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Scheneighnay McBob
Bojo's School of the Trades
1667
|
Posted - 2013.06.19 00:51:00 -
[61] - Quote
They seem to be just right- Swarms are fast enough to hit, but slow enough to allow good drivers/pilots to escape The lock on is long enough that it's a bad idea to use them at Plasma Cannon/Av nade range, but short enough that you can still lock onto things
What I really hate it not being able to cancel locks. If you accidentally lock onto a supply depot or RDV, the only way to stop the lock (and avoid wasting precious ammo) is to find a place where the lockon will break by itself. |
hgghyujh
Expert Intervention Caldari State
36
|
Posted - 2013.06.19 02:00:00 -
[62] - Quote
swarms are ........okay the way they are, that said I would like to see their turning speed knocked down and their speed increased such that DS need to and could dodge the missiles instead of just out running them. |
Greg Dopson
Shining Flame Amarr Empire
0
|
Posted - 2013.06.19 05:03:00 -
[63] - Quote
Swarmies are just fine in regards to speed, the dumbazz guiding system is bunk though.
Firing directly into walls and rocks |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 05:46:00 -
[64] - Quote
second highest base damage(the breach forge is the highest) in game and they are homing.. speed is fine. |
Thumb Green
THE STAR BORN Dark Taboo
125
|
Posted - 2013.06.19 06:08:00 -
[65] - Quote
Yeah, I think the only thing that needs to be worked on with the SL is it's lock-on mechanism. Personally I think they need to lock-on faster or have a skill to make them do that. They should also lock-on to what I'm aiming at; not the supply depot behind it and most definitely not the turret further back up on the hill that isn't even in the target box. They also need to be able to re-engage slightly quicker. They also need a manual disengage for when it does lock-on to something you didn't want it to; I shouldn't have to turn around for 2 seconds to disengage the lock. |
Mobius Wyvern
BetaMax. CRONOS.
2007
|
Posted - 2013.06.19 06:10:00 -
[66] - 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? I'm thinking make them even faster than they are now, and then give their damage stats to the Plasma Cannons, and vice-versa.
Make them really damn good at smacking fast moving vehicles at the cost of damage, and make Plasma Cannons useful at the same time. |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 06:13:00 -
[67] - Quote
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. for this HAVs need to cost less and shield HAVs need a buff of some kind, I would suggest bring back speed. seeing as PROTO in terms of dropsuit tiers are not coming to HAVs this is the only real way to rebalance the cost reduction in AV and dropsuits. |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 06:15:00 -
[68] - Quote
Thumb Green wrote:Yeah, I think the only thing that needs to be worked on with the SL is it's lock-on mechanism. Personally I think they need to lock-on faster or have a skill to make them do that. They should also lock-on to what I'm aiming at; not the supply depot behind it and most definitely not the turret further back up on the hill that isn't even in the target box. They also need to be able to re-engage slightly quicker. They also need a manual disengage for when it does lock-on to something you didn't want it to; I shouldn't have to turn around for 2 seconds to disengage the lock. the zoom return would help but the speed at which they fire can not changed without changing their damage or else you lose all balance. |
The dark cloud
Seraphim Initiative. CRONOS.
1501
|
Posted - 2013.06.19 07:38:00 -
[69] - Quote
Swarms are allright now. They wreck armor vehicles but aint so effective vs shields. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
85
|
Posted - 2013.06.19 07:45:00 -
[70] - Quote
DeadlyAztec11 wrote: Should have just gone Swarm and Flux. Flux melts shields and Swarm does armor.
Have flux, but getting up close is risky. Not my cup of tea, unless the target is very slippery and necessitates a more personal touch. |
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Jack McReady
DUST University Ivy League
303
|
Posted - 2013.06.19 08:37:00 -
[71] - Quote
just to clear up some of the misinformed dude posting crap here:
-swarms tend to hit the ground when chasing LAVs at high speed that make the slightest turns -dropships can outrun swarms very easy |
Aliakin Koreck
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.06.20 06:05:00 -
[72] - Quote
Wait for the proto tanks to take the field before balance. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4456
|
Posted - 2013.06.20 06:18:00 -
[73] - Quote
I'm surprised that many think swarm launchers are too slow, they take no aiming skill and basically follow your target; they need to have a disadvantage. Just right. |
Fredrikson Revel
Holdfast Syndicate Amarr Empire
0
|
Posted - 2013.06.20 17:52:00 -
[74] - Quote
My swarms are near perfect considering I havent seen a proto tank in over a month |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
179
|
Posted - 2013.06.20 18:09:00 -
[75] - 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. |
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 20:04:00 -
[76] - Quote
I just want dumbfire back |
ladwar
Dead Six Initiative Lokun Listamenn
656
|
Posted - 2013.06.22 20:53:00 -
[77] - Quote
The dark cloud wrote:Swarms are allright now. They wreck armor vehicles but aint so effective vs shields. they are effective on shields thou. armor can repair 4-5 times faster then shields so it is possible to wreck a shield HAV faster then a armor HAV with swarms. a armor repairer(heavy) restore 3-4 volleys while the shield booster(heavy) restores 1 |
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