Pages: 1 2 3 4 5 [6] 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Lynn Beck
Heaven's Lost Property
1747
|
Posted - 2014.06.10 22:35:00 -
[151] - Quote
Brotherband wrote:Atiim wrote:Sir Dukey wrote: ok then.. if it's that hard to miss make it so you have to keep aim on target..
That would easily ruin Swarm Launcher vs LAV combat. I thing dumbfire would be the better idea; It's easily possible server side by taking the Mass Driver, removing the arc, increasing projectile speed, and then putting it under the Swarm Launcher model. Do you have any Idea what dumb fire warms would be like. Imagine a carpet bombing that never ended. The matches would be decided on how many swarm launchers and nano hives were at the highest point in the map. area denial ho 19 hp splash damage says otherwise.
Seriously.
As an addon: could we have it able to 'lock' at any point on the ground, and spray missiles at that locket point?
Imagine waiting in ambush for a tank, and as he's about to turn, you lock the ground at the corner, hitting the tanker before he can see you: you have now made the strike before you've been seen, and it needs tactical foresight and skill.
General John Ripper
Like ALL the things!!!
|
Atiim
Heaven's Lost Property
9303
|
Posted - 2014.06.10 22:47:00 -
[152] - Quote
Brotherband wrote: Do you have any Idea what dumb fire warms would be like. Imagine a carpet bombing that never ended. The matches would be decided on how many swarm launchers and nano hives were at the highest point in the map.
area denial ho
As Lynn said, Swarm Launchers only have 19HP of splash damage, which would make them worse at 'Carpet Bombing' than a Breach Forge Gun or Plasma Cannon.
That wouldn't be the case considering how often players players attempt to do that with a Forge Gun. Your basically holding up a Neon Picket Board saying "Snipe Me Here Please!".
To reiterate, dumbfire swarms wouldn't be anymore overpowered than say, a Forge Gun (even less considering the insanely low splash damage).
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1104
|
Posted - 2014.06.10 23:49:00 -
[153] - Quote
Folks, really good discussion.
One think i would offer is they at the Assault Swarm Launcher (or whatever we call it) shouldn't simply outclass the base model and we call it good.
* Quick note, I'm assuming that the basic changes discussed by Logibro for the base model swarm will occur. These comments are more aimed to the variants.
Tactical (or Specialist) - increased range out to approx 250, increase lock time by 25%, decrease damage by 10%
Assault - keeps current range, slight decrease to initial lock time by 10%, allow for significantly increase ROF for follow on shots, decrease damage by 10%.
Breach - Lowers lock range to 75m, significantly lowered tracking ability (bring it down to about 45 degrees), and approximately 30% increase in damage.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
THUNDERGROOVE
The Last of DusT.
901
|
Posted - 2014.06.11 00:15:00 -
[154] - Quote
I think they're fine as is. A skilled swarm user can easily kill assault dropships that overstay their welcome and even multiple sets of militia swarms are completely able to indirectly kill an ADS by knocking it around. As Judge put it before in a recent video, swarms aren't easy to dodge after they're locked. An ADS can't just fly straight and avoid swarms, one has to do a not very easy maneuver and avoid hitting things.
The only balance problems we have with dropships are due to stacked turret skills and vehicle damage mods.
>Team quota reached
Darnit I have to wait for one of the blueberry shit LAVs to get blown up:(
|
ZDub 303
Escrow Removal and Acquisition Dirt Nap Squad.
3048
|
Posted - 2014.06.11 00:44:00 -
[155] - Quote
CCP Logibro wrote: The Assault name on the Swarms is flexible. Main point is we're taking away the current assault swarms and replacing them with something else (Tactical I'm partial to, Breach I would prefer to leave for a single shot version).
Idea with the new swarms is to make them faster, but also less agile so that a dropship pilot that's on the ball can better maneuver to avoid them. The standard swarms will be shorter range but higher damage, more suited for taking out ground targets. I forgot to mention I'm also looking at lowering the lock on times
If you wish to reserve the breach and tactical swarm variants for other ideas but still wish to maintain this idea of adding in a longer range and less maneuverable missile. An easy solution would be to change standard swarms to your new idea while making the current standard swarms the assault variant. Something along those lines. It keeps the nomenclature consistent while still implementing the ideas. Just a thought at least. |
Sir Dukey
SAM-MIK General Tso's Alliance
1003
|
Posted - 2014.06.11 00:54:00 -
[156] - Quote
Snake Sellors wrote:wow.. you people are hilarious. you actually say that swarms are a "weapon to chase away dropships" the term "weapon" should be the clue here people. they fire missiles as in things designed to destroy vehicles. in case ccp decide that they should be for chasing away vehicles, I will point out that invariably the pilot goes away repairs and returns. if that is what it's supposed to to do then it needs to become equipment as it is designed to be unable to kill ANYTHING. "the swarm launcher requires no skill" ok it locks on and chases it's target.... the person using it has to rely on their secondary weapon in order to survive, if your not in a commando suit then that means a sidearm. they also need to get into range against either a fast moving lav, a powerful and probably equipped with hardeners tank which is more than likely looking for infantry to kill, or finding a way, on foot to close in against something that flies... after they actually achieve that they then need to lock on and fire more than once. They have to do all of this without being noticed by scouts, heavies or snipers (in my main role av people are often a high priority target.) You people seem to honestly believe that the reward for all of that work and investment of sp should be assist points at best, that their main goal is to just chase away the pilot. how are they supposed to earn war points then? "dropships are harassment vehicles" Really? ok I must be imagining things when my corp mates can get over twenty kills per round or even go tank hunting. I don't disagree with them having this ability, I just don't like to see people spout bs in order to deny other players a genuine way to play the game. onto the actual subject. I actually agree with other ideas that go along the idea of swarms for ground av/ air av, one having more power the other more range. I Completely disagree with the idea of any weapon designed to not kill anything. people don't design weapons to be a deterrent. not even things like emp, stun weapons, mace sprays etc are not designed to deter, they are designed to subdue. I Agree that dropship pilots have a lot of skill involved in what they do, and should certainly not be in a situation where they can't play the game either... under no excuse should anybody ask for a weapon to obliterate a vehicle in one shot, it is a tricky thing to balance. but if the answer is to stay that swarmers can't realistically destroy vehicles then there will need to be big changes to war points and the expectation that players need to put serious sp into a weapon that fills their main slot but can't kill. sometime ago it was pointed out that swarms do not do the damage they are supposed to. my suggestion would be to buff swarms a LITTLE AND fix the swarm damage issues then afterwards if there is an imbalance do more to fix it in another hotfix, I would personally like to see changes to missile speed, range and damage, I believe that extra range to lock on will be too much for the pilots. the idea here is that when a swarmer gets within range they are a genuine threat that can't simply outrun the missles, an aware pilot can chose to leave earlier, get their squad to deal with the swarmer or run the very real risk of being killed. sorry if this seems one sided, but at the moment ads, etc can kill easily swarmers can't.
ishukone assault SMG is one of the best guns in the game... I deals equivalent damage to proto type assault CR, actually more and has more per clip...
Have you not tried the Cathum Scrambler pistol, it also works wonders. |
Atiim
Heaven's Lost Property
9305
|
Posted - 2014.06.11 00:58:00 -
[157] - Quote
Still doesn't change the fact that the Swarm Launcher has no use against infantry, while other AV items such as the Forge Gun, Plasma Cannon, and Remote Explosive do.
Sidearms/Secondary Weapons are irrelevant when discussing AV weapons in the same sense that the Dropsuit being used inside a vehicle is irrelevant when referring to vehicles.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
|
B-F M
Ghosts of Dawn General Tso's Alliance
6
|
Posted - 2014.06.11 01:00:00 -
[158] - Quote
Judge Rhadamanthus wrote:I am going to tackle the question specifically in a new video,. But If you have not really fought swarms in a dropship watch this overview video of what it is like from and ADS view and why swarms often fail. It is 17 minutes long but shows some of the issues we face. I will, as I said, make a more detailed and specific responce for CCP and post it here too. That way we can talk about facts, not myth. Comparison of what we look like to each other at 85 meters. Example of rendering issue Note the "damage mod active" message is a bug. It sometimes sticks to the swarm after you die fighting a tank with a damage mod on, which happend to me in that battle
Outstanding work. I'm a dedicated AV player (commando/swarms) and I learned a few things there. Excellent analysis. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1105
|
Posted - 2014.06.11 01:20:00 -
[159] - Quote
THUNDERGROOVE wrote:I think they're fine as is. A skilled swarm user can easily kill assault dropships that overstay their welcome and even multiple sets of militia swarms are completely able to indirectly kill an ADS by knocking it around. As Judge put it before in a recent video, swarms aren't easy to dodge after they're locked. An ADS can't just fly straight and avoid swarms, one has to do a not very easy maneuver and avoid hitting things.
The only balance problems we have with dropships are due to stacked turret skills and vehicle damage mods.
Totally disagree with this.
If we could easily kill ADS with swarms we wouldn't be having this discussion. Swarm lock (really missile tracking) does need to be toned down, however, it is actually pretty easy to outrun swarms. I've seen it done countless times and it pretty much entails them aligning and hitting the jets.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Baal Omniscient
L.O.T.I.S.
1644
|
Posted - 2014.06.11 01:35:00 -
[160] - Quote
One further idea I've been mulling over, which would help narrow the gap between STD/ADV/PRO so you can focus more closely on damage.range.tracking issues. Make STD/ADV/PRO swarms all fire the same number of missiles but increase the lock on speed and clip size as the tiers go up. Possibly capacity too, but I won't push that.
Example: Say all swarm launchers fire 4 missiles and all missiles do the same amount of damage across all tiers (as they do now). Say the STD swarm launcher has a 2 second lock-on time with missile volleys 4 in a clip. You then make the ADV swarms have a 1.4 second lock-on time with 5 volleys in the clip. And then you make the PRO swarms have a 0.8 second lock-on time with volleys 6 in the clip. This effectively increases the DPS of higher tiered swarms without adding more missiles per volley. And it also rewards you for running a gimped suit with only a side arm for personal defense by reducing your need to reload as the tier of your weapon goes up. (not actual suggested numbers, just the first numbers to spring to mind)
This would allow you to balance swarms tiers and swarm DPS without increasing the damage of the swarm volley's, just increasing the swarms volley output potential.
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
|
Silas Swakhammer
GamersForChrist
426
|
Posted - 2014.06.11 02:36:00 -
[161] - Quote
Spartan MK420 wrote:Pythons are fine vs av. I have a pro fit, and 1 good swarmer can chase me off with a 1 round hitting me, and running from the other 1-2 rnds he got off, even if they only chase me off for a limited amount of time. They are where they need to be.
. . .
Now my incubus on the other hand, I can put 2 basic heavy reps on that sucker, and tank 1 normal swarm guy all day long. Forges, if they're more than 1 of them, or a swarm launcher with a fg helping, can turn me away quickly.
And while using my swarm launcher, i can launch a volley of 3 shots, and by the time i've reloaded, generally they're back to full health, glaring at me, I can almost hear them asking, why for you shoot me? (same with the repper maddies) I normally die after my first volley . :)
Maybe this leads back to the stacked armor repairs being op by being able to tank av, or people not willing to spec fully into an av weapon, and use teamwork to counter something. I go for the latter.
The dark cloud wrote:This is all nice but there is still a huge issue with armor based dropships. They currently only take 55% damage from swarms. That means when i put only a single basic heavy rep on a armor dropship it becomes literally imune vs. swarm launchers. That needs to be brought in line with shield dropships which take proper damage.
Cyrius Li-Moody wrote:With a Minmatar commando, proto swarms vs python is usually a pretty fair trade off. A single swarmer won't kill that python if he isn't dumb but you do enough damage that he needs to run away if he values his ship. If a python hangs out long enough for you to reload he will be dead.
Incubus however are a much bigger problem. They will just sit there, tank, and rep through your swarms laughing at you. It takes 2 swarmers just to suppress an incubus like you would a python. This is more of a problem of vehicle armor repair mods rather than swarms themselves though. This is the central issue. My swarms are balanced against shield based dropships, but a properly fitted armor dropship renders swarms entirely ineffective.
Pineapples on pizza.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
257
|
Posted - 2014.06.11 03:30:00 -
[162] - Quote
Fox Gaden wrote:AV damage resistance:
It has been stated several times in this thread that certain (Gallente) dropships experience reduced damage from Swarm Launchers. This is a problem because on the one hand the damage reduction is to great, and on the other hand because it is not applied to all dropships.
However, if the damage reduction could be adjusted it could be a useful tool in AV balance. We could balance AV against HAVGÇÖs, and then use the AV damage resistance of dropships to balance them against the AV that has been balanced against HAVGÇÖs. It would have to be applied to all dropships though.
Swarm Launchers:
- I think that Swarm Damage should be adjusted to 250 per missile.
- I think that lock time on Swarm Launchers should be applied per missile, so that Lock time increases with each additional missile, just as Damage increases as you move from Militia/Standard, to Proto. The balance of Time to Damage should be such that the increase in DPS from Militia/Standard, to Proto should be comparable to the increase in DPS of Standard Forge Guns to Proto Forge Guns.
One of the challenges of balancing the Swarm Launcher has always been that making the Proto Swarm Launcher balanced meant that the Standard Swarm Launcher became completely ineffective, and balancing the Standard Swarm Launcher made the Proto version OP. This change would salve that problem, without getting ride of the unique damage per missile setup which makes Swarm Launchers unique.
Proto Swarms would still have much higher Alpha, but the difference in DPS would not be as extreme.
Missile Speed:
Judge Rhadamanthus has explained that the first indication a Dropship pilot often has that there is a Swarm Launcher targeting them is when the first Swarm hits, and by that time there is already more swarms in the air.
It occurs to me that if Swarm Missiles moved fast enough, the first Swarm would hit while the Swarm Launcher was still trying to acquire its second lock. So faster swarms would actually give Dropship pilots more time to react. On the other hand it would be harder to get away from the Swarms once they are in the air.
So when looking at it that way, would faster missiles be better or worse? From a Dropship pilot perspective? From an AV perspective?
New proto swarms damage = 250 x 8 missiles ... SWEET!
My ultra light AV kit is gonna need a wheel barrow to lug that thing around.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
bogeyman m
Krusual Covert Operators Minmatar Republic
257
|
Posted - 2014.06.11 03:38:00 -
[163] - Quote
-snip-
o/ Fox
Tell me, have you ever danced under tank fire while trying to get a target lock?[/quote]
Most definitely, although I have not been using Swarms very much since the week of testing I did after 1.7.
I used to enjoy dueling with LAVs in an open field back in the Murder Taxi days.[/quote]
A Militia Gallente Scout suit with Advanced Swarms, AV nades and REs is an interesting dance partner for a LAV... Or a HAV. [/quote]
I believe I covered that in the most recent update to my Swarm Launcher guide.
Recently I have done most of my dances with LAVs in my Sentinel suit with an HMG.[/quote]
In a Sentinel suit? Must have been a waltz...
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
The-Errorist
SVER True Blood
743
|
Posted - 2014.06.11 05:00:00 -
[164] - Quote
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? 1) A standard basic dropship is 45k and you want to cut the price of the ADS specialization of dropships from being 7x, down to smaller, but still enormous number like 5.5x. Though it is a nice change, its not enough. Vehicle specializations should be at most 50% more expensive and they need to have have of enough downsides in addition to their specialization. Related thread about that here.
Assault dropships should be like 70k, but be glass cannons; they have bonuses to increase their firepower, but they should be easy to take down as a tradeoff. Right now, they are just complete upgrades over basic dropships.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
Kratek Heshan
United Colonial Empire Army Freek Alliance
59
|
Posted - 2014.06.11 05:12:00 -
[165] - Quote
increase the galdari dropships hp is tooo weakkk 2 hits its down but the gallente dropship can take 4 to 5 hits |
JP Acuna
Pendejitos Zero-Day
180
|
Posted - 2014.06.11 05:31:00 -
[166] - Quote
The way i see it: swarms are very uneffective destroying ADSs when soloing them, but are excellent for suppression because they make it impossible to aim at something when shaking the ship with every rocket landed, or even make it crash. They're also excellent when used as support or are supported by a FG or a railgun tank.
Plenty of times i've been getting hit by swarms without much concern, but when i start getting forged or hit by a tank, it is the swarms that finally finish my ship when i'm getting away. Also when more than one swarmer are attacking me, i just go because it gets ugly (one proto swarmer is also very dissuasive).
Now if we compare Swarms to Plasma Cannons... You can't solo any vehicle with a PLC unless it's a very poor pilot, fit, or you're just lucky. You will need at least AV nades, REs, otherwise you'll serve as mere support at best. Why should swarms be any better? They're already easy to use and land hits. Currently they're pretty much suppresive weapons, but i think that's fine when dropships have to deal with so many threats.
Maybe a travel speed increase would be OK. EDIT: Oh, and buff the ammo count too. |
Lynn Beck
Heaven's Lost Property
1756
|
Posted - 2014.06.11 06:33:00 -
[167] - Quote
Against actually competent(or plated) dropships, swarms do NOT deteriorate the enemy's aiming ability.
Also we need to remove the 55% resist on armor DS.
As for Baal's idea, the only thing i don't like about differentiating Std to Pro swarms via Lock times is, you would end up having to relearn the weapon every time you switch from Adv to pro.
I'm in favor for normalizing missile count though, along with maybe the clipsize increase by tier.(please don't pull a Flaylock, and give it varying amounts of Max Ammo per tier, just straight up double the ammo.)
Still wanting Breach Swarms, which deal bonus Dmg per missile, but fly slower/track less.
General John Ripper
Like ALL the things!!!
|
The-Errorist
SVER True Blood
744
|
Posted - 2014.06.11 07:40:00 -
[168] - Quote
What about plasma cannons? Sure the buff to direct hit damage is useful, but its only useful if you can land the shot with the very slow moving projectile it shoots out. Can you increase the speed of the plasma cannon? If it becomes too easy to use, you could just increase how much it arches for it to still be a skillshot weapon.
Can the breach mass driver also get increased efficacy against vehicles too?
Aeon Amadi wrote:Not going to lie the thought of an 8-missile swarm launcher makes me giddy.... I agree, this would really make them live up to the name "swarm" launchers.
Lynn Beck wrote:Brotherband wrote:Atiim wrote:...
I thing dumbfire would be the better idea; It's easily possible server side by taking the Mass Driver, removing the arc, increasing projectile speed, and then putting it under the Swarm Launcher model. Do you have any Idea what dumb fire warms would be like. Imagine a carpet bombing that never ended. The matches would be decided on how many swarm launchers and nano hives were at the highest point in the map. area denial ho 19 hp splash damage says otherwise. Seriously. As an addon: could we have it able to 'lock' at any point on the ground, and spray missiles at that locket point? Imagine waiting in ambush for a tank, and as he's about to turn, you lock the ground at the corner, hitting the tanker before he can see you: you have now made the strike before you've been seen, and it needs tactical foresight and skill. I would very much like to see this happening on the battlefield.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
The-Errorist
SVER True Blood
744
|
Posted - 2014.06.11 07:47:00 -
[169] - Quote
CCP Logibro wrote:As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that. While your at it, can you also fix the damage profiles of railgun turrets? They currently do +10% damage against shields and -10% damage against armor, when they should do the opposite.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
|
CCP Logibro
C C P C C P Alliance
8066
|
Posted - 2014.06.11 08:47:00 -
[170] - Quote
The-Errorist wrote:CCP Logibro wrote:As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that. While your at it, can you also fix the damage profiles of railgun turrets? They currently do +10% damage against shields and -10% damage against armor, when they should do the opposite.
I'll look into it.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
|
|
|
Beld Errmon
1669
|
Posted - 2014.06.11 10:36:00 -
[171] - Quote
Ah incoming overbuff with a rollback in a month or two, the AV-vehicle cycle goes on.
Pilot - Tanker - FOTM (insert here)
|
The-Errorist
SVER True Blood
747
|
Posted - 2014.06.11 12:15:00 -
[172] - Quote
Beld Errmon wrote:Ah incoming overbuff with a rollback in a month or two, the AV-vehicle cycle goes on. Its not gonna be that bad and it they can just keep tweaking it till its perfect. The new management actually plays this game, has open discussions with the community, shows numbers beforehand, responds to feedback, and they seem to actually test stuff before deploying them.
I rather have this than nothing.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
Booby Tuesdays
Ahrendee Mercenaries
551
|
Posted - 2014.06.11 13:08:00 -
[173] - Quote
Lowering the damage of Swarm missiles, and adding more rockets seems like a nerf to me. Now more of my missiles have to hit to do the same damage as before. Swarms may be "smart" with the lock-on, but they are dumb as hell when it comes to tiny hills and buildings. Swarms are already terrible anywhere but out in the open, and this makes them even worse imho.
Melee Weapon of Choice: Nokia-3310 Prof. V
|
Apothecary Za'ki
Biomass Positive
39
|
Posted - 2014.06.11 14:29:00 -
[174] - Quote
gallente dropship can do the madruger and tank fairly well vs 1 swarmer
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Baal Omniscient
L.O.T.I.S.
1649
|
Posted - 2014.06.11 14:30:00 -
[175] - Quote
Booby Tuesdays wrote:Lowering the damage of Swarm missiles, and adding more rockets seems like a nerf to me. Now more of my missiles have to hit to do the same damage as before. Swarms may be "smart" with the lock-on, but they are dumb as hell when it comes to tiny hills and buildings. Swarms are already terrible anywhere but out in the open, and this makes them even worse imho. Not to mention we already have issues with rendering/latency where swarms disappear and even an issue where they don't always all fire properly. Wouldn't more missiles cause more issues?
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
Sir Dukey
SAM-MIK General Tso's Alliance
1009
|
Posted - 2014.06.11 15:15:00 -
[176] - Quote
Atiim wrote:Still doesn't change the fact that the Swarm Launcher has no use against infantry, while other AV items such as the Forge Gun, Plasma Cannon, and Remote Explosive do.
Sidearms/Secondary Weapons are irrelevant when discussing AV weapons in the same sense that the Dropsuit being used inside a vehicle is irrelevant when referring to vehicles.
A swarm launcher is a light weapon and that's already enough. You can run so do so. Stop armor plate tanking like a bch... And your point is? Flaylock is pointless against infantry, FG is pretty pointless close up, Plasma Cannon is gonna get you killed cuz of reload unless you have like unheard of accuracy. Nova knives are pointless when caught at a distant of like 5+ meters.
Just because a weapon is useless against infantry doesn't mean the dropsuit is. I run exclusively with Ishukone assault SMG on many of my scouts. It's better than CR in my opinion. If you are useless with an SMG, that's your problem. |
Thang Bausch
Pierrot Le Fou Industries
167
|
Posted - 2014.06.11 17:01:00 -
[177] - Quote
Baal Omniscient wrote:CCP Rattati wrote:Point: A common complaint is that Dropships boost out of trouble and are hard to kill. Counterpoint: Dropships have no other viable way of tanking damage, and are very easily killed if not incredibly careful.
We can change the assault swarm launcher to have fast, long range missiles so there is a way to chase dropships away, but pilots have also told us that sometimes infantry isn't rendered properly so they don't even appear to pilots before the missiles are hitting their dropship.
Please discuss, we want both sides to weigh in.
Most dropship's ability to tank damage isn't an issue for me personally since I've had proficiency 5 swarms since Uprising 1.0, but anyone with even slightly less damage output than I do must be going crazy over it. Except for the absolute best of ADS ships, I can keep DPS up on them enough to kill them if they are around long enough. I'm actually thinking you should increase the DS's resistance to rails since rail sniping them out of the air is ridiculously easy (I've been testing out both ADS's this week). As far as swarm balance goes: Regular swarms need to have a beefier hit to them. If these are to be the CQC swarms, they need more damage and more in a clip, perhaps with a slight (SLIGHT!) lock-on and flight range drop to make room for: The assault swarms need to have slightly less damage than current swarms, but with more lock-on and flight range and a much faster missile. ~Swarmer Since Replication
I know talking about SL vs Tanks is technically out of scope for this discussion, but I think it really needs to be discussed if they are considering rejiggin the assault swarm for anit-DS specialization.
What you proposed here is similar to what I've been thinking about over the last week. Create two variants based off the current swarms: 1. More damage but keep everything else the same. If lock and flight range were reduced, then I would want an extra round in the clip. 2. Longer lock on range and speed, but the same damage (or maybe a little less damage)
(In the end, I think any changes they make here will likely need a second round of tweaking after a few months of play testing.)
What I like here is that I can still use both against either DS or tank but more effectively on one of them and less effectively on the other. I currently run my SL on min commando fit with a CR. I might be tempted under the right situation (e.g. good team of people that will cover my back, lots of vehicles but no one running AV, etc) to run both types on my minmando. Being able to throw a round of slow heavy hitting missiles into a low flying DS and then switch to the fast SL to finish it off while it runs away would make up for being completely vulnerable to infantry.
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1114
|
Posted - 2014.06.11 18:08:00 -
[178] - Quote
ZDub 303 wrote:Alena Ventrallis wrote:Assault swarms should be fast, short range missiles. ADS only counter to swarms is to outrun them. That's the thing people don't understand about fire and forget weapons. The less effort needed to use, the less reward. So make assault swarm missiles move as fast as installation missiles, but they only fly up to 300m. This can be said to be because they have been modified to burn the fuel faster, giving increased speed but drastically lower flight time, on account of running out of fuel far faster.
This is balanced, because an ADS can stil use speed to escape these swarms. But rather than escaping the swarms by moving faster than them, he escapes by outranging them faster. Meaning an assault swarm can apply its DPS easier than now, at the cost of being outranged far quicker. There should be a tradeoff over the normal swarm launcher for using the assault, and missile max range is a good place for it. Especially considering assault generally means higher DPS, less range (with a few aberrant exceptions, like the SMG, which need fixing.) Along these same lines as Alena is saying. Logibro, please strive to be more consistent with the current nomenclature in the game. All light weapon assault variants are shorter range and higher rate of fire. Your proposed longer range and slower missile variant would better fall under either the breach or tactical variant name. As Rattati has been trying to fix with the AR. The idea of a slower and short range variant is fundamentally bad design and Rattati has already proposed reworking the Breach Plasma Rifle into a longer range weapon than the Assault Plasma rifle, which is good. This should be translating to sidearms and AV, try to make it so: Assault Variant should be high damage and short range Breach should be higher damage at slightly longer range at the expense of missile velocity Tactical should be lower damage but very long range. Very basic kind of spreadsheet here with 'proposed ideas'. Numbers are likely unbalanced but just for general idea. Swarm Launcher variants 'proposal'
I like your idea, Zdub.
I do recommend taking a look at the tactical variant having increased missile speed. If you are locking at long rang but don't increase the missile velocity the DS will be able to move out of range before you can get your next volley off.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
|
CCP Logibro
C C P C C P Alliance
8079
|
Posted - 2014.06.11 18:09:00 -
[179] - Quote
Alright, so here's the plan.
First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977
Second: We're reducing the cost of ADS to 250,000ISK
Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour)
Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80.
Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns.
Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?)
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
|
|
Lynn Beck
Heaven's Lost Property
1762
|
Posted - 2014.06.11 18:24:00 -
[180] - Quote
Logi i love you.
I don't see any problems with the resist changes, as this puts Gallente on even grounds with Caldari.
Funny thing worth noting:
Caldari Dropships, when Shields are broken, take FULL damage from all light weapons, as demonstrated by me Thaling a python for my first Thale's kill ever.
Also Pythons are killed woefully fast by Combat Rifles/Hmg's, along with even Shotgun Fire(lol @ that one)
General John Ripper
Like ALL the things!!!
|
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 9 :: one page |
First page | Previous page | Next page | Last page |