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CharCharOdell
Shining Flame Amarr Empire
990
|
Posted - 2013.09.25 19:09:00 -
[1] - Quote
To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. |
Silas Swakhammer
GamersForChrist Orion Empire
212
|
Posted - 2013.09.25 19:34:00 -
[2] - Quote
CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. I'd like to direct you to this thread >>> https://forums.dust514.com/default.aspx?g=posts&m=1330692#post1330692
Anti-Air/Anti-Ground swarms is an interesting idea. |
richiesutie 2
The Rainbow Effect
311
|
Posted - 2013.09.25 19:42:00 -
[3] - Quote
Also a 5 sec lock time. |
Operative 1171 Aajli
Bragian Order Amarr Empire
373
|
Posted - 2013.09.25 19:43:00 -
[4] - Quote
CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described.
Bu, bu, but Char I was an 0311 Marine Rifleman and could essentially snipe with an M-16 (effective range beyond 550 meters). I stood the fence line in GTMO. If I had to shoot I could have sniped from aGǪ [GASP!] redline, dare I say? With mines in between me and the target even!
But, alas there is assault player QQ for that sort of thing.
I support your post about making the swarm launcher and FG behave more like the above weapon AND give us a stronger signature reading.
These infantry only players won't stand for this! They need instaoneshotpop capabilities for tanks I'm afraid or the jigs up. They can't have any amount of real world examples to refute their beloved troll weapons.
Since when is a swarm launcher or an FG an RPG? When it's not supposed to be anything else.
Apparently a cheezy li'l RPG can lock on and follow its target with several volleys of heat seeking missiles. An RPG can also apparently hit with an invisible charge and completely destroy a tank GÇö not damage and knock the tank out of commission GÇö but completely blow it up EVERY FREAKIN' TIME by hitting it again and again one right after the other!
Oh, they can also be fired when the user is dancing like a ballerina or in a heavy ass armored suit.
No, neither of these weapons are like RPGs. |
chase rowland
The Enclave Syndicate Dark Taboo
17
|
Posted - 2013.09.25 19:54:00 -
[5] - Quote
Operative 1171 Aajli wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Bu, bu, but Char I was an 0311 Marine Rifleman and could essentially snipe with an M-16 (effective range beyond 550 meters). I stood the fence line in GTMO. If I had to shoot I could have sniped from aGǪ [GASP!] redline, dare I say? With mines in between me and the target even! But, alas there is assault player QQ for that sort of thing. I support your post about making the swarm launcher and FG behave more like the above weapon AND give us a stronger signature reading. These infantry only players won't stand for this! They need instaoneshotpop capabilities for tanks I'm afraid or the jigs up. They can't have any amount of real world examples to refute their beloved troll weapons. Since when is a swarm launcher or an FG an RPG? When it's not supposed to be anything else. Apparently a cheezy li'l RPG can lock on and follow its target with several volleys of heat seeking missiles. An RPG can also apparently hit with an invisible charge and completely destroy a tank GÇö not damage and knock the tank out of commission GÇö but completely blow it up EVERY FREAKIN' TIME by hitting it again and again one right after the other! Oh, they can also be fired when the user is dancing like a ballerina or in a heavy ass armored suit. No, neither of these weapons are like RPGs. i love peeps like this. makes me feel not so lonely in the matter
|
Luk Manag
of Terror TRE GAFFEL
93
|
Posted - 2013.09.25 20:53:00 -
[6] - Quote
They are slow. All a dropship pilot has to do is fly in one direction and they can out-run the missiles. |
Monkey MAC
killer taxi company General Tso's Alliance
734
|
Posted - 2013.09.25 21:03:00 -
[7] - Quote
CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described.
Uhm you say stats of 5sec 90-¦ std 6sec 100-¦ adv 7sec 110-¦ Proto
Should that not be the other way? I'm just wondering why? It sounds like proto would be harder to hit?
Also for the sake of mkaing it a swarm launcher You should reduce damage per rocket by 60% then triple the number of rockets! |
Blaze Ashra
Bragian Order Amarr Empire
19
|
Posted - 2013.09.25 23:45:00 -
[8] - Quote
Luk Manag wrote:They are slow. All a dropship pilot has to do is fly in one direction and they can out-run the missiles. Only with an afterburner. |
KEROSIINI-TERO
Seraphim Initiative..
753
|
Posted - 2013.09.25 23:59:00 -
[9] - Quote
CCP has had pains to balance swarms vs both HAVs and dropships (with LAVs in the mix).
CharCharOdell wrote: To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described.
BINGO. There lies the key to fix one aspect of dropship balance.
|
Dunk Mujunk
RestlessSpirits D.E.F.I.A.N.C.E
139
|
Posted - 2013.09.26 00:04:00 -
[10] - Quote
CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described.
All in all I can agree with this. Counter measure systems of nearly any type are something you would figure would already be in place, and should be. Tanks being able to essentially "juke" a Swarm (with proper maneuvering by a somewhat experienced pilot) is fair as well (within obvious reason of course. A lazy slight right hand turn should not do the trick, but if you can zig zag your way into getting inside the projectiles turn radius, then yeah, you should be able to dodge). Swarms definitely need to render no matter what. The fact they don't is bullshit, no matter who you are. For the marker visually showing where the Swarm user is at, if it was attached to some form of passive skill I would be fine with it. I totally agree with different Swarm variations also. Stat wise, in any thread on these forums, I have currently not done anywhere near enough Dust Mathematics 101 homework to be able to comment on stats in any way. I do have one question in regards to flight times; over what distance are you assigning the given flight times? |
|
Fire of Prometheus
DUST University Ivy League
451
|
Posted - 2013.09.26 00:10:00 -
[11] - Quote
My dropships can all take one volley from a SL and as soon as the first volley hits, it's off to the hills with me! I flick on the repper, and just turbo boost out to hide behind my mcc or any other cover I can find.
Ps. +1 for the ideas |
KING CHECKMATE
TEAM SATISFACTION
1290
|
Posted - 2013.09.26 00:11:00 -
[12] - Quote
CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described.
''Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. '' I agree with Warning system and that hey need a Chance to EVADE with skill. BUT NO FLARES, unless of course, you take away hardeners from Dropships then we can live with flares. But higher HP, Hardeners and Flares make the AV durty a little EXTRA hard dont you think? not to mention if FG 's do get nerfed ty to all the whining we have around.So FGs would be nerfed ,and DS can evade,have warning in order to evade,have hardeners in case of hit, have flares , and active hardeners and repair/regen modules? I think you are taking it a little too far bro...
''To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.'' I would go with 6-7-8 seconds (STD/SDV/PRO).The rest seems fair.
''To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described'' BUt the problem is this is not REAL LIFE. And our swarms hit both Air And Ground... just saying. We dont want o make AV even more specialized.We already have few weapons to counter vehicles....
|
CharCharOdell
Shining Flame Amarr Empire
999
|
Posted - 2013.09.26 00:20:00 -
[13] - Quote
Operative 1171 Aajli wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Bu, bu, but Char I was an 0311 Marine Rifleman and could essentially snipe with an M-16 (effective range beyond 550 meters). I stood the fence line in GTMO. If I had to shoot I could have sniped from aGǪ [GASP!] redline, dare I say? With mines in between me and the target even! But, alas there is assault player QQ for that sort of thing. I support your post about making the swarm launcher and FG behave more like the above weapon AND give us a stronger signature reading. These infantry only players won't stand for this! They need instaoneshotpop capabilities for tanks I'm afraid or the jigs up. They can't have any amount of real world examples to refute their beloved troll weapons. Since when is a swarm launcher or an FG an RPG? When it's not supposed to be anything else. Apparently a cheezy li'l RPG can lock on and follow its target with several volleys of heat seeking missiles. An RPG can also apparently hit with an invisible charge and completely destroy a tank GÇö not damage and knock the tank out of commission GÇö but completely blow it up EVERY FREAKIN' TIME by hitting it again and again one right after the other! Oh, they can also be fired when the user is dancing like a ballerina or in a heavy ass armored suit. No, neither of these weapons are like RPGs.
Don't hate on us POGs. :P |
CharCharOdell
Shining Flame Amarr Empire
999
|
Posted - 2013.09.26 00:21:00 -
[14] - Quote
Luk Manag wrote:They are slow. All a dropship pilot has to do is fly in one direction and they can out-run the missiles.
No...not really. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2293
|
Posted - 2013.09.26 00:24:00 -
[15] - Quote
CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Its always scary to find out when gamers you know/ have met can fire heavy weapons in real life..... |
CharCharOdell
Shining Flame Amarr Empire
1001
|
Posted - 2013.09.26 00:30:00 -
[16] - Quote
True Adamance wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Its always scary to find out when gamers you know/ have met can fire heavy weapons in real life.....
It's loud....not so much because it is big, but because it goes off an inch away form my ear. |
Operative 1171 Aajli
Bragian Order Amarr Empire
391
|
Posted - 2013.09.26 04:23:00 -
[17] - Quote
CharCharOdell wrote:Operative 1171 Aajli wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Bu, bu, but Char I was an 0311 Marine Rifleman and could essentially snipe with an M-16 (effective range beyond 550 meters). I stood the fence line in GTMO. If I had to shoot I could have sniped from aGǪ [GASP!] redline, dare I say? With mines in between me and the target even! But, alas there is assault player QQ for that sort of thing. I support your post about making the swarm launcher and FG behave more like the above weapon AND give us a stronger signature reading. These infantry only players won't stand for this! They need instaoneshotpop capabilities for tanks I'm afraid or the jigs up. They can't have any amount of real world examples to refute their beloved troll weapons. Since when is a swarm launcher or an FG an RPG? When it's not supposed to be anything else. Apparently a cheezy li'l RPG can lock on and follow its target with several volleys of heat seeking missiles. An RPG can also apparently hit with an invisible charge and completely destroy a tank GÇö not damage and knock the tank out of commission GÇö but completely blow it up EVERY FREAKIN' TIME by hitting it again and again one right after the other! Oh, they can also be fired when the user is dancing like a ballerina or in a heavy ass armored suit. No, neither of these weapons are like RPGs. Don't hate on us POGs. :P
Of course not. That's why I'm all for support units in this kind of game. Ironically, I don't think vanilla assault is where it's all at or should be.
Secretly though I wish I went into tanks but I'm color blind so not a lot of MOSs for me to do.
|
Lorhak Gannarsein
Molon Labe. RISE of LEGION
429
|
Posted - 2013.09.26 04:39:00 -
[18] - Quote
KING CHECKMATE wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. ''Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. '' I agree with Warning system and that hey need a Chance to EVADE with skill. BUT NO FLARES, unless of course, you take away hardeners from Dropships then we can live with flares. But higher HP, Hardeners and Flares make the AV durty a little EXTRA hard dont you think? not to mention if FG 's do get nerfed ty to all the whining we have around.So FGs would be nerfed ,and DS can evade,have warning in order to evade,have hardeners in case of hit, have flares , and active hardeners and repair/regen modules? I think you are taking it a little too far bro...
''To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.'' I would go with 6-7-8 seconds (STD/SDV/PRO).The rest seems fair.''To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described'' BUt the problem is this is not REAL LIFE. And our swarms hit both Air And Ground... just saying. We dont want o make AV even more specialized.We already have few weapons to counter vehicles....
I imagine it'd be more like the difference between the Assault and Specialised variants we have already, rather than (yet) another SP sink. I'm specced into vehicles, and I still would cry foul at that.
Presumably, it'd also be rather harder to simply outrun swarms with this change, but since it'd now be possible to out-fly them, it'd reward skilled piloting more than it does now (for the reasons you stated. I'm a crap DS pilot, but even I can escape swarmers all day) |
CharCharOdell
Shining Flame Amarr Empire
1007
|
Posted - 2013.09.26 05:14:00 -
[19] - Quote
Operative 1171 Aajli wrote:CharCharOdell wrote:Operative 1171 Aajli wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Bu, bu, but Char I was an 0311 Marine Rifleman and could essentially snipe with an M-16 (effective range beyond 550 meters). I stood the fence line in GTMO. If I had to shoot I could have sniped from aGǪ [GASP!] redline, dare I say? With mines in between me and the target even! But, alas there is assault player QQ for that sort of thing. I support your post about making the swarm launcher and FG behave more like the above weapon AND give us a stronger signature reading. These infantry only players won't stand for this! They need instaoneshotpop capabilities for tanks I'm afraid or the jigs up. They can't have any amount of real world examples to refute their beloved troll weapons. Since when is a swarm launcher or an FG an RPG? When it's not supposed to be anything else. Apparently a cheezy li'l RPG can lock on and follow its target with several volleys of heat seeking missiles. An RPG can also apparently hit with an invisible charge and completely destroy a tank GÇö not damage and knock the tank out of commission GÇö but completely blow it up EVERY FREAKIN' TIME by hitting it again and again one right after the other! Oh, they can also be fired when the user is dancing like a ballerina or in a heavy ass armored suit. No, neither of these weapons are like RPGs. Don't hate on us POGs. :P Of course not. That's why I'm all for support units in this kind of game. Ironically, I don't think vanilla assault is where it's all at or should be. Secretly though I wish I went into tanks but I'm color blind so not a lot of MOSs for me to do.
Everyone in my MOS wanted to be a tanker. Literally. All of us. Don't trust recruiters. |
Spkr4theDead
International-Fleet
903
|
Posted - 2013.09.26 05:18:00 -
[20] - Quote
KING CHECKMATE wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. ''Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. '' I agree with Warning system and that hey need a Chance to EVADE with skill. BUT NO FLARES, unless of course, you take away hardeners from Dropships then we can live with flares. But higher HP, Hardeners and Flares make the AV durty a little EXTRA hard dont you think? not to mention if FG 's do get nerfed ty to all the whining we have around.So FGs would be nerfed ,and DS can evade,have warning in order to evade,have hardeners in case of hit, have flares , and active hardeners and repair/regen modules? I think you are taking it a little too far bro...
''To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.'' I would go with 6-7-8 seconds (STD/SDV/PRO).The rest seems fair.''To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described'' BUt the problem is this is not REAL LIFE. And our swarms hit both Air And Ground... just saying. We dont want o make AV even more specialized.We already have few weapons to counter vehicles....
Oh no, god forbid a dropship should have an armor hardener in a low slot and swarm countermeasures in a high slot, that would be way overpowered. |
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Spkr4theDead
International-Fleet
903
|
Posted - 2013.09.26 05:20:00 -
[21] - Quote
True Adamance wrote:CharCharOdell wrote:To start off, I'm one of a few hundred qualified stinger (Fim-92) gunners in the USA. Compared the the multimillion dollar jets they shoot down, they're dirt cheap. They can kill a poorly "fit" aircraft extremely easily. Anything slow dies; no questions asked. Advanced aircraft (Mig-29, etc) are not so easy. If the pilot is well trained, there is a chance to evade. Also, aircraft have warning systems designed to enhance their survival rate.
I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
To complete this, there needs to be ANTI AIR swarms which are 30% faster than ANTI-TANK swarms, but 30% weaker; ANTI TANK swarms would be the as described. Its always scary to find out when gamers you know/ have met can fire heavy weapons in real life..... I was going for a concealed carry permit when I lived in CT, but decided against it due to factors I will not mention. |
Rusty Shallows
Black Jackals
406
|
Posted - 2013.09.26 05:43:00 -
[22] - Quote
Lorhak Gannarsein wrote:Presumably, it'd also be rather harder to simply outrun swarms with this change, but since it'd now be possible to out-fly them, it'd reward skilled piloting more than it does now (for the reasons you stated. I'm a crap DS pilot, but even I can escape swarmers all day) In the bad old days of a single map it was possible to out maneuver swarms. Approaching them at an angle then near impact bank hard the other way. Some of the missiles would still hit but on those times all were evaded it was pretty sweet.
It's too bad the idea can't be replicated with current swarm launchers since buffing the missile velocity and reducing the maneuverability would be the second Vehicle Apocalypse for HAVs. |
Rusty Shallows
Black Jackals
406
|
Posted - 2013.09.26 05:47:00 -
[23] - Quote
CharCharOdell wrote:snip I believe we need swarm launchers to fill that role better. They have nearly an 100% hit ratio if the gunner doesn't shoot it into a wall. Pilots need early warning system, flares, and a good chance to evade by clever maneuvering. To do these, swarms need to have a 5,6, and 7 (std,adv,pro) second flights times; 90-¦,100-¦,110-¦ (std,adv,pro) turning caps, and of course, the swarms need to render and when a gunner is locking on to you, a marker needs to show you visually, and on the map, where he is for the 0.3 seconds of takes.
snip I'd happily suggest Forge Guns charging or holding one show up on the vehicle mini-map. In trade I'd want all vehicles to show up on my mini-map. |
Luk Manag
of Terror TRE GAFFEL
96
|
Posted - 2013.09.26 19:01:00 -
[24] - Quote
The hyper velocity missiles wouldn't need to be anti-air only, they could be just like a normal swarm launcher, faster with less damage. They would be important for fast targets, but we'd still stack our complex light damage mods and stalk tankers as needed. |
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