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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7128
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Posted - 2015.02.12 12:56:00 -
[1] - Quote
Would it be possible to set swarms faster but with a maximum turn rate of 30 degrees per second?
Is it also possible to make them update their trajectory relative to target location more often?
I of course have no nefarious intentions regarding these things at all.
Honest.
AV
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Spkr4theDead
Red Star.
2901
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Posted - 2015.02.12 13:10:00 -
[2] - Quote
Breakin Stuff wrote:Would it be possible to set swarms faster but with a maximum turn rate of 30 degrees per second?
Is it also possible to make them update their trajectory relative to target location more often?
I of course have no nefarious intentions regarding these things at all.
Honest. You want them even faster? 60m/s isn't enough for you, now you want them even faster? Why? Escape velocity to hit the warbarge?
And even smarter? Going around 3 corners? Can't we pilots have anything nice?
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Atiim
Titans of Phoenix
15575
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Posted - 2015.02.12 13:58:00 -
[3] - Quote
Yes, it's possible.
The 1st Matari Commando
-HAND
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Harpyja
Legio DXIV
2323
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Posted - 2015.02.12 15:02:00 -
[4] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Would it be possible to set swarms faster but with a maximum turn rate of 30 degrees per second?
Is it also possible to make them update their trajectory relative to target location more often?
I of course have no nefarious intentions regarding these things at all.
Honest. You want them even faster? 60m/s isn't enough for you, now you want them even faster? Why? Escape velocity to hit the warbarge? And even smarter? Going around 3 corners? Can't we pilots have anything nice? You're not getting it. Even at 60m/s, a 30 degree / second turn speed equates to a turning radius of 115 meters. Simply doing a 180 results in a usage of almost its max 400 meters. All you have to do is get your transversal velocity high enough and you're almost guaranteed that they'll never hit you once they miss you the first time around.
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7133
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Posted - 2015.02.12 15:09:00 -
[5] - Quote
Harpyja wrote:Spkr4theDead wrote:Breakin Stuff wrote:Would it be possible to set swarms faster but with a maximum turn rate of 30 degrees per second?
Is it also possible to make them update their trajectory relative to target location more often?
I of course have no nefarious intentions regarding these things at all.
Honest. You want them even faster? 60m/s isn't enough for you, now you want them even faster? Why? Escape velocity to hit the warbarge? And even smarter? Going around 3 corners? Can't we pilots have anything nice? You're not getting it. Even at 60m/s, a 30 degree / second turn speed equates to a turning radius of 115 meters. Simply doing a 180 results in a usage of almost its max 400 meters. All you have to do is get your transversal velocity high enough and you're almost guaranteed that they'll never hit you once they miss you the first time around. Oh look, someone figured out that I want swarms to not be able to 180 in under 2 seconds.
Once again, spkr fails to read before he rants.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4929
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Posted - 2015.02.12 16:05:00 -
[6] - Quote
Harpyja wrote:Spkr4theDead wrote:Breakin Stuff wrote:Would it be possible to set swarms faster but with a maximum turn rate of 30 degrees per second?
Is it also possible to make them update their trajectory relative to target location more often?
I of course have no nefarious intentions regarding these things at all.
Honest. You want them even faster? 60m/s isn't enough for you, now you want them even faster? Why? Escape velocity to hit the warbarge? And even smarter? Going around 3 corners? Can't we pilots have anything nice? You're not getting it. Even at 60m/s, a 30 degree / second turn speed equates to a turning radius of 115 meters. Simply doing a 180 results in a usage of almost its max 400 meters. All you have to do is get your transversal velocity high enough and you're almost guaranteed that they'll never hit you once they miss you the first time around. Jr. High geometry is OP. You filthy spreadsheet wizard you!
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
179
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Posted - 2015.02.12 21:17:00 -
[7] - Quote
ANY THING IS POSSIBLE. I CAN GET A FORGE HEAVY MACHINE GUN AND WIPE TANKS IN 2 SECS AND DESTROY WORLDS=ƒÿê=ƒÿê=ƒÿê. Jk. They are good as they are. If you realy want something, make them have a 45 degree angle.
48th Special Operations Force.
"As a team or alone, I dominate the battlefield."
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AC Vintage
Osmon Surveillance Caldari State
4
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Posted - 2015.02.12 21:43:00 -
[8] - Quote
Swarms could have variants based on swarm nature?
Dual Missile: Highest damage (x2 swarm), longest travel range, high acceleration, lowest degree / sec, longest lock-on, smallest mag
Swarm Missiles: Current iteration (x4 swarm)
Assault Missiles: Lowest damage (x6 swarm), shortest travel range, slowest acceleration, highest degree / sec , shortest lock-on, largest mag
Cable & Internetworking Technician in-training
Studying for the CompTIA A+, N+, and CCNA
Tips 'n Tricks appreciated!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7157
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Posted - 2015.02.12 22:00:00 -
[9] - Quote
AC Vintage wrote:Swarms could have variants based on swarm nature?
Dual Missile: Highest damage (x2 swarm), longest travel range, high acceleration, lowest degree / sec, longest lock-on, smallest mag
Swarm Missiles: Current iteration (x4 swarm)
Assault Missiles: Lowest damage (x6 swarm), shortest travel range, slowest acceleration, highest degree / sec , shortest lock-on, largest mag
the x6 was causing some kind of issue with the game, so they normalized them to 4
AV
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Harpyja
Legio DXIV
2325
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Posted - 2015.02.12 22:07:00 -
[10] - Quote
Breakin Stuff wrote:AC Vintage wrote:Swarms could have variants based on swarm nature?
Dual Missile: Highest damage (x2 swarm), longest travel range, high acceleration, lowest degree / sec, longest lock-on, smallest mag
Swarm Missiles: Current iteration (x4 swarm)
Assault Missiles: Lowest damage (x6 swarm), shortest travel range, slowest acceleration, highest degree / sec , shortest lock-on, largest mag the x6 was causing some kind of issue with the game, so they normalized them to 4 Caused some rather bad framerate loss for the pilot being hit (at least through my experience in HAVs)
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7157
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Posted - 2015.02.12 22:09:00 -
[11] - Quote
Harpyja wrote:Breakin Stuff wrote:AC Vintage wrote:Swarms could have variants based on swarm nature?
Dual Missile: Highest damage (x2 swarm), longest travel range, high acceleration, lowest degree / sec, longest lock-on, smallest mag
Swarm Missiles: Current iteration (x4 swarm)
Assault Missiles: Lowest damage (x6 swarm), shortest travel range, slowest acceleration, highest degree / sec , shortest lock-on, largest mag the x6 was causing some kind of issue with the game, so they normalized them to 4 Caused some rather bad framerate loss for the pilot being hit (at least through my experience in HAVs) While normally pilots suffering and screaming in rabid rage entertains me, I prefer it happen because I did something deliberately horrible to them, not because the game has a fault that gives me an automatic advantage.
AV
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DUST Fiend
Molon Labe. General Tso's Alliance
15734
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Posted - 2015.02.12 22:23:00 -
[12] - Quote
Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7157
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Posted - 2015.02.12 22:24:00 -
[13] - Quote
DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server.
close range alpha is answered by slower RoF.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4946
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Posted - 2015.02.12 22:25:00 -
[14] - Quote
DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server.
Could have both types, one for long and one for short range.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DUST Fiend
Molon Labe. General Tso's Alliance
15737
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Posted - 2015.02.12 22:42:00 -
[15] - Quote
Breakin Stuff wrote:DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server. close range alpha is answered by slower RoF. But then you have issue of actually being able to evade the swarms while retreating, cutting into how much DPS they can realistically do since they fire slower, giving you more time to break lock on.
I despise swarms mostly because their very design is just..aweful, making for very boring engagements on either end of the spectrum, but I dont want them going back to the laughing stock they used to be.
My primary gripe with swarms is how long they follow you with no means to actually evade them. Thats it.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7162
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Posted - 2015.02.12 22:46:00 -
[16] - Quote
DUST Fiend wrote:Breakin Stuff wrote:DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server. close range alpha is answered by slower RoF. But then you have issue of actually being able to evade the swarms while retreating, cutting into how much DPS they can realistically do since they fire slower, giving you more time to break lock on. I despise swarms mostly because their very design is just..aweful, making for very boring engagements on either end of the spectrum, but I dont want them going back to the laughing stock they used to be. My primary gripe with swarms is how long they follow you with no means to actually evade them. Thats it.
Unless swarm mechanics are completely rebuilt any changes have to be accompanied by longer lock range. The way they are balanced now the tolerances are too tight.
AV
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AC Vintage
Osmon Surveillance Caldari State
4
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Posted - 2015.02.12 22:46:00 -
[17] - Quote
I re-call the old 4 / 5 / 6 SL progression and agree that it was a pretty weird and resource intensive concept.
Would it be viable to alter the way Swarms are launched? As it stands now, one can lock-on, turn ~90 degrees in any direction and launch. This has allowed me to launch from around corners, over obstacles, and through walls / railings (in certain situations).
Additional to the tighter turn and acceleration decrease / velocity increase, make the orientation from which SLs have been fired command the initial trajectory of the weapon. This demands an appropriate intercept trajectory to be used.
SIDENOTE: To increase difficulty of use, the "Lockbox" is the maximum room of flight path adjustment a Swarm can make.
Cable & Internetworking Technician in-training
Studying for the CompTIA A+, N+, and CCNA
Tips 'n Tricks appreciated!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7163
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Posted - 2015.02.12 22:49:00 -
[18] - Quote
AC the swarm mechanics would have to be rebuilt entirely.
I'm trying to work within what we have.
AV
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tritan abbattere
DBAG CORE
38
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Posted - 2015.02.13 02:49:00 -
[19] - Quote
DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server.
Holy **** **** yeah, A test server would be great. Maybe Download a copy of the game that is the test variant. Post on the forums you want a key to be a tester.
I am the all mighty Tritan. Fear me for I am a MassHole
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Harpyja
Legio DXIV
2325
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Posted - 2015.02.13 02:56:00 -
[20] - Quote
DUST Fiend wrote:Breakin Stuff wrote:DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server. close range alpha is answered by slower RoF. But then you have issue of actually being able to evade the swarms while retreating, cutting into how much DPS they can realistically do since they fire slower, giving you more time to break lock on. I despise swarms mostly because their very design is just..aweful, making for very boring engagements on either end of the spectrum, but I dont want them going back to the laughing stock they used to be. My primary gripe with swarms is how long they follow you with no means to actually evade them. Thats it. I'd imagine that increasing their speed while decreasing their turn rate would make for more interesting interplay between dropships and swarms. The current meta of avoiding swarms is to simply burn away as fast as possible in a straight line to tet out of lock range (and keep going if your speed is high enough to just outrun them). It just seems oddand even counter-intuitive that the only way to escape them is by burning away in a straight line.
I've flown lots of jets in BF3 and the way I avoided missiles if my countermeasures were down was to guess at where the missile is coming from and try to fly towards it but at an angle. This meant that my transversal velocity would exponentially increase to be greater than the missile's tracking capability as it got closer to me. Most of the time I'd hear the missile pass by harmlessly but if I misjudged the angle, the missile had no trouble tracking me.
If it was like that in Dust, I'd imagine an ADS approaching the swarm user, instead of running away, while strafing them at the same time for transversal to make launched swarms miss, and close in on the swarm user while they are reloading and kill them.
"By His light, and His will"- The Scriptures, 12:32
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THUNDERGROOVE
Fatal Absolution
1478
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Posted - 2015.02.13 10:34:00 -
[21] - Quote
Harpyja wrote:The current meta of avoiding swarms is to simply burn away as fast as possible in a straight line to tet out of lock range (and keep going if your speed is high enough to just outrun them) Wat....
Maybe 6 months ago.
More like
Incubus: Get to cover before the second volley hits or else you're guaranteed dead
Python: Pop shield hardener after hit. Pop booster when you get < 500 shields. Run to cover before hardener dies.
You can't put enough room between you and swarms before you die anymore, you have to use cover.
I'm the Rayman of uplinks.
AIV member.
21 day EVE trial.
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Brush Master
Onslaught Inc RISE of LEGION
1442
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Posted - 2015.02.13 14:43:00 -
[22] - Quote
DUST Fiend wrote:Breakin Stuff wrote:DUST Fiend wrote:Ive actually expressed interest for swarms to move faster but have much less turn radius. In theory this could lead to actually being able to evade swarms, but it might make close range alpha too quick to actually dodge
****, this game needs a test server. close range alpha is answered by slower RoF. But then you have issue of actually being able to evade the swarms while retreating, cutting into how much DPS they can realistically do since they fire slower, giving you more time to break lock on. I despise swarms mostly because their very design is just..aweful, making for very boring engagements on either end of the spectrum, but I dont want them going back to the laughing stock they used to be. My primary gripe with swarms is how long they follow you with no means to actually evade them. Thats it.
There use to be advanced flying that you could at least stand a chance to evade but that was taken away as it was too hard for the noobs to handle Running being the only option is pretty annoying, counter measures please.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Booby Tuesdays
Ahrendee Mercenaries
1333
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Posted - 2015.02.13 15:34:00 -
[23] - Quote
I just want 80% of the missles to stop missing their target from point blank range.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Harpyja
Legio DXIV
2325
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Posted - 2015.02.13 15:49:00 -
[24] - Quote
THUNDERGROOVE wrote:Harpyja wrote:The current meta of avoiding swarms is to simply burn away as fast as possible in a straight line to tet out of lock range (and keep going if your speed is high enough to just outrun them) Wat.... Maybe 6 months ago. More like Incubus: Get to cover before the second volley hits or else you're guaranteed dead Python: Pop shield hardener after hit. Pop booster when you get < 500 shields. Run to cover before hardener dies. You can't put enough room between you and swarms before you die anymore, you have to use cover. For my Python at least I activate afterburner and start burning away, activate shield booster when necessary, and I'm eventually safely out of range.
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7172
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Posted - 2015.02.13 16:03:00 -
[25] - Quote
In my experience the python is easily the more survivable of the two.
But I chalk that up to swarms and forges being armor busters. no one is fielding a plasma/laser solution.
AV
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Derpty Derp
Dead Man's Game
769
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Posted - 2015.02.13 19:44:00 -
[26] - Quote
How about if you lock onto where the dropship was when you started the lock, then after you fire, they head to that location. If the dropship is within a certain turn radius, they carry on chasing to that next updated location and so on, until either they either:
- make contact, - fly into a wall because when the missile got to the lock on point the dropship was the other side of the wall, - or they just run out of juice and prematurely ejaculate.
This would mean a hovering dropship is boned, but a moving dropship will require the swarmer to be firing in certain directions to actually get the thing. |
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