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Bojo The Mighty
Bojo's School of the Trades
676
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Posted - 2013.03.23 06:08:00 -
[1] - Quote
Hey just a few things on the swarm launcher.
The pros and cons are pretty evident, but as it stands the forge gun takes the cake in terms of Handheld AV not because of damage but because of the time it saves and the overall better defense the user has.
Swarms take about maybe 2-3 seconds to lock onto a target, which they have no alternative to, dumbfire was removed. After launching, the missiles take their sweet ol time diverging into the form of an X (where the bottom two might catch the ground) then converging on the target, which has travel time. After a shot, there's a cool down before another shot can even begin to lock on. A logistics using a swarm launcher is boned at first sight of enemy infantry.
The forge on the opposing side, has a charge up time but once the time is up, the projectile is fired at great speed and damage thus compensating the charge up. There is little wasted time with the forge, although there is travel time, it still has great speed. The great thing about the forge as well is that should the user be approached by an enemy infantry, the weapon if handled right can be used with effectiveness against the infantry, but is overkill compared to sidearm use, but anti infantry capabilities nonetheless.
So it comes to my conclusion that swarm launchers need to have dumbfire returned, so that when there is an LAV at point blank range, you don't have to waste all the time in the world locking onto it and distancing yourself so the missiles will converge right. It will also give Logi's a reason to even consider using the weapon, same goes for Type II scouts.
It also goes without mentioning that the swarm launcher skill affects the Splash Radius, which does you no good when it can't dumbfire.
To go along with dumbfire should it come back, the reticule should be changed. The dot should be swapped for an X to show how the will diverge then converge upon the X.
I think that with the more various gear there is in the game, the more reasonable dumbfire on swarms becomes. Now that there are mass Drivers and laser rifles and new gear approaching next build, the ability to spam dumbfire on infantry would seem overrated, especially with the way the missiles diverge at first. |
KalOfTheRathi
CowTek
260
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Posted - 2013.03.23 06:55:00 -
[2] - Quote
Forge Guns just got The Wang Hammer Of Doom, aka Nerf. They have a maximum targeting of 300 meters. I was only able to confirm 299 though.
Your assumptions are not completely valid now. Adjust as necessary.
ps: Nope, don't want Swarm Launchers to be portable Infantry slaying devicea. We have the much hated Mass Drivers for that. |
Bojo The Mighty
Bojo's School of the Trades
676
|
Posted - 2013.03.23 07:30:00 -
[3] - Quote
KalOfTheRathi wrote:Forge Guns just got The Wang Hammer Of Doom, aka Nerf. They have a maximum targeting of 300 meters. I was only able to confirm 299 though.
Your assumptions are not completely valid now. Adjust as necessary.
ps: Nope, don't want Swarm Launchers to be portable Infantry slaying devicea. We have the much hated Mass Drivers for that. But I never brought up range.... |
The Robot Devil
BetaMax. CRONOS.
23
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Posted - 2013.03.23 08:40:00 -
[4] - Quote
Bojo The Mighty wrote:Hey just a few things on the swarm launcher.
The pros and cons are pretty evident, but as it stands the forge gun takes the cake in terms of Handheld AV not because of damage but because of the time it saves and the overall better defense the user has.
Swarms take about maybe 2-3 seconds to lock onto a target, which they have no alternative to, dumbfire was removed. After launching, the missiles take their sweet ol time diverging into the form of an X (where the bottom two might catch the ground) then converging on the target, which has travel time. After a shot, there's a cool down before another shot can even begin to lock on. A logistics using a swarm launcher is boned at first sight of enemy infantry.
The forge on the opposing side, has a charge up time but once the time is up, the projectile is fired at great speed and damage thus compensating the charge up. There is little wasted time with the forge, although there is travel time, it still has great speed. The great thing about the forge as well is that should the user be approached by an enemy infantry, the weapon if handled right can be used with effectiveness against the infantry, but is overkill compared to sidearm use, but anti infantry capabilities nonetheless.
So it comes to my conclusion that swarm launchers need to have dumbfire returned, so that when there is an LAV at point blank range, you don't have to waste all the time in the world locking onto it and distancing yourself so the missiles will converge right. It will also give Logi's a reason to even consider using the weapon, same goes for Type II scouts.
It also goes without mentioning that the swarm launcher skill affects the Splash Radius, which does you no good when it can't dumbfire.
To go along with dumbfire should it come back, the reticule should be changed. The dot should be swapped for an X to show how the will diverge then converge upon the X.
I think that with the more various gear there is in the game, the more reasonable dumbfire on swarms becomes. Now that there are mass Drivers and laser rifles and new gear approaching next build, the ability to spam dumbfire on infantry would seem overrated, especially with the way the missiles diverge at first.
Prox AV are great for this and a short time delay let's you run away some before they pop and dumb fire should be a proto SL perk because if you have proto SL then you are allowed to do douche stuff. |
Galrick M'kron
NECROMONGER'S
12
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Posted - 2013.03.23 09:42:00 -
[5] - Quote
How about this: A Rocket Launcher weapon is introduced (one rocket per shot, larger magazine, dumbfire only). That way, the SL remains a mainly long range AV weapon, due to its fire-and-forget function, while the rocket launcher can also be used against infantry, but is hard to aim and easy to dodge due to the rocket's travel time. |
Pent'noir
Algintal Core Gallente Federation
81
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Posted - 2013.03.23 09:55:00 -
[6] - Quote
I would love to have dumbfire again, however, swarm missiles that hardly do any dmg to infantry with virtually no blast radius doesn't make much sense when they are an explosive weapon that does massive dmg against vehicles. We all remember when all the new comers would try to use them to kill infantry and we would just laugh at them. Their logic of missiles plus large graphic explosion equals dmg wasn't wrong, it's just that we complained about the earlier version and gimped it so it no longer made any sense.
Going back to dumbfire would create that issue again. I'd rather have them change the first swarm launcher skill to be something useful or give the swarms some blast radius so anyone next to the vehicle will be hurt. |
Bojo The Mighty
Bojo's School of the Trades
677
|
Posted - 2013.03.23 18:57:00 -
[7] - Quote
Pent'noir wrote:I would love to have dumbfire again, however, swarm missiles that hardly do any dmg to infantry with virtually no blast radius doesn't make much sense when they are an explosive weapon that does massive dmg against vehicles. We all remember when all the new comers would try to use them to kill infantry and we would just laugh at them. Their logic of missiles plus large graphic explosion equals dmg wasn't wrong, it's just that we complained about the earlier version and gimped it so it no longer made any sense.
Going back to dumbfire would create that issue again. I'd rather have them change the first swarm launcher skill to be something useful or give the swarms some blast radius so anyone next to the vehicle will be hurt.
The Robot Devil wrote: Prox AV are great for this and a short time delay let's you run away some before they pop and dumb fire should be a proto SL perk because if you have proto SL then you are allowed to do douche stuff.
If you remember pre-Codex, you could see shameful attempts of using the swarm to kill infantry, like seeing newbies try and use the forge in CQC combat, except less effective.
Proto level requires so much SP just to get something reasonable out of them. I honestly think that with the "new"missile pattern, spamming it on infantry is much less appealing. I just want to quit wasting time standing in the open and pointing all my rockets sky high so they won't dance around the thing I'm targeting when it is a still target.
Militia variants should definitely not have dumbfire, but the Swarm Launcher skill affects blast radius which has nothing to do with lock on fire...so Basic and above need dumbfire. At first everyone and their mother would get it then see how bad it is at Anti Infantry then give up and use it on AV. |
Bojo The Mighty
Bojo's School of the Trades
682
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Posted - 2013.03.23 21:26:00 -
[8] - Quote
hmm, bump |
Pent'noir
Algintal Core Gallente Federation
82
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Posted - 2013.03.24 00:45:00 -
[9] - Quote
yeah, even when we could kill infantry with the swarms, i never found it to be very good at it. Alot of the time, the person would kill themselves trying to do it. This was before the massdriver, but now that we have the massdriver, that thing is so much better at being a weapon to just aim in the general direction and fire. The weapons that we have now pale in comparison to what i remember from then, like the shotgun. I remember that thing sucking, but now its boom boom boom dead heavy. Maybe we complained a bit too much about swarms killing infantry, but what is done is done. If they gave us it back, then i think the general populace would throw a forum roit because some cheap av weapon killed their proto. Sorta funny that not more complain about the foregun.
I'd be very happy to have them back, but i wont hold my breath... |
Solo 2Forty
Rebelles A Quebec Orion Empire
6
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Posted - 2013.03.24 01:10:00 -
[10] - Quote
Before the reset I had proto swarm, now ill never put a single point into it would love to have at least dumbifre back even if it suck more than anything else, wont leave me the feeling of being defenless while having one or make me think to remove this dumbass weapon witch is only good to be killed with Since everybody is taking forge gun for all the advantages...just make the swarm launchers disappeare and we will never talk about that anymore
P.S. Even with all the weapons, people WILL whine if something is more powerful than an assault rifle |
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Garrett Blacknova
Codex Troopers
2107
|
Posted - 2013.03.24 01:20:00 -
[11] - Quote
Back in the early days of the E3 build, we could dumbfire Swarms and literally take out several enemy Dropsuits at once.
The devs implemented a HARSH nerf of their damage against Dropsuits that kind of made no sense, and specifically declared that it was a hotfix and a proper solution was inbound.
So making them NOT deal significant damage to infantry is off the table. It's a stupid idea, it was done before as an interim measure, and it was silly then. It would be equally silly now. Making them dumbfire and capable of instakilling infantry is also off the table, so what's left? Oh yeah! WHAT WE ALREADY HAVE.
Also, Forge Gun loses hard against the Swarm in an important area - mobility. Being a Heavy weapon is a drawback too. |
DeadlyAztec11
One-Armed Bandits Atrocitas
23
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Posted - 2013.04.07 15:47:00 -
[12] - Quote
I would like dumbfire. Just give a minimum arming distance like RPG's have in real life. That way people can not just suicide bomb people. I would say 15 to 20 meters is a decent arming distance. |
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