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Fox Gaden
DUST University Ivy League
481
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Posted - 2013.06.18 15:46:00 -
[1] - Quote
As an experienced Swarm Launcher user, and the author of Unleashing the Swarm, a guide to being effective with the Swarm Launcher, I will say that the Swarm Launcher is fairly well balanced currently and in a good place. The missile speed is fine.
In order for a vehicle to outrun a Swarm missel they have to be very aware and be a very skilled driver. Also, the slow speed of the Swarm missel allows you to get more than one volley in the air before your target is alerted to the threat by your first volley hitting. |
Fox Gaden
DUST University Ivy League
484
|
Posted - 2013.06.18 16:24:00 -
[2] - Quote
Caeli SineDeo wrote:Swarms are actually over powered against armored vehicles.
They can 3 shot armor tanks pretty easy currently. That is a armor tank running 47% resist and the biggest plate. Even with the rep Active you can not keep up with their damage.
Sorry in all aspects it is way to easy to use them and they destroy armored vehicles with ease.
A proper swarm build puts out 5000 damage against armor. That is insane alpha and puts even the breach forge to shame. It takes less time to refire then the breach forge and your 3 times more mobile. Plus it tracks ur target making it impossible to miss. And you can run it on the most mobile suits in the game. 1) We have Proto Swarm Launchers, but we do not yet have Proto tanks.
2) They need to add damage type specific resistance plating. Damage types are: Explosive (Swarms), Kinetic (A much smaller percentage of missile damage), Thermal, and EMP. Damage type specific resistance platting would have much higher resists and allow you to get your resists up to 60 or 70% against Explosive damage. Of course to do so, you would leave a resistance hole for other damage types, but it is that tradeoff that makes it interesting.
So in conclusion, I agree that as an Armour Tank operator you are at a disadvantage right now. I hope they fix that soon. |
Fox Gaden
DUST University Ivy League
484
|
Posted - 2013.06.18 17:05:00 -
[3] - Quote
Royce Kronos wrote:Caeli SineDeo wrote: Problem is what damage mods give right now I am not fully sure on how they are working but between damage mods and then the 20% damage increase on swarms your able to hit insane alpha damage. To hit 5000 damage with a SL would require a 150% increase in your damage. My initial post was just to state that this is not possible, not to argue the dynamics of tanking. Proto Swarm Launcher: 330 x 6 = 1980
Direct hit to the bottom rear of the tank: 200% of 1980 = 3960
Explosive damage against Armour: +20% of 3960 = 792 + 3960 = 4752
Then add Damage mods bonuse.
Note: All 6 missiles would have to hit that small sweet spot on the back end of the tank for this to happen. It is like getting a head shot. |
Fox Gaden
DUST University Ivy League
485
|
Posted - 2013.06.18 18:09:00 -
[4] - Quote
Royce Kronos wrote:Fox Gaden wrote:Royce Kronos wrote:Caeli SineDeo wrote: Problem is what damage mods give right now I am not fully sure on how they are working but between damage mods and then the 20% damage increase on swarms your able to hit insane alpha damage. To hit 5000 damage with a SL would require a 150% increase in your damage. My initial post was just to state that this is not possible, not to argue the dynamics of tanking. Proto Swarm Launcher: 330 x 6 = 1980 Direct hit to the bottom rear of the tank: 200% of 1980 = 3960 Explosive damage against Armour: +20% of 3960 = 792 + 3960 = 4752 Then add Damage mods bonuse. Note: All 6 missiles would have to hit that small sweet spot on the back end of the tank for this to happen. It is like getting a head shot. Also note that this does not factor in the tanksGÇÖs resistance mods. Ahhh, I didn't realize that there was a crit spot on tanks. Still backpedaling for the win. Not many people know about the sweat spot. It was found by a guy pointing his weapon at various parts of a friendly tank and looking at the efficacy % that is displayed. The highest if I remember correctly was 200% efficacy when pointing at the lower back of the tank. On the sides there is an increased efficiency near the bottom as well, but less than 200%. Of course we canGÇÖt aim a Swarm Launcher at a specific part of the tank, but judging from some of the complaints in this thread, it sounds like the missiles try for the sweat spot.
Caeli SineDeo does have a valid point. He may overstate it a bit, but he is a tank driver posting in an AV thread, so that is understandable. The problem is not with the Swarm Launcher however. This is simply another case of a weapon being balanced around stuff that is not yet in the game. |
Fox Gaden
DUST University Ivy League
485
|
Posted - 2013.06.18 18:17:00 -
[5] - Quote
Cyrius Li-Moody wrote:I'm not sure what tankers want, us to be chasing them down with mass drivers or flaylocks?
The biggest problem with the swarm is the dead time between firing your rounds. I use the specialist swarm launcher so between the extended lock on time and the time that you can't reload, or even lock on any thing leaves a good 10 seconds that I'm standing there twiddling my thumbs. If the time between shots is intentional they should add a message on screen saying something like "Targeting system recalibrating."
Add that to the extreme lag in throwing grenades and that makes up close swarm launching a death wish for close range. You should not be standing there twiddling your thumbs between shots. For that matter, you should not be standing still while locking either, unless your movement is restricted by your surroundings.
Not that I donGÇÖt occasionally get lazy and stand still while using my Swarm Launcher, but if I get sniped while standing still, I blame myself, not my Swarm Launcher.
I do like the idea of the GÇ£Targeting systems recalibratingGÇ¥ message. Although a red blinking light on the Swarm Launcher itself that turns green when it is ready might be better. |
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