Piercing Serenity
PFB Pink Fluffy Bunnies
852
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Posted - 2015.02.27 22:35:00 -
[1] - Quote
I saw a thread on this previously, but I wanted to raise the idea again. I think that, at the very least, we can achieve some granularity in Swarms v. Vehicles by breaking swarms into AT and AV. In this way, we can work with AT swarms without fearing that they will destroy Dropships too easily. To be clear, this is not a thread on the damage or 'fairness' of swarms. This is only a discussion on the pros and cons of adding two new weapon variants. Here's my suggestion:
Anti-Tank Swarms
- Longer lock time than AA swarms
- Higher horizontal speed, lower vertical speed
- Higher damage per salvo
- Lower Maximum lock range (Perhaps 100m?)
In my eyes, AT Swarms are very similar to an RPG. The increased horizontal speed allows AV to hit stationary vehicles easily . However, if the turning speed is low enough, AV will have to be in position for the missile to hit its target. Having the wrong angle on a tank, or trying to hit a vehicle moving perpendicular to your position should result in the missile missing - introducing a "failure of damage application" to swarms while still maintaining some degree of homing.
AT Swarms would not be able to track Dropships that preform evasive maneuvers, and would only be able to hit dropships moving directly towards the missile (In which case the pilot can see the round), directly behind them, or if they are hovering. AT Swarms should be devastating to DS if they do connect, however.
Anti-Air Swarms
- Shorter lock time than AT Swarms
- Lower horizontal speed than AT swarms, higher vertical speeds
- Lower damage per salvo
- Longer Maximum Lock range (Perhaps 200)
- New Firing Mechanic (To be explained below)
- Missiles scatter randomly within 15m of any surface
In my eyes, AA swarms should emphasize the "swarm" aspect of the weapon. The AA swarm launcher will have 10 missiles per clip (for example). It will have an initial lock time, after which the missiles will fire one at a time - with a small refire delay - so long as the lock is maintained. Each missile will travel out to 190m, after which they will detonate with a blast radius of 10m.
The concussive force of the missile exploding should be moderate, so that the pilot cannot fire accurately while being hit by the explosions. The tracking speed of these missiles should be such that missiles have a low to moderate chance to not hit directly, but to inflict splash damage.
Thoughts?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5069
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Posted - 2015.02.27 22:54:00 -
[3] - Quote
Hmmm the first thing that jumps out to me is that I often will engage a tank from an elevated position. Won't the decreased vertical velocity work against me in that case, because the missiles have to travel downward towards the HAV?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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