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major faux-pas
Valor Coalition
88
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Posted - 2014.01.06 19:14:00 -
[1] - Quote
Dear CCP,
Please excuse my greed, but I have 3 requests:
1) Could you please add melee damage to my AV nades. Throwing these at caldari tanks in godmode is proving futile. When I throw them at infantry it would be nice if they did something useful.
2) Sometimes I succeed in firing my swarm launcher. My rockets start slow, all good - but they don't speed up. Can you please tell me where I can buy some rockets that accellerate faster than a Ford transit? These things have the terminal velocity of a leper in the queue for the whilitzer. Tankers laugh first, then outrun them. I beleive in the 20th century they called these things 'stingers', but the rockets I'm using barely build enough speed to detonate on 'impact'.
3) I am ok with the damage nerf on my swarm launcher, however, the trigger delay and inconsistent lock-on rectilce is giving me a rash, taken further, perhaps on the weapons which dont actually require fire delay can it be arranged that when the trigger is pulled the gun actually fires?
Any 2 of the above and I promise to buy huge bundles of Aurum.
Sincerely yours, (still, patiently)
Major faux-pas.
(On the plus side - Faction warfare and loyalty points were a bloody great idea! Keep it up ) |
Jackoun Amarthon
Federation Foreign Fighters
1
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Posted - 2014.01.06 20:02:00 -
[2] - Quote
Well, as a HAV driver.. (i sense the preying eyes of AV merc's preparing to burn me) I agree with you! BUT only one condition.. this is perhaps not as much an issue for HAV's as it is for LAV's.
It might be the slow speed that makes it possible, but some times the missiles actually "miss" their target! i know you wont believe me when i say it.. because.. they don't, if they miss they will Magically make a 180 degree turn, without losing speed, and race after the vehicle and kill it... kinda like watching old cartoons in the telly, except you don't sit coughing, black by soot, in the end.. you actually die
These future rockets ability to turn off the engine, spin around and turn on again without going into a spin, or out of control at least is amazing!.. i would how ever prefer less amazing missiles, that are actually able to miss by other means than hitting a rock in btw them and their target. if that happened by al means increase their speed |
major faux-pas
Valor Coalition
88
|
Posted - 2014.01.06 20:16:00 -
[3] - Quote
strongly agree. a swarms update should involve big speed boost and turn limits, maybe even a small % fail? |
Harpyja
DUST University Ivy League
1031
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Posted - 2014.01.06 20:21:00 -
[4] - Quote
major faux-pas wrote:strongly agree. a swarms update should involve big speed boost and turn limits, maybe even a small % fail? I don't know about a chance to fail, but having a limiting turn radius would definitely help. Oh and also the target needs to be within a certain viewing angle of each missile, otherwise lock on is lost and the missile will just fly straight as if dumbfired.
This would allow skillful players to actually avoid the missiles and make them miss. If this happens I'll support a nice buff to missile damage.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Ulysses Knapse
Knapse and Co. Mercenary Firm
1047
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Posted - 2014.01.06 20:31:00 -
[5] - Quote
major faux-pas wrote:strongly agree. a swarms update should involve big speed boost and turn limits, maybe even a small % fail? I'll leave this right here...
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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Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
113
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Posted - 2014.01.07 00:37:00 -
[6] - Quote
Agree.
EVE alliance seeks mercs, join Stellar and Orbital Strategic Services today!
Let's gank Scotty.
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Goric Rumis
Dead Six Initiative Lokun Listamenn
280
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Posted - 2014.01.07 04:49:00 -
[7] - Quote
Harpyja wrote:major faux-pas wrote:strongly agree. a swarms update should involve big speed boost and turn limits, maybe even a small % fail? I don't know about a chance to fail, but having a limiting turn radius would definitely help. Oh and also the target needs to be within a certain viewing angle of each missile, otherwise lock on is lost and the missile will just fly straight as if dumbfired. This would allow skillful players to actually avoid the missiles and make them miss. If this happens I'll support a nice buff to missile damage. My concern with there being any technique that allows you to avoid the missile lock-on (but especially one with as big a blind spot as you're suggesting) is that players will be able to use it consistently, making the weapon effectively useless against such players.
There's no real analogy to this with other weapons, but suppose that every time you go up against a shotgunner you know a move that will allow you to avoid their blasts--and they have a timer that allows you to see when their blasts are coming two seconds ahead of time in order to execute this move. You would be effectively invincible to shotguns.
I would rather rely on the turn radius. You would have to continue to avoid the missiles (unless you could manage to get in the middle of the circle and have them orbit you) until they run out of fuel.
Thoughts? Rebuttals?
The Tank Balancing Factor No One Is Discussing
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major faux-pas
Valor Coalition
90
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Posted - 2014.01.07 13:48:00 -
[8] - Quote
Goric Rumis wrote:Harpyja wrote:major faux-pas wrote:strongly agree. a swarms update should involve big speed boost and turn limits, maybe even a small % fail? I don't know about a chance to fail, but having a limiting turn radius would definitely help. Oh and also the target needs to be within a certain viewing angle of each missile, otherwise lock on is lost and the missile will just fly straight as if dumbfired. This would allow skillful players to actually avoid the missiles and make them miss. If this happens I'll support a nice buff to missile damage. My concern with there being any technique that allows you to avoid the missile lock-on (but especially one with as big a blind spot as you're suggesting) is that players will be able to use it consistently, making the weapon effectively useless against such players. There's no real analogy to this with other weapons, but suppose that every time you go up against a shotgunner you know a move that will allow you to avoid their blasts--and they have a timer that allows you to see when their blasts are coming two seconds ahead of time in order to execute this move. You would be effectively invincible to shotguns. I would rather rely on the turn radius. You would have to continue to avoid the missiles (unless you could manage to get in the middle of the circle and have them orbit you) until they run out of fuel. Thoughts? Rebuttals?
I agree that it would have to take one hell of a manouver to dodge a swarm in open space (unless you slam yourself into a wall to help your turn or something)
Most of the improbable angles are a result of the firer doing something that shouldn't work (e.g. locking on, spinning around and firing, or firing after a vehicle flies passed and is in a new position). If there is a clear line of sight to a tank in open space there is nothing that tanker is going to be able to do in terms of manouvers to make them miss. |
major faux-pas
Valor Coalition
90
|
Posted - 2014.01.07 13:49:00 -
[9] - Quote
The simple fact that you can hear the swarms coming before they hit you and jump out in time shows they are too slow |
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