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Ulysses Knapse
duna corp
727
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Posted - 2013.12.14 09:17:00 -
[1] - Quote
Swarm Launcher needs some love, don't you agree? And as such, I propose a few changes!
#1: Active Tracking Last I checked, Swarm Missiles had the nasty tendency of not actively tracking (that is, they didn't keep up with the movements of the vehicle) until they reached their target's original position. If this isn't the case anymore, my apologies, but if it is, this should probably change. Stupid smart missiles are still stupid missiles. They should actively track the target during their entire flight.
#2: Faster Movement, Slower Tracking Swarm Missiles are ridiculously agile, easily capable of 90 degree turns, sometimes even sharper turns if you're lucky, so the Swarm Launcher is quite easy to use. They aren't very fast, though, allowing fast vehicles to avoid them simply by being fast. This is madness. I propose Swarm Missiles become faster, but track slower, so you have to put more effort into aiming them, but in exchange, vehicles have to put more effort into avoiding them.
#3: Anti-Infantry Usage Swarm Launchers are the most limited weapons in Dust 514. I propose they gain the ability to lock-on to infantry. However! This won't come easy. Locking on to infantry would take far longer than locking on to vehicles, and they wouldn't be able to fly directly at a dropsuit, only at its general direction (unless you were very lucky, you would only ever deal splash damage). I'm not sure of the exact numbers for how long it takes to lock or how accurate the missiles are, but you get the gist of it. Also, with #2, you would still have to lead your target to some extent for the best results. You could also reduce the splash damage, which wouldn't hurt its main purpose much but it would reduce its effectiveness when used in this manner.
#4: Buff It! The Swarm Launcher is kind of sad and pathetic right now, and it would still be even with these changes. In the end, the Swarm Launcher still needs a good ol' genuine buff. Increased direct damage, at least against HAVs, at the very least. Giving it back some (but not all) of its lost range would also be a good start.
Humanity is the personification of change.
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Ulysses Knapse
duna corp
729
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Posted - 2013.12.14 18:43:00 -
[2] - Quote
ThePlayerkyle13 wrote:Ulysses Knapse wrote: #3: Anti-Infantry Usage Swarm Launchers are the most limited weapons in Dust 514. I propose they gain the ability to lock-on to infantry. However! This won't come easy. Locking on to infantry would take far longer than locking on to vehicles, and they wouldn't be able to fly directly at a dropsuit, only at its general direction (unless you were very lucky, you would only ever deal splash damage). I'm not sure of the exact numbers for how long it takes to lock or how accurate the missiles are, but you get the gist of it. Also, with #2, you would still have to lead your target to some extent for the best results. You could also reduce the splash damage, which wouldn't hurt its main purpose much but it would reduce its effectiveness when used in this manner.
Instead of locking on to infantry what about switching the Launcher to Manual Fire wheres thiers no lock on, cos i'm pretty sure that killing Infantry with a lock on weapon ecpecially one thats designed for Anti-Vehciles uses would be annoying & unavoidable... Actually, it would be worse if it had manual fire. Firing swarms of missiles with no time delay? Terrible idea.
Also, guided missiles don't necessarily have to have 100% hit rate.
Humanity is the personification of change.
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Ulysses Knapse
duna corp
735
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Posted - 2013.12.15 00:11:00 -
[3] - Quote
Stile451 wrote:Splash damage is negligable. You will do far more damage with a sidearm. If dummy firing is brought back and splash was increased then we're back to where swarms were when they first came out(absolutely ridiculous - instakilled nearly every suit). Solution = don't give them dumbfire.
Humanity is the personification of change.
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Ulysses Knapse
duna corp
735
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Posted - 2013.12.15 00:16:00 -
[4] - Quote
Sgt Buttscratch wrote:Swarmers are fine, learn how to fight the new tanks. Hahahahaha... No, that's not the problem.
Swarm Launchers have needed work since they first came out. 1.7 just highlights the issues that already existed.
Humanity is the personification of change.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
817
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Posted - 2013.12.20 05:24:00 -
[5] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1077
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Posted - 2014.01.15 17:17:00 -
[6] - Quote
Alam Storm wrote:Quote:#3: Anti-Infantry Usage Swarm Launchers are the most limited weapons in Dust 514. I propose they gain the ability to lock-on to infantry. However! This won't come easy. Locking on to infantry would take somewhat longer than locking on to vehicles, and they wouldn't be able to fly directly at a dropsuit, only at its general direction (unless you were lucky, you would usually only deal splash damage). I'm not sure of the exact numbers for how long it takes to lock or how accurate the missiles are, but you get the gist of it. Also, with #2, you would still have to lead your target to some extent for the best results. stupid idea swarm launchers are not mean for infantry if they ended up as an anti infantry weapon they will be abused and people will get stupid deaths from over 150 metres away and not even see it coming Forge Guns. Your argument is invalid.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1077
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Posted - 2014.01.16 02:47:00 -
[7] - Quote
Alam Storm wrote:Ulysses Knapse wrote:Alam Storm wrote:Quote:#3: Anti-Infantry Usage Swarm Launchers are the most limited weapons in Dust 514. I propose they gain the ability to lock-on to infantry. However! This won't come easy. Locking on to infantry would take somewhat longer than locking on to vehicles, and they wouldn't be able to fly directly at a dropsuit, only at its general direction (unless you were lucky, you would usually only deal splash damage). I'm not sure of the exact numbers for how long it takes to lock or how accurate the missiles are, but you get the gist of it. Also, with #2, you would still have to lead your target to some extent for the best results. stupid idea swarm launchers are not mean for infantry if they ended up as an anti infantry weapon they will be abused and people will get stupid deaths from over 150 metres away and not even see it coming Forge Guns. Your argument is invalid. it is valid forge guns you can dodge swarms you can let them loose and sit back and watch them chase the infantry around the map they would end up being a buffed up version of the flaylock pistols when they were good It's like you didn't even pay attention to my thread. You just saw the word "anti-infantry" and started pouting like a child who doesn't want to listen to someone else's thoughts.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1081
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Posted - 2014.01.18 00:45:00 -
[8] - Quote
Alam Storm wrote:yes i read it you want missiles to go in the general direction of the target around it or atleast near by but given past experiance what makes you think CCP will get it right. to them around or near the target is bang on the target making it OP or 100 metres away from it making it useless So basically, your opposition for the idea comes from your belief that CCP will mess it up?
That's #@!$ing stupid.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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