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Judge Rhadamanthus
Seraphim Auxiliaries
425
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Posted - 2013.09.24 19:09:00 -
[1] - Quote
I thought rather than just pointing out issues, I would try to offer a solution. So from a dropship POV, although would be great for tanks too; here is a video where i added graphics to a real fight with a swarmer to show my suggestions to fix the radar and HUD to make it fairer. Not the total solution but part of it.
What do you think community and what you you think DEVs?
Remember to set it to 720p
The Video |
Judge Rhadamanthus
Seraphim Auxiliaries
431
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Posted - 2013.09.24 20:23:00 -
[2] - Quote
Pvt Numnutz wrote:Brilliant early warning system. Its not unbalanced, and provides enough information so the pilot isn't always guessing, but can make educated guesses. This system would go quite a long way in keeping pilots in the sky and isk in their pockets. Good video judge I fully support this +1. We have needed this for a long time....
Thanks. I think it would be balanced. I could see i was being locked from behind without having to turn round and get a shot in the face before realising. Then I can decide to turn and fight or module and evade. |
Judge Rhadamanthus
Seraphim Auxiliaries
437
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Posted - 2013.09.24 23:43:00 -
[3] - Quote
Bright Cloud wrote:Well your dropship still turns to dust when a forgegunner appears. 2 hits and you hit the ground and your armor HP are nowhere near to survive a direct hit after your shields dropped. Even with both armor reps going. Cause my assault forgegun does a whopping 1900HP damage. Seriously ditch your shield tank on that thing. Get rid off the shield extenders, replace 1 off the power diagnostic systems with a 15% PG upgrade and get a plate on. You have amazing armor repair capability but you put a penalty on yourself with the shield extenders. And another fact has beeing proven in that vid that dropships take only 55% damage from swarms regardless if its shield or armor. Why? Well the guy in the vid had a advanced swarm launcher (5 missiles) so he would do 2145HP damage against armor (basically killing you with alpha damage). However when you where into armor you had around 200 shields and 1700 armor. All 5 missiles did hit and you dropped down to 1072HP armor. So the swarm did effectively "only" a whopping 900HP damage against you. The main thing that kills dropships are forgeguns which deal exactly 100% damage. Which makes it the only true choice to take dropships down. That beeing sayd your dropship pilots had still the easy mode on versus swarm launchers. Oh and for the people who didnt noticed. He was fighting 2 swarm launchers not just 1 and he still survived.
this is pretty much all wrong. I really do not have the time to dissect it. So I'll leave it at all wrong. Are you even talking about DUST? |
Judge Rhadamanthus
Seraphim Auxiliaries
440
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Posted - 2013.09.25 00:01:00 -
[4] - Quote
Blaze Ashra wrote:Judge Rhadamanthus wrote: this...
Undo Judge Undo. Don't get this thread locked up or derailed. Please, I'm begging you undo.
You are right. it's 1 in the morning. fixed.
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Judge Rhadamanthus
Seraphim Auxiliaries
440
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Posted - 2013.09.25 00:20:00 -
[5] - Quote
Spkr4theDead wrote:Judge Rhadamanthus wrote:I thought rather than just pointing out issues, I would try to offer a solution. So from a dropship POV, although would be great for tanks too; here is a video where i added graphics to a real fight with a swarmer to show my suggestions to fix the radar and HUD to make it fairer. Not the total solution but part of it. What do you think community and what you you think DEVs? Remember to set it to 720p The Video But that's not fair! You can't expect infantry to actually live with being seen on the map because they're locking on to you, could you? How could you suggest actually giving pilots a buff!? In all seriousness, this is a wonderful idea. I support it fully. Would help too when I don't have a scanner and someone is behind me.
Thank you. I think it would also add a dimension of thought to swarming a vehicle. Sure you can lock on at 300m but you give your position away and allow the pilot to share your location with the squad. Plus it allows the tank/dropship more time to act/evade if you lock on too far away. Adds an element of risk and reward. |
Judge Rhadamanthus
Seraphim Auxiliaries
450
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Posted - 2013.09.25 08:50:00 -
[6] - Quote
Fire of Prometheus wrote:I like this idea but how would it work if you aren't facing the swarmer? Would there be a warning lock sound? Or would an icon pop up on the side of the screen?
I show you my idea on that in the video at 2:17 (link to that time code) Since i am not facing him and he is launching rockets he is marked in green on the radar.
But I think anyone shooting rockets should be marked like that even if they are not shooting at me. My ship would be designed to detect missiles but could not tell if they were aimed at me. That way it helps swarmers asif there are two fireing but only one is shooting me i don't know which one it is. This adds teamwork and some defence against being painted by my ship. |
Judge Rhadamanthus
Seraphim Auxiliaries
451
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Posted - 2013.09.25 09:09:00 -
[7] - Quote
pegasis prime wrote:I like this idea but think it should be a passive skill attached to the vehicle skill tree. Possibly increasing the range and time on radar per level.
And perhaps a similar skill for swarmers, or a module that reduces a vehicle's ability to detect them. |
Judge Rhadamanthus
Seraphim Auxiliaries
461
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Posted - 2013.09.25 13:32:00 -
[8] - Quote
Shotty GoBang wrote:Well presented clever concept, OP. +1
My sole critique is that a "Swarm Solution" implies the existence of a "Swarm Problem" ... correct me if I'm mistaken, but I believe Forge Gunners are more threatening to DS pilots (and everyone else) than Swarm Infantry.
I thought the exact same system working in a very similar way would work for forges. Just make the colour different. When they charge the reticle goes up; then when they shoot for x seconds after the shot the residual trail from such a big weapon leaves a traceable trail that leads back to the forger.
I can always mock it up if people were interested in something to see to make it clear.
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Judge Rhadamanthus
Seraphim Auxiliaries
467
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Posted - 2013.09.25 20:00:00 -
[9] - Quote
GREEN DEATH21 wrote:Yeah, this is a great idea, but I also think with your idea they should maybe add a swarms symbol on your radar, you you know where the hell they are at, I mean our jets today have warning alarms and radars that see missiles, so why dont they have it in the future with blasters and lazers and **** lol!
I think that would be OP. We need to keep skill as a pilot in the equation. I should keep battle awareness not just rely on my blinking lights and beeping speakers. I could have added lots of the things suggested in this thread but i chose not to. I'll explain :
The green dot on the radar : It is a simple marker. All it tells me is that there are missiles in the air and point out the guy who fired them. Are they fired at me? How strong are they? Exactly where are they in the air relative to me? These are things a skilled pilot and a pilot with a team should know without electronics.
- I can count the missiles to get some idea of the strength.
- I should be looking where i am going to know that there are no other targets for swarms in the area so they are likely headed at me.
- There needs to be risk. Do i turn to check or just run
This minimal solution leaves room for skilled pilots AND skilled swarmers. Swarmers need to choose the range they engage at and their target. They can't just hide at maximum range. Start shooting a ADS in the face and it will know where you are. Shoot it in the back and sure, he'll see you on the radar but not nearly as well as the green target lock icon.
We need to leave space for skill. This makes it fun. This separates the Aces from the pilots and the swarmers from the Anti-Air Professional. |
Judge Rhadamanthus
Seraphim Auxiliaries
467
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Posted - 2013.09.25 20:44:00 -
[10] - Quote
calisk galern wrote: proto swarms max damage mods, 3 salvos at a time, sometimes other people were firign swarms to, his ship never died, but after the first few salvos hope of killing it pretty much died, I just resolved myself to not letting him easily kill my team..
If you want to see what its like to be hit by your AV fit (or close enough to it), thats exactly what hits me at this point. in that video. You can count 6 missiles (easier in the original footage) and I lose 1928 shields. With my innates thats
- 12% swarm damage from level 4 prof
- 10% damage mod
- 10% damage mod
fitted to the swarmer
Just so you know what it looks like from the other side of the lock on reticle.
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Judge Rhadamanthus
Seraphim Auxiliaries
467
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Posted - 2013.09.25 20:49:00 -
[11] - Quote
Skihids wrote:... we could at minimum drop a lunch site marker on the radar.
shawarma..! That must be what you get from swarmers right? Someone call the Hulk.
(sorry..couldn't resist). But yes a launch marker is fair. I'm not set against sound warnings but i am worried about getting to much data. If we have sound, and radar and a target circle and missile tracking...that seems too much. |
Judge Rhadamanthus
Seraphim Auxiliaries
475
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Posted - 2013.09.26 20:27:00 -
[12] - Quote
Youtube analytics tells me the video has no views in singapore. |
Judge Rhadamanthus
Seraphim Auxiliaries
476
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Posted - 2013.09.27 11:54:00 -
[13] - Quote
Due to everyone being so constructive, putting balanced views in a mature and thought out way this idea has made the weekly suggestions thread. Which is pretty cool.
CCP clearly read and listen to constructive feedback despite what so many of forum users think. |
Judge Rhadamanthus
Seraphim Auxiliaries
477
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Posted - 2013.09.27 13:11:00 -
[14] - Quote
Oscar Neymar wrote:Would a Black Hawk pilot get a green chuffing dot on the target shooting his helicopter irl ?? even after he has fired and run to relative safety ? Just trying to keep it real
No but he can can turn his head to look around so he doesn't have to turn toward the enemy to see if he should be turning away from the enemy. Game mechanics exist to compensate for limitations a 2 Dimensional low resolution environment has and to ensure a game is entertaining. |
Judge Rhadamanthus
Seraphim Auxiliaries
503
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Posted - 2013.10.01 19:16:00 -
[15] - Quote
Vell0cet wrote:Your videos are excellent btw. I just sent a little ISK in appreciation for your efforts.
Thats really kind of you. Thanks.
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