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Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
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Posted - 2013.06.18 14:31:00 -
[1] - Quote
Caeli SineDeo wrote:A proper swarm build puts out 5000 damage against armor. Uhuh. Is this in one shot? If not, you should probably be retreating after you hear the swarms coming your way anyway. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 14:48:00 -
[2] - Quote
Caeli SineDeo wrote:I laugh so hard when people say you do not know what your doing. Your stupid. You have a **** build. Yes I expect to 1v1 a tank but he must run with full squads. I should easily run solo.
People like you have destroyed this game. Vehicles are slowly becoming a none factor.
CCP wonders why they see no tank vs tank gameplay well the reason is right here. AV fucks tanks up before they actually have a chance to engage each other. Well it is not tanks that are the problem
I have a tank build that I can go against another tank and last for 35+ seconds. Against AV that build drops in 5 seconds if the AV player is smart. This is not because I suck. Sorry but go to any top corp in the game and any top AV player/Tank player they will be able to account for my skill and my abilities. 2 proto packed AV grenades and a volley of proto swarms am dead.
Sorry but no AV weapon should ever bring down a fully proto fit tank in 1 clip of their weapon. I also agree with tanks not being insanely effective at kililng infantry. But they need to be able to do it well. First of all it's you're.
I was just addressing the fact that no swarm launcher has 5000 dmg per shot. Are tanks under-powered? Possibly. But remember, you're running STD tanks against PRO AV. It's totally your fault if you let infantry get close enough to land 2 proto packed AV nades.
Plus, IRL one demolitions infantryman can carry enough C4 to cripple most tanks. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 14:52:00 -
[3] - Quote
Caeli SineDeo wrote:Royce Kronos wrote:Caeli SineDeo wrote:A proper swarm build puts out 5000 damage against armor. Uhuh. Is this in one shot? If not, you should probably be retreating after you hear the swarms coming your way anyway. That is one shot. And saying you should be retreating when you see swarms. Problem is if you are going to be working with your team you are going to be up in the action. All it takes is for the swarmer to get a high point and it is really easy for them to drop 3 volleys even if you start running when you see them. It takes about 10 seconds to drop all 3 volleys probably. and sometimes ur next corner or hill is alot farther then 10 seconds away to hide behind if they are on high enough vantage point. I'd love to see the numbers on that.
1 missle = 330 Dmg Proto SL = 6 missles = 1980 Dmg.
You'd have to more than double your damage to get to 5000. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 15:00:00 -
[4] - Quote
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. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 15:33:00 -
[5] - Quote
Caeli SineDeo wrote:izmurph wrote: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. But with the sl you are also a sitting duck for snipers and infantry since you have to rely on your sidearm. But with a tank ur a sitting duck to all forms of AV other tank. groups of infantry that just need to run AV grenades. we are told to run with full squads to defend our selves. Yet that makes no since because AV can hide on top of buildings and big hills overlooking that battle field very easy and easily kill a tank by themselves. Sorry ur excuse is stupid. And also I run around with a Scram pistol/nova knifes on my alt I have a 3+ K/D using a scout suit. so Ya side arms work great. That is no excuse. If you are sitting in a tank then you're doing it wrong. Just like infantry, tanks should be moving at all times. If you run into a full squad equipped with AV grenades, then you're doing it wrong. Tanks are not the be all and end all. Yes you should be running with a full squad. Why, you ask? The benefits of running with a squad:
- Logistics support: With one logi and a vehicle repper he can rep 105+ armour/sec. If you have two logi's, that can be double. Also, there may be a repair tool that can rep 150+ but I'll have to check that.
- Sniper support: To get those AV hiding on top of buildings and big hills. You can opt for a FG sniper to help with LAV's suicide runs too.
- Infantry support: This will stop those pesky squads with AV nades getting too close to you. If they are all running AV nades, they'll be at a disadvantage when in firefights.
Apart from that, your opponent might just be better than you. Fancy that. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 16:05:00 -
[6] - Quote
My apologies for the off topic posts. I would have to agree with Fox Gaden.
An experienced driver can mitigate SL damage by driving close to cover and avoiding some or all missiles fired.
Likewise an experienced SL operator can chose spots where vehicles have the least amount of cover, and use their exposure to maximizes the damage output. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 17:09:00 -
[7] - Quote
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. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
42
|
Posted - 2013.06.18 18:54:00 -
[8] - Quote
Fox Gaden wrote: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. I would think that getting consistent critical hits on a tank would be rare. I usually shoot up to avoid terrain and structures. If there isn't any speed difference driving backwards, then it seems like an smart tanking strategy.
I wonder if Proto HAV's will have 20k+ EHP. If SL's can be putting out 12k+ per clip it makes you wonder. Also, I don't know if allowing infantry with proto AV nades to get close to you is a lack of skill, a balance issue, or skill on the opponents end. |
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