CCP Logibro wrote:Hey guys
So for Hotfix Charlie, we're looking at changing Swarm Launchers. Primary focus on this is to reduce the difference in power between tiers. We're also slightly pulling back their damage at prototype levels to compensate for the increase in damage they had from their original incarnation when combined with Minmatar Commandos. Damage with a Minmatar Commando is still higher than old swarms without the damage bonus from the dropsuit. Difference at most between current prototype damage and new prototype damage is less than 100 damage (2x Complex Damage Mods, Minmatar Commando, max skills). Standard and Advanced both have an increase in base damage.
So, onto the numbers!
Firstly, all swarm launchers at all tiers will now fire 4 missiles.
Missile damage will now increase with tier. Damage is now 260/286/312 per missile. This has the double effect of eliminating any lingering issues with swarms being unable to break shield recharge and lessens the effects of physical impacts against dropships at higher levels.
Additionally, Dropships are getting some buffs. This is not the full extent of changes we would want to make to dropships, so we may come back in the future and either reverse these or add more. This change also helps narrow the EHP gap between armor and shield dropships.
All Caldari Dropships are getting 600 more base shield HP.
All Gallente Dropships are getting 100 more base armor HP.
At this stage there are no changes to the flight performance, lock on time or reload time to swarms. We are however increasing the base amount of ammo they carry from 6 to 10. (11 to 15 with max skills). Note that does does not affect the nanite cost for rearming from a nanohive.
There is a spreadsheet we've been working with, but be warned, it's messy and confusing and prone to breaking. If you're brave, you can find it
here.
Please remember that like everything else, this isn't set in stone, and we're looking to hear your feedback on these proposed changes
So why not increasing speed of missiles?
Impossible to get assault dropships unless you tackle with grenades as well, as far as I know I am the only one throwing grenades at assault drops that are way to confident about their ehp and skills and fly above your head, and then i might kill it unless it turns on reps and escapes the area and missiles following it are useless because their speed and range of flight are small.
Now Kane Spero suggested that increasing aim distance from 175 to 200 would be ok since you can shoot more before first pack of missiles gets to drop, but as first gets there, pilot runs away as far as he can (never forget reps) from the area and other missiles will just selfdestruct running out of range. Increasing missile range is not an option as well since you can hide behind a building or a rock and there is end of story.
You need at least two proto swarmers with 3 dmg mods each to get one dropship before he knows it is coming and as all good pilots know never stay in same place or you die(well you don't because jumping out time you have-more about that lower).
So three conditions must be seen:
1. Aim range: Won't help
2. Missile flight range: Won't be effective considering obstacles
3. Missile speed: fast movement in 175 radius, pilots should be aware as well and not just have zero deaths.
175 meters is a ok aim, swarmers working in area of 175^2pi will cover active zone where dropship must fly to play, but speed missiles is crucial in this area, pilot should know as enters he must pay attention or will be shot and has seconds to none to flee or to eject. He can hide behind something in this area so increasing flight range won't help it, and even with speed he can simply hide from other launches.
So all I ask is speed high enough to hit drops so they wouldn't escape missiles that were shot just by flying away.
Of course increasing all three will make it new OP.
You can pick two of them to make a great deal, and in that case I would choose slight speed increase of missiles and substantial range of flight. This will enable pilots to be more accurate than ever entering action zone.
Tanks and jeeps are as well get affected but for them hiding is easier then for dropships and having greater speeds they easily can hide fast before I aim at them for the next shot. It can get long to explain why but I know that you should know what I am speaking about. Tanks and jeeps overall killing rate won't increase drmatically for swarmers, at least less crying about world of tanks in dust and taxi jeeps that still exist.
What about falling dropship? When i hit tank or jeep it explodes and kills everyone, when i shoot dropship it falls on fire and then explodes and everyone jumps out before happy and alive, hard to draw air wreck?
New stats will fit perfectly into combination of to buffs to speed and range of missiles without creating OP against any vehicles.