Chosokabe Ite
Shields Of The State
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Posted - 2013.12.16 19:25:00 -
[1] - Quote
I understand what CCP is trying to do, but this direction hasn't convinced players to branch out to other anti-vehicle options. With the lock on range cut that short, we might as well go back to the closed beta days of dumb fire. BUT...at the same time, I think it was necessary. It's a difficult struggle between players wanting effectiveness and what balances the game.
I think there's a way to have both but the Swarm Launchers will have to undergo some surgery.
Range: As stated, the nerf was necessary but at the same time, it killed effectiveness. Why not have both options of short and long range? The idea I have is to keep the new lock range but make long range situational. Active Scanners and scan profiles, make it so that the higher the profile, the longer you stay revealed after being scanned (making vehicles stay revealed much longer). With that "tag" on it, a vehicle can be targeted at longer ranges by Swarm Launchers. How far can it target a tagged vehicle? I'm sure CCP can find a reasonable range.
Locking: The targeting reticule is wide and that's not a good thing. How many times have you locked onto something you didn't want to, only to have your intended target get away? In the weapon's targeting screen, put a circular reticule narrow enough to fit an HAV or Dropship in it at the weapon's farthest "default"(as i'll call it) lock range. This will help insure you lock on the desired vehicle
Speed and Flight Time: By no damn means should heavily armored death machines with big heavy guns on caterpillar tracks be able to outrun missiles. Other HAVs, yes. Missiles, no. The only thing that should keep HAVs from getting hit is a smart driver putting structures and hills between him and the swarm(at least until counter measures are added). To insure this, swarms need to be ass haulers with long flight times.
Damage and Ammo: The damage nerf wasn't completely necessary. Agreed, a full swarm shouldn't pack as much punch as a direct it from a plasma cannon. This makes the cannon more desirable but makes the swarms less so. We'll need to experiment with damage per missile a bit to find a balance. To avoid an overpowered Swarm Launcher, shorten the amount of launches before reload OR make it reload after every shot and quicken the reload process.
Variants: The Assault variant should have a wider targeting reticule but FEWER missiles per launch. It'll be meant for hitting LAVs and future light air vehicles without being too easy to kill them.
Hopefully this can balance the Swarm Launcher by making it a weapon that is valued for it's potential long range and almost guarantee hits but making the Plasma Cannon valued for it's incredible power and simple usage at close range.
What are your thoughts?
My HAV Balancing Idea
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