Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 04:46:00 -
[31] - Quote
Soldiersaint wrote: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.
It's a beta bro. This isn't full release and this isn't a demo.
Things are meant to change.
I've been here since day 1 of the closed beta, I've seen a lot of changes.
Did I like it the way it was the first day? Of course, but things were changed.
And they will keep changing.
I think your mistaking this for a QQ Nerf thread, its not.
If you can't figure that out, then I'm not sure how you even logged into the forums tbh. |
Busty M4rinara
SVER True Blood Unclaimed.
17
|
Posted - 2013.02.18 04:54:00 -
[32] - Quote
Im a tank driver. So i see all this first hand. This is what needs to happen with swarm launchers: Keep the lock (travel time is a issue for a swarm duder) - Manual fire is not the answer STOP HAVING THE MISSILES CUT DAMN CORNERS.
If im below a hill or around a building, SWARMS SHOULD NOT BE HOMING MISSILES. Missiles should lock on, and fire straight. if a hill or a building is in the way, then too bad. Tanks should be able to grab cover. This is the same problem with drop ships. There are plunty of buildings to hide behind, but not against swarms.
Fit it plx. |
Soldiersaint
Reaper Galactic
6
|
Posted - 2013.02.18 04:56:00 -
[33] - Quote
Also calling us lazy because we don't want to play like you is trash. I don't care about skill or aim i just want to have fun. If you want your "skill" shot you can have it! Its not auto aim for crying out loud its supposed to freaking do that. If you don't like the fact that its a fire and forget weapon don't use it. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 05:02:00 -
[34] - Quote
Soldiersaint wrote:Also calling us lazy because we don't want to play like you is trash. I don't care about skill or aim i just want to have fun. If you want your "skill" shot you can have it!
Then have fun, we like competition.
If your here for fun, go have fun and let us work on the game. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 05:03:00 -
[35] - Quote
Busty M4rinara wrote:Im a tank driver. So i see all this first hand. This is what needs to happen with swarm launchers: Keep the lock (travel time is a issue for a swarm duder) - Manual fire is not the answer STOP HAVING THE MISSILES CUT DAMN CORNERS.
If im below a hill or around a building, SWARMS SHOULD NOT BE HOMING MISSILES. Missiles should lock on, and fire straight. if a hill or a building is in the way, then too bad. Tanks should be able to grab cover. This is the same problem with drop ships. There are plunty of buildings to hide behind, but not against swarms.
Fit it plx.
I'd be cool with that too |
Soldiersaint
Reaper Galactic
6
|
Posted - 2013.02.18 16:55:00 -
[36] - Quote
Sorry about my post. I was really angry about a number of things and I let it show up in my post. Again I apologize for this. What I meant to say yesterday is that yes this game is subject to change but I really don't think they would have removed manual fire if it was not useless. Most of the time your better off switching to a secondary. Also we need an Av weapon with lock on. if all the av weapons in this game were dumbfire i dont think anyone would use them because they would be even easier to avoid. I wasnt trying to flame yesterday I just wanted say that not every one wants a skill or gtfo game like you do. after all video game were made for fun first skill second. I look forward to you reply. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 17:15:00 -
[37] - Quote
Soldiersaint wrote:Sorry about my post. I was really angry about a number of things and I let it show up in my post. Again I apologize for this. What I meant to say yesterday is that yes this game is subject to change but I really don't think they would have removed manual fire if it was not useless. Most of the time your better off switching to a secondary. Also we need an Av weapon with lock on. if all the av weapons in this game were dumbfire i dont think anyone would use them because they would be even easier to avoid. I wasnt trying to flame yesterday I just wanted say that not every one wants a skill or gtfo game like you do. after all video game were made for fun first skill second. I look forward to you reply.
I figured so and no worries
The reason for the change back from dumbfire is because it was able to kill infantry, instead of addressing that issue, in response to the huge amount of QQ threads that went up CCP did a hot fix back to auto lock. it saved time for them, but was not a fix by any means. |
Soldiersaint
Reaper Galactic
6
|
Posted - 2013.02.18 18:44:00 -
[38] - Quote
Do be honest I think I only got maybe one kill with dumbfire lol. Most of the time if I got into and infantry battle I would run away or switch to a secondary. I always found it difficult to line up the shot against infantry but hey that's just me. Ive never been good at fps games which is why I turn into a burnt out toaster oven when some one asks for a change I mean I just got used to how the thing works . If dumbfire does return how do you think it would handle? |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 19:00:00 -
[39] - Quote
Soldiersaint wrote:Do be honest I think I only got maybe one kill with dumbfire lol. Most of the time if I got into and infantry battle I would run away or switch to a secondary. I always found it difficult to line up the shot against infantry but hey that's just me. Ive never been good at fps games which is why I turn into a burnt out toaster oven when some one asks for a change I mean I just got used to how the thing works . If dumbfire does return how do you think it would handle?
Personally I'd like the swarm to be a powerful weapon, dumbfire, yet as fast as a forge gun with extensive alpha damage and a lot of splash damage with high splash radius, kind of like large missile turrets in build 1.
With the splash as well, when fighters come you have a much better chance of shooting in front of them, at max range the swarms would explode with splash, so if they're infront of a fighter when it explodes, nuff said.
When fighters do come, swarms will be a joke.
Faster fire like forge will allow for you to get more hit on a tank before it runs for cover, even as he moves, splash and radius buff would still be putting pressure even if you didn't have direct hits.
Not perfect, but its a thought of how dumbfire could be balanced.
There's always the "it kills infantry problem" |
Soldiersaint
Reaper Galactic
6
|
Posted - 2013.02.18 19:09:00 -
[40] - Quote
I think they should make two swarm launcher variants. A dumbfire swarm launcher and a lock on only swarm launcher. The lock on variant would have lower damage to make up for the fact that its lock on. The dumbfire would of course have hi damage. Or you could just make it that when you tap r1 it fires hi speed high damage dumbfire missiles but when you hold it down it goes into lock on mode. Thats as for as I got with it . |
|
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 19:16:00 -
[41] - Quote
Soldiersaint wrote:I think they should make two swarm launcher variants. A dumbfire swarm launcher and a lock on only swarm launcher. The lock on variant would have lower damage to make up for the fact that its lock on. The dumbfire would of course have hi damage. Or you could just make it that when you tap r1 it fires hi speed high damage dumbfire missiles but when you hold it down it goes into lock on mode. Thats as for as I got with it .
lol ya not a bad idea.
Being a tanker, swarms aren't a big worry for me, but the damage plus auto lock is terrible on drop ships and LAV's.
It's 1 reason you hardly see drop ships when their role is vital, that and their WP system is bugged.
Hell the DS is supposed to be a logistic role for tanks as well, but swarms eat them so fast they can't even do their repping role.
1 hit and they go way off course and take severe damage.
So Lower damage on a swarm auto lock and higher damage on dumb fire is pretty cool. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2013.02.18 20:00:00 -
[42] - Quote
I kind of don't see the point in swarm launchers currently. Forge guns have much better DPM as far as I'm aware, and they're much more reliable in terms of actually damaging the enemy. Swarms are too easily avoided. They're okay against dropships I guess, but even then, forge gun has been more reliable for shooting down dropships in my experience.
Personally, I think they need to seriously look at how swarm launchers fit into the pantheon of anti-vehicle options. As well, if forge guns can one-shot any infantry from great distances, I don't see why swarm launchers ought to be totally useless for shooting infantry at all.
Iron Wolf Saber wrote:You do realize swarms will be used in the future to shoot down fighters which go much faster than current.
We have no idea how other aircraft will work. Speculation like this doesn't help address the game as it is. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 20:30:00 -
[43] - Quote
Fivetimes Infinity wrote:I kind of don't see the point in swarm launchers currently. Forge guns have much better DPM as far as I'm aware, and they're much more reliable in terms of actually damaging the enemy. Swarms are too easily avoided. They're okay against dropships I guess, but even then, forge gun has been more reliable for shooting down dropships in my experience. Personally, I think they need to seriously look at how swarm launchers fit into the pantheon of anti-vehicle options. As well, if forge guns can one-shot any infantry from great distances, I don't see why swarm launchers ought to be totally useless for shooting infantry at all. Iron Wolf Saber wrote:You do realize swarms will be used in the future to shoot down fighters which go much faster than current. We have no idea how other aircraft will work. Speculation like this doesn't help address the game as it is.
Ya that's why I'd like to see them changed, like I said atm they're pretty noob tubish. When they should be something more feared.
Just not auto lock lol
I'd be 100% for buffing them if we removed that feature. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.18 20:33:00 -
[44] - Quote
Lock time based on sig radius and no more turning 90-¦ on corners, simple fix |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 20:41:00 -
[45] - Quote
Vermaak Doe wrote:Lock time based on sig radius and no more turning 90-¦ on corners, simple fix
Ya that's be nice too, but its still hard on DS's, whose logistic role is to rep tanks.
I did like the idea of line of sight lock, if you looked away the missiles would go sporadic.
People usually assume tanks when talking about swarms, think of the poor DS's and LAV's too! lol.
Actually had a DS rep my madrugar last night, he got 1 hit by swarms and it tossed him into the ground.
He was plenty above me as well, idk what the rep range is on those, was a sick amount of rep though. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.18 21:06:00 -
[46] - Quote
Y0UR NAME HERE wrote:Vermaak Doe wrote:Lock time based on sig radius and no more turning 90-¦ on corners, simple fix Ya that's be nice too, but its still hard on DS's, whose logistic role is to rep tanks. I did like the idea of line of sight lock, if you looked away the missiles would go sporadic. People usually assume tanks when talking about swarms, think of the poor DS's and LAV's too! lol. Actually had a DS rep my madrugar last night, he got 1 hit by swarms and it tossed him into the ground. He was plenty above me as well, idk what the rep range is on those, was a sick amount of rep though. Look at at thread titled "Swarm Launcher Changes" I didn't forget about them. |
CLOSEDBETA TSTR-est E3
Kang Lo Directorate Gallente Federation
25
|
Posted - 2013.02.18 21:26:00 -
[47] - Quote
Oh look its the G_IMP tastics calling for nerf on anything Av Whhhhaaaaaa
Post on your main "Zit back" so people can know how much of a baby you are.
|
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2013.02.18 21:41:00 -
[48] - Quote
the salvos tendency to scatter would make the swarm launcher pretty much useless without a lock, at anything but the closest range. regardless of your 1337 skills, when the missiles fly away from each other, how will you skillfully aim to get all 4-6 to connect?
not to mention that when you remove the lock time you increase the DPS significantly, which opens up a whole other can of worms. it would be like an anti-tank shotgun, which AV grenades kinda already are. but then the swarm would have double the ammo out of the gate, and could be buffed by light weapon: whatever.
dropships have their own problems, and as for LAVs, are any of these lavs who's asses we're kicking anything above unfit BPO tier? you just don't balance around THAT. |
Pent'noir
Algintal Core Gallente Federation
62
|
Posted - 2013.02.18 21:42:00 -
[49] - Quote
I can think of a reason why swarms will never have dumbfire swarms again. From what I gather, they removed dumbfire because all of the newbies thought it was a rocket launcher that should kill infantry. They would stand there trying to hit ppl over and over while the opponent was probably laughing his @#$ off.
It would make sense that they would do dmg to infantry because they are an exploding missile and seeing a large explosion hitting infantry should do massive amounts of dmg. They were new to the game, but you can't fault them for the logic of explosion = dmg. So ccp removed the dumbfire to make it a bit more realistic and not confuse the new players.
The forge gun was largely left alone with its ability to kill infantry because its little blue bolt of death was a bit more realistic in that ccp could makeup what ever physics they wanted since it is a madeup weapon. Small blash radius, chargeup time, and naturally thinking the blast radius isn't where most of the dmg come from a forge gun, its the little blue bolt of death. The splash dmg is just the left overs from it.
Although, the swarms main dmg comes from the explosion so it didn't make any sense that infantry could stand in the graphical explosion and not get hurt. And the swarms need that large graphical explosion because you would never see it from a distance hitting a vehicle if it wasn't large. Also it naturally fits since it is a missile, everyone thinks large explosion.
|
IV 7T
Doomheim
4
|
Posted - 2013.02.18 21:45:00 -
[50] - Quote
Heimdallr69 wrote:
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
Mabye i'm doing something severly wrong but my militia Swarms do almost nothing against any decently leveled tank. The bad tanks, prolly militia ones, but how can i tell, just take 2-3 hits, this makes sense.
A few days ago i spend almost the whole match on the 3 point map, next to 'B', our spawn letter, just hunting tanks...or lets say TRYING to hunt 'em.
Tank pretty much parked next to 'B', giving me a clear sight of it. I was spamming it it with my Swarm from the mountains next to, but i could not reload fast enough to deal enough damage to overcome his repairing, i was so close to be pretty sure their were no LOGIs backing him up from behind. I had my nanohive next to me, to prevent me from running out of ammo, but never was able to really damge it. It did not even try to dodge my swarms or ever tried to look for cover, 'scared' off me shooting at it. Its easier to destroy a GRU with a swarm launcher than those tanks, and GRUs still seem to take 20+hits of a swarm.
Seriously, to keep me from doing this, being a 'threat' to a tank, it should send a few infantries to me, taking me out, not much of a task, cosindering i just carry a secondary to defend myself against non vehicle targets.. Or have a sniper watching the mountains, taking me out, before i can hit it once too often. But having so much shield and armor to make a Swarm almost useless, no matter hom much skill it takes to hit with autoaim or not, not even forcing a tank to try to dodge the rockets, can not be right. Maybe blame my team for not spamming a few Flux or Swarms aswell.
By no mean a 'newb' should be able to take out a high end tank, with 1,2 or 3 swarm hits, from safe zone, no requiring any skill to 'aim', giving the tank no chance to 'defend' itself, by eliminating the 'threat' fast enough of by taking cover. But if i shoot a tank for FIVE straight minutes, the tank should be down, by not taking cover or taking me about before, any tank owner desevers to look at his buring 600'000+ ISK investment.
Auto aim might not require much skill, but you also have to account the down side of, beside not be able to hit infantry. It takes a few seconds to get those rockets off, i can not just tap R2 once and shot you with a swarm 1 second later, in case a vehicle gets in my sight, while still doing my normal front line job, fighting infantry. I can not carry a normal front line gun, when i'm on my swarm load out, its my primary weapon.
How often is shooting from behind cover really an option, to justfy this call for nerfing it, only allowing the 'skilled' ones take out tanks with a swarm, instead of 'cowardish newbs'. |
|
Rekon Syport
ZionTCD Legacy Rising
6
|
Posted - 2013.02.18 21:55:00 -
[51] - Quote
Ugh... don't you need to find an assault guy who willing specs into some Swarm skills? As a Logi, I'm not wasting points on it. Instead I chase tanks on foot when they are dominating the battlefield (as 2,3,4 tanks these days are being fielded at once) firing my wait to lock and fire before he hides pea shooter thus giving away my position where Ithen put my dodgeball skills to full use from incomnig sniper fire just to scratch a tanks shields. Then either I'm run over by the tank in rocky terrain or I am waiting for a reload from hell walking up over a hill where the tank may have sped away barrelling down the side of a cliff.
Why a cliff you say? and why was I chasing it? because I've been on the same side of a map from one tower and watch a drop ship spawn in a tank on another tower and I couldn't hit it with my swarms. . . or I'm dropping a hive and reloading because 6 swarms just got through the shields and I have to hurry before they come back up. This has already taken valuable time at this point and I just wanna tank hunt to get someting out of the lost battle.
Get that tank outta the redzone you panzy, till then I am left riskikgn my life standnig still in the open to a hail storm waiting to lock on. If the tank can stay up there, then give me dumbfires and splash damage to fend of the snipers in the hills and the 3 assualts chasing my backside while I am left with a scrambler pistol as back up.
I probably shouldn't be the swarm guy but since they are dodged, ducked, dipped, and defended against so well by the good tankers (or hide where they can't be reached like cowardly ones) unless the team is smart enough to spawn 3-4 AV's the next time around. . . tanks have no gripe in this argument.
The real issue would be DS needing a bolster in something like warning detection and some serious shields to take the first hit and decide if staying is worth a second. Maybe put in a flight damage issue or cripple effect instead of KABOOMing them so fast. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.18 22:01:00 -
[52] - Quote
Busty M4rinara wrote:Im a tank driver. So i see all this first hand. This is what needs to happen with swarm launchers: Keep the lock (travel time is a issue for a swarm duder) - Manual fire is not the answer STOP HAVING THE MISSILES CUT DAMN CORNERS.
If im below a hill or around a building, SWARMS SHOULD NOT BE HOMING MISSILES. Missiles should lock on, and fire straight. if a hill or a building is in the way, then too bad. Tanks should be able to grab cover. This is the same problem with drop ships. There are plunty of buildings to hide behind, but not against swarms.
Fit it plx.
First, you're confusing rockets with missiles. Missiles have guidance systems, rockets do not. That's what the OP wants is to turn SWARMs into basic rocket launchers making them, in effect, long range light forge guns carryable by anyone. It will be able to pop infantry more easily than a forge. It currently still kills infantry if they're within the SWARM blast radius when the missiles hit. It already hit's vehicles at a greater distance than the Forge. So the proposed changes would end up eliminating the Forge Gun.
Second. Since this build started, I have been top small turret for two tank drivers in my clan quite often and I have as yet to see Swarms track around obstacles. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 22:13:00 -
[53] - Quote
IV 7T wrote:Heimdallr69 wrote:
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
Mabye i'm doing something severly wrong but my militia Swarms do almost nothing against any decently leveled tank. The bad tanks, prolly militia ones, but how can i tell, just take 2-3 hits, this makes sense. A few days ago i spend almost the whole match on the 3 point map, next to 'B', our spawn letter, just hunting tanks...or lets say TRYING to hunt 'em. Tank pretty much parked next to 'B', giving me a clear sight of it. I was spamming it it with my Swarm from the mountains next to, but i could not reload fast enough to deal enough damage to overcome his repairing, i was so close to be pretty sure their were no LOGIs backing him up from behind. I had my nanohive next to me, to prevent me from running out of ammo, but never was able to really damge it. It did not even try to dodge my swarms or ever tried to look for cover, 'scared' off me shooting at it. Its easier to destroy a GRU with a swarm launcher than those tanks, and GRUs still seem to take 20+hits of a swarm. Seriously, to keep me from doing this, being a 'threat' to a tank, it should send a few infantries to me, taking me out, not much of a task, cosindering i just carry a secondary to defend myself against non vehicle targets.. Or have a sniper watching the mountains, taking me out, before i can hit it once too often. But having so much shield and armor to make a Swarm almost useless, no matter hom much skill it takes to hit with autoaim or not, not even forcing a tank to try to dodge the rockets, can not be right. Maybe blame my team for not spamming a few Flux or Swarms aswell. By no mean a 'newb' should be able to take out a high end tank, with 1,2 or 3 swarm hits, from safe zone, no requiring any skill to 'aim', giving the tank no chance to 'defend' itself, by eliminating the 'threat' fast enough of by taking cover. But if i shoot a tank for FIVE straight minutes, the tank should be down, by not taking cover or taking me about before, any tank owner desevers to look at his buring 600'000+ ISK investment. Auto aim might not require much skill, but you also have to account the down side of, beside not be able to hit infantry. It takes a few seconds to get those rockets off, i can not just tap R2 once and shot you with a swarm 1 second later, in case a vehicle gets in my sight, while still doing my normal front line job, fighting infantry. I can not carry a normal front line gun, when i'm on my swarm load out, its my primary weapon. How often is shooting from behind cover really an option, to justfy this call for nerfing it, only allowing the 'skilled' ones take out tanks with a swarm, instead of 'cowardish newbs'.
This was my alts tank, it runs 800k with 84% resistance, plus 6600 buffer and heavy rep |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 22:15:00 -
[54] - Quote
Shijima Kuraimaru wrote:Busty M4rinara wrote:Im a tank driver. So i see all this first hand. This is what needs to happen with swarm launchers: Keep the lock (travel time is a issue for a swarm duder) - Manual fire is not the answer STOP HAVING THE MISSILES CUT DAMN CORNERS.
If im below a hill or around a building, SWARMS SHOULD NOT BE HOMING MISSILES. Missiles should lock on, and fire straight. if a hill or a building is in the way, then too bad. Tanks should be able to grab cover. This is the same problem with drop ships. There are plunty of buildings to hide behind, but not against swarms.
Fit it plx. First, you're confusing rockets with missiles. Missiles have guidance systems, rockets do not. That's what the OP wants is to turn SWARMs into basic rocket launchers making them, in effect, long range light forge guns carryable by anyone. It will be able to pop infantry more easily than a forge. It currently still kills infantry if they're within the SWARM blast radius when the missiles hit. It already hit's vehicles at a greater distance than the Forge. So the proposed changes would end up eliminating the Forge Gun. Second. Since this build started, I have been top small turret for two tank drivers in my clan quite often and I have as yet to see Swarms track around obstacles.
For obstacle tracking, the missiles need to be in the air and have closed 50% of distance, give or take from the vehicle in question. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 22:18:00 -
[55] - Quote
Rekon Syport wrote:Ugh... don't you need to find an assault guy who willing specs into some Swarm skills? As a Logi, I'm not wasting points on it. Instead I chase tanks on foot when they are dominating the battlefield (as 2,3,4 tanks these days are being fielded at once) firing my wait to lock and fire before he hides pea shooter thus giving away my position where Ithen put my dodgeball skills to full use from incomnig sniper fire just to scratch a tanks shields. Then either I'm run over by the tank in rocky terrain or I am waiting for a reload from hell walking up over a hill where the tank may have sped away barrelling down the side of a cliff.
Why a cliff you say? and why was I chasing it? because I've been on the same side of a map from one tower and watch a drop ship spawn in a tank on another tower and I couldn't hit it with my swarms. . . or I'm dropping a hive and reloading because 6 swarms just got through the shields and I have to hurry before they come back up. This has already taken valuable time at this point and I just wanna tank hunt to get someting out of the lost battle.
Get that tank outta the redzone you panzy, till then I am left riskikgn my life standnig still in the open to a hail storm waiting to lock on. If the tank can stay up there, then give me dumbfires and splash damage to fend of the snipers in the hills and the 3 assualts chasing my backside while I am left with a scrambler pistol as back up.
I probably shouldn't be the swarm guy but since they are dodged, ducked, dipped, and defended against so well by the good tankers (or hide where they can't be reached like cowardly ones) unless the team is smart enough to spawn 3-4 AV's the next time around. . . tanks have no gripe in this argument.
The real issue would be DS needing a bolster in something like warning detection and some serious shields to take the first hit and decide if staying is worth a second. Maybe put in a flight damage issue or cripple effect instead of KABOOMing them so fast.
Ya this isn't a tank QQ thread, I can sit my tank in a **** storm of swarms all day, this is just looking at a general rebalance to make dumbfire viable for the swarms again.
DS's and LAV's are my main concern.
And auto lock is like auto aim to me, there needs to be more downsides to it.
I personally love AV guys going at me, but the swarm dudes hide in the mountains way outa range with no real downfall.
|
Soldiersaint
Reaper Galactic
6
|
Posted - 2013.02.18 22:34:00 -
[56] - Quote
Hey OP I just thought of the smartest thing instead of asking ccp to turn the swarms into dumbfire rockest why not ask them to add a rocket launcher instead. Doesnt that make more sense? |
IV 7T
Doomheim
4
|
Posted - 2013.02.18 22:40:00 -
[57] - Quote
Y0UR NAME HERE wrote:[ This was my alts tank, it runs 800k with 84% resistance, plus 6600 buffer and heavy rep
I think it was a SVER TB one, might be similar build, but neverless, this thing should have been down, after i spammed it for FIVE straight minutes, and i'm not exaggerating here, prolly even longer than that, went 3-2 , off 1st few minutes, when i was still thinking we could atleast hold 'B'. No ones was shooting at me while and killing me here should have been the only way to keep me from destroying such a tank with a few Swarm hits. 6-7 hits should have been enough, something in that range, it still being up after 40+ can't be right. Being fully repaired after not being hit for 30sec sounds ok to me, considering the 'high' cost, but just sitting on one spot, pretty much impossible to be destroyed, freely taking hit after hit, not even trying to dodge it, this does not requir much skill either, atleast not in the context of 'auto aim of swarms being too easy'. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 23:00:00 -
[58] - Quote
IV 7T wrote:Y0UR NAME HERE wrote:[ This was my alts tank, it runs 800k with 84% resistance, plus 6600 buffer and heavy rep I think it was a SVER TB one, might be similar build, but neverless, this thing should have been down, after i spammed it for FIVE straight minutes, and i'm not exaggerating here, prolly even longer than that, went 3-2 , off 1st few minutes, when i was still thinking we could atleast hold 'B'. No ones was shooting at me while and killing me here should have been the only way to keep me from destroying such a tank with a few Swarm hits. 6-7 hits should have been enough, something in that range, it still being up after 40+ can't be right. Being fully repaired after not being hit for 30sec sounds ok to me, considering the 'high' cost, but just sitting on one spot, pretty much impossible to be destroyed, freely taking hit after hit, not even trying to dodge it, this does not requir much skill either, atleast not in the context of 'auto aim of swarms being too easy'.
Ya with 2 swarm dudes after me I can perma tank them via buffer resistance and then the repper later. |
Rekon Syport
ZionTCD Legacy Rising
6
|
Posted - 2013.02.18 23:00:00 -
[59] - Quote
Quote:
Ya this isn't a tank QQ thread, I can sit my tank in a **** storm of swarms all day, this is just looking at a general rebalance to make dumbfire viable for the swarms again.
DS's and LAV's are my main concern.
And auto lock is like auto aim to me, there needs to be more downsides to it.
I personally love AV guys going at me, but the swarm dudes hide in the mountains way outa range with no real downfall.
My point wasn't about tanks, it is riddled with all the downs of a Swarm Launcher which I believe was your point and DS and LAV are just side arguments when really DS and LAV maybe should be the argument as the swarm itself has been shown to be everything from "too noob like" to completely useless to field. If it flies, you should be able to lock on. Waiting to lock is a downside. With being one shot sniped, avoiding the rock your hiding behind not getting in your way so you stand in the open, and not having a weapon in the process once your done, should you even hit it aim or not and do anything if a supply is around to switch to. Reload time, lack of carry capacity. (sure you could train thus it's not my role) All downers for me to ever use one.
I'm not against your point but I'd surely love to have 2 missles I can get off with the pull of a trigger (hit or not, that's a plus not a negative). Even if I miss, at least the tanker may think about it and it didn't cost me human sacrifice to get one shot off. If anything, I hope there are some swarm peeps that actually spec into it more, cuz against those tanks, Swarms need more damage. Or type of ammo option. I won't argue that sometimes those are the breaks on who you PUB. Add "rockets" with splash damaeg and up the damage to Swarms for having to be sacrifical and "lock-on." |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.18 23:00:00 -
[60] - Quote
Soldiersaint wrote:Hey OP I just thought of the smartest thing instead of asking ccp to turn the swarms into dumbfire rockest why not ask them to add a rocket launcher instead. Doesnt that make more sense?
Because there shouldn't be an aim Bot in game. Derp. |
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |