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MinivanSurvivor
L.O.T.I.S. RISE of LEGION
19
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Posted - 2013.05.30 17:17:00 -
[1] - Quote
First of all, I love swarms. They are just so much fun! But this doesn't mean they don't have a few issues that need to be tended to.
First, 1. Swarms travel incredibly slowly. They have a 400m lock-on range but it seems that just because they have that range, doesn't mean they can make it there. There seems to be a time limit on the life of the missiles before detonation and the slow speed of the missiles eat up that time quite quickly. I believe they should have some sort of speed increase.
2. For a futuristic shooter the missile mechanics are quite sloppy. Many a time have I shot my swarms and the LAV/tank drove up this tiny hill and my swarms couldn't figure out how to raise themselves a quarter of an inch higher so they clip a small mound of dirt and explode. The tracking and obstacle maneuverability needs to be refined.
3. Make the vehicles that are closer to you have a higher lock-on priority than the installations/CRUs/supply depots that are in the background so you don't constantly go to lock up a tank and lock onto the railgun installation behind it. This can be fixed by setting closer enemy obstacles to top priority or by making the lock-box smaller so you can be more precise with your lock-on.
These are the most annoying things that plague the otherwise great swarm weapon. I feel the damage is right where it needs to be. There is an instance though where you'll be reloading and try to lock-on and shoot something but either the missiles don't fire or you shoot non-existent missiles. Quite annoying indeed.
I'd really enjoy seeing some, if not all, these issues being resolved in the future.
Anyone have thoughts or suggestions on what I've pointed out?
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Smoky The Bear
Intergalactic Cannibus Cartel
88
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Posted - 2013.05.30 17:20:00 -
[2] - Quote
MinivanSurvivor wrote:First of all, I love swarms. They are just so much fun! But this doesn't mean they don't have a few issues that need to be tended to.
First, 1. Swarms travel incredibly slowly. They have a 400m lock-on range but it seems that just because they have that range, doesn't mean they can make it there. There seems to be a time limit on the life of the missiles before detonation and the slow speed of the missiles eat up that time quite quickly. I believe they should have some sort of speed increase.
2. For a futuristic shooter the missile mechanics are quite sloppy. Many a time have I shot my swarms and the LAV/tank drove up this tiny hill and my swarms couldn't figure out how to raise themselves a quarter of an inch higher so they clip a small mound of dirt and explode. The tracking and obstacle maneuverability needs to be refined.
3. Make the vehicles that are closer to you have a higher lock-on priority than the installations/CRUs/supply depots that are in the background so you don't constantly go to lock up a tank and lock onto the railgun installation behind it. This can be fixed by setting closer enemy obstacles to top priority or by making the lock-box smaller so you can be more precise with your lock-on.
These are the most annoying things that plague the otherwise great swarm weapon. I feel the damage is right where it needs to be. There is an instance though where you'll be reloading and try to lock-on and shoot something but either the missiles don't fire or you shoot non-existent missiles. Quite annoying indeed.
I'd really enjoy seeing some, if not all, these issues being resolved in the future.
Anyone have thoughts or suggestions on what I've pointed out?
I see people posting stuff, and I know they will never read it.. We are all here wasting our damn time |
Still blazn
Intergalactic Cannibus Cartel
22
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Posted - 2013.05.30 17:22:00 -
[3] - Quote
MinivanSurvivor wrote:First of all, I love swarms. They are just so much fun! But this doesn't mean they don't have a few issues that need to be tended to.
First, 1. Swarms travel incredibly slowly. They have a 400m lock-on range but it seems that just because they have that range, doesn't mean they can make it there. There seems to be a time limit on the life of the missiles before detonation and the slow speed of the missiles eat up that time quite quickly. I believe they should have some sort of speed increase.
2. For a futuristic shooter the missile mechanics are quite sloppy. Many a time have I shot my swarms and the LAV/tank drove up this tiny hill and my swarms couldn't figure out how to raise themselves a quarter of an inch higher so they clip a small mound of dirt and explode. The tracking and obstacle maneuverability needs to be refined.
3. Make the vehicles that are closer to you have a higher lock-on priority than the installations/CRUs/supply depots that are in the background so you don't constantly go to lock up a tank and lock onto the railgun installation behind it. This can be fixed by setting closer enemy obstacles to top priority or by making the lock-box smaller so you can be more precise with your lock-on.
These are the most annoying things that plague the otherwise great swarm weapon. I feel the damage is right where it needs to be. There is an instance though where you'll be reloading and try to lock-on and shoot something but either the missiles don't fire or you shoot non-existent missiles. Quite annoying indeed.
I'd really enjoy seeing some, if not all, these issues being resolved in the future.
Anyone have thoughts or suggestions on what I've pointed out?
speed yes..
Damage is clearly NOT where it should be.. I should not have to empty my clip 4 times with a NANO backup trying to kill 1 dropship or tank.. the built tanks and drops are impervious to Swarms.. this is why you dont see any swarms on bf.. unless someone breaks out militia to smash a starter jeep |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
42
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Posted - 2013.05.30 18:15:00 -
[4] - Quote
A skill to affect missile velocity would be highly valuable in this case. It could be the "Sharpshooting" variant, such as the AR sharpshooting reducing weapon spread.
Secondly, these missiles aren't guided by GPS, they appear to be heat guided (we are not required to paint the target for missile tracking). So if something drives over and behind a hill, they have no idea the hill is there. They are only following the quickest path to the target. Working as intended as far as I'm concerned.
I will agree that locking installations can be very annoying.
Still blazn wrote:speed yes..
Damage is clearly NOT where it should be.. I should not have to empty my clip 4 times with a NANO backup trying to kill 1 dropship or tank.. the built tanks and drops are impervious to Swarms.. this is why you dont see any swarms on bf.. unless someone breaks out militia to smash a starter jeep Disagreed, damage is fine from what I've seen. The missiles appear to function best at medium ranges and you should plan accordingly if you are speccing AV. Either AV grenades or Flux grenades are great additions to a Swarm AV fit. Flux grenades give a good opportunity to open up that explodable HAV armor for you, whereas AV grenades are a bit better against LAVs due to LAV speed. Decisions, decisions. |
DeathwindRising
ROGUE SPADES EoN.
26
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Posted - 2013.05.30 19:16:00 -
[5] - Quote
Still blazn wrote:MinivanSurvivor wrote:First of all, I love swarms. They are just so much fun! But this doesn't mean they don't have a few issues that need to be tended to.
First, 1. Swarms travel incredibly slowly. They have a 400m lock-on range but it seems that just because they have that range, doesn't mean they can make it there. There seems to be a time limit on the life of the missiles before detonation and the slow speed of the missiles eat up that time quite quickly. I believe they should have some sort of speed increase.
2. For a futuristic shooter the missile mechanics are quite sloppy. Many a time have I shot my swarms and the LAV/tank drove up this tiny hill and my swarms couldn't figure out how to raise themselves a quarter of an inch higher so they clip a small mound of dirt and explode. The tracking and obstacle maneuverability needs to be refined.
3. Make the vehicles that are closer to you have a higher lock-on priority than the installations/CRUs/supply depots that are in the background so you don't constantly go to lock up a tank and lock onto the railgun installation behind it. This can be fixed by setting closer enemy obstacles to top priority or by making the lock-box smaller so you can be more precise with your lock-on.
These are the most annoying things that plague the otherwise great swarm weapon. I feel the damage is right where it needs to be. There is an instance though where you'll be reloading and try to lock-on and shoot something but either the missiles don't fire or you shoot non-existent missiles. Quite annoying indeed.
I'd really enjoy seeing some, if not all, these issues being resolved in the future.
Anyone have thoughts or suggestions on what I've pointed out?
speed yes.. Damage is clearly NOT where it should be.. I should not have to empty my clip 4 times with a NANO backup trying to kill 1 dropship or tank.. the built tanks and drops are impervious to Swarms.. this is why you dont see any swarms on bf.. unless someone breaks out militia to smash a starter jeep
are you using proto swarms? |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
138
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Posted - 2013.05.30 19:21:00 -
[6] - Quote
agreed except for speed, coming from a pilot they changed weapon damage from all explosions and DSes get pushed around even by flaylocks it is crazy, once they fix that though and make sure those swarmers don`t get a buff to pushing due to speed I will think more lightly of it but what DSes are you shooting at? if they are white or use speed mods then there's your issue. |
MinivanSurvivor
L.O.T.I.S. RISE of LEGION
21
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Posted - 2013.05.30 23:08:00 -
[7] - Quote
Still blazn wrote:
speed yes..
Damage is clearly NOT where it should be.. I should not have to empty my clip 4 times with a NANO backup trying to kill 1 dropship or tank.. the built tanks and drops are impervious to Swarms.. this is why you dont see any swarms on bf.. unless someone breaks out militia to smash a starter jeep
I run proto swarms with proficiency at level 4 and I've destroyed tanks with 7000+ armor with around 3 shots. Shield tanks take a bit longer but if you have any type of flux they are extremely easy to take out.
I only really need help when someone is running a decked out tank with high resistance and then one of my buddies also has proto swarms with proficiency high up there so we can generally take out any vehicle the enemy can throw at us.
Also if you upgrade your capacity to level 3 (costs 205k sp) you get two extra shots in reserves so after you shoot off the first 5 you have 3 waiting when you reload. I only took the skill to 3 because at 5 you only get one more than you get at level 3 which isn't worth the sp investment. |
Mike Molle
L.O.T.I.S. RISE of LEGION
20
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Posted - 2013.05.31 02:07:00 -
[8] - Quote
Bump because necessary |
Spkr4theDead
Namtar Elite Gallente Federation
128
|
Posted - 2013.05.31 02:31:00 -
[9] - Quote
MinivanSurvivor wrote:First of all, I love swarms. They are just so much fun! But this doesn't mean they don't have a few issues that need to be tended to.
First, 1. Swarms travel incredibly slowly. They have a 400m lock-on range but it seems that just because they have that range, doesn't mean they can make it there. There seems to be a time limit on the life of the missiles before detonation and the slow speed of the missiles eat up that time quite quickly. I believe they should have some sort of speed increase.
2. For a futuristic shooter the missile mechanics are quite sloppy. Many a time have I shot my swarms and the LAV/tank drove up this tiny hill and my swarms couldn't figure out how to raise themselves a quarter of an inch higher so they clip a small mound of dirt and explode. The tracking and obstacle maneuverability needs to be refined.
3. Make the vehicles that are closer to you have a higher lock-on priority than the installations/CRUs/supply depots that are in the background so you don't constantly go to lock up a tank and lock onto the railgun installation behind it. This can be fixed by setting closer enemy obstacles to top priority or by making the lock-box smaller so you can be more precise with your lock-on.
These are the most annoying things that plague the otherwise great swarm weapon. I feel the damage is right where it needs to be. There is an instance though where you'll be reloading and try to lock-on and shoot something but either the missiles don't fire or you shoot non-existent missiles. Quite annoying indeed.
I'd really enjoy seeing some, if not all, these issues being resolved in the future.
Anyone have thoughts or suggestions on what I've pointed out?
So you want a fire-and-forget missile to have the onboard computing capacity of a supercomputer, with 4 independent optical systems, and maneuverability that would make Lockheed-Martin jealous? We have real-world countermeasures to missiles today, they're called chaff and flare. |
Spkr4theDead
Namtar Elite Gallente Federation
128
|
Posted - 2013.05.31 02:32:00 -
[10] - Quote
Mike Molle wrote:Bump because necessary It's about as necessary as me needing Jay Leno's car collection and land equivalent to a small state. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4107
|
Posted - 2013.05.31 02:40:00 -
[11] - Quote
This is a weapon that takes little skill or effort to use. Something like this doesn't need to be fast, or smart. If it can curve around buildings and terrain better, then there is no way for vehicle users to counter it. |
Mike Molle
L.O.T.I.S. RISE of LEGION
21
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Posted - 2013.05.31 02:41:00 -
[12] - Quote
Spkr4theDead wrote:Mike Molle wrote:Bump because necessary It's about as necessary as me needing Jay Leno's car collection and land equivalent to a small state.
I'm sorry sir, i don't believe you understand the concept of how necessary it is, maybe if you actually tried killing a tank, getting it too burn and the last swarms hit a pebble and the guy ends up recalling his tank then maybe you'd smarten up, Good cry though i think my tear stockpile is replenished |
MinivanSurvivor
L.O.T.I.S. RISE of LEGION
22
|
Posted - 2013.05.31 02:47:00 -
[13] - Quote
Spkr4theDead wrote:
So you want a fire-and-forget missile to have the onboard computing capacity of a supercomputer, with 4 independent optical systems, and maneuverability that would make Lockheed-Martin jealous? We have real-world countermeasures to missiles today, they're called chaff and flare.
You are acting like asking for slightly improved maneuverability and speed is just mind blowingly rediculous and downright flawed. This is like 20,000 years in the future and yes I do need missiles that can slightly move themselves above a tiny hill or lightpole and waste my shots while an enemy tank rips my team apart. I don't want them turning corners, I want them to avoid the ridiculous little things that they run into.
People who run KB/M in tanks can literally outrun my swarms ARMOR TANKS can outrun my swarms. If you think that sounds right, you my friend have selective logic. |
Harpyja
DUST University Ivy League
61
|
Posted - 2013.05.31 03:45:00 -
[14] - Quote
Still blazn wrote:MinivanSurvivor wrote:First of all, I love swarms. They are just so much fun! But this doesn't mean they don't have a few issues that need to be tended to.
First, 1. Swarms travel incredibly slowly. They have a 400m lock-on range but it seems that just because they have that range, doesn't mean they can make it there. There seems to be a time limit on the life of the missiles before detonation and the slow speed of the missiles eat up that time quite quickly. I believe they should have some sort of speed increase.
2. For a futuristic shooter the missile mechanics are quite sloppy. Many a time have I shot my swarms and the LAV/tank drove up this tiny hill and my swarms couldn't figure out how to raise themselves a quarter of an inch higher so they clip a small mound of dirt and explode. The tracking and obstacle maneuverability needs to be refined.
3. Make the vehicles that are closer to you have a higher lock-on priority than the installations/CRUs/supply depots that are in the background so you don't constantly go to lock up a tank and lock onto the railgun installation behind it. This can be fixed by setting closer enemy obstacles to top priority or by making the lock-box smaller so you can be more precise with your lock-on.
These are the most annoying things that plague the otherwise great swarm weapon. I feel the damage is right where it needs to be. There is an instance though where you'll be reloading and try to lock-on and shoot something but either the missiles don't fire or you shoot non-existent missiles. Quite annoying indeed.
I'd really enjoy seeing some, if not all, these issues being resolved in the future.
Anyone have thoughts or suggestions on what I've pointed out?
speed yes.. Damage is clearly NOT where it should be.. I should not have to empty my clip 4 times with a NANO backup trying to kill 1 dropship or tank.. the built tanks and drops are impervious to Swarms.. this is why you dont see any swarms on bf.. unless someone breaks out militia to smash a starter jeep So you want to be able to take out properly fit HAVs and millions of ISK And millions of SP with no more than 100k SP and ISK? I see where this is going... |
MinivanSurvivor
L.O.T.I.S. RISE of LEGION
22
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Posted - 2013.05.31 04:07:00 -
[15] - Quote
Harpyja wrote:Still blazn\ wrote:
speed yes..
Damage is clearly NOT where it should be.. I should not have to empty my clip 4 times with a NANO backup trying to kill 1 dropship or tank.. the built tanks and drops are impervious to Swarms.. this is why you dont see any swarms on bf.. unless someone breaks out militia to smash a starter jeep
So you want to be able to take out properly fit HAVs and millions of ISK And millions of SP with no more than 100k SP and ISK? I see where this is going...
I've dumped around 3-4 mill in swarms not to mention my assault suits to fit all my stuff and inherent skills. So in essence, I'm around 10mill deep in swarms so try again. |
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