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Quil Evrything
Skil Legendz
7
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Posted - 2013.08.23 17:09:00 -
[1] - Quote
Seems like this thread needs an update: militia swarms now have 6 missiles instead of 4 I think?
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Quil Evrything
Skil Legendz
7
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Posted - 2013.08.23 21:27:00 -
[2] - Quote
Fox Gaden wrote:Quil Evrything wrote:Seems like this thread needs an update: militia swarms now have 6 missiles instead of 4 I think?
I am talking about the number of missiles that come out of the end of your launcher every time you let go of the trigger,.
So am I. I thought there were 6 now, for militia.
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Quil Evrything
Skil Legendz
7
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Posted - 2013.08.23 21:52:00 -
[3] - Quote
Fox Gaden wrote:I just checked. The info in game on the basic Swarm Launcher still says 4 missiles. Or are you talking about after 1.4? I have not looked at the patch notes yet.
Forget "game info", go load up a militia swarm and see what it does? :)
I'd recheck myself, but I'm 4 hours away from being able to do so. Seems like I recall there were 6 little glowy objects flying from my shoulder though. and/or 6 little "beeps" that needed to lock on, before the unit would fire. |
Quil Evrything
Skil Legendz
7
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Posted - 2013.08.24 13:30:00 -
[4] - Quote
My deepest apologies... I got a chance to revisit it with the standard starter AV fitting, and it still only does 4.
wierd. I could have sworn it did 6...?..... sigh
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Quil Evrything
DUST University Ivy League
44
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Posted - 2013.09.05 21:49:00 -
[5] - Quote
more dumb "is that realy true"? questions... Reguarding losing a lock only by "waiting"... might it be possible to lose it by a temporary sprint? Seems like a lot of other things get reset that way. Or, switch weapon. If you have one equipped, that is. Both seems to be nicer to me than "turn away and wait". You can lose track of where your target is. |
Quil Evrything
DUST University Ivy League
321
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Posted - 2013.11.01 00:06:00 -
[6] - Quote
Fox Gaden wrote:Proposed (but not final) changes to the Swarm Launcher for 1.7 (maybe): - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m With the range nerf the Swarm Launcher will no longer be a sniper weapon, but I always found it was more fun and more effective from around 100m anyway. I support the range nerf. From a balance perspective it is a good move on CCPGÇÖs part. The damage nerf has to be considered in conjunction with the Vehicle changes, so you canGÇÖt compare it against the current situation. I will not be able to form an informed opinion on it until after it is applied and I get a chance to try it. Currently the Swarm Launcher is so overpowered that I have mostly stopped using it. It just makes me feel guilty.
Good move? overpowered???
Maybe if you have fully proto full skill unlocked. But for mere mortals, it's terrible. When Me with an ADV swarm launcher, PLUS a guy with militia swarm launcher, working in tandem, cannot put a dent in an assault dropship... then they dont need any kind of nerf.
If they do get nerfed, I may as well just throw away my swarm launcher fit and build up my FG stats instead, because swarms will then be useless for mere mortals. They wont even be able to take out LAVs any more, if they get nerfed THAT hard.
howabout they nerf, or remove, just the proto launchers? :D |
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