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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
62
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Posted - 2013.06.04 11:36:00 -
[1] - Quote
My vote goes to removing the firing arc and increasing the damage and also increasing the projectile speed (change the skill from charge up timer reduction to projectile velocity bonus) and you have yourself an honestly mean AV weapon that still fills a minor anti-infantry role.
The single shot clip, low ammunition, and charge-to-fire attitude more than justify the change. It's not a bad weapon as it is, there's just no reason to use it over the Forge Gun or Swarm Launcher except for "badass" points. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
64
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Posted - 2013.06.04 12:04:00 -
[2] - Quote
RINON114 wrote:EXASTRA INVICTAS wrote:My vote goes to removing the firing arc and increasing the damage and also increasing the projectile speed (change the skill from charge up timer reduction to projectile velocity bonus) and you have yourself an honestly mean AV weapon that still fills a minor anti-infantry role.
The single shot clip, low ammunition, and charge-to-fire attitude more than justify the change. It's not a bad weapon as it is, there's just no reason to use it over the Forge Gun or Swarm Launcher except for "badass" points. The only other reason being that it's a light weapon, so you don't have to be a heavy. Already covered that in my post. Read bold. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
64
|
Posted - 2013.06.04 13:12:00 -
[3] - Quote
WeapondigitX V7 wrote:I found the blast radius and damage of blast radius fine with 2 complex damage mods on an advanced amarr medium frame. The reload and 1 fire clip was also fine with me. It replaced my locus grenades and then I finished shield based infantry off with advanced pistols. I used advanced packed AV grenades to help kill vehicles. However the plasma cannon does feel like it needs an increase in direct damage and increased velocity. It just doesn't do a good enough job against shielded vehicles. Probably a 600 - 900 damage increase would be fine. The swarm launcher does more damage over time because of its larger clip size. It does more damage over time because it just straight up does more damage. And is more likely to hit, and you're more likely to survive long enough to run out of ammo with the Swarms than with the Plasma Cannon.
The weapon isn't bad against infantry as long as you're a good shot but it's lackluster in AV. One major problem is the broken gains of the advanced/proto equipment in comparison with other AV weapons |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
64
|
Posted - 2013.06.04 13:27:00 -
[4] - Quote
Mobius Wyvern wrote: One shot is fine, but it needs to have less arc, more range, a faster projectile, and do the damage that Swarms do now, to allow for Swarms to finally be nerfed.
Guided weapons should always do less damage than unguided weapons. You should have to compensate for the lack of aiming with a reduction to damage output.
I agree with your points, however, Swarms are "fine" as is RIGHT NOW due to where vehicles are at. It's difficult to balance with so many vehicles and weapons planned-but-not-here. Once the game comes closer to a finished state I think we can begin to decide that swarms should have more ammo capacity but less damage to compensate for the guided aspects, etc.
But if we were to nerf swarms right now there'd be too much forum rage and vehicles would just start overrunning maps. |
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