need to drop a nanohive somewhere, and this adds in another factor you must manage during your pursuit.
There's a lot more to skill than just aiming.
If you read the original post, ya I have. Mlt tanks are a joke.
Swarms are a bigger joke, exactly as the guy posted above you "learn to aim your gun"
Alright, so swarm launcher at max range, can peak above a rock, keep in mind your blaster can't touch him from that distance, but even if the turret had that range, the bullets will hit the terrain and not the person sticking far enough out to get the lock on you.
Try the turret sometime, skill Tank
the current tank turrets at certain angles, namely not on flat surface but if someone is high or low to your tank, the bullets will always hit terrain.
Also stack damage mods on an armor suit, please swarms become sick especially with skill, have you used a proto swarm with 3 complex damage mods?
Drop a nanohive 400m behind a rock or in your redline since the swarm range is usually almost the entire map. so OP.
imagine the guys using their av grenades, they have to drop a nano right next to the tank lol.
as I put in OP, I can see why people will be against a manual fire.
because it makes it harder for you.
as stated, simple,
Fast as forge gun missiles, manual fire, 0 splash to infantry.
everything else stays the same but the "aim bot" is removed and the swarms actually make you have the need to predict where your target will be, like the forge gun.
This would fix the swarm vs drop ship as well as swarm vs lav.
if you think swarms are hard to kill these things with, please do this,
go proto, stack damage mods, have over 200+ armor buff with local rep, stay at max swarm range.
guarantee you the tank wont be able to touch you. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.17 12:21:00 -
[13] - Quote
I have to agree with this guy. Is far to easy to lock into a tank, find cover in a save place ( like behind a rock ), and shoot your Swarm missiles around the rock .
Just another Over Powering thing in Dust 514....... it should be call : "Dust OP" |
Delirium Inferno
Chernova Industries
34
|
Posted - 2013.02.17 12:26:00 -
[14] - Quote
I have spec'd into tanks. Swarm launchers range is pretty large but by no means the entire map. And the only map you might have success with swarm launchers from that range anyways is Manus Peak, but even then if you are trying to get as far away as possible some of your swarms will likely hit something else on the way or die out plus the tank will be able to see them coming and easily get out of the way.
If you are in a tank getting destroyed by a swarm launcher from that far away you deserve to die. For swarm launchers to really be effective though you have to close the gap which makes you prone to attack from all over the place. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.17 14:49:00 -
[15] - Quote
Why are we talking 0 splash against infantry? This is the only part I don't understand.
This discussion seems to be turning into more of an argument with no side really having a definitive piece of evidence that can win this. It's all "well I could do this if this so why can't you?"
For the record I am perfectly up for changing the way swarm launchers work and adding in sone "skill based" launchers. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.17 14:52:00 -
[16] - Quote
You do realize swarms will be used in the future to shoot down fighters which go much faster than current.
Also plasma launchers are no lock arc shots lightweights and once in then a nerf to swarms can be made for their 'convince' |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.17 19:37:00 -
[17] - Quote
Delirium Inferno wrote:I don't think the swarm launchers need to be changed at all. If you want a dumb fire rocket wait until they add the Gallente plasma launcher.
Your argument is that swarm launchers take no skill. Your fallacy is that you are using "skill" interchangeably with "aim." Have you ever used a swarm launcher before to try and take out a vehicle? No I'm not talking about those MLT vehicles that take two shots to destroy, I'm talking about those super beefy tanks and dropships. The only way you're going to take one of those down - regardless of which swarm launcher you have - is to continually pursue it and be relentless until it goes up in smoke. The pursuit is the part that takes skill. No vehicle is going to stay in the same spot so you have to be on the move, however since the swarm launcher takes up a light weapon slot you have to rely on a pistol or submachine gun to take care of any infantry that gets in your way during the pursuit. You have to keep looking for cover since your swarms are a dead give away for snipers. And lastly you only get 6 shots. It's going to take more than 6 shots to take down the beefier tanks and dropships, but if you keep at it you will damage them faster than they can heal. So you need to drop a nanohive somewhere, and this adds in another factor you must manage during your pursuit.
There's a lot more to skill than just aiming.
^this. |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.02.17 20:27:00 -
[18] - Quote
So much butthurt all over this thread, a better method would be to add a lock on time based on a factor that currently exists but doesn't have a.prominent penalty. If only someobe was smart enough to make a thread that suggests such, oh wait... |
Alex Bradshaw
Carbon 7
3
|
Posted - 2013.02.17 23:41:00 -
[19] - Quote
Panther Alpha wrote:I have to agree with this guy. Is far to easy to lock into a tank, find cover in a save place ( like behind a rock ), and shoot your Swarm missiles around the rock . Just another Over Powering thing in Dust 514....... it should be call : "Dust OP"
The point is the swarm launcher should not have a safe place if you have infantry support. This stops tanks from dominating the battle, a tank must have infantry support to deal with swarm launchers, + the tank must keep moving to attack the swarm launcher. If your tank is destroyed by swarms, your situational awareness is wrong, and you do not have proper infantry support.
No need to change swarms |
Heimdallr69
Imperfects Negative-Feedback
130
|
Posted - 2013.02.17 23:54:00 -
[20] - Quote
Alex Bradshaw wrote:Panther Alpha wrote:I have to agree with this guy. Is far to easy to lock into a tank, find cover in a save place ( like behind a rock ), and shoot your Swarm missiles around the rock . Just another Over Powering thing in Dust 514....... it should be call : "Dust OP" The point is the swarm launcher should not have a safe place if you have infantry support. This stops tanks from dominating the battle, a tank must have infantry support to deal with swarm launchers, + the tank must keep moving to attack the swarm launcher. If your tank is destroyed by swarms, your situational awareness is wrong, and you do not have proper infantry support. No need to change swarms Wrong..my militia swarms smash tanks all the time..lock on hide behind something shoot up auto lock does the work swarms take no skill at all |
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Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 00:09:00 -
[21] - Quote
Iron Wolf Saber wrote:You do realize swarms will be used in the future to shoot down fighters which go much faster than current.
Also plasma launchers are no lock arc shots lightweights and once in then a nerf to swarms can be made for their 'convince'
Swarms will never be able to catch fighters, let alone shoot them down UNLESS,
We go to manual fire, high speed fire, like forge gun.
Then you may hit a fighter, the fighter argument you made has no place, there isn't a comparison. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 00:28:00 -
[22] - Quote
RINON114 wrote:Why are we talking 0 splash against infantry? This is the only part I don't understand.
This discussion seems to be turning into more of an argument with no side really having a definitive piece of evidence that can win this. It's all "well I could do this if this so why can't you?"
For the record I am perfectly up for changing the way swarm launchers work and adding in sone "skill based" launchers.
Dust used to have swarms manual fire, they we're changed back to auto lock as a quick fix because people were using them against infantry like a bazooka. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 00:36:00 -
[23] - Quote
Alex Bradshaw wrote:Panther Alpha wrote:I have to agree with this guy. Is far to easy to lock into a tank, find cover in a save place ( like behind a rock ), and shoot your Swarm missiles around the rock . Just another Over Powering thing in Dust 514....... it should be call : "Dust OP" The point is the swarm launcher should not have a safe place if you have infantry support. This stops tanks from dominating the battle, a tank must have infantry support to deal with swarm launchers, + the tank must keep moving to attack the swarm launcher. If your tank is destroyed by swarms, your situational awareness is wrong, and you do not have proper infantry support. No need to change swarms
I honestly have never had a tank kill me in my swarm fit or his infantry.
It's far to easy to hide and then peek out to get the shot off.
While I agree infantry support for a tank is necessary, that only looks good on paper.
I prefer fighting AV infantry and using my burst tank madrugar to give a good fight.
But there's the point. All other variations of AV have some serious cons.
As listed above.
Forge, aim, slow movement, charge up,
AV grenade, takes multiple, close range, nanohive.
Proximity mine, tanks have alert systems for these, damage is also minimal with hardners and buffer.
Swarms, peek a boo tactics from behind rocks, can lock then jump off back off rock on other side of you, then fire. 400m range, turn corners, when the first one hit you, the other 3 in clip are already in the air, drop ships cannot avoid them(a lot of effort and luck to take minimal damage) LAV's will live if lucky.
Auto aim is not good for any game. Let alone auto lock, auto turn corners.
If you look at every other weapon ect. In game, nothing else has such a simplicity. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.18 01:24:00 -
[24] - Quote
Interesting.
Remove the lock on mechanic? Yeah. Because there's no such thing as a lock on weapon in reality right? I know the game isn't real, but seriously... Suggestions given to make a zero lock SWARM viable would just turn it into an assault equipable forge gun. I see what you're doing and I say you're lazy, If you want to use a Forge Gun, then spawn in the dire sentinel or spend the SP for the actual heavy suit and Forge Gun skills.
For those that want zero blast damage to infantry unless it's a direct hit, then you should be calling for the same limitation on all explosive weaponry making even MD and grenades do zero damage unless they are actually touching an enemy when they detonate.
There are those saying that SWARMs follow targets around obstacles and there's no way to take cover. I can tell you from experience that you must be doing something wrong. I regularly gun for two tankers in my clan and both of them constantly and successfully take cover behind hills, cargo containers, large rocks, buildings, etc when they need to evade swarms.
Yes, they're easy to use. No, they aren't the "I Win Button" many are making them out to be.
Finally... I can't believe I saw someone advising others to camp the redline... What can I say but those who do it, when their team isn't redlined, are just lazy, chicken hearted, mentally underdeveloped, and worthless to their team. They will never excel because they will never get far enough into the game to make anything of themselves that will actually be of use. Was actually in a match last night where there were two tanks out on both sides. We lost one tank, but our remaining tank kept rolling around staying in the fight supporting our troopers. One of their tanks fell, before either MCC shield was below 40%, and the other one went and hid behind the row of buildings behind their red line and stayed there for the rest of the match too afraid to go support it's team, giving the team I was on a much easier victory. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 01:49:00 -
[25] - Quote
Shijima Kuraimaru wrote:Interesting.
Remove the lock on mechanic? Yeah. Because there's no such thing as a lock on weapon in reality right? I know the game isn't real, but seriously... Suggestions given to make a zero lock SWARM viable would just turn it into an assault equipable forge gun. I see what you're doing and I say you're lazy, If you want to use a Forge Gun, then spawn in the dire sentinel or spend the SP for the actual heavy suit and Forge Gun skills.
For those that want zero blast damage to infantry unless it's a direct hit, then you should be calling for the same limitation on all explosive weaponry making even MD and grenades do zero damage unless they are actually touching an enemy when they detonate.
There are those saying that SWARMs follow targets around obstacles and there's no way to take cover. I can tell you from experience that you must be doing something wrong. I regularly gun for two tankers in my clan and both of them constantly and successfully take cover behind hills, cargo containers, large rocks, buildings, etc when they need to evade swarms.
Yes, they're easy to use. No, they aren't the "I Win Button" many are making them out to be.
Finally... I can't believe I saw someone advising others to camp the redline... What can I say but those who do it, when their team isn't redlined, are just lazy, chicken hearted, mentally underdeveloped, and worthless to their team. They will never excel because they will never get far enough into the game to make anything of themselves that will actually be of use. Was actually in a match last night where there were two tanks out on both sides. We lost one tank, but our remaining tank kept rolling around staying in the fight supporting our troopers. One of their tanks fell, before either MCC shield was below 40%, and the other one went and hid behind the row of buildings behind their red line and stayed there for the rest of the match too afraid to go support it's team, giving the team I was on a much easier victory.
I appreciate the post,
I'm not making swarms into any kind of I win button. Just a to simple to use button.
I've been here since the first build, I have skilled into everything, many times over.
Yes in real life they have auto lock weapons, and subs have nukes on them, fighter jets have lock on missiles ect.
So, here's a good question,
If tanks had a missile system set up to auto lock AV weapons firing on them, which would consist of 6-7 seeking missiles.
How many crazy threads would go up about that?
Also the same limitation had been imposed on the other AV weapons already, except its minimal splash.
If you read all the posts you would see we were manual fire for a build and what stopped that was infantry getting hit with it like a bazooka, causing wide spread QQ so the feature was removed.
To me, AV grenades and swarms = I will win against your tank, I haven't failed yet.
If you are already behind cover when swarms have a lock, ie they lock you, you hide, they fire, it will hit the side of the rock.
However if already in the air and you move, they will follow you around the rock. No escape.
And finally,
I say your lazy for not wanting to put some effort into the swarm launcher. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.18 02:57:00 -
[26] - Quote
Y0UR NAME HERE wrote:Shijima Kuraimaru wrote:Interesting.
Remove the lock on mechanic? Yeah. Because there's no such thing as a lock on weapon in reality right? I know the game isn't real, but seriously... Suggestions given to make a zero lock SWARM viable would just turn it into an assault equipable forge gun. I see what you're doing and I say you're lazy, If you want to use a Forge Gun, then spawn in the dire sentinel or spend the SP for the actual heavy suit and Forge Gun skills.
For those that want zero blast damage to infantry unless it's a direct hit, then you should be calling for the same limitation on all explosive weaponry making even MD and grenades do zero damage unless they are actually touching an enemy when they detonate.
There are those saying that SWARMs follow targets around obstacles and there's no way to take cover. I can tell you from experience that you must be doing something wrong. I regularly gun for two tankers in my clan and both of them constantly and successfully take cover behind hills, cargo containers, large rocks, buildings, etc when they need to evade swarms.
Yes, they're easy to use. No, they aren't the "I Win Button" many are making them out to be.
Finally... I can't believe I saw someone advising others to camp the redline... What can I say but those who do it, when their team isn't redlined, are just lazy, chicken hearted, mentally underdeveloped, and worthless to their team. They will never excel because they will never get far enough into the game to make anything of themselves that will actually be of use. Was actually in a match last night where there were two tanks out on both sides. We lost one tank, but our remaining tank kept rolling around staying in the fight supporting our troopers. One of their tanks fell, before either MCC shield was below 40%, and the other one went and hid behind the row of buildings behind their red line and stayed there for the rest of the match too afraid to go support it's team, giving the team I was on a much easier victory. I appreciate the post, I'm not making swarms into any kind of I win button. Just a to simple to use button. I've been here since the first build, I have skilled into everything, many times over. Yes in real life they have auto lock weapons, and subs have nukes on them, fighter jets have lock on missiles ect. So, here's a good question, If tanks had a missile system set up to auto lock AV weapons firing on them, which would consist of 6-7 seeking missiles. How many crazy threads would go up about that? Also the same limitation had been imposed on the other AV weapons already, except its minimal splash. If you read all the posts you would see we were manual fire for a build and what stopped that was infantry getting hit with it like a bazooka, causing wide spread QQ so the feature was removed. To me, AV grenades and swarms = I will win against your tank, I haven't failed yet. If you are already behind cover when swarms have a lock, ie they lock you, you hide, they fire, it will hit the side of the rock. However if already in the air and you move, they will follow you around the rock. No escape. And finally, I say your lazy for not wanting to put some effort into the swarm launcher.
All the weapons are simple to use. Well maybe not grenades and MDs. But when I first got into AV and had to use the SWARMs for my chosen role until I could get into the Heavy Suit, I did notice how I was very vulnerable to snipers, tactical ARs, and anyone who was close enough to run up on me, while I was locking my target. It's the same as the vulnerability I have while charging the FG just without the durability of the heavy suit.
Yeah, I got in on the end of the swarm launcher dumb fire. Didn't matter to me as I saw the Forge Gun and worked for it. And I did read all the posts.
Lazy. I must not be too lazy as I'd rather grab my FG for AV use instead of a SWARM.
Defenses against lock and fire AV weapons... I would be all for an activated point defense module that could intercept SWARMS/rockets for a short period of time before going into cool down. Perhaps the same cycle rate as active hardeners. Though like everything else in these forums it would induce lots of OP QQ threads.
Our tank drivers taking cover behind obstacles are, most of the time, after launch. As I'm usually on the top turret scanning for threats and reporting to my driver, and returning fire if they're in range, I obviously get to see the swarms coming, and the terrain impact, as we move behind something successfully taking cover. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 03:17:00 -
[27] - Quote
Shijima Kuraimaru wrote:Y0UR NAME HERE wrote:Shijima Kuraimaru wrote:Interesting.
Remove the lock on mechanic? Yeah. Because there's no such thing as a lock on weapon in reality right? I know the game isn't real, but seriously... Suggestions given to make a zero lock SWARM viable would just turn it into an assault equipable forge gun. I see what you're doing and I say you're lazy, If you want to use a Forge Gun, then spawn in the dire sentinel or spend the SP for the actual heavy suit and Forge Gun skills.
For those that want zero blast damage to infantry unless it's a direct hit, then you should be calling for the same limitation on all explosive weaponry making even MD and grenades do zero damage unless they are actually touching an enemy when they detonate.
There are those saying that SWARMs follow targets around obstacles and there's no way to take cover. I can tell you from experience that you must be doing something wrong. I regularly gun for two tankers in my clan and both of them constantly and successfully take cover behind hills, cargo containers, large rocks, buildings, etc when they need to evade swarms.
Yes, they're easy to use. No, they aren't the "I Win Button" many are making them out to be.
Finally... I can't believe I saw someone advising others to camp the redline... What can I say but those who do it, when their team isn't redlined, are just lazy, chicken hearted, mentally underdeveloped, and worthless to their team. They will never excel because they will never get far enough into the game to make anything of themselves that will actually be of use. Was actually in a match last night where there were two tanks out on both sides. We lost one tank, but our remaining tank kept rolling around staying in the fight supporting our troopers. One of their tanks fell, before either MCC shield was below 40%, and the other one went and hid behind the row of buildings behind their red line and stayed there for the rest of the match too afraid to go support it's team, giving the team I was on a much easier victory. I appreciate the post, I'm not making swarms into any kind of I win button. Just a to simple to use button. I've been here since the first build, I have skilled into everything, many times over. Yes in real life they have auto lock weapons, and subs have nukes on them, fighter jets have lock on missiles ect. So, here's a good question, If tanks had a missile system set up to auto lock AV weapons firing on them, which would consist of 6-7 seeking missiles. How many crazy threads would go up about that? Also the same limitation had been imposed on the other AV weapons already, except its minimal splash. If you read all the posts you would see we were manual fire for a build and what stopped that was infantry getting hit with it like a bazooka, causing wide spread QQ so the feature was removed. To me, AV grenades and swarms = I will win against your tank, I haven't failed yet. If you are already behind cover when swarms have a lock, ie they lock you, you hide, they fire, it will hit the side of the rock. However if already in the air and you move, they will follow you around the rock. No escape. And finally, I say your lazy for not wanting to put some effort into the swarm launcher. All the weapons are simple to use. Well maybe not grenades and MDs. But when I first got into AV and had to use the SWARMs for my chosen role until I could get into the Heavy Suit, I did notice how I was very vulnerable to snipers, tactical ARs, and anyone who was close enough to run up on me, while I was locking my target. It's the same as the vulnerability I have while charging the FG just without the durability of the heavy suit. Yeah, I got in on the end of the swarm launcher dumb fire. Didn't matter to me as I saw the Forge Gun and worked for it. And I did read all the posts. Lazy. I must not be too lazy as I'd rather grab my FG for AV use instead of a SWARM. Defenses against lock and fire AV weapons... I would be all for an activated point defense module that could intercept SWARMS/rockets for a short period of time before going into cool down. Perhaps the same cycle rate as active hardeners. Though like everything else in these forums it would induce lots of OP QQ threads. Our tank drivers taking cover behind obstacles are, most of the time, after launch. As I'm usually on the top turret scanning for threats and reporting to my driver, and returning fire if they're in range, I obviously get to see the swarms coming, and the terrain impact, as we move behind something successfully taking cover.
I personally hardly lose a tank, so no QQ from me lol, more constructive.
I'd love to see an ecm module or something that would make it impossible to lock while the mod was on, or other defenses.
A big issue, which has always been in the community because of the first build is, no one likes tanks, because in build 1 they were gods.
I'm just looking at making swarms have a little more counter to them, ecm mod, awesome, actually the best alternative.
But I don't think its coming soontm.
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Soldiersaint
Reaper Galactic
6
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Posted - 2013.02.18 04:05:00 -
[28] - Quote
Panther Alpha wrote:I have to agree with this guy. Is far to easy to lock into a tank, find cover in a save place ( like behind a rock ), and shoot your Swarm missiles around the rock . Just another Over Powering thing in Dust 514....... it should be call : "Dust OP" You guys make no sense. The swarm launcher is supposed to do all of the above. I don't understand why you people always have to come on here and whine about something as stupid as skill. Its a video game who the hell cares about skill in a video game? |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 04:13:00 -
[29] - Quote
Soldiersaint wrote:Panther Alpha wrote:I have to agree with this guy. Is far to easy to lock into a tank, find cover in a save place ( like behind a rock ), and shoot your Swarm missiles around the rock . Just another Over Powering thing in Dust 514....... it should be call : "Dust OP" You guys make no sense. The swarm launcher is supposed to do all of the above. I don't understand why you people always have to come on here and whine about something as stupid as skill. Its a video game who the hell cares about skill in a video game?
Where is the whining?
Are you whining about people whining?
Obviously CCP thought otherwise when they had made swarm manual fire.
People just QQ'd about its bazooka ability, but liked it as manual fire more.
Be constructive and don't whine in my thread.
I bet 100% if auto aim worked fine you'd have a QQ thread up.
This game should have 0 auto aim if there are not counter measures in place, like ecm modules.
If your opposed to the change or peoples ideas, state why.
Don't trash my thread kid or GTFO, please and thank you. |
Soldiersaint
Reaper Galactic
6
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Posted - 2013.02.18 04:41:00 -
[30] - Quote
All you people ever want is change. Why cant you just leave it alone. If you get your "skill" manual shot what then? will you still ask for another change because it still does not have enough skill? Skill does not equal fun its as simple as that.Also the manual fire was just a test.They decided it was not needed and got rid of it. I mean count how many time you actually killed infantry with it. If they put manual fire It will be useless. I think if people want a manual fire "skill" gun they should use the forge gun. I'm not trying to flame but really now this change business is getting out of hand.Its why i stopped playing bf3. One month a gun was accurate the next month it was worthless.I don't want this game to be the same way. |
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