|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Berserker007
Imperfects Negative-Feedback
254
|
Posted - 2013.03.22 01:57:00 -
[1] - Quote
One thing ive noticed is the quickness of firing & dps done by forge guns. Id like ccp to bring back the old swarms skill of increasing re-fire time of the swarms. The fg shoots faster & hits its targets faster. Swarms on the other hand have a longer time b/t shots, as unless the tank is being stupid, usually the tank gets out of dodge after the 1wt set hit.
So yeah, i think itd be a good operation skill to equate to the fg reduction in charge time..... |
Berserker007
Imperfects Negative-Feedback
254
|
Posted - 2013.03.22 02:51:00 -
[2] - Quote
Not sure how u mean it, but i dont think the velocity/speed of the rockets needs changing but the time b/t shots. Have the skill decrease time b/t lockons so u can fire off the shots faster, as b/c here is a a noticeable delay b/t lockon -->shoot--> lockon |
Berserker007
Imperfects Negative-Feedback
254
|
Posted - 2013.03.22 04:56:00 -
[3] - Quote
Nah, overall rof, as even though swarms are good, i find tanks can "evade" them easier then fg's; b/c fg work on l.o.s. , where swarms require the lockon, and by time 1st set is off, the tank is rolling away |
Berserker007
Imperfects Negative-Feedback
255
|
Posted - 2013.03.22 19:02:00 -
[4] - Quote
pegasis prime wrote:Swarm launchers are not ment to be a garunteed hit and kill every time. If a tanker is abke to evade your swarmd its not due to the swarms unnefectivness its down to their skill as a tank pilot . Iv found tgat those pesky av nesters with bloddy nano hives act as great area denial for vehicles and tgats the purpouse of swarms unless you have at least 2 of you ob a tank with swarms then it going to ve a hard kill . The onky class tgat can and should be able to solo vehicles is the heavy with a a forge gun . I prefer the dau assault forge as it really dose the job .
U realize u kinda made my point, the fg gives a 100% hit ratio if in range & on target, along with a faster r.o.f. Also, u can't say a heavy should be the only class the solo a vehicle, as that makes light drop suit av "useless".
it also has to do w/ SP effectiveness. SL operation skill is useless compared to the fg operation skil; in that it helps it be a more effective av weapon. Proto fg allows for an even less for a gap w/ shots b/c of its skilling yet swarms give u an extra 25% on splash damage (which is stupid as they either hit or miss). All a proto SL allows for is more damage (which fg does too) but still requires the same long lock time so if a tank gets hits once it is able to move away after one volley. SL as av isn't as "effective" in that is has long travel time & lock time.
not asking for a buff to speed or damage, but simply CCP think on adding back the refire time skill to have the sp investment really be worth it.
also for those say SL is just as good as fg, I'd have to disagree, as I've had both or a set since replication; and ig is overall more effective |
Berserker007
Imperfects Negative-Feedback
255
|
Posted - 2013.03.22 19:27:00 -
[5] - Quote
Dany 7A5H wrote:Can i just point out here that Swarms lock on and will do a full 360 around a building and hit you...
as opposed to forges that are not lock-on,
I think swarms are fine, proto swarms hurt enough. any buff would debalance vehicles into the ground.
Their ability to travelisn't what is being discussed, those are separate things.I'm simply, talking about their passive skill from the skill book. I think the travel path is OK in following a vehicle around a corner if it iisn't a hairpin, but do think the sharp turns should inhibit swarms.
but by doing that, u need to shorten refire time. Swarms are clearly viable so u know there can be time. Evade, where there is no way to evade a fg as it is a l.o.s. weapon.
fg is worth gEtting proto b/c of damage and passive skill benefit. SL gives damage, for splash |
Berserker007
Imperfects Negative-Feedback
256
|
Posted - 2013.03.22 19:56:00 -
[6] - Quote
isn't the point of skilling into proto av to kill tanks easier? Also 5k for proto swarms is w/ proken damage mods, so that argument isnt valid . Also, a proto fg doesn't get the complain on how it rips apart shield & armor tanks. |
Berserker007
Imperfects Negative-Feedback
256
|
Posted - 2013.03.22 20:08:00 -
[7] - Quote
yes there are dmg mods, but THEY ARE BROKEN, so the damage done isnt valid as they will be doing less as ccp has stated they fixed them for this new build.
and sry to say, but when u skill in proto av, it is to kill tanks/vehciles faster, otherwise why do it? Ive used proto fg in taking out adv tanks easily, yet when i used adv it wouldnt happen. Skilling up weapons makes u deadlier, in both there overall damage, but also their passive bonuses.I'm simply saying the passive bonus on SL operations isn't useful, compared to the fg, and it should be (as it once was)
|
Berserker007
Imperfects Negative-Feedback
259
|
Posted - 2013.03.25 04:57:00 -
[8] - Quote
Scheneighnay McBob wrote:Support. The current skill is useless (splash radius increase on a weapon whose splash was removed)
Thank you, someone got what i was saying. All i was saying is bring back the passive skill for it
To those saying increase the rof of swarms would be bad; you do realize, that evena 25% decrease in lock time wouldn't make them that "OP", as swarms still have a slow travel time.
As per damage again; the points aren't valid. Example as:
Assault Vk.0 Proto SL w/ weaponry 5 + prof 1 3 Complex damage mods
Calc will be done against pure armor:
1800 base damage Broken mods + 33% Skills, 13% armor bonus of 30% Total = ~3416
Heavy Vk.o Proto Fg 3 complete mods Weapony 5 +prof 1 shield bonus Total = ~ 2869
So SL does ~600 more damage; however, SL have a "long" lock on time, and variable hit time pending on distance. Whereas FG has an "immediate" hit, and (in for example purpose say tank is still), you will shoot & hit all 4 your FG shots, before 2 of the SL shots hit.
So that's an ~11k damage for FG, and a 6.8k damage for SL . This is in a controlled situation where the tank is sitting still. If in game the FG still has the advantage while the tank is in LOS, whereas the swarms can be evaded "easier" b/c of travel path (yet can always allow for hits too) |
|
|
|