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Harpyja
Legio DXIV
2323
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Posted - 2015.02.12 15:02:00 -
[1] - 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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Harpyja
Legio DXIV
2325
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Posted - 2015.02.12 22:07:00 -
[2] - 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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Harpyja
Legio DXIV
2325
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Posted - 2015.02.13 02:56:00 -
[3] - 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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Harpyja
Legio DXIV
2325
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Posted - 2015.02.13 15:49:00 -
[4] - 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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