Shouper of BHD
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Posted - 2013.06.18 18:10:00 -
[1] - Quote
Nightbird Aeon wrote:With either Uprising 1.0 or 1.1 (think it was 1.0), the speed of missiles from tanks and installations was increased significantly, and now they make a very satisfying noise as they go towards you. +1 for this, I think everyone is happy.
But now the question turns to swarm launchers:
-They require a lock-on time, unlike any of the other batteries or the other hand-held AV weapons. -Tradeoff - They track your target
However, the time-to-target is significantly slower than then other handheld AV weapons, they cannot be dumb-fired or used against personnel, and due to the mobility of LAVs, some tanks and drop ships, it is easy to maneuver behind cover and avoid incoming missiles that have already been fired.
Rather than increasing damage or reducing lock time, or making the swarms into some kind of dumb-fire AV/anti-personnel weapon, here's my suggestion"
Should swarms have their missile speed increased?
Is the speed fine the way it is?
Should they be slowed even more?
What do you guys think?
1 thing to take into consideration is faster it moved more it pushes your when it explodes, from a pilot`s view my ship can take that from the swarms since the swarms seem to do it less then any gun (btw the flaylock pushes be more then FGs, MDs etc... YES the flaylock) the swarms are better off against light and medium vehicles innless its an armor vehicle such as Gallante or Ammar and from being in a Galalnte tank squad as a Python with a triage module the swarmers hold up pretty well, if you spec into them they are the butter knife and the galalnte tanks are the butter. As for the G2A talk, I can outrun them easily in a light frame DS but would need mods to do the same in normal and Logi DSes so speed wise is close to balanced but I would prefer more time to think the ladder out. as for damage its where it should be. |
Shouper of BHD
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Posted - 2013.06.20 18:09:00 -
[2] - Quote
Mac Dac wrote:Caeli SineDeo wrote:First off so all you guys understand Proto tanks are already in the game. Enforcers/Mauraders. Fully pimping out a Enforcer takes 16m Skill points. Going into both types of tanks is going to cost 20m skill points. If they actually add a teir of tank above this tankers are going to be putting in 30m SP to build a proper tank.
But as I said look in game when you aim it says PRO. Which means proto tank. CCP would not label it that if they expected to have higher teir tanks. They will have a few tech 2 tanks aka the black ops. But they are specialty tanks. Usually not ment for battling but filling specialty rolls.
So proto tanks are in. THey are ****.
Now do you see me attacking for a nerf no. I am just pointing out the facts that swarms are already powerful and their needs to be balancing. I am sorry but currently the only good vehicles in the game are LAVs. why the hell are LAVs the best vehicle in the game. Well CCP is full of a bunch of people who have no idea what they are doing.. They do not work to cross check their **** and see how it effects things properly. And they are failing at dust currently. For ever 2 foward on one thing they take 10 steps back. They listen to their numbers way to much and then from there they listen to the community who most members of the community do not understand mechanics they know something is wrong and yell for change but they do not truely understand what is wrong so they all band on a common thought that usually does not help fix things.
First off AV gets **** for their work. usually in most games doing AV is extremely benificial. Here it is worthless. You get paid nothing and make crap for SP. They need to rework the system. So AVing actually feels like a roll. This means tank v tank battles become more common because their is chances for tankers to make out on isk.
After you get a stable system here and buff HAVs and rework them a little so their is more balance between them. From there if certain AV needs small buffs you can do that. Small buff not nerf havs buff AV at the same time like they have done in the past.
Now HAVS are the most skill intensive part of the game in my mind. If you do it properly you change the tide of the game. It is also the most SP expensive role in the game to do properly. If you do not spend 10m SP about into HAVs ur just dead. All other havs are going to beat you. And AV has no trouble because you do not have the moduals needed to survive.
HAVs use to be a tactical vehicle on the map. People had to rethink what they are doing to take one out. Get 2 guys and strategic location with AV. This equaled diversity and tatics.
Now all it is a forger in a LAV drives up to you jumps out AV nades forges. Or just forges if it is a shield tank. Same with swarms except they come running up to you and bunny hope around ur tank and kill you in 5-10 seconds.
SO all tank drivers are suppose to do now is run around in circles like idiots at full speed to avoid AV because that is the tactical way to do it. Because really if they sit still AV will eat them up before infantry has a chance to turn on AV and kill them.
I am sorry when it takes one AV guy to quickly deal with tanks with no real strategy besides getting up next to it and killing it faster then it can turn on them is broken. Only way someone should expect to deal with a tank if they have 2-3 AV guys with proto AV. Yes then if it takes them 5-10 seconds ya they played smart and got 2-3 AF guys throwing out Alpha damage. they worked together. But soloing something that is suppose to change the battle field. That cost a player all of his SP to build correctly so they are forced to run a tank to do well or run in militant gear and get stomped by the other proto players. I do not know a tanker that can make out on ISK effectively in this game by running his tank and using it to work with his team.
Redline sniping is the only way to keep a tank alive all game against proto AV if you move past the redline you have a 10% chance of keeping the tank alive. Im sorry i read this post and to me it sounded like a buff tank post. I just want to tell ulyou that i am extremely against the tank being buffed in any way because i was here during the Overpowered tanks era about a year ago in closed beta. Where CCP nerfed all AV by around 20% and buffed all vehicles. I remember it being strictly hell for all players. I remember how proto swarms with damage mods could only flicker tanks sheilds, matlia tanks sheild. Back them it took over 5 proto av sustaining fire over a couple minutes to scare a tank away. After this sad mark on AV history many vowed to never let a tank live long enough to do it again. Now you say that like its so easy to use a swarm that anybody can pick up a swarm and get tank kills effortlessly. I gurentee you thats not the case as many people in this thread can point out. If your problem isnt about swarms as much as AV nades which do in fact need a slight nerf. I use swarms and i still have a hard enough time killing armor tanks,but the thing is that normally AV nades do a lot of damage and they home in on vehicles.
I`m pretty sure we are still waiting for ADV-PRO tanks and YES mega butt hurt for the team that doesn`t have a team of FGs or a AV vehicle wich I do think is fare, what you expected 1 guy to beat a tank? maybe in its STD lvs maybe even ADV but the PRO HAVs need to dominate inless thay go against a team of FGs or an AV vehicle. |