| Pages: 1 2  :: [one page] | 
      
      
        | 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.....
 | 
      
      
        |  Vermaak Doe
 SVER True Blood
 Unclaimed.
 
 598
 
 
      | Posted - 2013.03.22 02:36:00 -
          [2] - Quote 
 Velocity increase is something I'll always support
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 254
 
 
      | Posted - 2013.03.22 02:51:00 -
          [3] - 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
 | 
      
      
        |  Vermaak Doe
 SVER True Blood
 Unclaimed.
 
 598
 
 
      | Posted - 2013.03.22 02:56:00 -
          [4] - Quote 
 Oh, I thought you meant increasing missile velocity instead of overall Rof
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 254
 
 
      | Posted - 2013.03.22 04:56:00 -
          [5] - 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
 | 
      
      
        |  pegasis prime
 The Shadow Cavalry Mercenaries
 
 105
 
 
      | Posted - 2013.03.22 08:23:00 -
          [6] - Quote 
 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 .
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 255
 
 
      | Posted - 2013.03.22 19:02:00 -
          [7] - 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
 | 
      
      
        |  Dany 7A5H
 G I A N T
 
 21
 
 
      | Posted - 2013.03.22 19:12:00 -
          [8] - Quote 
 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.
 | 
      
      
        |  I-Shayz-I
 ZionTCD
 Legacy Rising
 
 172
 
 
      | Posted - 2013.03.22 19:17:00 -
          [9] - Quote 
 I use advanced swarms with three complex damage mods and feel like the advancement to proto swarms isn't worth it for only giving me another missile.
 
 Upgrading swarm launcher operation should either increase the speed of the missiles, or improve the lock on time. The problem with swarms is that they only do good amounts of damage if every missile hits, and they're better against armor tanks than shield ones.
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 255
 
 
      | Posted - 2013.03.22 19:27:00 -
          [10] - 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
 | 
      
      
        |  gbghg
 L.O.T.I.S.
 Legacy Rising
 
 773
 
 
      | Posted - 2013.03.22 19:47:00 -
          [11] - Quote 
 
 Berserker007 wrote: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 but why would the second volley shoot faster? it doesn't make sense lore wise and it would unbalance swarms as people who maxed out the skill would be getting off a ridiculous amount of dps
 | 
      
      
        |  Dany 7A5H
 G I A N T
 
 22
 
 
      | Posted - 2013.03.22 19:47:00 -
          [12] - Quote 
 
 Berserker007 wrote: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 
 A darkside swarm launcher can hit for 5000 dmg with skills and dmg mods, WTF are you smoking when you say they need ANY buff whatsoever when my META FIT TANK has 9000ARMOR?
 
 Jesus you guys freak out when you cant kill a 1mil-2mil tank in under 5 seconds.
 | 
      
      
        |  Dany 7A5H
 G I A N T
 
 22
 
 
      | Posted - 2013.03.22 19:48:00 -
          [13] - Quote 
 
 gbghg wrote:Berserker007 wrote: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 but why would the second volley shoot faster? it doesn't make sense lore wise and it would unbalance swarms as people who maxed out the skill would be getting off a ridiculous amount of dps 
 Thank you
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 256
 
 
      | Posted - 2013.03.22 19:56:00 -
          [14] - 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.
 | 
      
      
        |  Dany 7A5H
 G I A N T
 
 22
 
 
      | Posted - 2013.03.22 19:59:00 -
          [15] - Quote 
 
 Berserker007 wrote:ot lock-on,
 I think swarms are fine, proto swarms hurt enough. any buff would debae 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[/quote]
 but why would the second volley shoot faster? it doesn't make sense lore wise and it would unbalance swarms as people who maxed out the skill would be getting off a ridiculous amount of dps[/quote]
 
 Thank you
 
 All your doing with faster flight/lockon time based on skill is
 
 1) making the cheapo stuff marginally better
 
 2) making anyone with a proto swarm a HAV killing GOD.[/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.
 [/quote]
 
 
 Im sorry your argument doesnt make any sense.
 
 Dmg mods exist and are not fixed, so if they incorporate this and do not fix dmg mods Oits obviously fricken valid.
 
 Dmg mods dont effect AV nades, thank god...that being said nothing makes me crap myself more than AV nades, they hurt the most.
 
 And no the point of going AV is to kill AV, but not in under 6 seconds, thats called imbalance.
 | 
      
      
        |  gbghg
 L.O.T.I.S.
 Legacy Rising
 
 774
 
 
      | Posted - 2013.03.22 20:04:00 -
          [16] - Quote 
 
 Dany 7A5H wrote:Berserker007 wrote:ot lock-on,
 I think swarms are fine, proto swarms hurt enough. any buff would debae 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 but why would the second volley shoot faster? it doesn't make sense lore wise and it would unbalance swarms as people who maxed out the skill would be getting off a ridiculous amount of dps[/quote]
 
 Thank you
 
 All your doing with faster flight/lockon time based on skill is
 
 1) making the cheapo stuff marginally better
 
 2) making anyone with a proto swarm a HAV killing GOD.[/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.
 [/quote]
 
 
 Im sorry your argument doesnt make any sense.
 
 Dmg mods exist and are not fixed, so if they incorporate this and do not fix dmg mods Oits obviously fricken valid.
 
 Dmg mods dont effect AV nades, thank god...that being said nothing makes me crap myself more than AV nades, they hurt the most.
 
 And no the point of going AV is to kill AV, but not in under 6 seconds, thats called imbalance.[/quote]
 also when you're balancing AV there is more to take into account than just tanks, you have to balance for LAV's and dropships too, both of which have significantly less ehp than a tank
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 256
 
 
      | Posted - 2013.03.22 20:08:00 -
          [17] - 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)
 
 | 
      
      
        |  Dany 7A5H
 G I A N T
 
 23
 
 
      | Posted - 2013.03.22 21:04:00 -
          [18] - Quote 
 
 Berserker007 wrote: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)
 
 
 Um...Ok.
 
 The forge gun does not lock on
 
 Swarms lock on, and if you know what your doing can shoot over buildings and harass the crap out of any vehicle.
 
 With current dmg they can 1 shot a PROTO LAV/Dropship or 2 shot a Proto Tank.
 
 If for some reason you believe that they are not in their current form deadly enough, then I sir stand dumb-struck.
 | 
      
      
        |  Morph Kni
 SVER True Blood
 Unclaimed.
 
 2
 
 
      | Posted - 2013.03.23 01:49:00 -
          [19] - Quote 
 I just wand to add one thing about Swarm Launchers. First off they will not do as much dmg or be as fast and will always be less efficient then forge gun BUT...One thing that does need fixing is the lock on mechanism and the time that lapses between lock on and the next shot. For example after your shot do you have to wait the 3 - 4 seconds for it to hit or miss before lock on again? because I think you do. so between shots you are actually looking at 6-10s some times.. Lock on(2.5s) Shoot(travel time 4sec, but this depends on how far ou are) then lock on(2.5s) so to shoot and hit the target he knows from that one shooter he has 6sec or more to find cover? way , way to much time..I think you should be able to lock on, shoot, lock on shoot. but that is NOT the case also with an advanced swarm launcher with 3x dmg mods a series suit vs a militia tank, I have never ever seen an insta pop. so maybe you can pop a militia tank with a proto swarm but thats about it. If you want dmg and speed, dont go swarm waste of points, go heavy and get forge, or up your AV gernades, does more dmg
 | 
      
      
        |  Monkxx
 Ikomari-Onu Enforcement
 Caldari State
 
 28
 
 
      | Posted - 2013.03.23 05:21:00 -
          [20] - Quote 
 
 Berserker007 wrote: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.....
 
 
 -1.
 
 C'mon, admit it that your jealous about the fact that there are good Forge Gunners out there in their clunky Heavy dropsuits who learned how to use their Forge Guns against Gunlogis? And now you ask for another buff for the gun which rockets can AUTOTURN behind the obstacles? Don't forget that Swarms are good against Armor and Forge Guns are good against Shields. Don't forget about the huge shiny sign "I AM HERE - SHOOT ME!" for the red team when Forge Gunner charges his gun. While Swarms remain "Shoot&Forget" type of the gun. Also Swarms are Anti-Air weapon.
 
 To sum it up, HTFU.
 | 
      
      
        |  pegasis prime
 The Shadow Cavalry Mercenaries
 
 106
 
 
      | Posted - 2013.03.23 08:16:00 -
          [21] - Quote 
 
 Berserker007 wrote: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  
 The heavy drop suit is the only drop suit whos description states can go toe to toe with a vehicle and survive. Also iv had some pretty mean swarmers team up to destroy my tankv. Swarms requier team work thats why you feel their innefective at destroying tanks. I run with a couple of dudes who specked into the swarm they also love having to tagteam tanks . Yes your right the forge is more effective but hell it costs a bomb . My advanced suit fully stocked costs over 100000 isk so I think that investment should be able to solo a tank
 | 
      
      
        |  Jason Pearson
 Seraphim Initiative.
 CRONOS.
 
 756
 
 
      | Posted - 2013.03.23 11:11:00 -
          [22] - Quote 
 Disagree with the buff.
 
 Swarms are slow firing, lock on weapons that take no skill.
 Forges are slightly faster, with no lock and take a bit of skill to aim and fire at the correct time.
 | 
      
      
        |  RINON114
 B.S.A.A.
 
 68
 
 
      | Posted - 2013.03.23 11:17:00 -
          [23] - Quote 
 
 pegasis prime wrote:Berserker007 wrote: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  The heavy drop suit is the only drop suit whos description states can go toe to toe with a vehicle and survive. Also iv had some pretty mean swarmers team up to destroy my tankv. Swarms requier team work thats why you feel their innefective at destroying tanks. I run with a couple of dudes who specked into the swarm they also love having to tagteam tanks . Yes your right the forge is more effective but hell it costs a bomb . My advanced suit fully stocked costs over 100000 isk so I think that investment should be able to solo a tank  Well fitted tank = 20 times your single dropsuit. A militia tank is also more expensive than your single dropsuit.
 | 
      
      
        |  XV1
 Bulldog Mining and Industrial Ltd
 Rebel Alliance of New Eden
 
 1
 
 
      | Posted - 2013.03.23 11:36:00 -
          [24] - Quote 
 I feel that in comparison FG are clearly better at anti vehicle, but I can see what is being said here. Currently SL have little to no real advancement from skilling up other than access to better launchers. I think all swarm launchers need is faster missiles for touching dropships and perhaps some launchers that do not require locking on after firing. Makes sense that a launcher could maintain lock after firing I do not see why it cannot.
 
 +1 for original idea.
 | 
      
      
        |  Jason Pearson
 Seraphim Initiative.
 CRONOS.
 
 757
 
 
      | Posted - 2013.03.23 11:42:00 -
          [25] - Quote 
 
 XV1 wrote:I feel that in comparison FG are clearly better at anti vehicle, but I can see what is being said here. Currently SL have little to no real advancement from skilling up other than access to better launchers. I think all swarm launchers need is faster missiles for touching dropships and perhaps some launchers that do not require locking on after firing. Makes sense that a launcher could maintain lock after firing I do not see why it cannot.
 +1 for original idea.
 
 Like I said in your thread, Dropships are nerfed to **** and you want Swarms to be able to hit them faster? You're an idiot.
 They're like floating bricks.
 | 
      
      
        |  pegasis prime
 The Shadow Cavalry Mercenaries
 
 110
 
 
      | Posted - 2013.03.23 12:07:00 -
          [26] - Quote 
 
 RINON114 wrote:pegasis prime wrote:Berserker007 wrote: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  The heavy drop suit is the only drop suit whos description states can go toe to toe with a vehicle and survive. Also iv had some pretty mean swarmers team up to destroy my tankv. Swarms requier team work thats why you feel their innefective at destroying tanks. I run with a couple of dudes who specked into the swarm they also love having to tagteam tanks . Yes your right the forge is more effective but hell it costs a bomb . My advanced suit fully stocked costs over 100000 isk so I think that investment should be able to solo a tank  Well fitted tank = 20 times your single dropsuit. A militia tank is also more expensive than your single dropsuit. 
 
 That is the advanced fit my proto tank busting fit costs 990260 isk or if I want to save on isk the aur one costs 400 aur (only if im feeling flashy) or as I said saving isk for vehicles . But your probably right with investments like that I shouldent be able to tackle tanks solo . How much isk dose a full specked swarmer cost ???
 
 | 
      
      
        |  pegasis prime
 The Shadow Cavalry Mercenaries
 
 110
 
 
      | Posted - 2013.03.23 12:22:00 -
          [27] - Quote 
 After a little bit of reserch cuurently an assault suit fit all proto
 
 Assault -vk0
 Proto swarm (both same price)
 3 complex dammage mods.
 4 armour repair complex
 2 nanno hives ishukone flux
 Proto smg
 
 Cost - 311480 isk
 
 Your argument is now invallid regarding cost my myrob costs 624320 and you think you should be able to solo it . Yep you want a win button .
 | 
      
      
        |  Scheneighnay McBob
 Bojo's School of the Trades
 
 1129
 
 
      | Posted - 2013.03.23 14:34:00 -
          [28] - Quote 
 Support.
 The current skill is useless (splash radius increase on a weapon whose splash was removed)
 | 
      
      
        |  gbghg
 L.O.T.I.S.
 Legacy Rising
 
 789
 
 
      | Posted - 2013.03.23 17:07:00 -
          [29] - Quote 
 
 Jason Pearson wrote:XV1 wrote:I feel that in comparison FG are clearly better at anti vehicle, but I can see what is being said here. Currently SL have little to no real advancement from skilling up other than access to better launchers. I think all swarm launchers need is faster missiles for touching dropships and perhaps some launchers that do not require locking on after firing. Makes sense that a launcher could maintain lock after firing I do not see why it cannot.
 +1 for original idea.
 Like I said in your thread, Dropships are nerfed to **** and you want Swarms to be able to hit them faster? You're an idiot. They're like floating bricks. what jason said, swarms are basically a guaranteed hit anyway on dropships and you want to make it even harder for us to survive? advanced swarms with a couple of damage mods can do 1800 damage per volley that's almost 1/2 of my dropships health gone in one hit even with reduced efficiency against shields those things are practically an insta kill, swarms need fixing, not buffing
 | 
      
      
        |  Medic 1879
 The Tritan Industries
 
 86
 
 
      | Posted - 2013.03.23 17:17:00 -
          [30] - Quote 
 I think swarms are fine if the lock on was too much quicker tanks would be useless solo'ing a tank with swarms should only happen if the driver is drunk.
 | 
      
      
        |  Dany 7A5H
 G I A N T
 
 27
 
 
      | Posted - 2013.03.23 17:57:00 -
          [31] - Quote 
 
 Dany 7A5H wrote:XV1 wrote:KalOfTheRathi wrote:Skill up. Use something other than the Militia Swarm Launcher.
 Watch others and when the Kill Feed says FredTheDropShipKiller has taken someone else down see what weapon was used. Militia weaponry is to get you started. Not to one shot Everything on the planet.
 
 Now, why don't you go ask these question in the proper Forum? The Training Ground works fine for this.
 
 
 No OP/Buff/Nerf thread needed. Nothing to see here, move along. New Berry asking questions, that is all.
 Ok I have the best swarm launcher with 6 missiles per shot that all do no good if any drop ship I fire at just flys out of their range. This is a request forum where I am REQUESTING that swarm launchers be better at taking airships as that seems to be the best use for a cluster of tracking missiles. Currently even with damage mods I can only really threaten either an idiot pilot or perhaps an armor based dropship as the shield ones take far less damage and ANY dropship can move far faster than I can moving out of my missile range quickly and easily. I am not asking for OP the SL I would only like to see some way to increase their effectiveness against fast targets. Perhaps a modules or skill or even a specialized SL with less damage for faster missiles anything would do.  Dear XV1 I have come, and I believe with other posters of this thread, to the unanimous conclusion that you simply get pissy that you cant WTFPWN every vehicle you see. I further believe that you DO NOT have the best quad dmg mod proto swarm launcher, as it CAN 1-2 hit a droppship Furthermore, shield dropships DO NOT take as much dmg for the following reason: Due to inherit resitances: -Shields take 70% dmg from explosives -Armor takes 130% dmg from explosives Therefore theoretically AT THIS TIME, Shield Dropships are meta, even though I think the Prometheus is sexy and i'll still use it. ALSO note that that being said, swarms are not the most effective at taking down Caldari dropships, but: -WEAPONS that are, are coming SOONtm, and this threads request would severly delay them and other "****" we NEED. -THEY WORK GREAT vs everything else -and WTF are you hating dropships for, theyre a transport vehicle! they honestly arnt even a real threat! -If the dropship gunners are an issue, shoot them...jeez, I kill them all the time then the thing is a bonus as there are poeple NOT on the ground shooting you! Furthermore, buffing SWARM lock speed and or flight speed will further SCREW HAVs, as the only thing going for us with NO WAY to outrun or delock your missiles is to tank them...that flight times saves my ass as I can rep between volleys! I assure you, my tank blowing up will cost more than you typically spend in three matches, so you wanting to be able to do that every match is fuc*ing ridiculous.  ALSO people saying swarms take to long to lock on...your just impatient! 1 Proto Swarmer can effectivly take out a single tank..considering an EFFECTIVE TANK has 3 people in it, thats just NOT FAIR. and FURTHERMORE, anyone that keeps making these whaste of time threads that demand the nurf of vehicles and buff of AV---> I CHALLENGE YOU: for a week, you will and only will drive HAVs and fly dropships, and we will see your consensus at the end, currently your talking from a 1-sided lazy experience and its simply ignorant and overall arrogant.! 
 As seen in reply to the other Swarm-Launcher-Buff request...
 
 Im not typing this out twice.
 | 
      
      
        |  Berserker007
 Imperfects
 Negative-Feedback
 
 259
 
 
      | Posted - 2013.03.25 04:57:00 -
          [32] - 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)
 | 
      
        |  |  | 
      
      
        | Pages: 1 2  :: [one page] |