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BOZ MR
Internal Error. Negative-Feedback
84
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Posted - 2013.04.30 07:48:00 -
[31] - Quote
Vin Vicious wrote:BOZ MR wrote:Don Von Hulio wrote:And give Dropships countermeasures against swarms along with an alert tone when they have been locked, tanks just get an alert tone.
Derpships can still outrun swarms so there is no point in even trying to shoot one down with that weapon, unless its a militia and hope they land on target an OHK it. Than give an actual lock on time like 3-4 second instead of peek-a-boom ability. And take away the ability to turn corners, and less ammo and half ammo per magazine since you are increasing already insane DPS. Btw, swarms do HIT dropships, it is your fail. complaining about swarms, lol. you are aware after you launch swarms you're basically a sitting duck for 3-5 seconds, YOU CANT SPRINT, YOU CANT CHANGE GUNS. you also have to survive while the swarms are in flight.( GG on realism CCP) if you die before the swarms hit their target, the swarms are voided.( much like cooking and sometimes throwing nades.) PS CCP, i seen the video of the plasma cannon in action. Can you make an AV weapon seem anymore underwhelming. What a mis_informed noob. I kill swarmers after they fire the wolley and the damage still counts, where the hell did you hear this dumb idea? You are a duck, people can fire swarms behind cover, again you are fail. |
Jason Pearson
Seraphim Initiative. CRONOS.
882
|
Posted - 2013.04.30 08:26:00 -
[32] - Quote
Vin Vicious wrote:BOZ MR wrote:Don Von Hulio wrote:And give Dropships countermeasures against swarms along with an alert tone when they have been locked, tanks just get an alert tone.
Derpships can still outrun swarms so there is no point in even trying to shoot one down with that weapon, unless its a militia and hope they land on target an OHK it. Than give an actual lock on time like 3-4 second instead of peek-a-boom ability. And take away the ability to turn corners, and less ammo and half ammo per magazine since you are increasing already insane DPS. Btw, swarms do HIT dropships, it is your fail. complaining about swarms, lol. you are aware after you launch swarms you're basically a sitting duck for 3-5 seconds, YOU CANT SPRINT, YOU CANT CHANGE GUNS. you also have to survive while the swarms are in flight.( GG on realism CCP) if you die before the swarms hit their target, the swarms are voided.( much like cooking and sometimes throwing nades.) PS CCP, i seen the video of the plasma cannon in action. Can you make an AV weapon seem anymore underwhelming.
You're bad and you should feel bad. You're not rooted to the ground when you fire swarms, and you certainly don't have to "survive" when firing swarms, unless you want to fire more ofcourse. If I kill you it's still gonna hit me if you launched the volley in time. How do I know? I've blown up a tank as I've bled out, I've killed people who still get the hits with Swarms.
What would be nice, is not having headglitching mugs just look at me from behind a hill and repeatedly fire their swarms/forge at me, or it would be nice to have sound working constantly so I know if I've been hit through sound (many times I don't hear **** because the sound has dropped, just my HP going don) or Swarms not being invisible, that'd be nice (If one missile hits a rock, the rest become invisible)
Making them faster is a dumb idea, like dropship survivability isn't already **** poor. You can't even say "Don't go near people in it" because if I have my Myron out and I'm dropping people at points (doing my job) there will always be someone that's gonna fire militia AV at me and it'll actually hurt.
I mean, one time I got bored and just flew around at the back of the map, my team held two points out of three and yet two guys with swarms still went past the points and tried to shoot me, so don't tell me to stay away, they'll try to hunt you down regardless xD evil AV players. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
58
|
Posted - 2013.04.30 08:57:00 -
[33] - Quote
BOZ MR wrote:Don Von Hulio wrote:Well, i have seen some good Dropship pilots in my time playing. They are not gimped by any means. Of course you will **** people off if you hover over an objective shooting people, which in turn makes people want to kill you. Which is why its good to be in contact with people on the ground instead of ferrying them all over the map. BOZ MR wrote:Don Von Hulio wrote:And give Dropships countermeasures against swarms along with an alert tone when they have been locked, tanks just get an alert tone.
Derpships can still outrun swarms so there is no point in even trying to shoot one down with that weapon, unless its a militia and hope they land on target an OHK it. Than give an actual lock on time like 3-4 second instead of peek-a-boom ability. And take away the ability to turn corners, and less ammo per magazine since you are increasing already insane DPS. I never understood why they do that sometimes, only happens to tanks though since they seem to favor flying towards the spot you first shot and then when they approach the target they speed up while turning towards the target.... instead of actively seeking the target. The DPS is only insane if you have a crap tank or in a Derpship lol. The ammo doesnt necessarily need to be nerfd but the rate of fire may need adjusting. The dropships will have countermeasures and if they goof and misuse it they should die. If a tank is sitting out in the open expecting to tank everything, it should die. Not have 10 seconds to find the nearest foothill while the swarms derp along like they are in a School Zone. But they tanks will know they are being locked anyways which will make them find cover, which i would prefer instead of wasting all my ammo for no reason. Edit: People treat LAV's like trashcans as they try to murder taxi everything thinking everyone is noob, they SHOULD die. Good tankers are worth taking down because its not easy. I run AV when i have to. There is a forge gun, Swarm, and AV nades (and other tanks if you count those).... wow, thats alot of AV man.... (sarcasm) 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. let's play a game i like to call numbers
Swarm launcher shoots 4 swarms that deal 300 damage each
as you go up in levels your launcher gets more swarm missiles (im not on a ps3 atm so i don't know the numbers but) i think its 6-7 swarms is at max level
so 6 x 300 = 1800 damage now assuming you mean complex damage mods it would require you have enough points into weaponry to hit level 5 so that by it self is +10% damage each damage mod (if complex) is +10% so 3 damage mods ? +30% (no stacking penalties)
grand total of + 40% to the 1800 damage = 2520 damage no this person had .A more damage mods or .B specialization in the weapon and i think that's only 3% per level
But not at the ps3 so can't be sure on the numbers but even with another 15% that's 55% + damage and thats only 2790
now let's look at a half decent tank fit with half decent mods
ive been told you can get about 5k hp tank with 30% active resistance
lets do some math the tank when active is on is 5000 x 1.3 = 6500 EHP my swarm does about 2790 damage in 3 shots i can get you down to -1870 hp now if you have good reps i know you can heal enough to survive the 3rd hit assuming you activate the reps before my 2nd set hits (even then if you have good reps you will out heal the dps long enough to find cover)
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
(and this is not even counting in your other tank (ect your shields or Armour that is not your main tank) and don't give me crap about 3200+ being to much (some guy got a militia tank to 10k hp)
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fred orpaul
The Tritan Industries RISE of LEGION
245
|
Posted - 2013.04.30 09:36:00 -
[34] - Quote
Syther Shadows wrote: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. ye think i don't get is a tank driver waits till he has taken a few hits and is low to take cover it should be (shooting) oh i have been hit better get out of the fire line if the player is good most of the time we need to insta gib them but alot of the time if i get my team to distract the tank or lure the tank out (and he is dumb enough) to come close to us we all run out AV nade him to death
I'm talking proto tanks that move none stop, my corp mates that have proto forges eat them for breakfast, and then ask for more. and if you can't do that with proto swarms you are doing something wrong. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
59
|
Posted - 2013.04.30 09:45:00 -
[35] - Quote
fred orpaul wrote:Syther Shadows wrote: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. ye think i don't get is a tank driver waits till he has taken a few hits and is low to take cover it should be (shooting) oh i have been hit better get out of the fire line if the player is good most of the time we need to insta gib them but alot of the time if i get my team to distract the tank or lure the tank out (and he is dumb enough) to come close to us we all run out AV nade him to death I'm talking proto tanks that move none stop, my corp mates that have proto forges eat them for breakfast, and then ask for more. and if you can't do that with proto swarms you are doing something wrong.
read above post it all really comes down to numbers and how much you can fit in your suit
and if you can get the hits off
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Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
59
|
Posted - 2013.04.30 11:17:00 -
[36] - Quote
it's amazing how a little bit of numbers is enough to scare online fps players away =( |
BOZ MR
Internal Error. Negative-Feedback
84
|
Posted - 2013.04.30 12:26:00 -
[37] - Quote
Syther Shadows wrote:BOZ MR wrote:Don Von Hulio wrote:Well, i have seen some good Dropship pilots in my time playing. They are not gimped by any means. Of course you will **** people off if you hover over an objective shooting people, which in turn makes people want to kill you. Which is why its good to be in contact with people on the ground instead of ferrying them all over the map. BOZ MR wrote:Don Von Hulio wrote:And give Dropships countermeasures against swarms along with an alert tone when they have been locked, tanks just get an alert tone.
Derpships can still outrun swarms so there is no point in even trying to shoot one down with that weapon, unless its a militia and hope they land on target an OHK it. Than give an actual lock on time like 3-4 second instead of peek-a-boom ability. And take away the ability to turn corners, and less ammo per magazine since you are increasing already insane DPS. I never understood why they do that sometimes, only happens to tanks though since they seem to favor flying towards the spot you first shot and then when they approach the target they speed up while turning towards the target.... instead of actively seeking the target. The DPS is only insane if you have a crap tank or in a Derpship lol. The ammo doesnt necessarily need to be nerfd but the rate of fire may need adjusting. The dropships will have countermeasures and if they goof and misuse it they should die. If a tank is sitting out in the open expecting to tank everything, it should die. Not have 10 seconds to find the nearest foothill while the swarms derp along like they are in a School Zone. But they tanks will know they are being locked anyways which will make them find cover, which i would prefer instead of wasting all my ammo for no reason. Edit: People treat LAV's like trashcans as they try to murder taxi everything thinking everyone is noob, they SHOULD die. Good tankers are worth taking down because its not easy. I run AV when i have to. There is a forge gun, Swarm, and AV nades (and other tanks if you count those).... wow, thats alot of AV man.... (sarcasm) 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. let's play a game i like to call numbers Swarm launcher shoots 4 swarms that deal 300 damage each as you go up in levels your launcher gets more swarm missiles (im not on a ps3 atm so i don't know the numbers but) i think its 6-7 swarms is at max level so 6 x 300 = 1800 damage now assuming you mean complex damage mods it would require you have enough points into weaponry to hit level 5 so that by it self is +10% damage each damage mod (if complex) is +10% so 3 damage mods ? +30% (no stacking penalties) grand total of + 40% to the 1800 damage = 2520 damage no this person had .A more damage mods or .B specialization in the weapon and i think that's only 3% per level But not at the ps3 so can't be sure on the numbers but even with another 15% that's 55% + damage and thats only 2790 now let's look at a half decent tank fit with half decent mods ive been told you can get about 5k hp tank with 30% active resistance lets do some math the tank when active is on is 5000 x 1.3 = 6500 EHP my swarm does about 2790 damage in 3 shots i can get you down to -1870 hp now if you have good reps i know you can heal enough to survive the 3rd hit assuming you activate the reps before my 2nd set hits (even then if you have good reps you will out heal the dps long enough to find cover) 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 (and this is not even counting in your other tank (ect your shields or Armour that is not your main tank) and don't give me crap about 3200+ being to much (some guy got a militia tank to 10k hp) 7 volley it is. 7x300 = 2100 Proficency and light weapon both adds up to 25% 2100/4 = 525 2100+525 = 2625 3 damage mods give about 23 % damage 2625 's % 23 is 603 2625+603 is 3228. I love how people are unable to get facts straight and think he scared a FPS player. I am no dumb little kid, and more educated than your whole family combined.
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Garrett Blacknova
Codex Troopers
2644
|
Posted - 2013.04.30 12:28:00 -
[38] - Quote
As someone who uses Swarm Launchers, against current Dropships, they're fine. There are two VALID reasons why we need the speed to be increased - but only by a VERY small amount.
1. More responsive controls in Uprising. 2. Assault Dropships. |
Vaerana Myshtana
Bojo's School of the Trades
767
|
Posted - 2013.04.30 12:46:00 -
[39] - 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 -
[40] - 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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Yagihige
Crux Special Tasks Group Gallente Federation
216
|
Posted - 2013.04.30 13:01:00 -
[41] - Quote
Vaerana Myshtana wrote: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.
Sir Meode or duna2002, for example. It's really really rarre for me to see their tanks blown up. But actually, i believe i one time blew up Sir Meode's tank which was quite an achievement. No such luck with duna2002, that tank is just relentless.
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Halador Osiris
Dead Six Initiative Lokun Listamenn
234
|
Posted - 2013.04.30 13:06:00 -
[42] - Quote
My beliefs on swarms: Longer lock time (which can be decreased with skills)
Give an agility modifier to missiles (which can be increased with skills)
Add explosion velocity (which can be increased with skills)
Add explosion radius (which can be decreased with skills)
Add flight time skill
Add velocity skill
The first two are just an easy fix to a difficult problem, the rest are all straight out of the EVE universe. |
Garrett Blacknova
Codex Troopers
2645
|
Posted - 2013.04.30 13:52:00 -
[43] - Quote
BOZ MR wrote:Syther Shadows wrote:let's play a game i like to call numbers
Swarm launcher shoots 4 swarms that deal 300 damage each
as you go up in levels your launcher gets more swarm missiles (im not on a ps3 atm so i don't know the numbers but) i think its 6-7 swarms is at max level
so 6 x 300 = 1800 damage now assuming you mean complex damage mods it would require you have enough points into weaponry to hit level 5 so that by it self is +10% damage each damage mod (if complex) is +10% so 3 damage mods ? +30% (no stacking penalties)
grand total of + 40% to the 1800 damage = 2520 damage no this person had .A more damage mods or .B specialization in the weapon and i think that's only 3% per level
But not at the ps3 so can't be sure on the numbers but even with another 15% that's 55% + damage and thats only 2790
now let's look at a half decent tank fit with half decent mods
ive been told you can get about 5k hp tank with 30% active resistance
lets do some math the tank when active is on is 5000 x 1.3 = 6500 EHP my swarm does about 2790 damage in 3 shots i can get you down to -1870 hp now if you have good reps i know you can heal enough to survive the 3rd hit assuming you activate the reps before my 2nd set hits (even then if you have good reps you will out heal the dps long enough to find cover)
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
(and this is not even counting in your other tank (ect your shields or Armour that is not your main tank) and don't give me crap about 3200+ being to much (some guy got a militia tank to 10k hp)
6 per volley it is. 6x300 = 1800 Proficency and light weapon both adds up to 25%. 1800+550 = 2350 Now %110 damage to armor 2585 3 damage mods give about 25 % damage 3281 I love how people are unable to get facts straight and think he scared a FPS player. I am no dumb little kid, and more educated than your whole family combined. It is time to take beating i guess. I love how you pointed out his flaws when calculating the damage he can output, but didn't bother to correct the equally-significant flaws in how much damage you can take.
5000 HP just for a Madrugar's armour is a low estimate if the player fits it competently. I've seen Somas that could passive-tank more than that, and I've seen a Creodron HAV (from the "Armor Pack" or whatever it is) that had more than this.
For that matter, the weakest Sica I've built has over 5000 EHP on shields alone, and another 1000 armour HP. When shield tanks get lower HP bonuses than armour, that makes it pretty clear that someone is going something VERY wrong if their armour tank is only 5000 EHP.
You also conveniently ignored the fact that you have shields to get through first, and the fact that if you have ANY shields left, the damage is applied at the rate which applies to shields, not armour, so the first volley hits with reduced damage rather than increased, and it's not until the second volley that the Swarms get their damage bonus for hittng your armour. |
TiMeSpLiT--TeR
Planetary Response Organisation
364
|
Posted - 2013.04.30 14:04:00 -
[44] - Quote
There's a module that speed your dropship. And a shield type Dropship. |
Ric Barlom
On The Brink CRONOS.
16
|
Posted - 2013.04.30 14:41:00 -
[45] - Quote
fred orpaul wrote:Ric Barlom wrote:You know guys I've been following this whole AV vs Vehicle debate for quite for some time now and the more threads I read on the topic, the more it reminds me of the republicans vs democrats discussions! And let me tell you something guys, that is NOT a compliment! Now people who know me, know that I'm all about straight talk and I don't dumb myself down for the slowest dude on the forums. So let me lay it down for you guys, cause I don't give a ****!
So what I believe is going on is something all too common in online games. I'm talking about unrealistic expectations, boys and girls. And let me make it crystal clear for you, guys: I don't give a **** whether you're pro AV or pro life, you're all suffering from unrealistic expectations! I mean my God, guys, some people think swarms should one shot a tank, and others tell me how shocked they are when half a team destroy their dropship! Settle the **** down! Let's all calm down, wait and see where CCP is going with this, let's understand their vision and THEN we can start to talk about balance, you **** heads.
well said if more inflammatory then helpful, but the DS/ AV mechanic does need some work, tho not in the standard buff/nerf sense, although frankly I would be ok with a massive HP buff to them, and swarm to have to be dodged instead of out run. Tanks as well need a revisiting, I would really like to see tanks get a massive HP buff, but then we would need to get webbers, or something to keep tanks from running from a coordinated AV attack, and OBs would need a damage buff. all of this is needed more on the high end then the low. I would say they are too effective against ground troops but I never really die to them(unless im being stupid) but rather their fellow ground support which is more a lack of team support problem. LAVs are fine their single greatest weakness was the fact that you might pay an entire matchs isk for one worth a damn and then have to baby sit it in the red line when they were no longer practical, being able to recall vehicles fixes this, although lavs could use a PG CPU buff.
Well you know what, Fred, you make a lot of sense, man. I mean do swarm launchers need some work? Absolutely! Are tanks perfect? Absolutely not? Do I give a **** about the balance? Yes I do! The problem here is that some of these guys have unrealistic expectations and they don't have a clue about CCP's vision on this whole tank thing. So my suggestion is that let's stop acting like teenage girl with a hormonal imbalance during her periods, and let's be a little bit more reasonable instead. Peace out! |
Snaps Tremor
The Tritan Industries RISE of LEGION
122
|
Posted - 2013.04.30 14:47:00 -
[46] - Quote
Turns out people on the ground want to blow up aircraft faster, and people in aircraft want people on the ground to blow them up less.
Who knew! |
Gelan Corbaine
BetaMax. CRONOS.
133
|
Posted - 2013.04.30 15:30:00 -
[47] - 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.
Proto AV is a significant expenditure . Just the gun itself cost more than an entire decent AI fit . A full fit can cost more than a fitted militia TANK . We do this at extreme disadvantage against AI not to mention our target itself can easily kill us in a pure stand off ,so our survivability is lower compared to other roles. Even a good AV specialist can quickly find himself deep in the red.
Add to this we no longer get WP for damaging vechs and only get full WPs if we get the kill shot even if we did most of the work only to have it taken by some scrub in a free milita swarm suit . So we tend to end up lower wp than most roles baring the poor dropship pilots . If we don't kill the tank we don't get paid which brings us back to the cost .
So forgive us a little if we are actually a bit effective AT OUR FRICKKING JOB !!!!!! |
Knight SoIaire
Better Hide R Die
224
|
Posted - 2013.04.30 15:57:00 -
[48] - Quote
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. |
Garrett Blacknova
Codex Troopers
2646
|
Posted - 2013.04.30 16:01:00 -
[49] - Quote
Gelan Corbaine wrote: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. Proto AV is a significant expenditure . Just the gun itself cost more than an entire decent AI fit . A full fit can cost more than a fitted militia TANK . We do this at extreme disadvantage against AI not to mention our target itself can easily kill us in a pure stand off ,so our survivability is lower compared to other roles. Even a good AV specialist can quickly find himself deep in the red. Add to this we no longer get WP for damaging vechs and only get full WPs if we get the kill shot even if we did most of the work only to have it taken by some scrub in a free milita swarm suit . So we tend to end up lower wp than most roles baring the poor dropship pilots . If we don't kill the tank we don't get paid which brings us back to the cost . So forgive us a little if we are actually a bit effective AT OUR FRICKKING JOB !!!!!! You forgot to mention that a couple of guys with ARs shooting the tank between your last shot and the killing blow means THEY get the assist points and you miss out on even the partial credit you should get for basically soloing the enemy tank. |
Garrett Blacknova
Codex Troopers
2646
|
Posted - 2013.04.30 16:06:00 -
[50] - 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. Supposedly the aim function is being removed in the next build.
As a Swarm user, I think this is both a buff to noobs and a nerf to skilled users, and it annoys me. Also, the current size is only fair when you consider that it effectively shrinks when zooming in, so a slight reduction in size for the lock-on box would be beneficial as long as it does include a slight speed buff. If you had to aim down sights, the current scoped lock size is actually reasonable.
Keep in mind, as I posted before, Dropships are getting more responsive controls, so they'll be able to dodge more effectively (needs missiles to not insta-spin to be of real benefit) and Assault Dropships are just straight-up faster than the current models as well, making them even harder targets for Swarms. |
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Vaerana Myshtana
Bojo's School of the Trades
769
|
Posted - 2013.04.30 17:58:00 -
[51] - 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 -
[52] - 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 -
[53] - 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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