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Vaerana Myshtana
Bojo's School of the Trades
765
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Posted - 2013.04.30 02:49:00 -
[1] - Quote
Xender17 wrote:Overall I think all vehicles should be much harder to kill(unless counter vehicle) but take much more effort(isk/sp) to acquire.
Modern, fire-and-forget anti-tank missiles are one-hit kills on most tanks.
Right now, swarm missile damage is just as nerfed as tank HP.
I said elsewhere that I would be happy to see swarm missiles' turning radius and magazine size nerfed if they made the damage more impressive and allowed us to fire the missiles UP and over obstacles instead of them flying nap-of-the-earth all the time. |
Vaerana Myshtana
Bojo's School of the Trades
765
|
Posted - 2013.04.30 03:00:00 -
[2] - Quote
Anmol Singh wrote:no..................................................................... swarms are already op from locking on behind cover now you want them to be faster.... suck a duck!!
I have yet to lock on without line of sight. I have always had to expose my merc to hostile fIre to lock on. Of course, if the tanker is dumb enough to park his nose in my line of sight and not have a nose gunner...
Smart tankers know when they're exposed.
Of course, smart tankers run with a full crew and an infantry screen to keep away AV.
Any tanker who routinely dies to AV must be considered as still in training. The good tankers very rarely die to AV, even in militia tanks. |
Vaerana Myshtana
Bojo's School of the Trades
767
|
Posted - 2013.04.30 12:46:00 -
[3] - Quote
fred orpaul wrote:tanks are a significant expenditure and should require at least a squad to take down (for high end tanks) I have never seen a tank that a proto forge gunner couldn't take down first try.
Tanks IRL are a significant expenditure and can be killed by one man with a fire-and-forget Anti-Tank missile.
The largest RL "squad" ever required to kill a tank with an AV weapon is TWO.
Only one of them actually fires the weapon. |
Vaerana Myshtana
Bojo's School of the Trades
768
|
Posted - 2013.04.30 12:51:00 -
[4] - Quote
Syther Shadows wrote: in the time it takes me to unleash 3 volleys of missiles (and my launcher only has 4 per round then i have to reload) you can easily get behind cover kill me run me over hop our shoot me with your gun do w/e
Which, if the tanker is ANY GOOD- they are doing.
Not to mention that good tankers have infantry screens that can repair the tank and hunt down AV.
Vehicles aren't UP, the bad drivers are.
The good drivers are SCARY.
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Vaerana Myshtana
Bojo's School of the Trades
769
|
Posted - 2013.04.30 17:58:00 -
[5] - Quote
Knight SoIaire wrote:Ok, we'll let you have a speed buff, if these changes are implemented into the way the Sawrm works.
- Smaller 'Lock-On' reticule, make it actually take a bit of skill to keep a lock on a target. - No more 90 Degree turns. - To lock-On to the target vehicle you must first aim down the sights.
Thats how the SL should work anyway, I shouldn't have to say it.
You forgot having the Swarm missiles follow a (guided) ballistic arc, making shooting over the top of things a viable strategy and giving them enough damage to one-shot an "untanked" HAV of the same Meta Level. |
Vaerana Myshtana
Bojo's School of the Trades
769
|
Posted - 2013.04.30 18:02:00 -
[6] - Quote
BOZ MR wrote:Yeah, a lot of armor tankers secret fit is crap tank fit, my surya with all proto mod is crap, you are right, and proto swarms with 3 damage mod does not hit 3200+ without hardners. You make me laugh.
If you feel the need to QQ about Swarm Launchers...
Yes.
Yes it is.
The Swarms don't lie. |
Vaerana Myshtana
Bojo's School of the Trades
769
|
Posted - 2013.04.30 18:06:00 -
[7] - Quote
Garrett Blacknova wrote: Supposedly the aim function is being removed in the next build.
That's too bad. Lighting up reds on TacNec via ADS is about the only way a Swarmer can be useful if the enemy is far away and there are no vehicles in range.
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