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Juno Tristan
Obscure Reference
184
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Posted - 2014.11.25 02:38:00 -
[1] - Quote
How about dumbfire missiles that auto lock once they are 50m within of the target
It would require skill to lead the target
Greater range, operational to 400m without the DS having to be 175m to get a lock
Missiles don't explode unless they get a lock, to avoid anti infantry |
Juno Tristan
Obscure Reference
190
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Posted - 2014.11.27 11:59:00 -
[2] - Quote
So to add more detail,
you wouldn't need to keep the target locked, they'd be fire and forget as they currently are, but would only track targets once inside the certain range
A 'cool down' or something would need to be added so that the interval between shots is maintained, so you can't just spam 12 missiles
so for example, start of the match you see the usual dropship heading to a tower routine, you could fire your rockets towards the top of the tower
the dropship does not take any evasive action and continues on its path
Provided you got the trajectory right the rockets will then target the dropship once it gets in range, +75wp, +75wp
depending on the pilots evasion and your follow up shots it would come down to skill, do you pre shoot the 4th swarm ahead of the drop ship or do you feel they'll turn around? will they pop their afterburner? in which case a shot above them could cut off their path
I would be interested to hear what tankers have to say about the suggestion as with the extended firing range a smaller lock on sphere might work better |
Juno Tristan
Obscure Reference
195
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Posted - 2014.11.29 10:09:00 -
[3] - Quote
Atiim wrote:I like the idea.
However, I don't like that last part. SLs have a re-fire delay along with only 68HP of splash damage so it's not neccesary. Plus, without that last part you'd be able to kill Infantry if you're a good shot (like the PLC).
I want to maintain the damage/time balance but give the user more chance to miss and the vehicles more chance to evade |
Juno Tristan
Obscure Reference
198
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Posted - 2014.11.29 10:13:00 -
[4] - Quote
Fox Gaden wrote:It might work, but the image which came to my mind was off all my missiles deciding to lock on nearby Supply Depots, Turrets, and CRUGÇÖs. Or all the missiles deciding to lock on different targets. Could be frustrating.
That is a good point about installations, but I think a minimal lock on range could be the best solution <5m
That way swarms could still target installations on purpose but could be used vehicles for cover without being excessive |
Juno Tristan
Obscure Reference
256
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Posted - 2015.01.15 22:22:00 -
[5] - Quote
There are plenty of discussions on the why in GD, I'd just like to focus on the proposal and get some feedback from swarmers.
In regards to the 5m lock on installations it is to avoid vehicles sitting near one and never being targeted as the swarms lock onto the installation
Whilst if you were to fire at it with line of sight you could directly target it (if you really want to compete your daily missions) |
Juno Tristan
Obscure Reference
256
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Posted - 2015.01.15 23:00:00 -
[6] - Quote
Soraya Xel wrote:If they're dumbfire, do they kill infantry now too? Juno Tristan wrote:I want to maintain the damage/time balance but give the user more chance to miss and the vehicles more chance to evade We'd need to make them go faster and hit harder if they're going to be easier to evade. Swarms are finally relevant. I'm not going to let them get nerfed into oblivion again.
Infantry damage would be the same as now. Swarms are armed once they get a lock on
I would not like to change the damage given the increase to the effective targeting range to 400m (flight range)
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Juno Tristan
Obscure Reference
256
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Posted - 2015.01.15 23:49:00 -
[7] - Quote
Whilst hitting at the range limit would be difficult that's true for any gun, it would be effective though if the enemy was heading somewhere obvious, like a rooftop for example
If vehicle pilots think they have a chance to evade they're more likely to stay and fight avoiding the binary run or die scenario
Or
If they do run being able to get that 4th shot off after the vehicle is over 175m will be of significant benefit |
Juno Tristan
Obscure Reference
261
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Posted - 2015.01.16 07:21:00 -
[8] - Quote
Soraya Xel wrote:Swarms are a lot slower than forge gun blasts though, Kallas. Forge gun blasts are almost instant, they move very fast, so you do not have to lead by much. If swarm speed was kept the same, dumbfiring 400m away would be near impossible.
If a Dropship is 'minding its own business' (and not just hovering) 400m away I would expect, and want, it to be hard to hit.
But say that Dropship is engaging blueberries on the tabletop are you're within 400m you're likely to be able to hit it, something you cannot do now |
Juno Tristan
Obscure Reference
261
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Posted - 2015.01.16 07:25:00 -
[9] - Quote
Soraya Xel wrote:Swarms are a lot slower than forge gun blasts though, Kallas. Forge gun blasts are almost instant, they move very fast, so you do not have to lead by much. If swarm speed was kept the same, dumbfiring 400m away would be near impossible.
Kallas' post about an assault variant with faster missiles could help address this |
Juno Tristan
Obscure Reference
292
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Posted - 2015.01.24 00:12:00 -
[10] - Quote
Zepod wrote:Unless you plan on increasing the damage to compensate only being able to launch Swarms 1 at a time, this idea is terrible and would make me feel sorry for those who specced into the Swarm Launcher.
i think you've got the wrong idea, missiles would still fire in batches of 4 (I mean they are called swarm launchers)
currently the lock on time limits the amount of missiles you can put in the air, this proposal would remove the lock on so i need something to maintain the current rate of fire and therefore a 'cooldown'
this proposal is all about rewarding skill both in AV aim and pilot evasion |
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