SHANN da MAN
D3LTA FORC3
142
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Posted - 2014.01.04 17:56:00 -
[1] - Quote
General Forum consensus agrees that the Current Swarm Launchers are almost completely ineffective with anything less than PROTO level Launchers/Skills.
Here is a proposal for Swarm Launcher Balance that I have been thinking about for quite a while and I believe will bring the MLT/STD/ADV swarm launchers into effective usability without being overpowered, and only slightly increase PRO swarm launcher power.
1. Increase Lock-on Range to 250 M ... General Forum consensus agrees that 175 m is far too short and 400 m is far to long, the general consensus on the forums is that lock-on range should be 250 m. This would allow them to properly engage Dropships, their Design Intended Target, that normally fly beyond the 175 M range.
2. Increase missile Speed to 75% of Missile Turret Speed ... General Forum consensus agrees that Swarm Missiles are far too slow and can easily be outrun by any type of vehicle. They're MISSILES, they're Supposed to fly much faster than the target they're fired at. Missile Turret missiles fly very fast and setting the Swarm Missile speed at 75% of Missile Turret speed (maybe as slow as 50%, depending on data CCP collects if they test this proposal) would be about the right speed, to make them fast enough to hit their target, but slower than Dumbfire missile turrets to compensate for the guidance system.
3. Decrease Missile Agility / Increase Missile Turn Radius by 10% - 15% (maybe as much as 25%, depending on data CCP gathers if they test this proposal). This will lessen the missile's ability to track around corners and provide vehicle operators the opportunity to outmaneuver incoming missiles.
4. Make ALL Standard/Specialist variant Swarm launchers fire 4 missiles per volley with higher Dam./missile and increasing Damage for MLT/STD/ADV/PRO instead of increasing the number of missiles fired per volley.
MLT/STD Swarm - 4 missiles 320 Dam. ea. (1280 Dam/Volley) instead of current - 4 missiles 220 Dam. ea. (880 Dam./Volley)
ADV Swarm - 4 missiles 330 Dam. ea. (1320 Dam/Volley) instead of current -5 missiles 220 Dam. ea. (1100 Dam/Volley)
PRO Swarm - 4 missiles 350 Dam ea. (1400 Dam/Volley) instead of current - 6 missiles 220 Dam. ea. (1320 Dam/Volley)
This would correct the problem of the huge difference in damage between the Swarm Tiers, firing 4,5,6 missiles. Firing 4 missiles at All Tiers with varying Damage allows for a more easily controlled Progression of Damage from MLT - PRO.
5. Make ALL Assault variant Swarm Launchers fire 6 missiles per volley with lower Dam./missile and increasing Damage for STD/ADV/PRO instead of increasing the number of missiles fired per volley.
STD Asslt. Swrm. - 6 missiles 220 Dam. ea. ; 1320 Dam./volley vs. Single Target or 660 + 660 Dam./Volley vs. Two Targets. instead of current - 4 missiles 220 Dam. ea. ; 880 Dam./Volley vs. Single Target or 440 + 440 Dam./Volley vs. Two Targets.
ADV Asslt. Swrm. - 6 missiles 230 Dam. ea. ; 1380 Dam./Volley vs. Single Target or 690 + 690 Dam./Volley vs. Two Targets. instead of current - 5 missiles 220 Dam. ea. ; 1100 Dam./Volley vs. Single Target or 660 + 440 Dam./Volley vs. Two Targets.
PRO Asslt. Swrm. - 6 missiles 250 Dam. ea. ; 1500 Dam./Volley vs. Single Target or 750 + 750 Dam./Volley vs. Two Targets. instead of current - 6 missiles 220 Dam. ea. ; 1320 Dam./Volley vs. Single Target or 660 + 660 Dam./Volley vs. Two Targets.
I realize that the Assault Swarm Damage is higher vs. Single Targets than the same level Standard/Specialist Swarm, but it is far less likely that all 6 Assault Swarm missiles will hit the target than all 4 Standard/Specialist Swarm missiles, which balances them out. And it will encourage some people to use the Assault variant, which is currently unused by almost everyone, to try to get that extra little bit of damage.
This would also account for the issue of the multiple lock-on shots of the Assault variant vs. Two Targets firing 4,5,6 missiles. (2+2, 3+2, 3+3 split between Two Targets) If All Assault variant Swarms fired 6 missiles they would always be evenly split 3+3 vs. Two Targets. (instead of current ADV Assault Swarm split 3+2 with no choice of which of the Two Targets gets 3 missiles and which gets 2 missiles)
The Best thing about this is that there would have to be NO programming changes to accomplish this. All of the required features are already programmed for this weapon. It could all be done in a Hotfix by changing the weapon Stat Tags.
nothing to see here ... move along
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bogeyman m
Learning Coalition College
8
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Posted - 2014.01.15 08:45:00 -
[2] - Quote
A variation on your theme:
1. Lock range - Should be similar to tanks and turrets (Std=250, Adv=275, Pro=300)
2. Missile speed - Tanks should not be able to outrun missiles (whatever speed solves that).
3. Nerf missile agility - Don't like this one. Far too many of my missiles already detonate on something other than what the "computer" locked on. Suggest CCP monitor hit rates and maintain at least 50% level.
4&5. Damage profile/slope - Simplified: flatten Std/Adv/Pro damage slope by (a) removing proficiency from skill tree, and (b) resetting damage to pre 1.7 levels.
6. Distance related lock times - Close is fast, far is slow (<50m=0.5sec, >250m=1.75sec)
7. Single-shot dumb fire option - LoS only, works on infantry also, mid-long range only, slow RoF (like a poor man's forge gun)
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