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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
6
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Posted - 2013.08.28 13:51:00 -
[1] - Quote
Hmmm. This note in the 1.4 Patchnotes interested me greatly, because I was not sure, and I suggest NONE of us is truly sure, what they MEAN by the phrase "fire interval". I think many of us agree, if 'fire interval' means "Time between volleys" that would result in a ridiculous HOSING of the target.
But I've sampled a standard swarm missile launcher, and found that, once the trigger is pulled, it takes ABOUT 2 seconds for all four missiles to clear the launcher (meaning you have to hold you weapon still for about 2 seconds while it's releasing its rounds). THIS may be what they mean by the "fire interval". Reducing this volley release down to under a second WOULD help the user get back under hiding quicker----while having to stand partially in the open during a LONGER lock-on period will make him exposed to fire longer.
Maybe THIS is what they are referring to when they use the (slightly-ambiguous?) time "fire interval". We'll have to see. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.28 16:05:00 -
[2] - Quote
Wait. No, Black Jackal. Let me try to clarify.
If the current notes refer to the "interval" as 2 seconds, and IF my observation was correct that it took around 2 seconds for all 4 missiles to launch, then "interval" very likely is referring to the launching animation of a single 4-missile VOLLEY.
I don't mean to suggest it's trying to create a 2-second gap between EACH MISSILE in the volley.
If at any time at all, I am more familiar with the RECEIVING end of a swarm launch than the triggering end. LOL. In that situation, I can also perceive that a hit of 4 successful rapid eruptions lasts about 2 seconds before I can respond effectively to what just happened. Of course this is NOT the same condition as what's happening at your nozzle end of the event (one missile might track a little wider than the others in the volley and lose some precious time and angle before reaching target).
But the more I dwell on the possibilities, the more I SUSPECT, "fire interval" is only referring to that brief time between the instant you've released the 1st missile and the instant the 4th missile has gone and you can now lower your smoking launcher.
Let's see, Black Jackal. It's an interesting analysis. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.08.28 17:11:00 -
[3] - Quote
Tal-Rakken wrote:As a swarm user I would have to agree that any dropship pilot worth anything uses an afterburner and is nigh on impossible for my proto swarms to take down hey just pop their ab and zoom off. The decrease in the time between shots will give me maybe 2 hits over 1 but that's all I'm expecting.
Flares:, 1.5 will be seeing ammo consumption added to vehicle turrets(afaik) so this would mean that flares would probably have 3-5 shots with a short cool down. main use would be to give the pilot time to bug out.
Time interval: I saw some confusion on this in the thread the "interval" being talked about is the time after a swarm is launched where you cannot swap weapons cannot run cannot start locking another target. All u can do in this time interval is walk and I believe jump.
Tal, I think you are right on target. The VERY SLIGHT nudging of the balance scales you've described seems exactly what a good game developer would be trying to acheive---not a sudden tip in any one side's favor. And the "firing interval" as a "Pause" during which time the shooter is somehow made vulnerable against his will, would be used as the counter-balance to whatever more (or less) lock-on time he's given.
Thanks Tal!
...As for the flares... I once heard from a real combat pilot who was so full of himself that he boasted "only @#&&ies need flares!" |
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