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gbghg
L.O.T.I.S. Legacy Rising
763
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Posted - 2013.03.22 03:05:00 -
[1] - Quote
XV1 wrote:Most dropships seem to ust outrun my swarm missiles, making them rather difficult to take down. I can normally get 1 shot in with swarm launcher then the ship just flys away staying just ahead of my missiles until they blow up in mid air. Is there something I don't know or is this a common occurance. Swarm missiles seem to be designed to take down arial vehicles yet they seem to be ultimately best against LAVs.
Also has anyone brought up a topic concerning making the swarm missiles more like EVE allowing for different damage type from missiles? Would make taking down shield based vehicles much more manageable with SL. We can't even out run swarms anymore now the nerfed the afterburner, our only defence against AV right now is too stay out of range and tank it which isn't the most appealing option given how fragile they are |
gbghg
L.O.T.I.S. Legacy Rising
789
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Posted - 2013.03.23 16:45:00 -
[2] - Quote
Skihids wrote:slypie11 wrote:Alan-Ibn-Xuan Al-Alasabe wrote:I remember that thread. No one agreed with you. We agreed that we'd be willing to accept swarms being faster than dropships IF countermeasures were implemented, not that that is the only or best solution. One, that's sort of what agreeing mean, and two, in the end, everyone did agree with me. Nobody said they woud accept it before other countermeasures were introduced. CCP went ahead and let swarms outrun dropships on full AB without introducing any countermeasure. Now you have your free, no-aim, fire from cover, auto-hit noob launcher that can deny battlefield access to an entire class of vehicles - a class that is struggling desperately to find a useful role after being repeatedly abused by CCP. Don't be surprised when pilots take that as the equivalent of complaining that puppies run away too fast as you are kicking them. can't wait for fighters and gunships when we'll be able to shoot back. and as someone who uses both swarms and dropships things are pretty much balanced right now, the only thing that needs to be fixed is swarms habit of flying into every available piece of terrain between you and your target (talking about ground targets here, kinda hard to have swarms hit terrain when shooting at a dropship) and their tracking ability, it's ******** how tightly those missiles can turn it makes evasive maneuvers impossible. |
gbghg
L.O.T.I.S. Legacy Rising
790
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Posted - 2013.03.23 18:15:00 -
[3] - Quote
slypie11 wrote:Skihids wrote:slypie11 wrote:Alan-Ibn-Xuan Al-Alasabe wrote:I remember that thread. No one agreed with you. We agreed that we'd be willing to accept swarms being faster than dropships IF countermeasures were implemented, not that that is the only or best solution. One, that's sort of what agreeing mean, and two, in the end, everyone did agree with me. Nobody said they woud accept it before other countermeasures were introduced. CCP went ahead and let swarms outrun dropships on full AB without introducing any countermeasure. Now you have your free, no-aim, fire from cover, auto-hit noob launcher that can deny battlefield access to an entire class of vehicles - a class that is struggling desperately to find a useful role after being repeatedly abused by CCP. Don't be surprised when pilots take that as the equivalent of complaining that puppies run away too fast as you are kicking them. I don't know about you, but my free SL doesn't do anything. I can understand that it doesn't do any damage, but it should be able to outrun a dropship. I'm not asking to nerf dropships or buff AV damage, but a soon as dropships get proper countermeasures, make swarm missiles faster. I just want it to feel like real war, and that's how it is in real war. It's a free SL, it's supposed to do fuckall against higher tier vehicles, upgrade to better kit if you want to bring vehicles down easier |
gbghg
L.O.T.I.S. Legacy Rising
791
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Posted - 2013.03.23 18:55:00 -
[4] - Quote
slypie11 wrote:
I think you may have missed my point. I was simply stating why swarm launchers should have a speed buff at the cost of dropships having countermeasures. But since you've brought up the topic of making dust even more realistic, I would like to add my two cents.
We already have AC-130s in the form of orbital strikes. AI mines would take skill ex. finding the best place to put it with the smallest probability of and enemy finding it. I honestly don't understand your remark about "super aim assist" as this currently has no place in real war(unless I'm mistaken).
As for SLs, these do take quite a bit of skill. For example, you must calculate the range so your missiles don't run out of fuel, and you must concentrate on not getting shot while your staring up in the sky. But if your so concerned about your precious dropships, why don't we nerf forge guns. Those take not skill. I mean, you're huge targets. Why don't we nerf blaster tanks too. And while we're at it, why not AV grenades. I mean come on, like those take skill.
Forge guns miss on occasion, the only reason they hit anything is down to user skill, and at least 50% of FG shot at dropships miss because most of the time we're doing our best to be hard to hit, SL on the other hand are a guarenteed hit unless we get out of range. as a SL user myself they take very little skill to use effectively |
gbghg
L.O.T.I.S. Legacy Rising
792
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Posted - 2013.03.23 19:36:00 -
[5] - Quote
Garrett Blacknova wrote:gbghg wrote:slypie11 wrote:
I think you may have missed my point. I was simply stating why swarm launchers should have a speed buff at the cost of dropships having countermeasures. But since you've brought up the topic of making dust even more realistic, I would like to add my two cents.
We already have AC-130s in the form of orbital strikes. AI mines would take skill ex. finding the best place to put it with the smallest probability of and enemy finding it. I honestly don't understand your remark about "super aim assist" as this currently has no place in real war(unless I'm mistaken).
As for SLs, these do take quite a bit of skill. For example, you must calculate the range so your missiles don't run out of fuel, and you must concentrate on not getting shot while your staring up in the sky. But if your so concerned about your precious dropships, why don't we nerf forge guns. Those take not skill. I mean, you're huge targets. Why don't we nerf blaster tanks too. And while we're at it, why not AV grenades. I mean come on, like those take skill.
Forge guns miss on occasion, the only reason they hit anything is down to user skill, and at least 50% of FG shot at dropships miss because most of the time we're doing our best to be hard to hit, SL on the other hand are a guarenteed hit unless we get out of range. as a SL user myself they take very little skill to use effectively On most maps, against Dropships, Swarm Launchers are just "find, lock, make sure it's not already running from you, fire" but that still takes more skill than some people realise. Most new players forget the underlined step and, as the OP has, complain that Swarms aren't effective. If a Dropship is moving towards you, unless they're REALLY far away, they don't have a chance to run. They WILL get hit and they'll almost certainly die - even a well-fitted Dropship can't take many hits from a Militia Swarm Launcher. Skill with Swarms (as in real skill, not SP investment) allows you to better direct your shots to anticipate possible cover locations, which are rarely a consideration for a Dropship pilot. Novices against Dropships pretty much only need to be told "don't fire unless it's heading towards you" and on almost every map, that will remove the threat of Dropships. But this is the root of my complaint against the turning circle of swarms, if i'm afterburing towards you, you shoot off a swarm, i then fly past the swarm because it was tracking towads me and i had the highest velocity between us, the missiles which in any other game would either lose a lock on at this point or take several seconds to turn turns nearly 180* in an instant and hits home, and the only "skill" involved with swarms is judging how far way the target is, your chances of hitting,k your positioning, and what direction you point the launcher when you fire |
gbghg
L.O.T.I.S. Legacy Rising
792
|
Posted - 2013.03.23 20:10:00 -
[6] - Quote
slypie11 wrote:gbghg wrote:Garrett Blacknova wrote:gbghg wrote:slypie11 wrote:
I think you may have missed my point. I was simply stating why swarm launchers should have a speed buff at the cost of dropships having countermeasures. But since you've brought up the topic of making dust even more realistic, I would like to add my two cents.
We already have AC-130s in the form of orbital strikes. AI mines would take skill ex. finding the best place to put it with the smallest probability of and enemy finding it. I honestly don't understand your remark about "super aim assist" as this currently has no place in real war(unless I'm mistaken).
As for SLs, these do take quite a bit of skill. For example, you must calculate the range so your missiles don't run out of fuel, and you must concentrate on not getting shot while your staring up in the sky. But if your so concerned about your precious dropships, why don't we nerf forge guns. Those take not skill. I mean, you're huge targets. Why don't we nerf blaster tanks too. And while we're at it, why not AV grenades. I mean come on, like those take skill.
Forge guns miss on occasion, the only reason they hit anything is down to user skill, and at least 50% of FG shot at dropships miss because most of the time we're doing our best to be hard to hit, SL on the other hand are a guarenteed hit unless we get out of range. as a SL user myself they take very little skill to use effectively On most maps, against Dropships, Swarm Launchers are just "find, lock, make sure it's not already running from you, fire" but that still takes more skill than some people realise. Most new players forget the underlined step and, as the OP has, complain that Swarms aren't effective. If a Dropship is moving towards you, unless they're REALLY far away, they don't have a chance to run. They WILL get hit and they'll almost certainly die - even a well-fitted Dropship can't take many hits from a Militia Swarm Launcher. Skill with Swarms (as in real skill, not SP investment) allows you to better direct your shots to anticipate possible cover locations, which are rarely a consideration for a Dropship pilot. Novices against Dropships pretty much only need to be told "don't fire unless it's heading towards you" and on almost every map, that will remove the threat of Dropships. But this is the root of my complaint against the turning circle of swarms, if i'm afterburing towards you, you shoot off a swarm, i then fly past the swarm because it was tracking towads me and i had the highest velocity between us, the missiles which in any other game would either lose a lock on at this point or take several seconds to turn turns nearly 180* in an instant and hits home, and the only "skill" involved with swarms is judging how far way the target is, your chances of hitting,k your positioning, and what direction you point the launcher when you fire CCP certainly need to up their game on the specifics of the SL lock on. Situations akin to the one you describes are inexcusable to dropship pilots, as this thread has certainly proven. But obviously, you people are too stubborn to even consider the proposal I've stated many times. You just can't understand anyone's point of view but your own. Lock on missiles are pointless if they can't outrun the thing their locking on too. There would then have to be countermeasures in place to counter these "skill-less weapons". Next time you reply, please make it relevant. We're not being stubborn we're just saying that right now there's no need for this and it should only be implemented after we get countermeasures and fighters where a higher speed will be required, and traditionally you see different types of missiles used to target aircraft and ground vehicles, one has a high speed but low payload, the other a slower speed but higher payload, the swarms seem to currently sit at a compromise point between the two methodologies.
and I reserve the right to go slightly of topic |
gbghg
L.O.T.I.S. Legacy Rising
792
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Posted - 2013.03.23 20:56:00 -
[7] - Quote
slypie11 wrote:THIS IS WHAT I WAS SAYING IN THE FIRST PLACE!!!!! Also there is a need for this right now since ground to air missiles goin slower than a dropship throws any sense of realism out the window. But seeing as dropships would be blown out of the sky as soon as they got in the air, they would certainly need countermeasures before SLs got any of the buffs they so desperately need on what you were saying about realism
Quote:and traditionally you see different types of missiles used to target aircraft and ground vehicles, one has a high speed but low payload, the other a slower speed but higher payload, the swarms seem to currently sit at a compromise point between the two methodologies. |
gbghg
L.O.T.I.S. Legacy Rising
798
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Posted - 2013.03.23 22:30:00 -
[8] - Quote
ladwar wrote:copy left wrote:NO. Dropships can barely get away from swarms, and when the whole enemy team decides to pick on a dropship. hell no. you have not been on both sides have you? btw its not barely they can out run swarms as they are slightly faster then the base as it is now without afterburners. with afterburners lol pull out a fogre gun as thats only the way your going to hit a decent DS pilot. have you shot at a dropship since the patch? we could outrun the swarms before, we can't now. we can get out of range before the swarms hit if we already have some distance but we can't outrun them like before |
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