Vulpes Dolosus
Molon Labe. General Tso's Alliance
3091
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Posted - 2015.03.04 12:06:00 -
[1] - Quote
CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ
Dust is there! I was real!
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3091
|
Posted - 2015.03.04 21:08:00 -
[2] - Quote
Breakin Stuff wrote:Vulpes Dolosus wrote:CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ I think the idea is to separate anti-air and antitank swarms from each other. Honestly I don't agree with the on several points, both for AV and vehicles.
It's not fair (at least I don't see it as fair) to AV to have to need two different variants of missiles to engage both aerial and ground vehicles. Vehicles are fine like this (needing split weapons); they can easily disengage to the redline, call in another vehicle, and recall their current one. But AV infantry don't have the luxury of accessing a supply depot as easily, especially when they're set up on, say, a roof top.
There's no need to increase the effectiveness of swarms agains any ADS. All ADS fits get downed in 3-4 shots of decent AV (keep in mind you're virtually guaranteed 2 hits, and a third if the ADS doesn't run immediately). This is balanced, in my opinion; swarms have the potency to threaten and kill ADSs and ADSs still have a chance to escape. To improve on this damage-wise would put swarms over the edge of balance and make them OP. The only change I'd suggest would be the change to a single missile. (However, there needs to be improvements to dropship threat and target recognition, including early-warning of AV and improved rendering of infantry when approaching).
My idea is to have AV engage different vehicles in different ways. Similar to how Eve has signature radius, velocity, tracking, etc. to balance larger ships against smaller, all AV should have set values against different vehicles. Just for example: forge does full damage to an HAV and 85% to an LAV, lock-on for swarms is base against HAVs but slightly longer for LAVs (dropships are somewhere in the middle/ leaning toward base).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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