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Thread Statistics | Show CCP posts - 1 post(s) |
Exmaple Core
Ancient Exiles
795
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Posted - 2013.08.14 05:54:00 -
[1] - Quote
As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post:
CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5.
So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Ive started a discussion on Plasma Cannons in this thread: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262 Also, this link is the AV nade discussion: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452 Feel free to throw in your thoughtful and reasonable ideas there.
What are your ideas for the swarm launcher rebalance? Remember to ALWAYS give reasons on your ideas, we dont want to give the DEVs crap to read. Put up a convincing argument!!
Personally, I believe the swarm launcher should be the weakest form of AV due to the simplicity of the weapon, that a no skill required weapon should not be an insainly effective weapon on the battlefield, like it currently is. However, it should still be able to keep a tank at bay, its AV. I feel it should do the least amount of damage and a post in the plasma cannon discussion sums it up here:
TheAmazing FlyingPig wrote:Tbh, I think the clip size is fine. I like the idea of a shoulder mounted "rocket" weapon in the game. It does, however suffer from a lack of a benefit, so here's what I'd do:
Swap swarm launcher damage with plasma cannon damage. The swarm launcher is in every way superior to the cannon - clip size, damage, range, and accuracy. I think that the plasma cannon should reward proper placement by being a burst damage close range rocket, while the benefit of swarms should remain the lock-on feature, at the cost of a lower damage.
This way, the shield tanks will be largely unbothered by explosive AV because of the explosive resist shield tanks boast and the real counter to shield tanks will be the eventual lasers and the current forge guns. Armor tanks will still be hurt by the explosive type of swarms, as it is their weakness and will scare them away. The swarms tracking is absurdly exact but very awsume to watch and needed, swarms would be too easy to avoid without such extreem tracking measures. If the damage is reduced it may be entitled for a +1 clip size as well, if not than the current clip is sufficent. My opinion |
Exmaple Core
Ancient Exiles
795
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Posted - 2013.08.14 06:08:00 -
[2] - Quote
feedback? |
Exmaple Core
Ancient Exiles
796
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Posted - 2013.08.14 06:33:00 -
[3] - Quote
Nova Knife wrote:I don't know about the rest of you, but I want them to apply kick to the user when you fire them. I want dumb-fire back.
I want to be able to aim straight down and launch myself into the air, landing behind and enemy and then knifing them in the back of the face.
But, if I can be serious for a moment -
Ideally, I'd want swarms (assuming time was found to be put in to this) to be shifted to something like an 'assisted lock' TOW launcher.
Fly-by-wire missiles are nothing new in shooter games. However, they're usually pretty difficult to use. While I'd love to see a proper TOW system... I just don't see it happening. So... What I'd like to see, is essentially what we've got now but removing the 'fire and forget' aspect of the weapon, requiring someone to maintain the lock by keeping the 'locked on' target box inside their reticule until the missiles make contact. Losing track/LOS of the target would make the missiles miss, but could be corrected and put pack on course if the lock is re-established quickly enough.
Now, with a change like this you could fire repeated volleys off the same lock, but you'd need to maintain tracking throughout the entire thing. This requires a lot more dedication from swarmers. Alongside this, I'd like to see a missile velocity buff, but keep the damage the way they are. As-is missiles are pretty slow and can be evaded entirely by certain vehicles going at top speed. Faster missiles would prevent this in most cases, and would reduce the amount of time a swamer would have to maintain direct sight & lock.
This is a neat idea, would deffenetly require some effort for this easy mode weapon. But at the same time all your changes are straight buffs, the hold lock targeting addition would force the user to take full advantage of increasing the increased missle speed and multiple vollys. Last time we had faster missles the dropships rarely escaped and no lav was spared. Tanks wont really be allowed to escape due to missle speed and volly ROF increase as well... Though this may be okay if the damage is decreased but id imagine it would not, there would not be any escape |
Exmaple Core
Ancient Exiles
796
|
Posted - 2013.08.14 06:37:00 -
[4] - Quote
Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable.
right onn you think their mostly ballanced. Armor tankers claim that proto swarms do a rediculas amount of damage. Do you agree of disagree? When i ask them about it they all say they do about 3000 damage per volly |
Exmaple Core
Ancient Exiles
796
|
Posted - 2013.08.14 06:53:00 -
[5] - Quote
Niccolo deLuce wrote:The legend345 wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. Two proto modded volleys will instapop well fitted tanks. No, they won't. Unless you're running more than the 3 complex dmg mods I am, you're not fighting "well fitted" tanks at all. Falchion yesterday, slightly over 9k shields. Armor can't hit those high of numbers, at least that I've ever seen, but they can certainly fit to negate damage or just rep through it. Exmaple Core: Yes, they are definitely biased towards being used against armor targets. I'm not so sure about 3k, but then again these are some of the same people that kept saying Lai Dais were doing anywhere between 4k and 7k damage. Numbers always inflate. Generally I think they could use a buff though, as I have a slightly higher success rate against armor than shields.
im not an armor tanker so i cant comment on the real damage to armor tanks, id imagine they do do alot of damage because they are made to destroy armor tanks, their explosive. 4 to 7k damage per lai dai is... and exageration lolol i dont talk to idiots who claim those numbers i assure you my armor tank freinds are more reasonable than that. But at the same time you use the swarms and i belive you both, though your opinions clash. Its weird. You say swarms should be buffed because you do better vs armor than you do shields. Armor tanks take more damage from swarms and shields take less, wouldent those kind of results make sence and be expected? how would you buff the swarm and why? |
Exmaple Core
Ancient Exiles
796
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Posted - 2013.08.14 06:54:00 -
[6] - Quote
Valentine Crendre wrote:Exmaple Core wrote:Niccolo deLuce wrote:As primarily an AV player, and secondarily a tanker with my alt, the only problem I see with swarms is the fact that you're invisible to most of the targets you're attacking. If they would fix the rendering issue that makes tanks unable to see swarms unless they're launched from like 40m of them, this would fix most of the problem. If you call in a militia tank, you should damned well lose it to my proto swarms with dmg mods, the same way I can take out militia suits with a proto suit/weapon. The damage is fine, there are already PLENTY of actually capable tankers out there who know how to fit their tanks and can withstand 8-9 volleys straight before finding cover for the 1 minute it takes to come back in at full health. The same goes for militia and assault dropships. Some of the assault pilots have figured out that it's quite possible to take almost no damage from swarms while still engaging us by just strafing in a circle above us. Swarms never catch them and they never stop shooting us. Also, I would like to see some uniformity on the swarm missile tracking. Either make it curve (seek) after the target all the time, or make it fly to the place the target was and then abruptly turn, right now it's about 50/50 on what the logic will be. Make it predictable so both the av and vehicle drivers will know how to react.
Edit: In reply to Nova Knife: That's a terrible solution. The second you fire a vehicle would simply have to move in and out of cover, similar to strafing as a dropsuit when somebody is shooting you, except for with a vehicle it would literally make them unhittable. right onn you think their mostly ballanced. Armor tankers claim that proto swarms do a rediculas amount of damage. Do you agree of disagree? When i ask them about it they all say they do about 3000 damage per volly. I am a shield tanker and with totall 60% resist (counting the natural resist) 4 to 5 proto swarm vollys strips me of my shields. thats a lot of damage yeah, Exp. does way too much bonus damage against armor perhaps lowering it's dmg bonus against armor (and equally raising the dmg against shields) they would not be so over powered. PRO lvl swarms w/ dmg mods OHK STD LAVs that aren't runing like 2 active resists and even then they barely survive. either that, or introduce ADV and PRO vehciles that have more slots/built-in resist/PG/CPU/etc. to contend with PRO level AV
Explosives do more damage to armor and less to shields. I respectfully disagree, it is core game mechanics that swarms should not do much damage to shields but do more damage to armor. We should keep the balance of weapon damage types as is |
Exmaple Core
Ancient Exiles
798
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Posted - 2013.08.14 07:00:00 -
[7] - Quote
lowratehitman wrote:Dust 514 : The Importance Of AV Grenades http://www.youtube.com/watch?v=laoXHCsk3hw4 LAV'S in less than one minute...if you reduce the amount of AV or what not.....REDUCE the amount of LAV'S that can be present.
You should post this in the AV nade thread, the amount of AV present or lavs has nothing to do with swarm launcher balance. Also about your point, you killed 4 lavs in only seconds and you are one person. If anything, the amount of AV should be lowered and amount of Lavs increased, as evident by your video. But lets keep this about the swarm launcher |
Exmaple Core
Ancient Exiles
799
|
Posted - 2013.08.15 01:06:00 -
[8] - Quote
Mortedeamor wrote:clearly they need to fire twice as many rockets maple 2x the dmg will fix everything (god i hope ccp takes me seriously roflmao) dont give them the wrong idea!! you swarm faaag :) |
Exmaple Core
Ancient Exiles
799
|
Posted - 2013.08.15 01:09:00 -
[9] - Quote
Alena Ventrallis wrote:Nova Knife wrote:I don't know about the rest of you, but I want them to apply kick to the user when you fire them. I want dumb-fire back.
I want to be able to aim straight down and launch myself into the air, landing behind and enemy and then knifing them in the back of the face.
But, if I can be serious for a moment -
Ideally, I'd want swarms (assuming time was found to be put in to this) to be shifted to something like an 'assisted lock' TOW launcher.
Fly-by-wire missiles are nothing new in shooter games. However, they're usually pretty difficult to use. While I'd love to see a proper TOW system... I just don't see it happening. So... What I'd like to see, is essentially what we've got now but removing the 'fire and forget' aspect of the weapon, requiring someone to maintain the lock by keeping the 'locked on' target box inside their reticule until the missiles make contact. Losing track/LOS of the target would make the missiles miss, but could be corrected and put pack on course if the lock is re-established quickly enough.
Now, with a change like this you could fire repeated volleys off the same lock, but you'd need to maintain tracking throughout the entire thing. This requires a lot more dedication from swarmers. Alongside this, I'd like to see a missile velocity buff, but keep the damage the way they are. As-is missiles are pretty slow and can be evaded entirely by certain vehicles going at top speed. Faster missiles would prevent this in most cases, and would reduce the amount of time a swamer would have to maintain direct sight & lock.
This is a grand idea. Maintaining sight lock makes good sense, even if you boost missile velocity (Slightly, 10% at the extreme most) to make lolswarms have to work for their kills. Yeah, vehicles could move in and out to dodge, but you know what? Your job is to make sure that tank isn't killing your team, and he can't kill your team if he's busy avoiding your swarms. This is war. It's about who wins, not your personal kd ratio or padding your wp. AV's job is to deny the enemy vehicular assistance, whether my forcing him to hide, or blowing him to hell. Also, I agree that dropships should be able to dodge swarms. Missiles turning 180 with no change in acceleration is ridiculous.
very intelligent follow up, we need more out of the box thinkers |
Exmaple Core
Ancient Exiles
799
|
Posted - 2013.08.15 01:16:00 -
[10] - Quote
Kane Fyea wrote:I want a dumbfire rocket launcher (Like an RPG). I pretty much want the plasma cannon but make it anti armor and more like how BF3's RPGs are. I hate lock on weaponry and always will. If you want an argument then tell me reasons why we shouldn't have this.
give a reason for dumbfire swarms as well!! I am opposed because the swarms are meant for AV and not meant for killing infaintry. It is an AV weapon, so the damage of these weapons can be a couple thousand. If you were given the ability to shoot infaintry with it, wouldent you? Also, if it werre a dumb fire weapon the missiles would likely spread in random directions, becoming inacurate at range. Additionally, you would not be hitting at swarm range without a lock. Tanks, dropships and lavs will be unnhitable to you at 150m+ and the current swarms have a range of like 400m.
All of these factors morph the swarm launcher into an anti infaintry, it is meant to be AV. No dumbfire or ppl will use it on infaintry like forge gunners do, except it would be almost exclusively anti infaintry because it simply wouldent be effective against vehicals |
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Exmaple Core
Ancient Exiles
800
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Posted - 2013.08.15 02:17:00 -
[11] - Quote
Cy Clone1 wrote:I like the op original idea of making the plasma cannon stronger and swarms weaker, simply due to the degree of difficulty of the weapon, and its effective range.
very important factors, i agree :) |
Exmaple Core
Ancient Exiles
802
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Posted - 2013.08.15 05:35:00 -
[12] - Quote
Soldiersaint wrote:THUNDERGROOVE wrote:Drop "effective" range to 200 meters and make it so if you go into cover where the user of the swarms can't see you they should lose target and smash into the ground.
After 200 meters the swarm targeting should be really bad often times just cutting out mid air or crashing into random objects. 50% hit chance After 300 meters chances of the swarms hitting anything should be under 10% After 400 meters the swarms backfire and hit the user for being that much of a ***** to go into the battlefield. Oh so your saying the weapon should force you out of cover? lol the weapon was designed so that you could engage the enemy armor without exposing yourself. You want to kill me? well then get up that mountain and come get me because im not budging. This is a war game. I will do whatever it takes not to die while making you die as many times as possible. Welcome to the true battlefield where patience and playing on the defense is rewarded and being a run and gun sport tard is punished.
truth |
Exmaple Core
Ancient Exiles
808
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Posted - 2013.08.16 01:06:00 -
[13] - Quote
Henchmen21 wrote:Make em anti air only.
why? then there would be no counter to armor tanks |
Exmaple Core
Ancient Exiles
808
|
Posted - 2013.08.16 01:54:00 -
[14] - Quote
Billi Gene wrote:wtf does skill have to do with anything?
difficulty of proper use is a valid point, skill at circumventing said difficulties is an individual player trait and has no place in any balancing conversation.
please explain |
Exmaple Core
Ancient Exiles
808
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Posted - 2013.08.16 02:40:00 -
[15] - Quote
Henchmen21 wrote:Exmaple Core wrote:Henchmen21 wrote:Make em anti air only. why? then there would be no counter to armor tanks I don't use swarms, be it AV nade or tank I never have a problem with armor tanks. But than again that takes risking suits to get close enough to throw a nade or risking my own tank to take out theirs. Swarms are the I win button of AV, no skill no risk and devastating to even the best fit tanks. Every other form of AV has some risk, swarms power has to come in line with the risk that's not involved.
It is absolutly a no skill weapon, easy mode but that doesent mean we should punnish the weapon too heavily, it still needs to fullfill its role and become balanced at the same time |
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