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Stefan Stahl
Seituoda Taskforce Command
908
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Posted - 2015.01.17 13:30:00 -
[1] - Quote
Breakin Stuff wrote:Leovarian L Lavitz wrote:a grimsness with 4x complex light armor reps can hover right over a swarmer or a forge gunner and chillax. He won't be shot down. now, if that person gets a buddy, then yes, he will have to flay away at his leisure I challenge this assertion. I have never seen a vehicle that can outrep heavy AV. It is true. A single Swarmer will not out-dps a quadruple-repped Grimsnes. Just like a quadruple-boosted Myron will laugh at a Swarmer. But a damage amped railgun will smite both of these.
I've run the numbers for the current build up, down, back again and sideways. I'm supremely happy with non-assault DS as "light aerial vehicles" right now, except for the fitting cost of afterburners, which I will likely post a thread on today. |
Stefan Stahl
Seituoda Taskforce Command
909
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Posted - 2015.01.17 14:42:00 -
[2] - Quote
Breakin Stuff wrote:After having poked at swarm mechanics I can safely say I hate them. I can balance for dumb fire. I can balance for "hold the lock." This fire and forget makes it very hard to just number crunch that crap. Are you aware of the number-crunching in this thread? The hotfix delta scenario discussed there is pretty much what went into the final patch, if I didn't miss anything while looking at it for 30 seconds.
I like them. Swarms vs DS is not about thumb twiddling skills, it's about positioning and awareness. Thumb-twiddling is used in a IAFG vs DS fight. |
Stefan Stahl
Seituoda Taskforce Command
913
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Posted - 2015.01.17 18:07:00 -
[3] - Quote
Sgt Kirk wrote:Whoever said the controls were bad for Dropships back then makes me laugh.
The controls back then gave you a whole lot more control over the ships movement than the controls now.
They simplified the controls so they could get more dumbberries to take to the skies (and crash right back down) if they kept the old control scheme and the new one as options I would have been perfectly fine with that. I wholeheartedly agree. The current control scheme is terrible - even if I learned to be proficient with it, it is still terrible.
Breakin Stuff wrote:What I mean is swwarms are a binary equation based on positioning. If you can launch while almost directly under the belly it'spushing foregone conclusion. Minmando reload speeds mean jack on a three shot splash.
But a hold the lock setup would allow better control for both the swarm gunner and pilot. I'm not saying I hate swarms by concept or even implementation.
I hate crunching the numbers on them because the "always hit" aspect makes my brain crack when fiddling with numbers.
Yes I realize always hits is an exaggeration. It's just a pain in the ass. I think Rattati was looking to tweak the swarm missile turn rate and DS mobility until evasion would be a thing. I looked at the issue with Matlab and concluded that we're not far from a point where an ADS with AB can outmaneuver swarms but never got to report my findings. Just for fun here's a thread that came out of my number-twiddling. All in all I think tweaking swarm missile turn radius a bit and granting DS a ~50 meter scan radius for missiles would already bring us a huge step towards evasion of swarm missiles - at least for ADS with AB. That and directional launching (as per the linked thread) would be my preferred options to make swarms more interesting to play with from both the swarmer's and the pilot's perspective. |
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