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Skihids
The Tritan Industries
1085
|
Posted - 2013.03.23 21:36:00 -
[1] - Quote
Way back in the closed beta I posted a thread stating that GÇ£Challenge is what makes a game fun.GÇ¥ The specifics were about the then hotly contested strafe speed and hit-scan mechanics, but the general point was that to be enjoyable long term a game of skill should be just that. The weapons and controls should require and allow a player to apply their personal skill to the game respectively. Free kill weapons are fun for a time, but that fun wears off quickly due to the lack of any challenge. ItGÇÖs like a slot machine that pays off with every pull of the lever. Similarly itGÇÖs extremely frustrating not to be able to apply the skills you do possess due to clunky control systems (hence the many threads on that topic).
That is not to say that every system has to be balanced against each other directly at every range as some AR proponents occasionally request, but rather that every system needs to be balanced in terms of the personal skill required vs. its effectiveness. For example, not long ago the two second Locus grenades caused an uproar when they required no skill to toss and were powerful enough to OHK any opponent. There was a perceived imbalance between the skill needed to panic toss a grenade and the effectiveness of the weapon (OHK). CCP quickly reversed the hotfix. Skill at cooking grenades and planning when to do it were reintroduced to balance their effectiveness.
That brings me to the current debate about the Swarm Launchers, especially vs. Dropships. While GÇ£realisticGÇ¥ in the sense of a war simulator, the SL requires no player skill to operate. All the user has to do is point the weapon in the general direction of the target and pull the trigger once lock-on is achieved. ItGÇÖs fire and forget. The user can run off and do something else at that point, while his missiles perform their auto-tracking and auto-hit. The dropship pilot has no counter, never mind a skill based counter to this weapon. The only thing he can do is tank the damage or run away out of range. The recent afterburner hotfix nerf has greatly hobbled the ability to do the latter. A dropship pilot cannot apply his skill at flying to avoid the SL, he can only cower far away.
So does the SL have a place in a skill based game? If so, how do you balance a weapon that takes no skill to use against its potential to deal damage? If you tried to reduce its damage to equal the skill required for use you would end up with a worthless weapon system. You could perhaps introduce an equally no skill counter. In this case it could be a chaff launcher. The SL user sees a dropship and fires his missiles, the pilot sees the missiles and fires his chaff launcher to counter them. The problem I see with that is that the slot balance isnGÇÖt really balanced. Any infantry unit could pick up any no skill weapon (assuming there are more varieties introduced) and target a dropship which would have to carry a counter for every variety as they canGÇÖt hot swap in battle as infantry unit can.
So is there a place for the SL in DUST? If so, what would it take to balance it? What are your thoughts?
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Sloth9230
Reaper Galactic
578
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Posted - 2013.03.23 21:42:00 -
[2] - Quote
Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? |
Vermaak Doe
SVER True Blood Unclaimed.
607
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Posted - 2013.03.23 21:45:00 -
[3] - Quote
Show me where the SL touched you on the doll |
gbghg
L.O.T.I.S. Legacy Rising
795
|
Posted - 2013.03.23 21:47:00 -
[4] - Quote
Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times |
Sloth9230
Reaper Galactic
578
|
Posted - 2013.03.23 21:49:00 -
[5] - Quote
gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times I would consider using cover to be a skill, as well as common sense. Still won't save you from all the infantry who know where you are everytime you fire the thing. |
Denak Kalamari
Ozark Cartel White Mountain Coalition
93
|
Posted - 2013.03.23 21:50:00 -
[6] - Quote
I think the Swarm Launcher is a little bit dumb against dropships, especially after the afterburner nerf. And with all the problems with tracking and locking on, I would suggest the following:
Remove the lock-on, and instead make the swarm launchers self-guided. Which means you have to stay zoomed in and aiming at the part where you want your swarm missiles to hit. With higher levels the speed at which the swarms respond to your movements increase, along with the regular increased damage and projectile speed. People might complain: 'lolrpgnoob' since with this mechaning the SL could be used as an anti-infantry weapon, but I see no problem with this. |
Cpt Murd0ck
Sanmatar Kelkoons Minmatar Republic
101
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Posted - 2013.03.23 21:50:00 -
[7] - Quote
Nerf it |
Vermaak Doe
SVER True Blood Unclaimed.
607
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Posted - 2013.03.23 21:51:00 -
[8] - Quote
gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times You say that as if it isn't balanced, there's no way for it to kill infantry and therefore outside of cqb scenarios the user is helpless and it also has a huge chance to give away where it's launched from |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3224
|
Posted - 2013.03.23 21:54:00 -
[9] - Quote
Might be worth beta testing a change to swarm launchers that makes the user have to guide and steer the missiles once their in the air. An equally no skill counter for dropships though would suffice. |
Sloth9230
Reaper Galactic
578
|
Posted - 2013.03.23 21:57:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote:Might be worth beta testing a change to swarm launchers that makes the user have to guide and steer the missiles once their in the air. An equally no skill counter for dropships though would suffice. like in Dark Sector, and Ty The tasmanian Tiger ,with their Boomerangs o Death? |
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Crimson Moon V
Internal Error. Negative-Feedback
242
|
Posted - 2013.03.23 22:01:00 -
[11] - Quote
Sloth9230 wrote:gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times I would consider using cover to be a skill, as well as common sense. Still won't save you from all the infantry who know where you are everytime you fire the thing. situational awareness=/=Weapon skill. The SL takes no skill and does an insane amount of damage. It needs to be looked at. If non skill AV does this much damage then tankers/pilots really need to worried about the skill based AV we will be getting in the future.
This is coming from an infantry only player btw. You will never see me in a tank/dropship unless I stole it. |
Bojo The Mighty
Bojo's School of the Trades
682
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Posted - 2013.03.23 22:01:00 -
[12] - Quote
As both a user of Swarm Launchers (Non Militia) and Dropships, I feel like I'm being pulled apart by two horses.
One side tells me that the ability to put a square over a bigger square then let missiles do all the work really is distasteful. The other side says that firing things with the most travel time at an airborne target with no locking function is a worthless item.
What you have to do is you have to re invent the weapon as a whole.
Swarm Launcher needs dumbfire back and limits to locking.
Reworking the Lock I personally think that locking shouldn't be a fire and forget sort of deal. I think that the user should have to maintain the lock or at least be forced to control the missiles http://www.youtube.com/watch?v=ptoRGpUa_Hw
Something similar to that.
Another system I've considered, is to have the rockets move faster, but have no pre-fire locking system. In order to "lock on" to a target, the missiles have to get close enough to seek the target.
So the person must dumbfire the rockets and get them close enough to the target to get a lock. It prevents people from very far away getting in the shots with nothing at risk.
Both methods would require foresight and skill which the swarms need in order to be a more viable weapon.
It's a nerf against dropships but not other vehicles. |
Taarec
Zero Tolerance.
0
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Posted - 2013.03.23 22:02:00 -
[13] - Quote
Just implement counter-flares, problem solved.
The later you activate them, the more chance of successfully shaking off the swarm, but you risk getting blown up if you're too late with it. |
gbghg
L.O.T.I.S. Legacy Rising
797
|
Posted - 2013.03.23 22:05:00 -
[14] - Quote
Vermaak Doe wrote:gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times You say that as if it isn't balanced, there's no way for it to kill infantry and therefore outside of cqb scenarios the user is helpless and it also has a huge chance to give away where it's launched from I say it because i despise that troll and personali I think swarms are rather well balanced right now, the only thing that needs fixing is their tracking which is frankly ridiculous, and the lack of counters for dropships which are effectively the pinata of the sky as soon as anyone gets AV of any kind. |
DUST Fiend
Immobile Infantry
2133
|
Posted - 2013.03.23 22:06:00 -
[15] - Quote
I find it funny because I fly an armor dropship, which are weak to swarms, yet swarms give me pretty much no trouble unless I get ganged up on by proto swarms. It's very easy to find cover, and if the map doesn't have cover, maybe you should think twice about calling in a dropship. |
Sloth9230
Reaper Galactic
579
|
Posted - 2013.03.23 22:09:00 -
[16] - Quote
I'm a troll? And you despise me? |
Sloth9230
Reaper Galactic
579
|
Posted - 2013.03.23 22:11:00 -
[17] - Quote
Crimson Moon V wrote: Situational awareness=/=Weapon skill. .
Situational awareness is important with all weapons, but I would say it's more important with SLs because they have to lock on and can't just dumb-fire. |
gbghg
L.O.T.I.S. Legacy Rising
797
|
Posted - 2013.03.23 22:14:00 -
[18] - Quote
Sloth9230 wrote:I'm a troll? And you despise me? not you, i was talking about vermaaks "show me on the doll where the swarm launcher touched you" and I hate the troll not the troller |
Sloth9230
Reaper Galactic
579
|
Posted - 2013.03.23 22:18:00 -
[19] - Quote
gbghg wrote:Sloth9230 wrote:I'm a troll? And you despise me? not you, i was talking about vermaaks "show me on the doll where the swarm launcher touched you" and I hate the troll not the troller Yay! |
Vermaak Doe
SVER True Blood Unclaimed.
607
|
Posted - 2013.03.23 22:19:00 -
[20] - Quote
gbghg wrote:Vermaak Doe wrote:gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times You say that as if it isn't balanced, there's no way for it to kill infantry and therefore outside of cqb scenarios the user is helpless and it also has a huge chance to give away where it's launched from I say it because i despise that troll and personally I think swarms are rather well balanced right now, the only thing that needs fixing is their tracking which is frankly ridiculous, and the lack of counters for dropships which are effectively the pinata of the sky as soon as anyone gets AV of any kind. So this thread is pointless, we already know this Sl is broken outside of fighting tanks |
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Sloth9230
Reaper Galactic
580
|
Posted - 2013.03.23 22:24:00 -
[21] - Quote
Vermaak Doe wrote: So this thread is pointless, we already know this Sl is broken outside of fighting tanks
Basically. |
Crimson Moon V
Internal Error. Negative-Feedback
242
|
Posted - 2013.03.23 22:26:00 -
[22] - Quote
Sloth9230 wrote:Crimson Moon V wrote: Situational awareness=/=Weapon skill. .
Situational awareness is important with all weapons, but I would say it's more important with SLs because they have to lock on and can't just dumb-fire. -_- You can't claim a no skill weapon takes skill because of situational awareness. That's just common sense. The weapon itself takes no skill to use. If you are on my screen you are getting hit. I use the std swarms from time to time and just smash tanks. Blew up Exmaples tank with std swarms and damage mods. By myself with no squad...
SL needs to be looked at ccp. |
Sloth9230
Reaper Galactic
580
|
Posted - 2013.03.23 22:29:00 -
[23] - Quote
LAVs and Drop Ships need to be looked at |
Vermaak Doe
SVER True Blood Unclaimed.
608
|
Posted - 2013.03.23 22:48:00 -
[24] - Quote
I proposed this a while back but what I had in mind was making lock ons sig radius based, tank lock on time without shield extenders change but the rest will |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
983
|
Posted - 2013.03.23 23:38:00 -
[25] - Quote
Man, I thought this thread was going to be about lasers....
Anyway, being that I've recently picked up dropship piloting...the swarm launchers aren't so bad. They have limited range and won't OHK an equipped dropship. Swarm launcher users are debilitated since they have the SL as a primary and only a sidearm to fend off other infantry with. It is hard bringing out your SL because you are now easy kills for infantry. The only time you're protected is if you are launching SLs from the spawn. But a counter to that from the dropship is simple.....stay away from flying close to their spawn.
Dropship pilots do need a lock-on warning of some sort instead of a swirl in the wind. BF3 was good with that, because you got the sound that you were being locked on and another when the rockets were let go. They also added flares which this game doesn't have either. |
Nemo Bluntz
Chatelain Rapid Response Gallente Federation
23
|
Posted - 2013.03.23 23:44:00 -
[26] - Quote
Skihids wrote:the SL requires no player skill to operate. All the user has to do is point the weapon in the general direction of the target and pull the trigger once lock-on is achieved. ItGÇÖs fire and forget.
Hahahahahahahaha.
....hahahahahahahaha.
Have you ever really tried using one, dude? Like, effectively against a tank that has buffs and a pilot that can operate one?
Oh God. |
Micheal JF
IMPSwarm Negative-Feedback
4
|
Posted - 2013.03.23 23:51:00 -
[27] - Quote
Ydubbs81 RND wrote:Man, I thought this thread was going to be about lasers....
Anyway, being that I've recently picked up dropship piloting...the swarm launchers aren't so bad. They have limited range and won't OHK an equipped dropship. Swarm launcher users are debilitated since they have the SL as a primary and only a sidearm to fend off other infantry with. It is hard bringing out your SL because you are now easy kills for infantry. The only time you're protected is if you are launching SLs from the spawn. But a counter to that from the dropship is simple.....stay away from flying close to their spawn.
Dropship pilots do need a lock-on warning of some sort instead of a swirl in the wind. BF3 was good with that, because you got the sound that you were being locked on and another when the rockets were let go. They also added flares which this game doesn't have either.
I agree 1 launcher is nothing to worry about but about 6 of them can be rather frustrating and, since everyone has them they all want to use them when the see you in the air. |
Vermaak Doe
SVER True Blood Unclaimed.
608
|
Posted - 2013.03.23 23:57:00 -
[28] - Quote
Just gonna throw this out there, i haven't died to swarms in my armor dropship |
J Lav
Lost-Legion Orion Empire
38
|
Posted - 2013.03.23 23:59:00 -
[29] - Quote
As to the OP, Yes no skill weapons have their place. CCP's challenge, if they are trying to make a skill game, is to create greater rewards for more skill intensive weaponry being used in their correct circumstances. So the SL is functioning correctly, however I do feel it needs to be able to switch to a Dumbfire option, with reduced damage, firing only one missile at a time. This could be a feature on a higher meta launcher, as an option on a single launcher. It's easy enough to make it's effectiveness against infantry situational. |
Iron Wolf Saber
BetaMax. CRONOS.
3200
|
Posted - 2013.03.24 00:20:00 -
[30] - Quote
Proto-launcher + no lock + point blank = Dead Sagaris in less than 3 seconds or maybe some of you tankers forgot those days.
Anyways...
1 Keep the lock on swarms.
2 Reduce Lock Box size by 1/4th this would greatly increase the difficulty of locking onto a target. Unless variant, do not give it a larger box between meta levels.
3 Keep the angle shots, you have no idea how hard it is at times to get that swarm off just right to hit a tank around the corner, under the bridge or getting it around that truck that just happens to be in the way.
4 Give ALL vehicles the tools to break locks and warnings of being locked up.
5 Give Infantry a Dumbfire missile launcher (IE Plasma Launcher) that does FAR more damage than the SL.
6 Give Infantry a Fire and Forget missile launcher (Minmatar) Does less damage than the pure unguided one but more than the swarm. If no target is near the missile's range it wont track.
7 Reduce tracking ability of the swarms, make it possible to break the tracking in faster vehicles such as the LAV, and Dropships and other future high speed craft.
8 Give infantry a rapid fire rocket AV launcher that does less damage than the swarm but makes up for it for higher refire and larger reserve ammo (Amarrian)
9 Make EMP pulses an option for vehicles (caldari) (Disables missiles and nearby devices)
10 Make Flares an option for vehicles (minmatar) (Missiles track it instead, Lights up all targets in the area)
11 Make Smoke screen an option for vehicles (gallente) (Obscures view, locks and detracks missiles, also provides infantry cover)
12 Make strobes an option for vehicles (amarr) (blinds missiles and nearby targets)
13 Give infantry laser painters that increases homing range of AV Grenades, Fire and Foreget Missiles, and Swarm Launchers.
14 Give missile launchers, missile functionality by allowing it to lock onto Vehicles and retain dumb-fire when not triggering down.
15 Add rapid firing Rocket Turrets both large and small and installations for dumb-fire higher damage.
16 Give forge guns a tracer effect
17 Make smoke trails from a swarm launcher persist longer.
18 When weapon customization comes out allow launchers to be able to correct 'some' weaknesses (IE infrared designator to beat smoke for example, Fuel Catalyzer leaves no smoke trail ect ect)
19 Fix swarm launcher noise, I have only heard the launcher 'pop' once ever, it is a very distinctive and very scary noise for a tank pilot.
20 Give Railguns a tracer effect
21 Give blasters a tracer effect
22 Fix all turret off bore turret firing
23 Give Rail-Guns a higher zoom functionality
24 Possibly make railguns disable movement or hamper movement after/during firing it.
25 Shorten blaster range marginally
26 Similar to infantry re-roll the turrets to be more like infantry, specific turrets and a family of turret upgrades. For example Blaster Turret Operation Decrease Rate of Heat 5% Hybrid Sharpshooter - Increase Range 5%
27 Additional Shuffeling of skills around to make it intuitive and easier to get to heavier turrets, possibly add medium turrets for intermediate work but cost 2 light turret slots.
28 Add A vehicle depot OMS structure, it will allow you to order a vehicle (about 3x than an RDV call down) or return one to inventory. Hostile vehicles brought to it are considered captured and yours if you return one you hacked. The Vehicle depot can be accessed by vehicles when in range.
29 Add an Air pad variant to the vehicle depot to make landing easier
30 Possibly reduce lock range and travel range, have both effected by sharpshooter for light weapons. It should total out to be a buff after both levels of skill are factored in.
and Finally LEARN TO DRIVE A TANK! I took on a team that had 7 swarm launchers and didn't lose my tank to it. The amazing concept of 'COVER' works both ways. Its not a magical happenstance that a swarm launcher just suddenly rounds 3 corners and nails you. Also HAVs are infantry support, learn how to be a mechanized infantry group. You'd be amazed how hard it is for an AV to do his job with anti-infantry infantry breathing down his neck.
As for Drop-Ship pilots I feel for you a bit on the larger more open maps with no air los cover and no other tools to protect you which is entirely why I dont ever call one down on maps like manus peak and skim junction speically since the AI railguns love blowing my DS up . However Line harvest has plenty of cover you should try to utilize. |
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Skihids
The Tritan Industries
1088
|
Posted - 2013.03.24 00:21:00 -
[31] - Quote
The specifics here are about the SL, but I'd like to get back to the general case.
Using the slot machine analogy,
1) How frequently should the machine payout (get a hit) for every pull of the lever?
2) How often should that result in a jackpot (target kill)? |
Sloth9230
Reaper Galactic
582
|
Posted - 2013.03.24 00:24:00 -
[32] - Quote
Skihids wrote:The specifics here are about the SL, but I'd like to get back to the general case.
Using the slot machine analogy,
1) How frequently should the machine payout (get a hit) for every pull of the lever?
2) How often should that result in a jackpot (target kill)? Are you calling the SL a luck based weapon? Not sure I'm understanding here, cause SLs don't magically do more damage every now and then so... |
Iron Wolf Saber
BetaMax. CRONOS.
3200
|
Posted - 2013.03.24 00:25:00 -
[33] - Quote
Sloth9230 wrote:Skihids wrote:The specifics here are about the SL, but I'd like to get back to the general case.
Using the slot machine analogy,
1) How frequently should the machine payout (get a hit) for every pull of the lever?
2) How often should that result in a jackpot (target kill)? Are you calling the SL a luck based weapon? Not sure I'm understanding here, cause SLs don't magically do more damage every now and then so...
Ohhh just like the AV grenade they do very rarely. One shotted a mag with a lucky no track throw of an AV nade into the radiator, usually the nade homes in on a corner and does far less damage. |
Garrett Blacknova
Codex Troopers
2107
|
Posted - 2013.03.24 01:02:00 -
[34] - Quote
Crimson Moon V wrote:Sloth9230 wrote:Crimson Moon V wrote: Situational awareness=/=Weapon skill. .
Situational awareness is important with all weapons, but I would say it's more important with SLs because they have to lock on and can't just dumb-fire. -_- You can't claim a no skill weapon takes skill because of situational awareness. That's just common sense. The weapon itself takes no skill to use. If you are on my screen you are getting hit. I use the std swarms from time to time and just smash tanks. Blew up Exmaples tank with std swarms and damage mods. By myself with no squad... SL needs to be looked at ccp. You can't just ignore the importance of situational awareness when a particular weapon requires more of it than any other AV option.
You have to pay FAR more attention to those details than you do with most other weapons.
Swarm Launchers are the Shotgun of AV weapons. The lock-on makes them a "no skill" weapon in the same way the high damage and spread makes Shotguns a "no skill" weapon. But there are plenty of players who try using a Shotgun and can never get close enough to really hurt the target. And there are plenty of players whose Swarms spend all their time hitting dirt and buildings, or burning out without catching their target.
It's not that you need situational awareness that makes these weapons require skill. You ALWAYS need situational awareness to be a good player. But with Shotguns, and with Swarm Launchers, situational awareness becomes a much higher priority and you need to be MORE aware of the wider tactical situation.
TL;DR The skills required are different from the usual "gun game" skills of "pro" players, but the weapon still requires skill. |
Zekain Kade
BetaMax. CRONOS.
1050
|
Posted - 2013.03.24 02:45:00 -
[35] - Quote
Taarec wrote:Just implement counter-flares, problem solved.
The later you activate them, the more chance of successfully shaking off the swarm, but you risk getting blown up if you're too late with it. that would require a new build to implement that.
A dropships speed was the only current counter they had against swarms. Now they don't even have that.
|
Cpt Murd0ck
Sanmatar Kelkoons Minmatar Republic
105
|
Posted - 2013.03.24 02:47:00 -
[36] - Quote
The skill with an SL comes in the form of skill at surviving with a scrambler pistol and only AV nades. |
General Tiberius1
ZionTCD Legacy Rising
267
|
Posted - 2013.03.24 02:53:00 -
[37] - Quote
Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill?
think this about sums it up
SL users go splat REAL easily, i love em |
General Tiberius1
ZionTCD Legacy Rising
267
|
Posted - 2013.03.24 02:54:00 -
[38] - Quote
gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times
the SL missles will hit the cover. it's like they see a wall and think "pfff, i can go through that" |
General Tiberius1
ZionTCD Legacy Rising
267
|
Posted - 2013.03.24 02:57:00 -
[39] - Quote
Crimson Moon V wrote:Sloth9230 wrote:gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times I would consider using cover to be a skill, as well as common sense. Still won't save you from all the infantry who know where you are everytime you fire the thing. situational awareness=/=Weapon skill. The SL takes no skill and does an insane amount of damage. It needs to be looked at. If non skill AV does this much damage then tankers/pilots really need to worried about the skill based AV we will be getting in the future. This is coming from an infantry only player btw. You will never see me in a tank/dropship unless I stole it.
i prefer my forge gun, sniping snipers with it makes it a TON of fun, oh yeah, and it's awesome at swatting dropships and LAV's
tanks though? bob and weave, gotta bob and weave |
General Tiberius1
ZionTCD Legacy Rising
267
|
Posted - 2013.03.24 02:59:00 -
[40] - Quote
gbghg wrote:Vermaak Doe wrote:gbghg wrote:Sloth9230 wrote:Try standing in front of a tank while getting a lock-on. Try locking-on to anything with infantry shooting at you. What was that about no skill? Try cover, and vermaak it touched me all over, in fact I got touched multiple times You say that as if it isn't balanced, there's no way for it to kill infantry and therefore outside of cqb scenarios the user is helpless and it also has a huge chance to give away where it's launched from I say it because i despise that troll and personally I think swarms are rather well balanced right now, the only thing that needs fixing is their tracking which is frankly ridiculous, and the lack of counters for dropships which are effectively the pinata of the sky as soon as anyone gets AV of any kind.
lol, they DO swing when i hit them with my forge gun |
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General Tiberius1
ZionTCD Legacy Rising
267
|
Posted - 2013.03.24 03:10:00 -
[41] - Quote
Iron Wolf Saber wrote:Proto-launcher + no lock + point blank = Dead Sagaris in less than 3 seconds or maybe some of you tankers forgot those days.
Anyways...
5 Give Infantry a Dumbfire missile launcher (IE Plasma Launcher) that does FAR more damage than the SL.
16 Give forge guns a tracer effect
.
tottally agree with everything else saber, however, for #5-it's called the forge gun
and #16, why would it have a tracer?, it's basically a rail gun, going to fast to see, you can pretty much find who shot it at you, the fat suit standing around praying you don't notice him as he can't really move and shoot at the same time |
Vermaak Doe
SVER True Blood Unclaimed.
609
|
Posted - 2013.03.24 03:14:00 -
[42] - Quote
General Tiberius1 wrote:Iron Wolf Saber wrote:Proto-launcher + no lock + point blank = Dead Sagaris in less than 3 seconds or maybe some of you tankers forgot those days.
Anyways...
5 Give Infantry a Dumbfire missile launcher (IE Plasma Launcher) that does FAR more damage than the SL.
16 Give forge guns a tracer effect
. tottally agree with everything else saber, however, for #5-it's called the forge gun and #16, why would it have a tracer?, it's basically a rail gun, going to fast to see, you can pretty much find who shot it at you, the fat suit standing around praying you don't notice him as he can't really move and shoot at the same time
The plasma launcher would be useless if it did sub swarm launcher damage |
Iron Wolf Saber
BetaMax. CRONOS.
3201
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Posted - 2013.03.24 03:52:00 -
[43] - Quote
Plasma Launcher doesn't charge up last I heard about it.
Its also a light weapon. |
Skihids
The Tritan Industries
1088
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Posted - 2013.03.24 04:47:00 -
[44] - Quote
Perhaps a good part of my opinion that the SL is a no skill weapon comes in its use against dropships rather than HAVs as dropships are far more exposed than tanks. You may need to get close to a tank to get LoS on an experienced driver, but it's trivial to get LoS on a dropship hanging in the sky. You don't have to put yourself at any risk to do so. You could be hanging back at one of your objectives protected by other infantry and just send flight after flight. I'm thinking specifically of someone holding point "A" on Manus Peak being able to cover the whole map with very little exposure to enemy fire. The SL has a huge range advantage over a dropship's small turrets. The SL could have several flights off before the dropship came within small blaster turret range of the SL user and run under cover when it arrived.
I like that people are coming up with ways to make the SL a more player skilled weapon.
A big problem I see with it is that an auto hit weapon is that it doesn't present much of a player challenge. It's like bumper bowling. I don't see people posting a video montage of their leet SL skills. I think anyone who did would get laughed off the forums in the same way as if they bragged about their score at bumper bowling. Yes, the SL serves a purpose, but I think it would be far better for both sides if the weapon required more player skill to operate. |
low genius
The Sound Of Freedom Renegade Alliance
4
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Posted - 2013.03.24 05:31:00 -
[45] - Quote
Vermaak Doe wrote:Show me where the SL touched you on the doll
^this
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Skihids
The Tritan Industries
1088
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Posted - 2013.03.24 07:34:00 -
[46] - Quote
low genius wrote:Vermaak Doe wrote:Show me where the SL touched you on the doll ^this
Must everyone trot out this tired trope every time balance is discussed?
I didn't call for it to be removed, I asked if it were appropriate to have a no skill weapon in a skill based FPS. The SL certainly exhibits no skill properties, especially vs. dropships. But hey, if no skill weapons are fine lets let them lock on to dropsuits as well. You wouldn't mind that because they are so vulnerable to CQC and woud take great skill to lock on o a running merc who is close up. It would have the same challenges as the laser so no complaints about not having vulnerabilities.
Perhaps it could be a variant that sacrifices two missiles for the added scanner tech to lock on to the smaller signature of a dropsuit. That way it would take two flights to kill a top tier dropsuit. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
58
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Posted - 2013.03.24 08:21:00 -
[47] - Quote
Skihids wrote:low genius wrote:Vermaak Doe wrote:Show me where the SL touched you on the doll ^this Must everyone trot out this tired trope every time balance is discussed? I didn't call for it to be removed, I asked if it were appropriate to have a no skill weapon in a skill based FPS. The SL certainly exhibits no skill properties, especially vs. dropships. But hey, if no skill weapons are fine lets let them lock on to dropsuits as well. You wouldn't mind that because they are so vulnerable to CQC and woud take great skill to lock on o a running merc who is close up. It would have the same challenges as the laser so no complaints about not having vulnerabilities. Perhaps it could be a variant that sacrifices two missiles for the added scanner tech to lock on to the smaller signature of a dropsuit. That way it would take two flights to kill a top tier dropsuit.
or you realize that there is skill in using them properly, calculating where the target is going to be, where the missiles are going to impact them, obstructions, speed. it's a lot harder than the point and shoot forge gun when you start really getting into it. |
Bojo The Mighty
Bojo's School of the Trades
682
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Posted - 2013.03.24 08:25:00 -
[48] - Quote
Heathen Bastard wrote: or you realize that there is skill in using them properly, calculating where the target is going to be, where the missiles are going to impact them, obstructions, speed. it's a lot harder than the point and shoot forge gun when you start really getting into it.
I have SP in the gun and I'm going to have to disagree with ya there. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
58
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Posted - 2013.03.24 08:30:00 -
[49] - Quote
Bojo The Mighty wrote:Heathen Bastard wrote: or you realize that there is skill in using them properly, calculating where the target is going to be, where the missiles are going to impact them, obstructions, speed. it's a lot harder than the point and shoot forge gun when you start really getting into it.
I have SP in the gun and I'm going to have to disagree with ya there.
forge gun or swarms? forge gun is just leading the target, something you do in pretty much any other game as a standard. swarms will self-fly into buildings if you don't fire them at the right angles and are not even capable of being used against infantry unlike the OHKO forge guns. |
TheMarkOf22
Internal Error. Negative-Feedback
81
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Posted - 2013.03.24 10:19:00 -
[50] - Quote
When they take blast radius off tanks and dropships then you can complain, hitting someone when your crosshair is never actually on them isn't skill now either. |
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trollsroyce
Seraphim Initiative. CRONOS.
234
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Posted - 2013.03.24 11:16:00 -
[51] - Quote
I completely agree on swarm launchers being a no skill weapon in the sense you mean it. Of course, a good SL user knows his game and the targets game too, so situational and tactical skill matters.
I contest the notion of having all weapons require skill in dust. I'd personally have missile tanks lock like swarms do in order to add a no-skill weapon in game. This would suit a lot of the older player base and provide a role to e.g. those EVE pilots who can activate a module but are not used to aiming in an FPS.
Tactical play should have it's place in game, be it powerful logistics or guided missiles. The drawbacks of both mechanics are clear: gungame is always more important than slow repairs but repairs can matter in keeping up the pace, guided missiles are annoying but instant applied, infantry killer forge guns are plain scarier. |
Jump Up
Algintal Core Gallente Federation
8
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Posted - 2013.03.24 13:32:00 -
[52] - Quote
Taarec wrote:Just implement counter-flares, problem solved.
The later you activate them, the more chance of successfully shaking off the swarm, but you risk getting blown up if you're too late with it.
exactly. dropships should be able to equip a countermeasures module. basic would have flares, enhanced would have flares and a lock on warning and complex comes with all that and a cappuccino dispenser, i don't know. yeah, complex comes with more flares. |
gbghg
L.O.T.I.S. Legacy Rising
804
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Posted - 2013.03.24 14:09:00 -
[53] - Quote
Jump Up wrote:Taarec wrote:Just implement counter-flares, problem solved.
The later you activate them, the more chance of successfully shaking off the swarm, but you risk getting blown up if you're too late with it. exactly. dropships should be able to equip a countermeasures module. basic would have flares, enhanced would have flares and a lock on warning and complex comes with all that and a cappuccino dispenser, i don't know. yeah, complex comes with more flares. I bet you that with a week of countermeasures being implemented that they're will be a load of threads saying "nerf countermeasures, the dropships aren't dying to my swarms" and then ccp will listen to the horde of angry SL users and dropships shall end up in the same ****** place again. |
Iron Wolf Saber
BetaMax. CRONOS.
3208
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Posted - 2013.03.24 16:01:00 -
[54] - Quote
Well I will say this, When I run into a really good drop ship pilot (this is very rare) they usually force me into using forge guns instead. The last one did no appreciated that I rammed all fours shots of the assault forge magazine into his ship.
There is a flight method out there that does make you extremely hard to kill a drop-ship from swarms.
It would be hypocritical of me of saying to get good with the dropship though, I haven't achieved that level of success yet, I can stop one swarm launcher from killing me most of the time not 4-5 like that one guy did. |
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