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Beren Hurin
K-A-O-S theory
767
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Posted - 2013.07.22 12:34:00 -
[1] - Quote
HAVs are easy mode....
...Because they can see over objects from the vantage point of a camera 10 m above the tank itself giving them unparalleled situational awareness. And because even though I can hear the tank, somehow my radar cannot see them until they suprise blaster kill me. And, they have infinite ammo. Ofc I could buy some fancy headphones to play the game, but I'd rather not just yet.
Make all tanks first person view, limit their ammunition, and make them detectable from 50m, and then we can talk.
To shoot at a tank with swarm launchers you must have line of sight on most of the tank. So for a blaster tank, this means you can get a chance to shoot at the swarm launcher.
I think the smart dropship pilots know how do think 3 dimensionally. The better HAV drivers I can tell, because they know how to cover their retreat with vertical barriers. I'm not a HAV pilot, but I think this is why the high-ground is that much more important for them, because if the SL rockets are coming from below them, backing jup just a bit will mean the missiles hit the ground right in front of them. |
Beren Hurin
K-A-O-S theory
768
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Posted - 2013.07.22 12:44:00 -
[2] - Quote
Seymor Krelborn wrote:SoTa p0p wrote:Lock on. Release trigger. No talent. Plus they turn invisible and turn corners right nothing like that exists in real life..... or wait.... it does sorry it sure does and missles kinda work that way in eve too.....not just the swarms in dust
Well technically you don't really have to aim anything in Eve. It all locks on... |
Beren Hurin
K-A-O-S theory
769
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Posted - 2013.07.22 12:53:00 -
[3] - Quote
I still think this is generally about the general selfishness of solo players and of agnosteamism (playing as if you don't have a team). I don't understand when I queue up solo and then join a squad, corps will say, "oh look a blueberry joined" and then kick me. As if I can do more harm than good....I mean if there are 3 of you, wouldn't I be getting the squad warpoints at the very least...anwyway...
In the same way that too many snipers screw a teams' infantry and its ability to take ground and hold it, having players that don't care about the investment of a tank driver, and don't try to take out AV that is targetting it, makes the tank driver's investment into the match less worth while.
I would be in favor of players getting a kind of temporary 'MAYDAY' call or indicator that any player under fire could set on themselves, that could then provide a defense order type of signal. Squads/teams could then defend that player for extra points providing an incentive to help the team.
There is just too little incentive for inter-squad cooperation, especially in pub-matches. I do not envy you tank drivers. |
Beren Hurin
K-A-O-S theory
769
|
Posted - 2013.07.22 13:04:00 -
[4] - Quote
Castrated Tanker wrote:How about a "get good noob" for the lack of constructive criticism in your post, It is obvious that you know nothing about the vehicles in this game
"Nothing" is a pretty strong term... So they can't see over objects? It just isn't cool that they can see me, when I can't see them on my radar or visually? How is that not a constructively fair criticism. You don't think telling HAV drivers to think 3 dimensionally is constructive for them? I see too many driving in a straight line (which by the way exposes your weak spot to swarms) away. Diving behind cover also means that the LOS of swarms is broken meaning a follow up shot cannot happen.
I know enough about vehicles to know that when a driver brings their HAV into the very middle of a map and sits it there, that is staistically the exact worst place to have it for no other reason than that is the place where the most potential players could attack it from. In the same way that dropsuit players strafe side to side, HAVS should not think of themselves like turrets with a little bit of mobility they have to move.
Whenever I see a HAV just stop in front of B (the middle of the map) on Manus Peak I cringe for them.
Also, we are eventually getting trees and ofther vertical vegetation. I wouldn't be suprised if that effectively becomes a nerf to swarms that you guys are looking for. I would be anxious to know what kind of collision damage they will do to HAVs though also and how they will affect your mobility. |
Beren Hurin
K-A-O-S theory
769
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Posted - 2013.07.22 13:15:00 -
[5] - Quote
SoTa p0p wrote: You should have said more bad things about swarm launchers in this post, the purpose of this thread is to discuss how easy and noob friendly the swarms are.
Let's get precise then, it isn't lock on release trigger... It's... 1) Get in situation w/o HAV having infantry protection or watch to see when resist/repair mods are spent (HAVs shouldn't be in the open when these are down). 2) Find armor tanking HAV (my Wyrikomi takes 4-5 rounds at least to get through Gunlogi shields) 3) Get out of cover long enough to fix, maintain lock, and release. 4) You've hit your target, but now the trail of your missiles have revealed your location if anyone is paying attention. 5) If you are lucky you do step 3, 3 more times without interference and you might have taken out the MLT tank you are shooting at. |
Beren Hurin
K-A-O-S theory
771
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Posted - 2013.07.22 13:37:00 -
[6] - Quote
Castrated Tanker wrote:Trail of missiles revealing your location? 80% of swarms that hit me are invisible?!?! HTF is that supposed to reveal SH!T??
Interesting...when I fire my swarms they nearly always leave a trail of smoke... Are they invisible before or after they hit you?
I'm okay with the AV/TANK balance. Like I said, I think the problem is squads/teams not caring about protecting their HAVs.
On to constructive...
HAV drivers have a learning curve problem in that, in order to learn from their mistakes (deaths) at the same rate as dropsuits, they have to pay a whole lot more. What if there was a kind of trade-off in order to compensate for this problem? Another thing we could propose in terms of balance, is 'insurance' for vehicles. This would enable the allowance of training and learning the weaknesses of your fit without all the costs of so much failure.
Only in instant battles, the trade off would be reduced SP gain for the match, in exchange for some insurance options for all vehicles lost. You'd have to buy the insurance before the match starts.
-25% (pre-booster) active SP gain during match for 50% back on all [vehicles] lost. -50% active SP gain during match for 80% back on all [vehicles] lost. -75% active SP gain during match for 80% back on all [vehicles] lost and 25% back on all [modules] lost. -100% active SP gain during match for 80% back on all [vehicles] lost and 25% back on all [modules/turrets] lost. |
Beren Hurin
K-A-O-S theory
772
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Posted - 2013.07.22 13:52:00 -
[7] - Quote
Mobius Wyvern wrote:SoTa p0p wrote:Lock on. Release trigger. No talent. Plus they turn invisible and turn corners Swarms have always been easy mode. 2.5k damage from a seeker weapon? Yeah, ok. Swap the damage between Swarms and the Plasma Cannon, then give Swarms a major speed boost. That way the Plasma Cannon is an actual threat, and Swarms excel at hitting fast moving targets without being faceroll. Oh, and give the Plasma Cannon better range and less arc so it can actually be used.
Are you suggesting making the plasma cannon the old dumbfire swarm launcher but with the single charge? |
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