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Fox Gaden
DUST University Ivy League
389
|
Posted - 2013.06.01 00:25:00 -
[1] - Quote
Swarm Launcher specialists are a rare breed.
The Swarm Launcher is the only weapon that canGÇÖt target Infantry, and if you canGÇÖt defend yourself against Infantry you are not going to last very long on the battlefield. Particularly when you are shooting flares in the air to mark your location. So very few people put points into Swarm Launchers because what is the use of an Anti Vehicle (AV) weapon if you canGÇÖt survive on the battlefield long enough to use it?
The answer to this dilemma is the Submachine Gun (SMG). While most people know the SMG as a sidearm capable of finishing off a half dead opponent when your primary weapon runs out of ammo, there are some who have discovered that with SMG Operations 5 this little gun will rival an Assault Rifle in all but range. With proper skills you can be a fully functional Assault, Logi, or Scout while using SMG as your primary weapon. Because a Swarm Launcher fit depends so strongly on SMG as its primary anti infantry weapon, I will include a mini SMG guild as part of this Swarm Launcher guide. (A Scrambler Pistol can be substituted for the SMG if you know how to use it.)
Skills:
Swarm Launcher Operation: 5 (Mandatary) Swarm Launcher Proficiency: 2 or 3 (Strongly Advised)
Submachine Gun Operation: 5 (Mandatary) Submachine Gun Proficiency: 2 or 3 (Strongly Advised) Submachine Gun Sharp Shooter: (Recommended)
Level Fitting skills (Engineering & Electronics etc) until you can fit a Proto Swarm Launcher.
For your Swarm Launcher, Go Proto or Go Home: Fit a Proto Swarm Launcher as soon as possible. I donGÇÖt care if the rest of your fit is Basic, your Swarm Launcher needs to be Proto. The reason is that each level of Swarm Launcher shoots an additional missile, and each missile does 330 base damage.
Militia/Basic Swarm Launcher: 4 x 330 = 1320 Advanced Swarm Launcher: 5 x 330 = 1650 Proto Swarm Launcher: 6 x 330 = 1980
With points into Proficiency and Damage Mods that can go well over 2000 damage per missile swarm.
I actually like the way this is balanced. You can get a free Militia Swarm Launcher with the Anti Vehicle Starter fit. It is good enough for killing Militia LAVGÇÖs or turrets, but is weak against fitted tanks, as a free AV weapon should be. While the Proto Swarm Launcher which is skill point intensive is considerably stronger, and with enough cover, time, and ammo can take out any vehicle currently in the game.
Suits:
If you are running an Assault suit, fit it as you would a frontline Assault suit, and equip a Nano Hive. The Minmatar Assault suit bonus adds 4 bullets to your SMG clip per level, so I give a slight preference to the Minmatar assault suit for its bonus and its speed.
If you are running a Scout suit, fit it as you would normally fit a Scout suit, and equip a Nano Hive. A Scout suitGÇÖs speed for getting into and changing positions is a big plus. Its ability to hide from active scanners is very helpful as well, especially when tank hunting. With the Minmatar Scout, substituting Nova Knives for the SMG might be workable.
If you run a Logi suit, then you are suicidal. I mean really! You better be good at Melee! The exception is the Amarr Proto Logi suit which has a sidearm slot.
If you run a Heavy suit, you better be able to drive a LAV because you are not going to catch those tanks on foot! Also, why arenGÇÖt you using a Forge Gun?
Equipment:
A Nano Hive is mandatory. A Proto Swarm Launcher has a total capacity of 5 rounds, and holds 4 rounds in the clip, so that is only 1 round for reload. You will burn through those 5 rounds very quickly.
SMG Guide:
The strengths of the SMG is that it is light and has good tracking. Unlike larger weapons, you can use the SMG almost instantly when you come out of a sprint, or when you switch weapons.
In close quarter combat (CQC) you should be hip firing while strafing and dancing around to avoid incoming fire. When hip firing the SMG has the tracking speed to allow you to keep on target more easily than with an Assault Riffle, even with all this moving around. DonGÇÖt Aim down the sights (ADS) in CQC unless you are taking your target by surprise. ADS reduces your tracking speed. If you can successfully take advantage of an HMG HeavyGÇÖs slow tracking speed to dodge their fire, you can take an HMG Heavy down 1v1 with a SMG.
The SMG has less rang that an Assault Riffle, but you should be effective out to about 30m, particularly if you level SMG Sharp Shooter to reduce spread. Aim down the sights (ADS) when your target is more than 10m out, or is stationary (such as an Uplink, or a guy hacking). Use cover to get close to your opponent, or to force your opponent to come to you.
The SMG does more damage to armour than shields, so starting an engagement with a Flux grenade can give you an advantage.
As mentioned above, maxing out SMG Operation is important to making the SMG effective. Also, the Minmatar Assault suit bonus adds 4 bullets to your clip per level. Due to itGÇÖs tracking speed, the SMG also works very well with Scout suits. |
Fox Gaden
DUST University Ivy League
389
|
Posted - 2013.06.01 00:26:00 -
[2] - Quote
Reserved |
Fox Gaden
DUST University Ivy League
389
|
Posted - 2013.06.01 00:26:00 -
[3] - Quote
Reserved |
Fox Gaden
DUST University Ivy League
389
|
Posted - 2013.06.01 00:26:00 -
[4] - Quote
Reserved |
Fox Gaden
DUST University Ivy League
389
|
Posted - 2013.06.01 00:26:00 -
[5] - Quote
Reserved |
Mithridates VI
IMPSwarm Negative-Feedback
1861
|
Posted - 2013.06.01 01:06:00 -
[6] - Quote
Good read. Nice thread.
|
Severance Pay
Purgatorium of the Damned League of Infamy
302
|
Posted - 2013.06.01 05:48:00 -
[7] - Quote
+1 to guides |
elric the enchanter
xCosmic Voidx
58
|
Posted - 2013.06.01 07:02:00 -
[8] - Quote
+1
Great guide - a particularly good read as I've recently invested the SP I was originally saving for dropships, into proto swarms. Not regretting it one iota - particularly for thinning out the now prevalent LAV herds.
A brief addition to the tactics - when playing a mode such as Domination, if you are not precious about getting that kill, the swarm is also useful for just 'scaring off' tanks that are camping the objective, giving your team a brief window to push forward and capture. |
BARDAS
Amarr Templars Amarr Empire
0
|
Posted - 2013.06.10 18:53:00 -
[9] - Quote
Oh wow, this is exactly what I been looking for. Great read. Why SMG instead of Flaylock though? Never used SMGs so not sure how viable they are for my anti-infantry needs. Been playing with the Flaylock though on an alt and got a dual wield setup for when there are no vehicles around to play with. |
Jammer Jalapeno
BIG BAD W0LVES Eternal Syndicate
18
|
Posted - 2013.06.10 19:13:00 -
[10] - Quote
Shhhh your giving away my secrets!!!
Nice article though +1 |
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Fox Gaden
DUST University Ivy League
447
|
Posted - 2013.06.11 12:29:00 -
[11] - Quote
BARDAS wrote:Oh wow, this is exactly what I been looking for. Great read. Why SMG instead of Flaylock though? Never used SMGs so not sure how viable they are for my anti-infantry needs. Been playing with the Flaylock though on an alt and got a dual wield setup for when there are no vehicles around to play with. I did not include the Flaylock because I have no experience with it. I use the SMG as my primary weapon. I know people who do the same with Nova Knives, and I know that the Scrambler Pistol can be a very effective weapon if you can consistently get head shots. I know the Flaylock Pistol is a very good weapon, but I have not yet heard a lot of reports on its use as a primary weapon. Since I did not have a chance to test or confirm its viability, I did not mention it in the guide.
If you have used an SMG with level one skill you were probably not very impressed with it. The spread is so great that even when you aim correctly, a lot of bullets miss your target completely. Therefor its paper DPS does not translate into reality and it feels weak. However, if you use the same SMG with SMG Optimization at 5 to reduce the spread and you aim well, most of your bullets will hit the target, and in CQC you will do as much or more damage than an Assault Rifle, especially against armour. When you have SMG fully skilled, an Assault RifleGÇÖs only advantage over an SMG is range. |
DeadlyAztec11
Strong-Arm
510
|
Posted - 2013.06.18 15:56:00 -
[12] - Quote
Keep AV balanced! Campaign to keep us balanced Here!
Have nize day
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Soldiersaint
Deepspace Digital
246
|
Posted - 2013.07.22 17:00:00 -
[13] - Quote
wow! this thread just proves how much i suck at this game |
Fox Gaden
DUST University Ivy League
700
|
Posted - 2013.07.22 18:09:00 -
[14] - Quote
Soldiersaint wrote:wow! this thread just proves how much i suck at this game Then the joy of discovery should keep the game interesting for you for a long time to come. Sucking is temporary condition which can be greatly shortened through research and training.
Also, donGÇÖt let the HAV pilotGÇÖs QQ get under your skin (reference to posts in another thread). You have to understand that there are some serious problems, particularly for Armour HAVGÇÖs right now that need to be addressed, and some of HAV pilots are blaming AV weapons rather than recognizing the root of their problems. When a HAV driver says that Swarm Launchers are Easy Mode, keep in mind that true Easy Mode would be driving a HAV in a would with ineffective AV. The skill of both a user of Swarm Launchers and a HAV operator is in their ability to stay alive. In both cases, hitting the target is the easy part. Hitting the target without being taken out yourself is the chalange. |
Michael Arck
sephiroth clones D.E.F.I.A.N.C.E
378
|
Posted - 2013.07.22 18:20:00 -
[15] - Quote
Nice work on your OP.
I just wanted to add: It doesn't hurt to switch to your swarmys fit and help your team out by eliminating the tanks. Do it for the benefit of your team. Tanks are an integral part in pushing a team's back to the wall.
But again, real nice thread. Very informative, especially for me since I am now considering trying out the commando fit. |
gbghg
L.O.T.I.S. RISE of LEGION
2728
|
Posted - 2013.07.22 18:26:00 -
[16] - Quote
BARDAS wrote:Oh wow, this is exactly what I been looking for. Great read. Why SMG instead of Flaylock though? Never used SMGs so not sure how viable they are for my anti-infantry needs. Been playing with the Flaylock though on an alt and got a dual wield setup for when there are no vehicles around to play with. Because the flaylock has an imminent nerf incoming, it's always better when setting up a fit to go for best item for the job, SMG's are very good, rather versatile weapons that are nicely balanced right now. of course people will roll with flaylocks but they may be forced to switch when it gets nerfed.
Oh and fox? Great read as always, lots of useful advice in there, really helping onthe "know thy enemy" front. |
BARDAS
DUST University Ivy League
217
|
Posted - 2013.07.23 06:01:00 -
[17] - Quote
gbghg wrote:BARDAS wrote:Oh wow, this is exactly what I been looking for. Great read. Why SMG instead of Flaylock though? Never used SMGs so not sure how viable they are for my anti-infantry needs. Been playing with the Flaylock though on an alt and got a dual wield setup for when there are no vehicles around to play with. Because the flaylock has an imminent nerf incoming, it's always better when setting up a fit to go for best item for the job, SMG's are very good, rather versatile weapons that are nicely balanced right now. of course people will roll with flaylocks but they may be forced to switch when it gets nerfed. Oh and fox? Great read as always, lots of useful advice in there, really helping onthe "know thy enemy" front.
Yup. That post is a bit aged. Never ended up skilling points into the Flaylock for my main here and already deleted that alt I was testing the Flaylock on. I have proto SMG unlocked now. It is very nice running around with it. |
Thang Bausch
Tronhadar Free Guard Minmatar Republic
21
|
Posted - 2013.07.28 05:05:00 -
[18] - Quote
gbghg wrote:BARDAS wrote:Oh wow, this is exactly what I been looking for. Great read. Why SMG instead of Flaylock though? Never used SMGs so not sure how viable they are for my anti-infantry needs. Been playing with the Flaylock though on an alt and got a dual wield setup for when there are no vehicles around to play with. Because the flaylock has an imminent nerf incoming, it's always better when setting up a fit to go for best item for the job, SMG's are very good, rather versatile weapons that are nicely balanced right now. of course people will roll with flaylocks but they may be forced to switch when it gets nerfed. Oh and fox? Great read as always, lots of useful advice in there, really helping onthe "know thy enemy" front.
i just sunk a lot of sp into flaylock pistols. Grrrrr.....
|
Thang Bausch
Tronhadar Free Guard Minmatar Republic
21
|
Posted - 2013.07.28 05:07:00 -
[19] - Quote
BARDAS wrote:gbghg wrote:BARDAS wrote:Oh wow, this is exactly what I been looking for. Great read. Why SMG instead of Flaylock though? Never used SMGs so not sure how viable they are for my anti-infantry needs. Been playing with the Flaylock though on an alt and got a dual wield setup for when there are no vehicles around to play with. Because the flaylock has an imminent nerf incoming, it's always better when setting up a fit to go for best item for the job, SMG's are very good, rather versatile weapons that are nicely balanced right now. of course people will roll with flaylocks but they may be forced to switch when it gets nerfed. Oh and fox? Great read as always, lots of useful advice in there, really helping onthe "know thy enemy" front. Yup. That post is a bit aged. Never ended up skilling points into the Flaylock for my main here and already deleted that alt I was testing the Flaylock on. I have proto SMG unlocked now. It is very nice running around with it.
i just leveled the flaylock up and the combo is quite nice. The flaylock has longer range. But if it is getting nerfed, then I might have just wasted 600+ isk
|
Thang Bausch
Tronhadar Free Guard Minmatar Republic
21
|
Posted - 2013.07.28 05:14:00 -
[20] - Quote
great guide BTW.
I also recommend using the flux grenade. Tanks usually ignore grenades, so if you are close up or above and they don't notice you, you can throw a couple without catching their attention. If they both hit, you usually have wiped out a lot of their shield. While you wait for the timed grenades to explode, establish your lock and wait to fire shortly after the second grenade goes off. you can then do what this guide recommends to take out the rest of their armor.
flux works well against infantry alongside both the smg and flaylock pistol because both are more effective against armor. let the flux grenade take their shields out and then pull your sidearm out to take out their armor. |
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Thang Bausch
Tronhadar Free Guard Minmatar Republic
22
|
Posted - 2013.07.28 17:42:00 -
[21] - Quote
One more advantage of the flaylock pistol: it is an explosive so does extra damage to armor. If you are strafing head to head against tank that is almost out of armore and either run out of missles or have to reload, you can switch to your flaylock pistol and finish the tank. In the reload scenario, given the long reload time of 4.5 sec and 1.23-1.7 lock time, you can get in 6 hits with your flaylock pistol from the hip (easy to hit a tank from the hip even at mid range with a little practice) before you could get another swarm off. 6x200 for the basic flaylock means 12k hp which is almost as much as a basic swarm launcher.
As far as using the flaylock pistol as a primary, it takes some getting used to and is difficult unless you are using at least one of the advanced versions. I find hitting targets directly is very difficult, partly because of my lower skill/ability and partly because it is buggy. For the latter, I have had a target lined up in my ironsights and they are not moving. The missile appears to go through them with the smoke trail showing I should have it their chest, but it misses. I gave up on trying to direct hit after seeing that a couple of times.
When you get the advanced flaylock, aim at people's feet, but stil fire carefully: you only have 3 missiles and the blast radius is still not great. Good players will start jumping as soon as they see you use a flaylock. time to hit their feet when they land. You will need to get good at finding cover briefly while you reload because against a good player you will need to reload at least once.
It's amazing in close quarters, but be careful: from what I can tell, you take damage from your own blast radius. I have had team mates step close up in front of my line of fire (as happens when you are in tight quarters with a squad that doesn't work regularly with each other) and I end up taking 200 hp of damage when the missile hits their back.
The flaylock pistol can make some players run for cover, so it is good as a deterrent to give you some time to get with some team mates. Where it is absolutely killer is where your opponents are packed together fighting a pack of your team and you flank from the side or attack from above. You can get a lot of kills and kill assists if you place your missiles right.
I am about to try the flaylock with my swarm launcher fit in a week or two (have to upgrade my electronics to 4 to get the advanced flaylock with the advanced swarm launcher on my basic suite). So far I have been using it as my primary close range weapon and mixing between my AR and flaylock at medium depending on my angle (it's hard to use the flaylock against people behind partial cover or who are above you where the head shot aim of the AR is more effective, but it's great when I am above and pretty good when I am flat at medium range). This is primarily to get used to firing from the hip becuase from what I can tell it is a weapon more meant for firing from the hip than iron sights.
One thing I want to try is the flux grenade/flaylock combo. My AR fit uses locus grenades while my swarm launcher fit uses flux grenades. the flaylock pistol is weak against shields which is one weakness to keep in mnd when using it as your primary, but if I could take out a couple of people's shields with flux grenade I have a good chance of getting in a couple of kils or kill assists with the three rounds in my flaylock.
of course all of this is assuming they do not nerf it again (I hear it was already majorly nerfed during the beta) |
Telleth
DUST University Ivy League
84
|
Posted - 2013.07.29 02:48:00 -
[22] - Quote
So one interesting swarm fit I saw 2 shot my limbus.
Was a proto min logi with I'm assuming a proto swarm, he got the LAV, but not me. I went to hunt him down and saw him in his proto suit. While I can't say for sure, but thinking proto swarm, stacked damage mods, little to no buffer, and a handful of nanohives. While definitely limited to only AV purposes, it was viscously effective at its job. Good for large, vehicle heavy maps like manus and the bridge map. |
Thang Bausch
Tronhadar Free Guard Minmatar Republic
22
|
Posted - 2013.08.01 01:53:00 -
[23] - Quote
With the flaylock getting super nerfed, I would definitely go with the orignal poster's smg recommendation. I am still using the flaylock on my AR fit after the nerf, but am not going to try using it with my swarm fit. |
Thang Bausch
Tronhadar Free Guard Minmatar Republic
22
|
Posted - 2013.08.01 01:55:00 -
[24] - Quote
Telleth wrote:So one interesting swarm fit I saw 2 shot my limbus.
Was a proto min logi with I'm assuming a proto swarm, he got the LAV, but not me. I went to hunt him down and saw him in his proto suit. While I can't say for sure, but thinking proto swarm, stacked damage mods, little to no buffer, and a handful of nanohives. While definitely limited to only AV purposes, it was viscously effective at its job. Good for large, vehicle heavy maps like manus and the bridge map.
That fit would be effective in a squad if you still carried an armor repair and nanite injector. others could protect you against infantry and you could protect the group against vehicles and heal.
|
Fist Groinpunch
Goonfeet Top Men.
28
|
Posted - 2013.08.01 17:51:00 -
[25] - Quote
Would getting Swarm Launcher Ammo Capacity: 1 get me an extra round of rockets? Meaning, does the game round that 5% up to the next full number or not? |
LudiKure ninda
Trans Worlds Operations League of Infamy
3
|
Posted - 2013.08.02 13:30:00 -
[26] - Quote
I hope you kill yourself with your swarm launcher |
Fox Gaden
DUST University Ivy League
764
|
Posted - 2013.08.02 13:40:00 -
[27] - Quote
LudiKure ninda wrote:I hope you kill yourself with your swarm launcher I am fairly certain that I have already done that. I was not quite out from behind cover when I fired and two Swarms exploded against the wall 1m from me. |
LudiKure ninda
Trans Worlds Operations League of Infamy
3
|
Posted - 2013.08.02 14:01:00 -
[28] - Quote
Yeah I know,it happend to me
And btw I hate them |
chopper911ed
The Malevolent Monkey Militia
3
|
Posted - 2013.08.03 04:52:00 -
[29] - Quote
Proto swarm everday in my prot logi with 4 enhanced damg mods. Loving every minute of it. Sorry if I caused anybody alot of money by blowing their stuff up. No wait. Not sorry. |
Quil Evrything
Skil Legendz
7
|
Posted - 2013.08.23 17:09:00 -
[30] - Quote
Seems like this thread needs an update: militia swarms now have 6 missiles instead of 4 I think?
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Fox Gaden
DUST University Ivy League
840
|
Posted - 2013.08.23 21:04:00 -
[31] - Quote
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, not the number of missile packs that you have in the weapon or on your person when you spawn. |
Quil Evrything
Skil Legendz
7
|
Posted - 2013.08.23 21:27:00 -
[32] - 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.
|
Fox Gaden
DUST University Ivy League
840
|
Posted - 2013.08.23 21:33:00 -
[33] - Quote
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. |
Quil Evrything
Skil Legendz
7
|
Posted - 2013.08.23 21:52:00 -
[34] - 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
|
Posted - 2013.08.24 13:30:00 -
[35] - 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
|
Fox Gaden
Expert Intervention Caldari State
846
|
Posted - 2013.08.24 16:39:00 -
[36] - Quote
ThatGÇÖs ok Qull. Maybe you where experiencing a glitch. Stranger things have happened. |
Charlotte O'Dell
0uter.Heaven
1090
|
Posted - 2013.08.24 20:10:00 -
[37] - Quote
This weapon is a crutch. Get a forge gun like a real man. |
Hotflashes
It's So Fluffy
3
|
Posted - 2013.08.24 20:37:00 -
[38] - Quote
I'm no man. Give me a pink shiney swarm launcher :) |
Quil Evrything
DUST University Ivy League
44
|
Posted - 2013.09.05 21:49:00 -
[39] - 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. |
Fox Gaden
Immortal Guides
873
|
Posted - 2013.09.05 23:38:00 -
[40] - Quote
For a while you could cancel by switching weapons, then switching weapons caused it to shoot. I will have to test to see if this was fixed.
I will have to update it for 1.4 soon, so I will try to test those things before I do.
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Humble Seeker
PIE Inc. Praetoria Imperialis Excubitoris
31
|
Posted - 2013.10.30 14:42:00 -
[41] - Quote
Is these any chance that this guide could be updated for the upcoming swarm launcher nerf?
"Surround yourself with the faithful, Stand together, for there is no strength like it under the heavens."
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Fox Gaden
Immortal Guides
1463
|
Posted - 2013.10.30 17:48:00 -
[42] - Quote
Humble Seeker wrote:Is these any chance that this guide could be updated for the upcoming swarm launcher nerf? No Swarm Launcher nerf was mentioned in the 1.6 Patch Notes. I will not be making any changes based on 1.7 changes until the 1.7 patch notes are released, or specific and confirmed information is otherwise available.
Even then, I may hold off until I have tested the results of changes. In the past I have made updates based on patch notes and then discovered that the effect of the changes panned out differently than expected.
Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
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Quil Evrything
DUST University Ivy League
321
|
Posted - 2013.11.01 00:06:00 -
[43] - 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 |
Fox Gaden
Immortal Guides
1478
|
Posted - 2013.11.01 14:24:00 -
[44] - Quote
Good Point. The Militia Swarm Launcher is under powered, but it sort of has to be since it is free. The Advanced Swarm Launcher is fairly balanced. It is only the Proto Swarm Launcher which is over powered.
As far as the nerf to damage, keep in mind that the effective health of LAVGÇÖs, DropShips, and Tanks is being changed at the same time.
Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
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DeadlyAztec11
Gallente Federation
2360
|
Posted - 2013.11.04 03:07:00 -
[45] - Quote
Use the classic and often over looked tactic of the Flux grenade and Swarm Launcher; "Flux n' Swarm".
"It's because of people like you that I became this. And you'll never give me a reason to become someone else."
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Fox Gaden
Immortal Guides
1754
|
Posted - 2013.12.05 16:55:00 -
[46] - Quote
I updated the guide with 1.7 stats from the Patch notes. Testing will have to be done post 1.7 to determine if the tactics sections need to be updated. |
lee corwood
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.12.09 17:16:00 -
[47] - Quote
Quil Evrything wrote: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
Good guide. I'm a bit upset myself at the range nerf, but not so much the damage. I have lvl 5 proto with prof 2 and 3x damage mods. I actually stopped targeting LAVs as I felt that was really unfair, unless I see a murder taxi just interrupting normal game play (by that I mean doing a great job distracting my team from the actual objective). Then I just end that game of tag early. However, even the better tanks take 3+ shots from my swarmer and with the cut in range, I see tanks making a HUGE comeback. I'm interested to see how the turret ammo will come into play. It could create spawncamps for swarmers near supply depots. Or create more swarmers targeting supply depots to deprive a vehicle.
DS, in my opinion, were never meant to be killed by a swarmer. The best I could do was scare it off and sometimes I think that's all you really need. I greatly enjoy looking up and seeing two DS going head to head. Feels more like a full on war instead of a fun pee shooter.
I'm sorry, but you've ruined the emperor's groove.
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Fox Gaden
Immortal Guides
1859
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Posted - 2013.12.16 15:18:00 -
[48] - Quote
I have updated Swarm Launcher tactics. I explain how to deal with cool-downs. I also have removed any references I could find to soloing tanks. It may still be a little optimistic considering the current state of swarm launchers, but I donGÇÖt want to rewrite it for the current situation and then have to rewrite it again when Swarm Launchers get a buff. The tactics are solid, it is just that they would work a whole lot better if the Swarm Launcher was not so under powered.
Edit:
I would like to see the following changes:
Swarm missile damage should be buffed from 220 to 250 per missile (down from 330 in 1.6). Swarm Launcher lock range should be buffed from 175m to 200m (down from 400m in 1.6).
I think that this would still leave the Swarm Launcher underpowered, but it is better to take a small step and then reevaluate, than to take too big a step and end up back were we were in 1.6. |
Fox Gaden
Immortal Guides
1883
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Posted - 2013.12.17 12:59:00 -
[49] - Quote
My analysis of the Swarm Launcher in 1.7:
https://forums.dust514.com/default.aspx?g=posts&m=1618156#post1618156
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2426
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Posted - 2014.02.06 19:55:00 -
[50] - Quote
This had reached page 8 and was well on its way to being locked for inactivity, which in itself is a commentary on the importance of Swarm Launchers in 1.7.
Being an optimist I am going to assume that I will need to update this guide with some new numbers in 1.8, so here is a bump to keep it from getting locked. It is just a hassle having to put in a petition to unlock a guide so I can update it.
Fox Gaden: DUST Wall of Fame, 2014
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
131
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Posted - 2014.02.15 18:06:00 -
[51] - Quote
Nice! You have done extensive work on these guides, and specifically this one. As a pro warmer I can say say your guide is dead on! I had to learn all of this the hard way as you did, so seeing this put together for new players is awesome! Great work bro!
"Anybody order chaos?"
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bogeyman m
Learning Coalition College
106
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Posted - 2014.02.20 11:45:00 -
[52] - Quote
Fox Gaden wrote:I have updated Swarm Launcher tactics. I explain how to deal with cool-downs. I also have removed any references I could find to soloing tanks. It may still be a little optimistic considering the current state of swarm launchers, but I donGÇÖt want to rewrite it for the current situation and then have to rewrite it again when Swarm Launchers get a buff. The tactics are solid, it is just that they would work a whole lot better if the Swarm Launcher was not so under powered.
Edit:
I would like to see the following changes:
Swarm missile damage should be buffed from 220 to 250 per missile (down from 330 in 1.6). Swarm Launcher lock range should be buffed from 175m to 200m (down from 400m in 1.6).
I think that this would still leave the Swarm Launcher underpowered, but it is better to take a small step and then reevaluate, than to take too big a step and end up back were we were in 1.6.
^This^ plus faster missile speeds (+10% or so) and range dependant lock times... A computer-guided smart missile should be able to lock onto a target faster when it is closer.
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lee corwood
Knights Of Ender Galactic Skyfleet Empire
522
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Posted - 2014.02.24 15:40:00 -
[53] - Quote
Missile speed is by far the biggest want from me. I get angry seeing tanks literally outrun my missiles. That being said, since 1.7 dropped, I haven't really brought my proto swarmer out at all. I can see how it would be useful in tag team of 2-3. If I had a forger with me, we might could drop it alone if he wasn't paying attention, but most of the time, the tank can still flee before dying and return fairly quickly with almost full health. Even if he was in wide open space, an RR is likely to take us down before we can finish the job.
Therefore, I found 2 things working best for me since 1.7:
1. Have a Forger/Swarmer or both if you like at one end of the map, hopefully in an area with buildings and a set entrance/exit. Have another (or change suits in a step prior) drop proximity mines on the pathway out. That way, as you cause damage and they try to flee, it takes them out.
2. The other I find works only when someone will eventually damage the tank. I take my scouty and flank the tank. I slap 3 REs on its rear or side and then hide. Once it gets damaged and tries to flee, I detonate before it has time to heal.
This has been the most successful since 1.7 for me. I don't even target LAVs anymore as they are usually too fast and running through too much cover. I have, however, taken out quite a few turrets.
Great post, Fox!
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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MostFeared Beast
The Southern Legion League of Infamy
8
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Posted - 2014.04.03 04:43:00 -
[54] - Quote
Just got into the swarm launchers!!!!!! |
Mojo XXXIII
Abandoned Privilege Top Men.
0
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Posted - 2014.04.12 16:34:00 -
[55] - Quote
Great guide, very helpful! |
Fox Gaden
Immortal Guides
2925
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Posted - 2014.04.13 11:07:00 -
[56] - Quote
Mojo XXXIII wrote:Great guide, very helpful! I am working on updating it. I will probably post the updates sometime this coming week.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2928
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Posted - 2014.04.14 16:38:00 -
[57] - Quote
I have completely rewritten this guide to adapt to the changes which came with patches 1.7 and 1.8, as well as later hot fixes. Swarm Launcher tactics have gone through a substantial evolution, which has resulted in the guide being quite a bit longer than it was initially. Even after juggling things around I am still approaching the character limit on all three posts. Thankfully I reserved a post, as I will need to use it if I add anything more.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Miles O'Rourke
Knights of Eternal Darkness League of Infamy
10
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Posted - 2014.04.27 23:27:00 -
[58] - Quote
As always Fox, excellent advice.
I used to be a Squad Lead like you, but then I took a Thale's to the knee.
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Atiim
Heaven's Lost Property
9322
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Posted - 2014.06.11 05:19:00 -
[59] - Quote
I've been using the Swarm Launcher for over a year, and there are still some new things that I learned from this guide. Nice work Fox.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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ratamaq doc
Onslaught Inc RISE of LEGION
667
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Posted - 2014.06.22 17:57:00 -
[60] - Quote
Something to add you can credit Eko Sol for pointing out somewhere. If you have a good line of site, turn around completely shooting you first Volley backwards then your second look straight at the target. This reduces the time between first and second impact giving the target less time to react. Works good on Dropships.
Very nice write up. Looking at how old it is, I wish I'd known about it sooner.
YouTube
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ratamaq doc
Onslaught Inc RISE of LEGION
789
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Posted - 2014.07.07 01:23:00 -
[61] - Quote
Hey Fox,
I did an AV commentary. Let em know what you think.
https://www.youtube.com/watch?v=dMyyBYpaQ7E&feature=youtu.be
YouTube
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Fox Gaden
Immortal Guides
4015
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Posted - 2014.08.07 18:01:00 -
[62] - Quote
Updated for Hotfix Charlie.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4015
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Posted - 2014.08.07 18:46:00 -
[63] - Quote
1.8.b Proto Swarm: 220 x 6 = 1320 damage 1 Damage mod: 220 x 6 = 1320 + 5% = 1386 2 Damage mod: 220 x 6 = 1320 + 9.35% = 1443.42 3 Damage mod: 220 x 6 = 1320 + 12.2% = 1481.04
1.8.c Proto Swarm: 312 x 4 = 1248 1 Damage mod: 312 x 4 = 1248 + 7% = 1335.36 2 Damage mod: 312 x 4 = 1248 + 13.09% = 1411.36 3 Damage mod: 312 x 4 = 1248 + 17.08% = 1461.16
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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ratamaq doc
Onslaught Inc RISE of LEGION
790
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Posted - 2014.08.08 16:34:00 -
[64] - Quote
Fox Gaden wrote:1.8.b Proto Swarm: 220 x 6 = 1320 damage 1 Damage mod: 220 x 6 = 1320 + 5% = 1386 2 Damage mod: 220 x 6 = 1320 + 9.35% = 1443.42 3 Damage mod: 220 x 6 = 1320 + 12.2% = 1481.04
1.8.c Proto Swarm: 312 x 4 = 1248 1 Damage mod: 312 x 4 = 1248 + 7% = 1335.36 2 Damage mod: 312 x 4 = 1248 + 13.09% = 1411.36 3 Damage mod: 312 x 4 = 1248 + 17.08% = 1461.16
So proto nerf in combination with DS buff. GG CCP
YouTube
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Apothecary Za'ki
Biomass Positive
276
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Posted - 2014.08.08 16:57:00 -
[65] - Quote
i prefer to use caldari logi/light/scout suits fill the highs with damage mods lows with tank sidearm with mag/smg and Equipment with nanohives like a madman its done be well sofar
> LogiBro in Training
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