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a brackers
Molon Labe. General Tso's Alliance
89
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Posted - 2015.01.15 21:56:00 -
[1] - Quote
Onesimus Tarsus wrote:Bright Cloud wrote:In my opinion the max travel distance for swarms should be equal to the lock on range which is i believe 175m. That way dropships actually could escape and not be doomed to death as soon a random guy fires 3 swarm volleys. Cool. ADSs get same 175m range for guns, with same lock-on time for shooting infantry, and we're dealing. Until then, walmart.com might have an indestructible death balloon you can order.
Ok fine, same lock on time so we get easy mode lock on missiles which will always head shot your target, even if it's behind a building, I'm perfectly happy with that
Proto dropship pilot
The sandbox shooter
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a brackers
Molon Labe. General Tso's Alliance
89
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Posted - 2015.01.15 22:11:00 -
[2] - Quote
Onesimus Tarsus wrote:a brackers wrote:Onesimus Tarsus wrote:Bright Cloud wrote:In my opinion the max travel distance for swarms should be equal to the lock on range which is i believe 175m. That way dropships actually could escape and not be doomed to death as soon a random guy fires 3 swarm volleys. Cool. ADSs get same 175m range for guns, with same lock-on time for shooting infantry, and we're dealing. Until then, walmart.com might have an indestructible death balloon you can order. Ok fine, same lock on time so we get easy mode lock on missiles which will always head shot your target, even if it's behind a building, I'm perfectly happy with that You wanted to fly, Wendy. Learn how to fall.
I think a guaranteed lost python every time a guy decides to get any swarms out has taught me well enough how to fall
Proto dropship pilot
The sandbox shooter
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a brackers
Molon Labe. General Tso's Alliance
89
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Posted - 2015.01.16 18:58:00 -
[3] - Quote
rpastry wrote:ive been hit with 3 swarms plenty times and survived. no chance i'll be within lock range to take another clip. all it takes is an extender a hardener and a booster. i usually put the hardener on after the first volley and activate the booster after the second. if the third even hits i'm safe by that point.
if i try to return to battle after that and my hardeners are on cooldown, and the swarmer is still around, or has av friends, then yes i'll probably lose the ship. i deserve to. but even then i wont die.
from the other side its a pita to lock three volleys on a constanly moving target that has free run of the entire sky, that can cover my 175m range in less than 2 seconds, whilst i'm trying to avoid enemy infantry. if im distracted by enemy infantry and the DS closes, then there's a good change they will be able to kill me with a turret.
DS are more balanced now than ever. the days of mediocre pilots hovering and pelting infantry are thankfully over.
I recently skilled into proto swarms just so I can see what it's like from the other side of the fence. I can honestly say the first match was the easiest 500k isk I have ever earnt. All from a suit which costs 50k and I only lost one. Almost every swarmer now runs commando, and even though I was on gallante, not minmitar, I was having no problem killing a pretty well fitted ads, even though the enemy pilot knew where I was after my first kill.
Now I know some of u are going to say he shouldn't have tried to kill me if he knew where I was, but really a hit and run craft which knows where it's target is should easily be able to deal a lethal amount of damage and then run away before it is itself destroyed.
Anyone wanting to know I used an advanced gal commando with armour plates and damage mods and one cbr7 and one wirikomi swarm. With very limited skills I could easily fire off the swarms needed to kill ads' s and normally fire off a fifth as well for good measure, and once those swarms were in the air they were guaranteed to hit. I have only ever seen one swarm I fired not hit it's target when that target was a dropship.
During flying I noticed all of my targets were jumping every time I fired a missile at them. In my swarm suit I decided to test why this was. I FOUND THIS JUMP COMPLETELY NULLIFIED ALL SPLASH DAMAGE AGAINST ME even though I was jumping less than the splash range.
Literally the only vehicle I am having difficulty against with my swarm suit are shield hardened gunlogis as they can tank more than 6 swarms from me so I need to reload, and they can easily get behind cover to stop me locking on to them, they don't need to get 175m away.
I strongly feel it is too easy to kill all vehicles with swarms (except the gunlogi) and therefor I at least request a lock on warning sound for all vehicles
Proto dropship pilot
The sandbox shooter
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a brackers
Molon Labe. General Tso's Alliance
92
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Posted - 2015.01.19 13:10:00 -
[4] - Quote
The main problem with swarms being impossible to dodge is they don't actually have a 60m turn radius. Immediately after they are fired and when within a few meters of the target vehicle they have about a 1m turn radius. That's why they are guaranteed to hit. There are two numbers for swarm turn radius and rattati only changed one.
The proof of these two turn radiuses; when u lock onto a tank then turn around and fire facing away from the target, are the swarms 120m above you before they're facing the target? Also, I am still seeing swarms 'orbiting' my ads when they should have missed. They orbit it at a distance starting at about 10m then get closer and hit they should orbit at 120m and never get any closer if the turn radius was correct, but they'd never start orbiting in the first place if that was correct.
Implementing the correct turn radius would cause swarmers to need to aim somewhere near the target for their missiles to hit, and would give all vehicles a chance to avoid missiles.
Proto dropship pilot
The sandbox shooter
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