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a brackers
Molon Labe. General Tso's Alliance
90
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Posted - 2015.01.18 12:21:00 -
[1] - Quote
Hector Carson wrote:You have to think about it for a second, Dropships fly, turning in the air isn't exactly going to be easy, its not an LAV. So of course the swarms are going to hit you in the air.
Think of it this way:
Swarm Vs. Dropship YOUR GONNA GET HIT
It shouldn't be the case. Even the apache which is a fairly heavy bellicose for its size, can still dodge most guided missiles. And it has flares on top of that. Ads' s should really get flares to help avoid missiles
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 13:09:00 -
[2] - 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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a brackers
Molon Labe. General Tso's Alliance
92
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Posted - 2015.01.19 17:11:00 -
[3] - Quote
Fizzer XCIV wrote:Lazer Fo Cused wrote:1. Swarms are broken anyways and need to either be deleted or a big injection of aim and skill
2. Swarm missiles will set off at full speed, stop on a dime, do a 256deg turn on the spot and set off again at full speed aswell as avoiding corners
3. I like your idea 1.) Every FPS with Vehicles has lock on anti vehicle launchers. Deal with it. Good luck finding one that doesn't that isn't also set in WWII. 2.) You are artificially making it sound worse by saying 256-¦, which is impossible beyond even the exaggeration. Do you understand how degrees work? 3.) Of course you would. All you've ever expressed on these forums is your opinions of how you should be immune to AV.
1. Every fps also has a way for player controlled vehicles to dodge the swarms, also most don't have cost mechanics
2. Swarms when close to the target can and do orbit it at 10m when they should miss. This is because swarms have two turn radii. One when they are close to the launcher or target and a second when they are in flight not near anything. When they are near the target of they should have missed they will instead orbit in a decaying orbit until they hit. This means yes they can turn through 256-¦ in a much shorter distance than their 120m turn diameter. 256-¦ was just an arbitrary number he decided to say. (See my reply a couple of comments up as to swarm turn radius)
3. No idea what this is about. There have been numerous good ideas to fix the ridiculously op swarms in this topic, no idea which I've he was referring to in this instance.
Proto dropship pilot
The sandbox shooter
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a brackers
Molon Labe. General Tso's Alliance
92
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Posted - 2015.01.20 00:59:00 -
[4] - Quote
Fizzer XCIV wrote:A Swarm Luncher outputs 1040-1248 damage every 1.4 seconds without factoring any Damage multipliers, just base damage. That's a total of 742-891 DPS, depending on tier.
Currently, Plasma Cannons do 1150-1501.5 damage every 4.1 seconds, without factoring in any Damage multipliers. That's only 280 DPS at the Standard tier, and still only 366.21 DPS at Prototype. A PRO Plasma Cannon deals less than half the DPS a Standard Swarm Launcher does. That's ****** up. Even if we max out every reload and charge time skill, and increase the damage as much as we can with a Gallente Commando and Damage mods... We still only get 696.63 DPS. Still less than a Standard Swarm Launcher on any suit. This is rediculous.
So let's increase Plasma Cannons to Swarm levels of DPS (or similar).
1.) Buff Damage. By a ******* lot. An Allotek Plasma Cannon should outDPS a PRO Swarm launcher, without having to factor in any other multipliers. It just should. Period. With this in mind, an Allotek Plasma Cannon should deal 3653.1 direct damage. That would puts its DPS on par with a Kaalakiota SL.
This would mean that an Plasma Cannon would OHK or 2-shot ANY vehicles. Any tank would just die if they go shot in th rear. ADSes would always instapop. LAVs too. And you know what? That's ******* reasonable...
The problem with this is its ridiculous compared to forge guns. Compare your dps to assault forge guns and come up with a more reasonable damage per shot for the plasma cannon. The second problem is how little time per shot you have to expose yourself, 0.45 sec is ridiculously short and it should be possible for a tank/ads to kill u before u kill it at least 50% in 1 on 1.
Proto dropship pilot
The sandbox shooter
|
a brackers
Molon Labe. General Tso's Alliance
92
|
Posted - 2015.01.20 18:15:00 -
[5] - Quote
Fizzer XCIV wrote:a brackers wrote:Fizzer XCIV wrote:A Swarm Luncher outputs 1040-1248 damage every 1.4 seconds without factoring any Damage multipliers, just base damage. That's a total of 742-891 DPS, depending on tier.
Currently, Plasma Cannons do 1150-1501.5 damage every 4.1 seconds, without factoring in any Damage multipliers. That's only 280 DPS at the Standard tier, and still only 366.21 DPS at Prototype. A PRO Plasma Cannon deals less than half the DPS a Standard Swarm Launcher does. That's ****** up. Even if we max out every reload and charge time skill, and increase the damage as much as we can with a Gallente Commando and Damage mods... We still only get 696.63 DPS. Still less than a Standard Swarm Launcher on any suit. This is rediculous.
So let's increase Plasma Cannons to Swarm levels of DPS (or similar).
1.) Buff Damage. By a ******* lot. An Allotek Plasma Cannon should outDPS a PRO Swarm launcher, without having to factor in any other multipliers. It just should. Period. With this in mind, an Allotek Plasma Cannon should deal 3653.1 direct damage. That would puts its DPS on par with a Kaalakiota SL.
This would mean that an Plasma Cannon would OHK or 2-shot ANY vehicles. Any tank would just die if they go shot in th rear. ADSes would always instapop. LAVs too. And you know what? That's ******* reasonable... The problem with this is its ridiculous compared to forge guns. Compare your dps to assault forge guns and come up with a more reasonable damage per shot for the plasma cannon. The second problem is how little time per shot you have to expose yourself, 0.45 sec is ridiculously short and it should be possible for a tank/ads to kill u before u kill it at least 50% in 1 on 1. Ishukone Assault Forge Gun DPS: 500 The IAFG also has a vastly superior range advantage, is techically fully automatic, has a faster projectile with no drop, and has a 4 round magazine. Generally a lower skill requirement and longer range. Both of which make perfect reasons why they PLC should do more damage/DPS. You obviously have no idea what you are talking about.
I did not say they should have the same or less dps than a forge gun. Just not rediculously more. Afterall it is a light weapon designed for high damage at short ranges.
Also if you count the forge guns charge time as a 'reload' then the forge gun and plc dont have too different rof's especially considering the forge still has to reload as well.
Anyway this is about swarms, not plc or forge
Proto dropship pilot
The sandbox shooter
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