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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
126
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Posted - 2014.10.30 17:40:00 -
[1] - Quote
The ideal for swarms would be if turning costed extra "fuel" which would effective shorten their range. I've been holding back this suggestion because I know the Devs have al lot on their plate, but here is a basic outline of it.
Instead of a hard coded range of 400meters, let's say swarms have 400 hit points, and lose 1 hit point for every "meter of thrust" that propels the swarm.
If the swarms has to travel in a perfectly straight line, it will reach 400 meters, but if it has to turn 90 degrees at some point along that path, it has to spend meters of thrust to change it's velocity, lowering it's HP, and reducing it's range.
What I want is the ability to scrub swarms by making them either break lock mid way through extreme maneuvers, or make them "lose fuel" through excessive vector changes.
If these things were remotely possible, I would also like to see an increase in their payload. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
126
|
Posted - 2014.10.30 17:56:00 -
[2] - Quote
Vulpes Dolosus wrote: Excellent idea, but don't change the payload. They're already good enough to take on tanks and destroy LAVs, both of which dont benefit from this change.
You do bring up an excellent point. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
127
|
Posted - 2014.10.30 18:49:00 -
[3] - Quote
Derpty Derp wrote:I sure as hell didn't notice any changes to the swarms... I'm thinking the turn speed variable doesn't do what it's supposed to.
I think you should just remove the locking feature all-together and make them fire like a small missile launcher, with higher damage and less shots.
This existed in the game at one point.
It wrecked infantry worse than anything else you can imagine. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
129
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Posted - 2014.10.31 16:48:00 -
[4] - Quote
CCP Rattati wrote:Darth-Carbonite GIO wrote:The swarm changes are not noticeable. Afterburning straight up is still a better tactic than actually performing evasive maneuvers, unfortunately.
The Rail Incubus, however, has been vastly improved. It is once again viable in PC, and flying with a gunner is no longer suicide. Thanks, Rattati o7 Very good to hear. Swarms have two balancing factors, "travel distance" and "max radius from origin", so there are two ways to escape, get out of the max radius, or evade it long enough. By decreasing turn radius, the theory is that if the ads manages to swerve/slalom around, the missile needs to travel a longer distance to keep up and will eventually run out of fuel (exceed max travel distance).
Rattati, during one of the balance passes you mentioned that the max distance of the swarms was from the launch location and not travel distance. Can you confirm that the swarms can "run out of fuel" before reaching the end of their life timer by going in circles? I was under the impression that after they launched, you had to get 400m away from the origin to lose them, and making them circle around within that 400m would just lead to their life ticker counting to 0. Please confirm? |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
129
|
Posted - 2014.10.31 16:52:00 -
[5] - Quote
CCP Rattati wrote: [...]
Swarms have two balancing factors, "travel distance" and "max radius from origin", so there are two ways to escape, get out of the max radius, or evade it long enough.
By decreasing turn radius, the theory is that if the ads manages to swerve/slalom around, the missile needs to travel a longer distance to keep up and will eventually run out of fuel (exceed max travel distance).
This also needs a bit of clarification, most of us believed that the max turn radius meant how wide the turns had to be for the swarm missile to change direction. If I am understanding you correctly on this, after the inital launch, they CAN'T turn more than 70 degrees in any direction ? |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
136
|
Posted - 2014.11.02 22:37:00 -
[6] - Quote
CCP Rattati wrote:Matlab, my all time favorite software I am more than willing to try further reductions of swarm radius. I would even want ADS pilots to be able to outrun/last them without AB. Those who want an easier way out and lose a slot can use the AB, but the ones that fancy their chances might throw something else in that slot and try their luck at outmaneuvering them with higher skill.
I would really love it if the afterburner was not absolutely necessary, though risky to not use it. (I actually already do not run an afterburner with great success).
I JUST played a match where I was out about 350 meters away from the swarmer, and was into armor in a myron. I ducked behind a building in my red line, but the swarms had flown so wide they were not coming from the swarmer's original location, and hit me from the side for the kill.
This leads me to an interesting thought, we were discussing a lock warning earlier this month. Well in many other games the missile warning also tells you where the missiles are coming from. Since we can't turn our heads in game to look behind us (perhaps a look behind button is a feature idea???), the missile warning could also have a directional indicator so we know what angle to take cover at. Alternatively, if we could look behind us, we could also see what angle the swarms are coming in from. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
136
|
Posted - 2014.11.02 22:39:00 -
[7] - Quote
crazy space 1 wrote:
How about a middle ground? Each missile fired in a single volley travels at a slower velocity [...]
I am not really a fan of this idea, no reason for the missiles to fly at different speeds, and a minmatar commando would even be able to overlap two volleys where the first missiles would end up hitting together and then the rest would lag behind, it wouldn't be very good. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
146
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Posted - 2014.11.06 18:59:00 -
[8] - Quote
Kallas Hallytyr wrote:Personally, I'm fine with Swarms being powerful; being faster than me; being easy to use and cheap to boot.
What I want is to be able to fight. Currently, a strafing run is a high speed way to fire one or two missiles pathetically inaccurately. Even with the target scanned, when you're screaming in at 200km/h and have to hit within 2.5m while still at 60-100m it's not easy: and when you only get one/two shots in that window, you're basically doing nothing.
If my missile turret was 40 missiles, firing like the Large Missile turret and with the corresponding reduction in damage, then I'd be able to saturate an area as I fly past.
Hell, make me even more fragile, I don't care as long as I can actually do what I'm supposed to be doing. With that kind of turret I can actually perform a strafing run whilst simultaneously deploying shock troops into the blitzed and bombed area. Then turn around, provide more firepower and pick them up afterwards.
This also sounds like a great option, though radically different, +1 |
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