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Night 5talker 514
Dead Man's Game RUST415
358
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Posted - 2015.02.23 12:28:00 -
[1] - Quote
... However, some interesting points arose from it.
The troll was about how no-one can solo vehicles IRL and has no place here as this is genuinely a serious post.
However, the troll post did raise some interesting ideas with regards to making swarms less "fire and forget"/adding more skill into the use of them. This could potentially make other aspects of the game more enjoyable/rewarding for those solo players, both engaged in AV and as a pilot. (I use both swarms (prof 4) and vehicles (with a max'd out vehicle upgrades tree) just for the record.)
So my main question is only this: How would you add more skill into using swarms?
Here are some of the interesting ideas so far that arose from the troll thread...
One Eyed King wrote: If anything, I would rather see two different types of swarms, one for ground vehicles and one for aerial vehicles so we can balance them separately. Even better, we can wait until the new vehicles in place so we can really balance AV without having to redo everything in a few weeks.
LT SHANKS wrote:Give Dropships an equipment slot that allows them to use chaff. Problem solved and everyone is happy.
Derpty Derp wrote:Night 5talker 514 wrote:I think we need to add more skills to the use of AV, specifically swarms. Only to swarms, it's the only av that is a problem. - AV and Flux grenades require you to be close-ish and so the easy to land high damage requires good positioning and movement to get there without dieing. - Forge gun requires timing and aiming as well as position, can only be used on a slow suit. - Plasma cannon requires you be suicidal... Needs a buff not a nerf.
https://forums.dust514.com/default.aspx?g=posts&m=2432920 - interesting idea on a separate thread
KEROSIINI-TERO wrote:
I'm gonna ignore all the other things and focus on "Can we make swarms to require more skill?"
[IDEA 1: DUMBFIRED BUT HOMING IN] * Missile(s) leave dumb fired and fly straight line, maybe slowish. * When targeting box is used to 'paint' target, all missiles in air wake up and home in on target. Maybe getting a big speed buff. * Missile flight times would be adjusted respectively a lot up. * Whether initial lock-on would be required has to be thought over, and the process of box-painting targets * Whether terrain blocks box-painting or not has to be thought over. Probably yes BUT as long as you get to see red vehicle marker, thru scans of squadmate spotting, probabaly that would be enough. "+" for teamwork.
Results: Swarms no longer fire-and-forget. would be possible to fire several rounds up on sky at different angles, and try to make swarms hit the target both from up ignoring cover and maybe, maybe, even get your own swarms to do a volley of near simultaneous hits! A lot of three-dimensional thinking would be required.
[IDEA 2: SIMPLE TARGETING BOX CHANGE] * Make the targeting box smaller Results: The firing process would need steadier hand. Not much would change.
[IDEA 3: ALTERNATIVE AMMO TYPES] * Right click to swap swarm type or setting. * Shield and armor missiles fired, maybe some others such as dumb or all-purpose
Results: would add management to choose the right time to swap ammo, that would mean surveying the target in order for optimal change time.
I'd say the idea 1 would be cool, I imagine myself setting swarm babies up or flanking obstacles and then painting the target for added fun and fireworks!
So...
...how would you add more skill into using swarms?
Gaming Freek DUST 514 YouTube Channel
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TheEnd762
SVER True Blood
724
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Posted - 2015.02.23 12:41:00 -
[2] - Quote
Night 5talker 514 wrote:So...
...how would you add more skill into using swarms?
I wouldn't. You can absolutely solo vehicles in real life, easier than you can in Dust, actually.
http://en.wikipedia.org/wiki/FGM-148_Javelin
http://en.wikipedia.org/wiki/FIM-92_Stinger |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
83
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Posted - 2015.02.23 12:41:00 -
[3] - Quote
OK I'll troll the troll... You totally can solo a vehicle IRL. In fact, you can get everything you need to blow up a vehicle at home depot, I.e. remote explosives |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
83
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Posted - 2015.02.23 12:43:00 -
[4] - Quote
Moar likes for the guy who got to it before me lol |
Night 5talker 514
Dead Man's Game RUST415
358
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Posted - 2015.02.23 12:43:00 -
[5] - Quote
hehe you're missing the point. This post is not about solo-ing vehicles or not. The point here is that swarms should be able to solo vehicles, but should need a bit more skill to do so rather than simply fire and forget. Just for the sake of making the game more fun
Gaming Freek DUST 514 YouTube Channel
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Derpty Derp
Dead Man's Game
831
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Posted - 2015.02.23 12:44:00 -
[6] - Quote
Well played... Although the quote of derp had no actual ideas in it T____T.
An idea that would make swarms somewhat less swarmy, but potentially fun to use and skillful, would be to have them fire 4 - 6 rockets, in a straight line, in slow succession & if they come within a certain distance of a vehicle, they take the most direct route between their position and the vehicle.
Requires you to have line of sight, but not directly at the target, so you can fire past a wall and hope to get it close enough to lock.
Requires you to keep aiming for a set period of time to try and land as many as possible before reload and to not waste any of the missiles.
Can have more damage per rocket, because it will now take some skill, while still being more forgiving than the other av (larger area to aim at, more shots to correct aim if the first is off target.
If fired at infantry, only detonates on impact with dropsuit, no detonation or splash if fired at the ground or a nearby wall... So no more easy infantry carnage.
Now I feel better.
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TheEnd762
SVER True Blood
724
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Posted - 2015.02.23 12:48:00 -
[7] - Quote
I've got an idea. Make a Swarm variant where you can control the missile once it's launched, like the Nikita missiles in the Metal Gear games. You get a fuel reserve, and once it's depleted, the missile blows up. You can also burn the fuel slower/faster to make the missile go slower/faster. This will leave the player vulnerable while controlling the missile, and add some skill to use, but would also allow missiles to chase cowardly vehicles more effectively.
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Night 5talker 514
Dead Man's Game RUST415
358
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Posted - 2015.02.23 12:48:00 -
[8] - Quote
Derpty Derp wrote:Well played... Although the quote of derp had no actual ideas in it T____T.
An idea that would make swarms somewhat less swarmy, but potentially fun to use and skillful, would be to have them fire 4 - 6 rockets, in a straight line, in slow succession & if they come within a certain distance of a vehicle, they take the most direct route between their position and the vehicle.
Requires you to have line of sight, but not directly at the target, so you can fire past a wall and hope to get it close enough to lock.
Requires you to keep aiming for a set period of time to try and land as many as possible before reload and to not waste any of the missiles.
Can have more damage per rocket, because it will now take some skill, while still being more forgiving than the other av (larger area to aim at, more shots to correct aim if the first is off target.
If fired at infantry, only detonates on impact with dropsuit, no detonation or splash if fired at the ground or a nearby wall... So no more easy infantry carnage.
Now I feel better.
This could be interesting. Only thing I would say is that instant right angle turns would be a bit of a bad idea, if you imagine you escape behind a building or hill with 10 armour left and jump out to rep and a missile comes past and right angles directly into the tank or dropship ^^
Gaming Freek DUST 514 YouTube Channel
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TheEnd762
SVER True Blood
725
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Posted - 2015.02.23 12:52:00 -
[9] - Quote
The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing. |
Derpty Derp
Dead Man's Game
831
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Posted - 2015.02.23 12:53:00 -
[10] - Quote
Night 5talker 514 wrote:
This could be interesting. Only thing I would say is that instant right angle turns would be a bit of a bad idea, if you imagine you escape behind a building or hill with 10 armour left and jump out to rep and a missile comes past and right angles directly into the tank or dropship ^^
I agree it sucks, we'd all rather have them curve as they should... But CCP have proven several times they can't implement that, lol. But at least you still have a chance to evade them after they've been fired, rather than the current "it's been shot (& even though I can't see the guy firing it or the swarms) it's gonna hit no matter what."
TheEnd762 wrote:The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing.
No different to the plasma cannon currently... And everyone seems fine with that instapopping... Or the forge gun. |
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Adipem Nothi
Nos Nothi
6852
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Posted - 2015.02.23 12:55:00 -
[11] - Quote
Multiplayer Balance:
1-man unit can be killed by 1-man counter
Shoot scout with yes.
- Ripley Riley
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
83
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Posted - 2015.02.23 12:55:00 -
[12] - Quote
TheEnd762 wrote:The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing. We could just make them dumbfire and have it fire a ring of missiles that spirals at whatever you shoot them at... Oh, wait... |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
83
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Posted - 2015.02.23 13:02:00 -
[13] - Quote
Derpty Derp wrote:Night 5talker 514 wrote:
This could be interesting. Only thing I would say is that instant right angle turns would be a bit of a bad idea, if you imagine you escape behind a building or hill with 10 armour left and jump out to rep and a missile comes past and right angles directly into the tank or dropship ^^
I agree it sucks, we'd all rather have them curve as they should... But CCP have proven several times they can't implement that, lol. But at least you still have a chance to evade them after they've been fired, rather than the current "it's been shot (& even though I can't see the guy firing it or the swarms) it's gonna hit no matter what." TheEnd762 wrote:The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing. No different to the plasma cannon currently... And everyone seems fine with that instapopping... Or the forge gun.
You meant to say"...rather than the current "it's been shot (& even though a rocket should be significantly faster than something much more massive) it's gonna dodge by running away in a sttaight line no matter what." |
Night 5talker 514
Dead Man's Game RUST415
359
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Posted - 2015.02.23 13:03:00 -
[14] - Quote
Derpty Derp wrote:Night 5talker 514 wrote:
But at least you still have a chance to evade them after they've been fired, rather than the current "it's been shot (& even though I can't see the guy firing it or the swarms) it's gonna hit no matter what."
[quote=TheEnd762]The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing.
No different to the plasma cannon currently... And everyone seems fine with that instapopping... Or the forge gun.
True, it's the lesser of the evils I think haha
Also, agreed, people are happy with the plasma and the forge, perhaps the swarms could be like the caldari version of the plasma?
Gaming Freek DUST 514 YouTube Channel
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7360
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Posted - 2015.02.23 13:04:00 -
[15] - Quote
Greiv Rabbah wrote:TheEnd762 wrote:The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing. We could just make them dumbfire and have it fire a ring of missiles that spirals at whatever you shoot them at... Oh, wait... If you make the missiles scatter wildly and randomly after 15m then snapfires might be good.
Holding a lock should be superior.
Giving the missiles enough speed and low enough turning would allow them to guide in and be dodgable without being able to recover via an instant 180 degree turn.
There's a lot of ways to do it. It just requires someone to reprogram some basic swarm behavior.
AV
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Takahiro Kashuken
Red Star.
3943
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Posted - 2015.02.23 14:06:00 -
[16] - Quote
But in RL vehicles has countermeasures which they can deploy so they can actually survive another day |
Takahiro Kashuken
Red Star.
3943
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Posted - 2015.02.23 14:08:00 -
[17] - Quote
If swarms are made to require skill which generally means aim then the only way i can see it is that for the missiles to hit then they have to keep the lock on and if the target goes behind cover and you lose lock that is it and the missiles blow or whatever. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
953
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Posted - 2015.02.23 14:12:00 -
[18] - Quote
Yes, asymmetric warfare is rife with examples like these. I'd say one of the frustrations right now is that there are just so few options. The plasma cannon is just a no go, it should be more like the RPG's in BF, with a slightly flatter trajectory and a much faster projectile. Forges are just so disadvantaged now compared to swarms on a minmando... you don't have your own ammo supply, you're bit, slow and fat and only have a sidearm to defend yourself from infantry.
Although I don't like to reference it too much, the AV options in BF are nice, as you have some which are dumb firing, but require skill if you want to use them on both air and land vehicles alike (RPG), then there are those that only work on aircraft and others that only work on ground vehicles.
The end of the discussion is not in sight, and I believe, we'll see the deficiencies of the AV offering very soon. Right now, there is no reason to use anything BUT swarms... they are easy to use, moderately effective, unless someone is shield tanked, and don't require much skill + as a light weapon you can put them on a commando suit to temper the other problem with running AV - defending yourself against infantry.
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Spkr4theDead
Red Star.
2983
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Posted - 2015.02.23 15:45:00 -
[19] - Quote
Takahiro Kashuken wrote:But in RL vehicles has countermeasures which they can deploy so they can actually survive another day It's a video game.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Night 5talker 514
Dead Man's Game RUST415
361
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Posted - 2015.02.23 20:00:00 -
[20] - Quote
Takahiro Kashuken wrote:If swarms are made to require skill which generally means aim then the only way i can see it is that for the missiles to hit then they have to keep the lock on and if the target goes behind cover and you lose lock that is it and the missiles blow or whatever.
I quite like this, if the target isn't painted then the missile will continue on it's current course... then if target is repainted and the missile hasn't run out of fuel/time etc. it will go for the target. This would be cool, it allows for pilot skill of getting out of dodge and individual skill for destroying the target. In which case swarms would need a moderate buff to damage to adjust for the extra time taken to keep lock. Unless you could just pop missiles out one after the other until the clip is empty and as long as you keep lock they will all follow... leads to the importance of ammo management a little more, then swarm ammo could cost more nanites form a nanohive.
Gaming Freek DUST 514 YouTube Channel
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Takahiro Kashuken
Red Star.
3956
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Posted - 2015.02.23 20:05:00 -
[21] - Quote
Night 5talker 514 wrote:Takahiro Kashuken wrote:If swarms are made to require skill which generally means aim then the only way i can see it is that for the missiles to hit then they have to keep the lock on and if the target goes behind cover and you lose lock that is it and the missiles blow or whatever. I quite like this, if the target isn't painted then the missile will continue on it's current course... then if target is repainted and the missile hasn't run out of fuel/time etc. it will go for the target. This would be cool, it allows for pilot skill of getting out of dodge and individual skill for destroying the target. In which case swarms would need a moderate buff to damage to adjust for the extra time taken to keep lock. Unless you could just pop missiles out one after the other until the clip is empty and as long as you keep lock they will all follow... leads to the importance of ammo management a little more, then swarm ammo could cost more nanites form a nanohive.
No
It is one set of missiles in the air at one time, having anymore would hammer the DS since i can get all volleys out at 4seconds. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17216
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Posted - 2015.02.23 20:10:00 -
[22] - Quote
All well and good but that's a very heavy kit and a fair amout of set up time to fire the weapon. Now I'm not saying it is or isn't true these weapons can destroy MBT's in single rounds but it is equally true that 1-2 .50 calibre rounds would tear a man in half and a 120mm round would utter kill or maim, depending on shell type, anything within its explosive range from in excess of 1.5km.
Regardless this isn't about more realistic mechanics even if I want it to be.
Ground and Air Swarm separation could work like the AV missiles in Battlefield could work well I guess..... biggest issue I see with swarms is that they are magazine fed and not single shot. I'd love to give em more power in exchange for single shot status but the tears would be insane.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Night 5talker 514
Dead Man's Game RUST415
361
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Posted - 2015.02.23 20:16:00 -
[23] - Quote
Takahiro Kashuken wrote:Night 5talker 514 wrote:Takahiro Kashuken wrote:If swarms are made to require skill which generally means aim then the only way i can see it is that for the missiles to hit then they have to keep the lock on and if the target goes behind cover and you lose lock that is it and the missiles blow or whatever. I quite like this, if the target isn't painted then the missile will continue on it's current course... then if target is repainted and the missile hasn't run out of fuel/time etc. it will go for the target. This would be cool, it allows for pilot skill of getting out of dodge and individual skill for destroying the target. In which case swarms would need a moderate buff to damage to adjust for the extra time taken to keep lock. Unless you could just pop missiles out one after the other until the clip is empty and as long as you keep lock they will all follow... leads to the importance of ammo management a little more, then swarm ammo could cost more nanites form a nanohive. No It is one set of missiles in the air at one time, having anymore would hammer the DS since i can get all volleys out at 4seconds.
this is a valid point
Gaming Freek DUST 514 YouTube Channel
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
86
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Posted - 2015.02.23 21:00:00 -
[24] - Quote
Takahiro Kashuken wrote:But in RL vehicles has countermeasures which they can deploy so they can actually survive another day
In New eden this is true as well. Another argument for separating ammo and weapon in dust: Defender missiles. In fact, defender missiles could make lavs a viable escort for havs or alternately fitting a small missile turret on your tank to equip defender missiles would allow the tank to better combat swarms but at the cost of reducing their anti-infantry/av capabilities |
Nothing Certain
Bioshock Rejects
1534
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Posted - 2015.02.23 22:03:00 -
[25] - Quote
Night 5talker 514 wrote:hehe you're missing the point. This post is not about solo-ing vehicles or not. The point here is that swarms should be able to solo vehicles, but should need a bit more skill to do so rather than simply fire and forget. Just for the sake of making the game more fun
They are fire and forget, reposition, acquire target, scan for enemy infantry, fire and forget again, avoid HAV and force tanker who just jumped out of his tank with an HMG back into his tank, wait for lock on again and fire and forget again, wait for hardeners to drop, fire and forget again, throw AV grenades while dodging rounds and fire and forget one more time.
This is opposed to the highly skilled tanker or LAV, see swarmer firing, drive up to less than 5 meters, use blaster to kill him in 2 seconds or jump out and mow him down if you suck too much to use your turret.
Because, that's why.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17221
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Posted - 2015.02.23 22:45:00 -
[26] - Quote
Nothing Certain wrote:Night 5talker 514 wrote:hehe you're missing the point. This post is not about solo-ing vehicles or not. The point here is that swarms should be able to solo vehicles, but should need a bit more skill to do so rather than simply fire and forget. Just for the sake of making the game more fun They are fire and forget, reposition, acquire target, scan for enemy infantry, fire and forget again, avoid HAV and force tanker who just jumped out of his tank with an HMG back into his tank, wait for lock on again and fire and forget again, wait for hardeners to drop, fire and forget again, throw AV grenades while dodging rounds and fire and forget one more time. This is opposed to the highly skilled tanker or LAV, see swarmer firing, drive up to less than 5 meters, use blaster to kill him in 2 seconds or jump out and mow him down if you suck too much to use your turret.
Preaching to chior buddy. We all know Large Blasters are inappropriate tank turrets and shouldn't exist....especially given that now the entirety of their effectiveness revolves around luck rather than aim.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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manboar thunder fist
Dead Man's Game RUST415
371
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Posted - 2015.02.24 01:25:00 -
[27] - Quote
How about if we just made swarm launchers more effective against tanks and lavs and made assault swarm launchers more mobile against dropships but less damaging. This accounts for the maneuverability of the dropship while also presenting a niche or "give and take" situation depending on what the larger threat is. This would tie in nicely with the future introduction of anti infantry and anti vehicle small missile turrets.
Alternatively, an equipment slot could be added to dropships. This would have a few options:
1. Ammo preloader: reload 25% faster and fire 10% faster at proto 2. Afterburner: increase acceleration 3. Flare: stops active swarms from chasing the dropship. 50% chance at proto 4. Radar: identifies targets on the ground and in the air with a lock marker 5. Chaff emitter: stops lock on and creates a cloud of masking metal in the air for 10 s behind the dropship.
I feel this would allow a lot more variation and would be a well deserved change from the one or two fits that dominate ads usage currently. It would add a niche and purpose to every fit of vehicle. For example, a damage mod fit with a preloader could be an ideal glass cannon, whereas an afterburner fit with anti vehicle missiles would be ideal for aerial engagement.
Ik this is a radical idea but honestly, fitting is just so bland right now. There aren't more than 3 good Python fits that work against proto av and there is no room for purpose built fitting.
Ps. I advise changing the title to something apt
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Juno Tristan
Obscure Reference
382
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Posted - 2015.02.24 01:35:00 -
[28] - Quote
it's been suggested
ADS Ramming Revenge!
Plasma Cannon Rampage
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Night 5talker 514
Dead Man's Game RUST415
361
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Posted - 2015.02.24 05:51:00 -
[29] - Quote
manboar thunder fist wrote:How about if we just made swarm launchers more effective against tanks and lavs and made assault swarm launchers more mobile against dropships but less damaging. This accounts for the maneuverability of the dropship while also presenting a niche or "give and take" situation depending on what the larger threat is. This would tie in nicely with the future introduction of anti infantry and anti vehicle small missile turrets.
Alternatively, an equipment slot could be added to dropships. This would have a few options:
1. Ammo preloader: reload 25% faster and fire 10% faster at proto 2. Afterburner: increase acceleration 3. Flare: stops active swarms from chasing the dropship. 50% chance at proto 4. Radar: identifies targets on the ground and in the air with a lock marker 5. Chaff emitter: stops lock on and creates a cloud of masking metal in the air for 10 s behind the dropship.
I feel this would allow a lot more variation and would be a well deserved change from the one or two fits that dominate ads usage currently. It would add a niche and purpose to every fit of vehicle. For example, a damage mod fit with a preloader could be an ideal glass cannon, whereas an afterburner fit with anti vehicle missiles would be ideal for aerial engagement.
Ik this is a radical idea but honestly, fitting is just so bland right now. There aren't more than 3 good Python fits that work against proto av and there is no room for purpose built fitting.
Ps. I advise changing the title to something apt
Some interesting ideas here, they would also require a SP investment which is also a good thing, so people must make commitments. Title also changed ^^
Gaming Freek DUST 514 YouTube Channel
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Spkr4theDead
Red Star.
2990
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Posted - 2015.02.24 15:30:00 -
[30] - Quote
Nothing Certain wrote:Night 5talker 514 wrote:hehe you're missing the point. This post is not about solo-ing vehicles or not. The point here is that swarms should be able to solo vehicles, but should need a bit more skill to do so rather than simply fire and forget. Just for the sake of making the game more fun They are fire and forget, reposition, acquire target, scan for enemy infantry, fire and forget again, avoid HAV and force tanker who just jumped out of his tank with an HMG back into his tank, wait for lock on again and fire and forget again, wait for hardeners to drop, fire and forget again, throw AV grenades while dodging rounds and fire and forget one more time. This is opposed to the highly skilled tanker or LAV, see swarmer firing, drive up to less than 5 meters, use blaster to kill him in 2 seconds or jump out and mow him down if you suck too much to use your turret. Unless we're already really close, we won't close the distance. If we can tell the swarms aren't powerful from afar, then we will close the distance and give the poor noob a rough welcome to Dust.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Night 5talker 514
Dead Man's Game RUST415
361
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Posted - 2015.02.25 07:22:00 -
[31] - Quote
Greiv Rabbah wrote:Takahiro Kashuken wrote:But in RL vehicles has countermeasures which they can deploy so they can actually survive another day In New eden this is true as well. Another argument for separating ammo and weapon in dust: Defender missiles. In fact, defender missiles could make lavs a viable escort for havs or alternately fitting a small missile turret on your tank to equip defender missiles would allow the tank to better combat swarms but at the cost of reducing their anti-infantry/av capabilities
That would be an interesting avenue to explore for sure, defender missile in EVE already exist. So, it would make sense to have then in Dust
Gaming Freek DUST 514 YouTube Channel
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Imp Smash
Molon Labe. General Tso's Alliance
692
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Posted - 2015.02.25 07:26:00 -
[32] - Quote
Swarms turn slow. Allow good driving and piloting to actually evade. Skill to trump skill. That is all. |
Obodiah Garro
Tech Guard RISE of LEGION
1179
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Posted - 2015.02.25 11:44:00 -
[33] - Quote
Swarms need a buff tbh, ADS still free reign over the skies due to crappy swarm range and can just 2 shot a swarmer before he gets the 2nd swarm off.
Nemo me impune lacessit
CCP - Announcing games at the same time as killing the ones you love
CCP - No Credibility
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Reinhard Manderfelt
Technically Legal
3
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Posted - 2015.02.25 13:43:00 -
[34] - Quote
Personally, I thoroughly enjoy pulling AV duty. It's fun to duel a Tank and attempt to outwit it and try to destroy it.
My only problem right now is that there's too many different Types of Tank to get a clear sight of what should be balanced.
I've taken down less optimal Tank build with ease, and I've faced Tanks that can happily tank 2 full Wiyrkomi Launchers, kill both users, pop a shield booster and ride off into the sunset.
So what do Swarm Launchers need? A Buff? A Nerf?
I say, neither. Swarm Launchers need more variety, by which I don't mean: "I Wanna lock 2 different vehicles so I can destroy neither!"
No. I'd like AV to be a more tactical game, where the Smart AV Player(s) can kill a Tank if it isn't careful or without adequate Infantry support (This is because I believe Tanks should roll up besides Infantry to provide support, not just cruise solo around the map looking for kills without helping with any objectives)
Option 1: -Reduce Swarm Launcher damage, but give us a variant (Launcher, Grenade, whatever), Let's call it an EMP-type, that temporarily disables, and prevents the use of Active Boosters, it doesn't even need to do damage. I'd even be fine with a dumb-fired one-shot missile. Then you'd still need a buddy (or 2) to deal the Raw damage.
Option 2: -Whatever happened to the good old-fashioned Shaped-charge explosive missile? Completely useless against Infantry (unless a direct hit is scored, which is just like the Plasma Cannon anyway) but deals a ton of Armour damage. Give it some shorter range for obvious reasons, have it be horrible vs. Shields and voila!
In short, I'm all for variety. Because there's Shield Tanks and Armour Tanks, with all kinds of different Active boosters, and all we get are standard explosive swarms. (NOTE: Both Plasma Cannons and Forge guns are effective AV weapons, but both have certain issues. Forge guns tend to be too slow, and Plasma cannon shots have horrible travel time.)
Also, for those pilots who want to evade missiles: Let's make a deal: I'll agree to slower turn speeds, if you agree to either slow your top speed or increase the Swarms travel speed, to prevent simple straight-line outrunning. How's that? |
tritan abbattere
DBAG CORE
58
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Posted - 2015.02.25 19:06:00 -
[35] - Quote
If call that solo work, as it takes 2 or 3 people to run a javelin team. But you can't compare real life to this game as this is in the future with nanites,Lasers,Plasma weapons and equipment. Don't ever use the excuse, 'but people in real life can or can not do something in real life why should it or not be in this game'. 10,000 years in the future.
As for this post i think this is has a lot of great ideas that should get considered. Especially liked the post about the Swarms having to curve from launch. Very well thought out and explained. I also remember a post where Swarms turn slower and go fast so a skilled pilot can evade them but if he just tries to run he will just get hit harder and faster.
I am the all mighty Tritan. Fear me for I am a MassHole
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