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Derrith Erador
Fatal Absolution
2941
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Posted - 2014.10.30 20:18:00 -
[1] - Quote
After flying through a few matches and making my usual carol of sexual noises I usually make when I nearly get killed, I noticed a few things when having to deal with AV. What I noticed a nearly complete lack of variety when being engaged by enemy AV. In the 7 or so matches I played, I was able to get a decent gauge of the ratio of AV used to kill or attempt to kill me.
Numbers I was able to count are as follows: Rail tank: 1 Rail installation: 2 in the red line. PLC: 1 Forge: 3 Swarms: 20
I've been known to exaggerate, but I'm not this time. These are the numbers I was able to count, there may have been more.
The problem faced here is when using AV, there is no real reason to use anything but a swarm launcher against an ADS or tank. It locks on and fires for you. the most thought I've ever seen out of swarmers is either strafe/jump or grab a buddy.
grabbing a friend to fight me is well and good, but when all you two have to do is lock on and release, it gets a little ridiculous. And why wouldn't they? There's no real incentive when tag teaming a tank or ADS to run anything but swarms, you have to try to miss.
The thought then hit me after frantically trying to run away from four sets of militia swarms while singing my sexual carols. I don't know how I survived, but I did, and was able to notice one thing. All those swarms were flying in a very tight airspace close to each other, and there were plenty of them. As I saw it, and was doing my backwards flight move, I wondered, why don't those swarms collide with each other, they're a lot of them, and they're tightly packed in.
So my thought is this. What if there was a chance of collision when swarmers shot in the same area?
The collision penalty wouldn't be so bad that shooting said ADS or tank wouldn't pass the message of don't screw with us, but enough to where the AV users would have to do one of two things.
1) switch to a different AV weapon, thus adding more variety. 2) If 1 is simply too much to ask, then it would require the swarmers to position themselves better in order to get the full effect and kill said tank/ADS.
Dust is a game where people have proven that they'll spam whatever is easy to get a win or a kill, case in point, laser rifle in open beta. This idea should, in theory, keep swarms alive, but force them to be more intelligent than lock on and release.
R&B gets more kinky with every album Still rocking ADS
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Derrith Erador
Fatal Absolution
2941
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Posted - 2014.10.31 01:47:00 -
[2] - Quote
i had to deleteyour post for room Atiim, on ps3. i did infact, say that you should use teamwork to kill vehicles, but it was AV in general i directed it to. but let me ask you this, did you particularly enjoy the tank spam of 1.7? did you enjoy the ADS spam of pre delta? did you enjoy the laser/heavy spam of open beta? most that were there despised it, including myself. on efficiency, the PLC isn't what you'd call a good AA weapon. i've got an idea for a PLC AA variant, but that is for another day. alpha damage doesn't really amount to much when all two swarms have to do is lock on and release and the job is done most of the time. people usually spam certain weapons for two reasons 1) ease of use 2) it gives you an easy kill swarms sure as hell fall under ease of use. if they didn't, why're they the most used AV weapon? my idea will not limit swarms killing potential, but it will require a certain degree of knowledge of your surroundings. i also want to see a bigger use of different AV weapons.
R&B gets more kinky with every album Still rocking ADS
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Derrith Erador
Fatal Absolution
2942
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Posted - 2014.10.31 19:10:00 -
[3] - Quote
@ atiim, the problem faced with AV is that when fighting ADS, I see no feasible reason for usage of the other forms of AV. Forges can miss, while it is true they get more damage, they also have a longer charge time than swarms lock on, and a fully skilled assault forge gets only 1 shot every 2.25 seconds, a fully skilled swarm takes about 1.05 seconds to lock and an extra .25 ish to release and travel, meaning for .35 seconds more, a swarm can get two volleys in before a forge gets two shots, and by the the time i'm in evasive maneuver mode, around the second shot forge, the chances of him hitting me are shockingly lower than that of the swarm.
Against a forge or swarm, it takes me about 4 seconds (ballpark number) with full AB speed to get out of either of their effective lock range for swarm, and out of the range of forge.
the next issue is the PLC. It packs a hell of a punch against a python, but he/she doesn't have that much range to work with, and his shot can be easily avoided after the second. while it has a faster travel time than swarms, it doesn't have the range it does.
Swarms have a longer effective range than PLC, have a greater chance of connecting than the forge, and can put forth faster missiles than the PLC, all it has to sacrifice is some alpha damage.
The way AV is now, you cannot deny that the swarm is the most used AV weapon period. If you don't like my idea of limitation, what's yours? Keep in mind that finding a way to make the other forms of AV used more feasible, while not completely neutering swarms, ADS or tanks in the process is what I was trying to go for.
R&B gets more kinky with every album Still rocking ADS
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