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Alena Ventrallis
S0VER31GN
1463
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Posted - 2014.07.19 04:32:00 -
[1] - Quote
I invite everyone to comment their opinions, but I'm really interested in hearing Judge's opinion on things. I don't know if this would take a client-side update, as it adds in no new objects and such, but it might help Swarms kill ADS and help ADS escape them at the same time. I would send you a mail Judge, but I didn't want to send a giant block of text, since there's no real way to organize text in an email like you can on the forums. All numbers can be changed freely, I simply ask your opinion on the concept.
I found that your video had great points about AV/ADS balance, but I do feel that ADS can escape very easily. I feel part of it is how clunky the lock on mechanic is for the swarm launcher. The lock on and fire are both tied to the same button. So here is my idea.
To help swarms, we would slightly increase swarm speed. say 15% to start out, and adjust from there. We would bind lock on to L1, and keep R1 as the launch button. Now when a swarmer locks a vehicle, as long as they hold L1, they maintain a lock on a vehicle. This is through the launch of swarms as well. As long as they remain in range and hold L1, the lock remains. We would increase the time between swarms to compensate for this. Let's say 1.2 seconds between launches. It is now much easier for swarmers to get their swarms in the air, flying toward you, meaning you have less time to react and save your dropship.
Now for ADS counter. If the lock is broken while swarms are in the air, they stop tracking the vehicle, and fly in a straight line until they run out of fuel and disappear. So by breaking the target lock, either by killing the swarmer, outranging him, getting behind a building, etc, you could stop the swarms chasing you from impacting, as they would no longer be homing on you. As unlikely a scenario as it is, if for some reason a vehicle got in the way of swarms that had lost their lock, they would take damage as normal.
In this way, swarmers now have an easier time getting their DPS into the air. Bad pilots who stick around now die much quicker, as the time between swarms is reduced. It also means its harder for an ADS to outrun swarms, as they are faster, although still not quite as fast as an ADS running an afterburner. In addition, swarmers have it easier maintaining a lock on vehicles, since all they need to do to keep a lock is hold down L1. For ADS, it means escape is easier, as you no longer have to outrange the swarms themselves, but the swarmer. Once you break that lock, his swarms cease being a threat as long as you don't fly in their way. Swarm lock range can be adjusted to make this a balanced engagement.
Thoughts?
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Atiim
Fooly Cooly. Anime Empire.
10688
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Posted - 2014.07.19 04:54:00 -
[2] - Quote
So basically, your Swarms would only fly to the target as long as a lock is maintained?
That could make LAVs impossible to kill in certain situations.
And on that day, that very day, not a single Pilot had lived...
-HAND
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Alena Ventrallis
S0VER31GN
1464
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Posted - 2014.07.19 05:26:00 -
[3] - Quote
Atiim wrote:So basically, your Swarms would only fly to the target as long as a lock is maintained?
That could make LAVs impossible to kill in certain situations. Indeed, that's the goal. Swarms no longer automatically follow their target, and require the swarmer to maintain the lock.
As for LAVS the speed increase, both in launching the swarms and their speed, means a flat-footed LAV will almost certainly be destroyed. One that is constantly moving is using its speed to prevent such locks, very similar to how a scout uses speed tanking to avoid damage altogether.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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medomai grey
WarRavens Final Resolution.
868
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Posted - 2014.07.19 05:38:00 -
[4] - Quote
On one hand, you have swarms that are going to hit the ADS as long as the swarm launcher user maintains line of sight.
On the other hand, you'd never be able to apply damage quick enough to down my ADS by yourself.
I think that this change would make swarm launcher users even more vulnerable and less effective at killing me. I don't agree with your proposal, but +1 for your creativity.
Medium frame EHP is not medium
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Kallas Hallytyr
Skullbreakers
664
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Posted - 2014.07.19 08:12:00 -
[5] - Quote
I agree with Grey, I don't see how this helps the Swarmers, unless I misunderstood: while maintaining the lock, are you suggesting that multiple volleys can be 'stacked' and ready to fire when you pull R1? That is; a Swarmer who holds L1 for 1.2s could fire one volley, one who holds for 2.4 seconds could pull R1 twice to launch two volleys in quick succession.
Is that what you were suggesting? Because that essentially just intensifies the issue we have with rendering: if a Swarmer can stack their volleys, they are pretty much guaranteed an Incubus kill and have a damn good chance of bringing down a Python, and almost all of that is because of terrible rendering and the 'first mover' that Judge has mentioned several times before.
Alt of Halla Murr.
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Alena Ventrallis
S0VER31GN
1466
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Posted - 2014.07.19 08:20:00 -
[6] - Quote
As in:
Currently a swarmed pulls R1, gains the lock, then releases R1 to fire. This is clunky, because it makes retargeting if you acquire the wrong target difficult, and slows down time between swarms, as you can accidentally pull R1 too soon and won't get a second lock.
The change would make lock on tied to L1 instead. As long as you hold down L1, and the vehicle is in range and in line of sight, the lock is maintained. By holding down R1 after the lock is acquired, swarms will launch at a rate of 1.2 seconds between swarms (which again, this number can be increased or decreased as necessary) until R1 is released or ammo is depleted.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Kallas Hallytyr
Skullbreakers
664
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Posted - 2014.07.19 12:04:00 -
[7] - Quote
OK, I see. So moving to a two button launch. OK, then that's fine by me. Thought you were suggesting something else
Alt of Halla Murr.
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Harpyja
Legio DXIV
2114
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Posted - 2014.07.19 14:17:00 -
[8] - Quote
You do realize that you're effectively nerfing swarm travel distance from 400 down to 175?
I think that swarms need a higher speed without any concessions given to pilots. ADS pilots need to fly smarter. Evading swarms should be about getting out of their lock range before they can send more volleys at you.
Like I said in DUST Fiend's thread, the slow speed of swarms plus the effectiveness of the afterburner basically grants pilots a get-out-of-jail-free card. They'll just sit there trying to kill someone while they are being swarmed and once their slow thought process catches up and realizes what's happening, they just turn on their AB and escape all further damage.
I'd even argue for a 50% swarm speed buff.
"By His light, and His will"- The Scriptures, 12:32
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Adipem Nothi
Nos Nothi
3073
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Posted - 2014.07.19 16:26:00 -
[9] - Quote
Love the idea of "active" lock-on, but that'd definitely require a client-side update.
Shoot scout with yes...
- Ripley Riley
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Baal Omniscient
Onslaught Inc RISE of LEGION
1975
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Posted - 2014.07.19 18:49:00 -
[10] - Quote
Longer down times between lock-on's thereby lowering it's DPS and you have to maintain lock..... basically you are saying you want to completely break the swarms down to just killing LAV's parked at objectives.
No thanks.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Kallas Hallytyr
Skullbreakers
666
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Posted - 2014.07.19 19:23:00 -
[11] - Quote
Harpyja wrote:Like I said in DUST Fiend's thread, the slow speed of swarms plus the effectiveness of the afterburner basically grants pilots a get-out-of-jail-free card. They'll just sit there trying to kill someone while they are being swarmed and once their slow thought process catches up and realizes what's happening, they just turn on their AB and escape all further damage.
I'd even argue for a 50% swarm speed buff.
This smacks a lot of ignorance. Pilots who aren't on the ball are the ones that get shot down often. Thing is, an ADS can't just, 'sit there trying to kill someone while they are being swarmed' because each swarm volley knocks you about like a set of wind chimes in a tornado.
Now, I agree that swarms could do with a speed buff, and actually a lock range buff, but considering ADV/PRO Swarm damage is dangerous already, and were looking at a potential flattening of damage across the tiers (see Atiim's thread) which would bring all three tiers up to the considerably threatening area then buffing speed falls under the 'tweaking too many things at once' category.
Honestly, I think the notion of fixing the Assault Swarm Launcher by !making it the faster missile,longer lock range but lower damage one has much more merit. That would define two kinds of targets: fast moving but with relatively low EHP (DS/LAV) and there heavily armoured, relatively slow targets (HAVs)
Alt of Halla Murr.
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Alena Ventrallis
S0VER31GN
1467
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Posted - 2014.07.19 21:28:00 -
[12] - Quote
Harpyja wrote:You do realize that you're effectively nerfing swarm travel distance from 400 down to 175?
I think that swarms need a higher speed without any concessions given to pilots. ADS pilots need to fly smarter. Evading swarms should be about getting out of their lock range before they can send more volleys at you.
Like I said in DUST Fiend's thread, the slow speed of swarms plus the effectiveness of the afterburner basically grants pilots a get-out-of-jail-free card. They'll just sit there trying to kill someone while they are being swarmed and once their slow thought process catches up and realizes what's happening, they just turn on their AB and escape all further damage.
I'd even argue for a 50% swarm speed buff.
Alena Ventrallis very clearly wrote:All numbers can be changed freely, I simply ask your opinion on the concept. Swarm lock range can be adjusted to make this a balanced engagement.
Baal Omniscient wrote:Longer down times between lock-on's thereby lowering it's DPS and you have to maintain lock..... basically you are saying you want to completely break the swarms down to just killing LAV's parked at objectives.
No thanks.
Alena Ventrallis very clearly wrote:All numbers can be changed freely, I simply ask your opinion on the concept.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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sanif mak
UNITED MERCINARY AND PILOTS ALLIANCE
0
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Posted - 2014.07.23 02:05:00 -
[13] - Quote
Alena Ventrallis wrote:I invite everyone to comment their opinions, but I'm really interested in hearing Judge's opinion on things. I don't know if this would take a client-side update, as it adds in no new objects and such, but it might help Swarms kill ADS and help ADS escape them at the same time. I would send you a mail Judge, but I didn't want to send a giant block of text, since there's no real way to organize text in an email like you can on the forums. All numbers can be changed freely, I simply ask your opinion on the concept.
I found that your video had great points about AV/ADS balance, but I do feel that ADS can escape very easily. I feel part of it is how clunky the lock on mechanic is for the swarm launcher. The lock on and fire are both tied to the same button. So here is my idea.
To help swarms, we would slightly increase swarm speed. say 15% to start out, and adjust from there. We would bind lock on to L1, and keep R1 as the launch button. Now when a swarmer locks a vehicle, as long as they hold L1, they maintain a lock on a vehicle. This is through the launch of swarms as well. As long as they remain in range and hold L1, the lock remains. We would increase the time between swarms to compensate for this. Let's say 1.2 seconds between launches. It is now much easier for swarmers to get their swarms in the air, flying toward you, meaning you have less time to react and save your dropship.
Now for ADS counter. If the lock is broken while swarms are in the air, they stop tracking the vehicle, and fly in a straight line until they run out of fuel and disappear. So by breaking the target lock, either by killing the swarmer, outranging him, getting behind a building, etc, you could stop the swarms chasing you from impacting, as they would no longer be homing on you. As unlikely a scenario as it is, if for some reason a vehicle got in the way of swarms that had lost their lock, they would take damage as normal.
In this way, swarmers now have an easier time getting their DPS into the air. Bad pilots who stick around now die much quicker, as the time between swarms is reduced. It also means its harder for an ADS to outrun swarms, as they are faster, although still not quite as fast as an ADS running an afterburner. In addition, swarmers have it easier maintaining a lock on vehicles, since all they need to do to keep a lock is hold down L1. For ADS, it means escape is easier, as you no longer have to outrange the swarms themselves, but the swarmer. Once you break that lock, his swarms cease being a threat as long as you don't fly in their way. Swarm lock range can be adjusted to make this a balanced engagement.
Thoughts? I would say it would not be fare if we had to maintain lock on because that would leave the swarmer helpless if he gets attacked by anything when he is concentrating on the lock on. I would say just buff swarm launcher speed by about 50% and call it done with.
Remote Explosive Trolling is the most fun thing I do when I play dust so watch out for me!!!!!!
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Alena Ventrallis
S0VER31GN
1482
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Posted - 2014.07.23 02:12:00 -
[14] - Quote
That's the whole problem. Swarms don't have to focus on their target like all other weapons do. No infantry weapon allows you to fire and then leave while the rounds home in on their target. This corrects this, while also increasing swarm DPs without modifying their raw numbers.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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sanif mak
UNITED MERCINARY AND PILOTS ALLIANCE
0
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Posted - 2014.07.23 19:29:00 -
[15] - Quote
Alena Ventrallis wrote:That's the whole problem. Swarms don't have to focus on their target like all other weapons do. No infantry weapon allows you to fire and then leave while the rounds home in on their target. This corrects this, while also increasing swarm DPs without modifying their raw numbers.
but this would leave swarmers defenseless against infantry if they have to maintain the lock on their targets
Remote Explosive Trolling is the most fun thing I do when I play dust so watch out for me!!!!!!
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Alena Ventrallis
S0VER31GN
1484
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Posted - 2014.07.24 01:51:00 -
[16] - Quote
sanif mak wrote:Alena Ventrallis wrote:That's the whole problem. Swarms don't have to focus on their target like all other weapons do. No infantry weapon allows you to fire and then leave while the rounds home in on their target. This corrects this, while also increasing swarm DPs without modifying their raw numbers. but this would leave swarmers defenseless against infantry if they have to maintain the lock on their targets Indeed it would. You better have backup before going for the kill.
Plus, they would have to focus for about 4-5 seconds depending on how close they were. Which is not that long. Forge gunners do it for longer.
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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Nothing Certain
Bioshock Rejects
983
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Posted - 2014.07.24 03:07:00 -
[17] - Quote
That will bey new sig and a bumper sticker too. "Forge Gunners do it longer, and harder"
Because, that's why.
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Lanius Pulvis
SVER True Blood Dark Taboo
324
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Posted - 2014.07.24 03:33:00 -
[18] - Quote
Harpyja wrote:You do realize that you're effectively nerfing swarm travel distance from 400 down to 175?
I think that swarms need a higher speed without any concessions given to pilots. ADS pilots need to fly smarter. Evading swarms should be about getting out of their lock range before they can send more volleys at you.
Like I said in DUST Fiend's thread, the slow speed of swarms plus the effectiveness of the afterburner basically grants pilots a get-out-of-jail-free card. They'll just sit there trying to kill someone while they are being swarmed and once their slow thought process catches up and realizes what's happening, they just turn on their AB and escape all further damage.
I'd even argue for a 50% swarm speed buff. So your "fix" would essentially guarantee one fitting type, the speed fit. Why don't we just make the Python and Incubus "pre-fit", set up one way, and you can't change it?
Not new, just new to you.
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