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Nirwanda Vaughns
830
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Posted - 2014.10.20 14:29:00 -
[1] - Quote
Wonder how hard it could be to have some kind of system in place for swarms to be a bit more 'smart' in order not to plough into the floor or a building when chasing a vehicle? as it stands swarms target teh centre of the vehicle mass which means vehicles on edge of roofs or peeking over the top of a hill can remain unscathed. make it only by 1 or 2m so a vehicle thats actually hiding will still have cover but pilots exploiting the bad flight path will suffer
and yeah yeah i know vehicle drivers will now say "but oh nirwanda that'll make it easier for the swarms to hit us when chasing us"
well no it wont because it will actually increase the path swarms take around obstacles and make thier turnign curve a little worse off too taking more off their flight time, but what it will help is that when a tank is creeping over the tip of a hill the swarms will go up and over the hill instead of hitting the side of the hill or when a DS is perched on side of a building acting as an installation we have the oppertunity to actually hit it instead of it being near invulnerable because of iffy flight mechanics
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3756
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Posted - 2014.10.20 14:43:00 -
[2] - Quote
Swarms need to be dumber actually for balance.
Currently they target the last location a vehicle was at THEN turn to pursue rather than tracking the target directly.
Bluntly swarms should go completely dumbfire and go spinning off if they lose line of sight. The round-a-corner thing, while neat, creates a problem. Vehicles are supposed to be window of opportunity.
The window of escape is lacking.
They can escape a forge gunner more easily overall.
Turn radius is too tight on a swarm and the AI is too smart.
Dropship/tank in the open? Oh yeah. Kill them with fire. But there need to be more rewards for intelligent maneuvering and positioning. |
Nirwanda Vaughns
830
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Posted - 2014.10.20 14:47:00 -
[3] - Quote
Breakin Stuff wrote:Swarms need to be dumber actually for balance.
Currently they target the last location a vehicle was at THEN turn to pursue rather than tracking the target directly.
Bluntly swarms should go completely dumbfire and go spinning off if they lose line of sight. The round-a-corner thing, while neat, creates a problem. Vehicles are supposed to be window of opportunity.
The window of escape is lacking.
They can escape a forge gunner more easily overall.
Turn radius is too tight on a swarm and the AI is too smart.
Dropship/tank in the open? Oh yeah. Kill them with fire. But there need to be more rewards for intelligent maneuvering and positioning.
its mainly to combat exploiting 'head glitching' of tanks and DS's on hills and buildings. perhaps just make it vs ground and leave building collisions so that a good pilot can steer round a tower to lose them? i've just noticed that due to the steerign curve they're more prone to hittign hillsides. with the 90 degree turnign they'd fly over the hill and then turn straight down above the tank hitting from the top, now they just curve towards the centre of it meaning if the centre of the tank is lower that teh peak of a hill they wont hit
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3756
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Posted - 2014.10.20 15:20:00 -
[4] - Quote
You can't headglitch a tank or ADS. if they can see you to fire you can hit them. Its that simple. There is no terrain that will protect a tank from you like a sniper behind bad geometry. They are too damn huge.
I saw headglitch and the words tank and DS in the same statement and pretty much found a reason to utterly dismiss your premise. I am a forge gunner. My weapon requires precision aim. Swarms do not.
I have never encountered a terrain glitch that allowed a vehicle to fire on me while I could not fire back in both the current iteration of the game and all versions going back to the closed beta before chromosome. I wanna say replication but I know that's wrong. I came in at the back end.
In three years I have never seen a vehicle "headglitch."
Swarms colliding with obstacles is intended behavior. This behavior needs to be increased, not correctef. |
matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
66
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Posted - 2014.10.21 03:23:00 -
[5] - Quote
Nirwanda Vaughns wrote:Breakin Stuff wrote:Swarms need to be dumber actually for balance.
Currently they target the last location a vehicle was at THEN turn to pursue rather than tracking the target directly.
Bluntly swarms should go completely dumbfire and go spinning off if they lose line of sight. The round-a-corner thing, while neat, creates a problem. Vehicles are supposed to be window of opportunity.
The window of escape is lacking.
They can escape a forge gunner more easily overall.
Turn radius is too tight on a swarm and the AI is too smart.
Dropship/tank in the open? Oh yeah. Kill them with fire. But there need to be more rewards for intelligent maneuvering and positioning. its mainly to combat exploiting 'head glitching' of tanks and DS's on hills and buildings. perhaps just make it vs ground and leave building collisions so that a good pilot can steer round a tower to lose them? i've just noticed that due to the steerign curve they're more prone to hittign hillsides. with the 90 degree turnign they'd fly over the hill and then turn straight down above the tank hitting from the top, now they just curve towards the centre of it meaning if the centre of the tank is lower that teh peak of a hill they wont hit
speaking of i think that railing are in general about 20 cm too high, and it is silly that you can shoot me when all i can see is the top of your head, notably because of aforementioned issue |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3785
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Posted - 2014.10.21 10:11:00 -
[6] - Quote
I decline to comment on the shhting through rails thing.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
5518
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Posted - 2014.10.21 10:33:00 -
[7] - Quote
Breakin Stuff wrote: They can escape a forge gunner more easily overall.
No.
The AV creed,
"We don't do it because it's easy; we do it because it's hard!"
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BrotherofHavok
PIanet Express Top Men.
96
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Posted - 2014.10.21 11:07:00 -
[8] - Quote
Nirwanda Vaughns wrote:Wonder how hard it could be to have some kind of system in place for swarms to be a bit more 'smart' in order not to plough into the floor or a building when chasing a vehicle? as it stands swarms target teh centre of the vehicle mass which means vehicles on edge of roofs or peeking over the top of a hill can remain unscathed. make it only by 1 or 2m so a vehicle thats actually hiding will still have cover but pilots exploiting the bad flight path will suffer
and yeah yeah i know vehicle drivers will now say "but oh nirwanda that'll make it easier for the swarms to hit us when chasing us"
well no it wont because it will actually increase the path swarms take around obstacles and make thier turnign curve a little worse off too taking more off their flight time, but what it will help is that when a tank is creeping over the tip of a hill the swarms will go up and over the hill instead of hitting the side of the hill or when a DS is perched on side of a building acting as an installation we have the oppertunity to actually hit it instead of it being near invulnerable because of iffy flight mechanics How about a variant that launches the swarms about 20-30 meters away from you before finding the target lock and homing in? That way you can launch them into the air or at angles so that even if they do back up behind something they'll still get hit with at least one set.
Sincerely,
Your Multi-purpose Everything User
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3786
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Posted - 2014.10.21 11:43:00 -
[9] - Quote
DeadlyAztec11 wrote:Breakin Stuff wrote: They can escape a forge gunner more easily overall.
No.
Forge gunner needs to land three aimed shots with a chargesd shot. An ADS is more likely to escape the third shot because of wild evasive maneuvering. A fourth shot is invariablt a hail mary. The instant a forge gun goes into reload cycle you have lost the target. Period.
Assault forge is the only gun that can get the third shot, much less try for the hail mary shot, but the forge gun will miss. The swarms will not. The escape window is shorter, but more likely unless the pilot likes to sit still through the second shot and monofocuses on a target below.
I must also add that you're far more likely to encounter 3-4 swarms on the field at a time than you are to see on proto capable and competent AV forge gunner. So yeah. Dropships are more likely to escape forge guns than swarms.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Derpty Derp
Dead Man's Game RUST415
560
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Posted - 2014.10.21 13:08:00 -
[10] - Quote
Breakin Stuff wrote:DeadlyAztec11 wrote:Breakin Stuff wrote: They can escape a forge gunner more easily overall.
No. Forge gunner needs to land three aimed shots with a chargesd shot. An ADS is more likely to escape the third shot because of wild evasive maneuvering. A fourth shot is invariablt a hail mary. The instant a forge gun goes into reload cycle you have lost the target. Period. Assault forge is the only gun that can get the third shot, much less try for the hail mary shot, but the forge gun will miss. The swarms will not. The escape window is shorter, but more likely unless the pilot likes to sit still through the second shot and monofocuses on a target below. I must also add that you're far more likely to encounter 3-4 swarms on the field at a time than you are to see on proto capable and competent AV forge gunner. So yeah. Dropships are more likely to escape forge guns than swarms.
I don't disagree with much of this, but there's a lot of ads and tanks that you can 2 shot with a forge, I've done in many... Not to mention hitting that small weak spot on the back of a moving tank is not as hard as people make it out to be... It's easier than popping a headshot with a sniper rifle (& thats far from hard.)
I also disagree that you need the assault forge to down dropships, I used to make good use of the standard when I also used it as a main weapon against infantry.
BrotherofHavok wrote: How about a variant that launches the swarms about 20-30 meters away from you before finding the target lock and homing in? That way you can launch them into the air or at angles so that even if they do back up behind something they'll still get hit with at least one set.
I actually think this should be the case for all variants, because...
- it would increase the skill required to use the swarms, forcing you to think about where you're aiming.
- Firing a load would give vehicles who do react to the sound a chance to get behind cover before they lock on, solving the whole "it's been fired, therefore it will hit."
Slow down the initial phase and make it 40-50 meters, it might be quite balanced. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3790
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Posted - 2014.10.21 13:28:00 -
[11] - Quote
My statements assume well fit ADS. Sh*tfits and low skill fits are dogchow when I attack.
But the comparison of balance when a gunner like me is involved must be compared against a comparable pilot not one 10-15 million SP behind me.
Well fit ADS take three assault forge gun shots to kill. Anything less is a warpoint pinata for a max skill or near max gunner.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Derpty Derp
Dead Man's Game RUST415
560
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Posted - 2014.10.21 13:37:00 -
[12] - Quote
A rep fit works well against small turrets and even blasters, but not so well against a forge gun, having already used a hardener and not being able to pop it when you get shot will also be problematic.
It's not just badly fit vehicles... Would you say a rep stacked Madruga is a bad fit even though it stomps half the av in the game? |
Atiim
13105
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Posted - 2014.10.21 13:39:00 -
[13] - Quote
I'd rather have it to where Swarms remain super smart as long as you keep the lock in them, but then have terrible tracking abilities once the lock is broken.
Problem is, that would make Assault Swarms even more useless...
The 1st Matari Commando
-HAND
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Gabriella Grey
THE HANDS OF DEATH RUST415
197
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Posted - 2014.10.21 13:50:00 -
[14] - Quote
I can not take the maker of this thread seriously...
Always Grey Skies
Leader of the Alpaca Commandos
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3790
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Posted - 2014.10.21 13:50:00 -
[15] - Quote
Derpty Derp wrote:A rep fit works well against small turrets and even blasters, but not so well against a forge gun, having already used a hardener and not being able to pop it when you get shot will also be problematic.
It's not just badly fit vehicles... Would you say a rep stacked Madruga is a bad fit even though it stomps half the av in the game?
Rep fit madrugars vs. Solid AV is a bad idea for anything but hit and run. If you're operating that way then no, it's not a terrible fit. But the instant you try to hang out long term and brawl under fire it's a bad idea. I personally can't tell the difference between a repfit madddy and a plated/hardened maddy. They take about the same number of shots to torch with a forge.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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