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Tesfa Alem
Death by Disassociation
909
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Posted - 2015.03.09 17:06:00 -
[1] - Quote
Taking this issue back from the Hotfix Echo thread. Basically a Brainstorm thread. Leave all of your emotions out of it. I don't care about the time an ADS blapped your proto suit, and i don't care how quickly swarms ganked your Tank. The "one time in band camp" style of posting has gotten nothing done, and got the topic dropped like a hot potato by the devs.
Basic Ideas about the curretn state of Swarms:
They are fire and forget. For all the bluster of skill, all of the hard work of landing a hit is left up to the A.I. It make some sense since the swarmer would be completley defenseless while manually tracking a target across the sky. But there is no such thing as somebody who is a good shot with swarms.
The actual skill required to be a decent swarmer is in being able to tactically find a good place to shoot at AV without Infantry intervening. Tactically smart spots are generally elevated positions safe from infantry attack, in and around supply depots. Because a swarmer mixing it up with the ground troops is a dead swarmer.
The design of swarms is alot akin to the design of scans befroe ewar adjustments. In game parameters take over from player skill. Within a certain range swarms will always overcome and hit a dropship. This was a reaction to the old system, where almost regardless of range dropships could outpace and escape swarms. Niether situation was about the skill of the player, rather the game parameters that made one side extremely dominant over the other.
So how should we tweak this to bring more counterbalance into play?
Concentric cricles of effectiveness such as Scan profile and detection. The Farther away the more difficult it is to maintain a lock. Applicable by decreasing missile turn speed by a factor X after regular distance intervals Y1, Y2, etc
The farther out swarms have to travel, the more dropship manueverability comes into play. The Pilot who just afterburns in a straight line will invariably take hits. A smart Swamer who lets off his swarms withing a good range gives his swarm volleys the best chance of hitting.
Close range fights the swarmer has the advantage in landing a hit. Long range and more manuevers the dropship has the advantage in avoiding a hit. Mid Range fights should be 50/50.
All Ideas welcome.
Redline for Thee, but no Redline for Me.
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Stefan Stahl
Seituoda Taskforce Command
1028
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Posted - 2015.03.09 17:32:00 -
[2] - Quote
Generally Swarms should be a long range weapon - being Caldari and stuff. If you want to kill a LAV as it passes by, a PLC would probably be a better choice.
That being established, manually having to keep a lock is tedious since it'd take a comparatively long time for the shot to reach the distant DS. However, we still want there to be some player skill involved in using the Swarm Launcher. This has to happen during the launch then.
One idea - that'd be comparatively easy to implement - is to reduce the turn rate of SL missiles. This will make them more sluggish to react to the DS's movement and thus more likely to miss if the DS isn't flying towards or away from the missile.
I expect this to have the following effects: - A SL user has to wait until his target is in the right position. If the DS is passing overhead the missiles would just miss and go off into the sky. If the DS is passing laterally, same thing. If the DS is too close, same thing. If the DS is hovering at low altitude in plain sight, good chance of taking it out. - The DS pilot has a method of losing the missile even without using buildings as cover (which is tedious with a DS). An ADS should be proficient at this, a non-assault DS should mostly have to tank the damage. This maneuvering however requires a good estimate of where the missiles are coming from as well as preperation so that you have enough maneuvering space to actually build up some lateral movement in relation to the missiles.
Counterintuitively, increasing SL acceleration and maximum speed helps the DS evading since there's less time available for course corrections of the missile (at a given turn rate per second). Flight time would of course have to be reduced to keep range within sane boundaries. |
Doc DDD
TeamPlayers Negative-Feedback
381
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Posted - 2015.03.09 17:51:00 -
[3] - Quote
Reload swarms after every volley, with longer reload time, similar to plasma cannon. |
Tesfa Alem
Death by Disassociation
909
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Posted - 2015.03.09 17:56:00 -
[4] - Quote
An issue with focusing only on turn rate is how slow Dropships actually turn.
I can spin an ADS on its nose quick enough. The sharper a Dropships changes the direction its facing doesn't mean that the dropships have changed the direction its heading. To get swarms down to that level at current speeds would make them extremely diffcult to use VS tanks. Imagine a gunlogi pulling a 90 degree turn and breaking missile lock.
Why I suggested nerfing turn rate over distance is to keep swarms viable vs close/ medium range AV engagments such as vs tanks and LAVs.
Placeholder stats:
From launch to 250m out swarms behave exactly the same as currently.
250 - 300m reduce in flight turn rate by 25%
300 - 350m reduce in flight turn rate by 50%
350 - 400m reduce inflight turn rate by 75%
Chances of landing a hit decreases of over distance, and a smart swamer will not fire at maximum lock on range, the same way a forge gunner will not open fire at 300m. However, any pilot fool enough to hang around, or a sucessfull Swarm Ambush at close range will kill any dropship. Once the dropships gets far enough eway the odds are in the pilots favor but the fight is by no means a for gone conclusion. Unless you are still manuevering like mad at 350-400m+ away, you'll take that last and potentialy deadly hit.
Redline for Thee, but no Redline for Me.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3103
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Posted - 2015.03.09 18:16:00 -
[5] - Quote
Give ADSs/all vehicle pilots an early warning notice: basically whenever a swarmer or forge is locking/ charging, respectively, AND IS WITHIN 80-100m of the vehicle, a special chevron appears over their head only visible to the pilot (probably gunners as well). The chevron lasts as long as the swarm is locked/forge is charged and 3s after before fading.
This will aide in letting the pilot know where threats are as to engage, as well as how many before it's too late (which by that point it probably is anyway).
A bit on the technical side, but improved rendering when approaching from range.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
484
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Posted - 2015.03.09 18:24:00 -
[6] - Quote
Tesfa Alem wrote:An issue with focusing only on turn rate is how slow Dropships actually turn.
I can spin an ADS on its nose quick enough. The sharper a Dropships changes the direction its facing doesn't mean that the dropships have changed the direction its heading. To get swarms down to that level at current speeds would make them extremely diffcult to use VS tanks. Imagine a gunlogi pulling a 90 degree turn and breaking missile lock.
Why I suggested nerfing turn rate over distance is to keep swarms viable vs close/ medium range AV engagments such as vs tanks and LAVs.
Placeholder stats:
From launch to 250m out swarms behave exactly the same as currently.
250 - 300m reduce in flight turn rate by 25%
300 - 350m reduce in flight turn rate by 50%
350 - 400m reduce inflight turn rate by 75%
Chances of landing a hit decreases of over distance, and a smart swamer will not fire at maximum lock on range, the same way a forge gunner will not open fire at 300m. However, any pilot fool enough to hang around, or a sucessfull Swarm Ambush at close range will kill any dropship. Once the dropships gets far enough eway the odds are in the pilots favor but the fight is by no means a for gone conclusion. Unless you are still manuevering like mad at 350-400m+ away, you'll take that last and potentialy deadly hit.
In addition the swarm launcher turn behavior is not consistent, there doesnt seem to be a limit most of the time, and Ive even seen swarms spinning around a dropship trying to hit it once they get close, if turn radius limits were a thing that shouldnt happen. |
Tesfa Alem
Death by Disassociation
909
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Posted - 2015.03.10 05:42:00 -
[7] - Quote
[quote=Vesta Opalus
In addition the swarm launcher turn behavior is not consistent, there doesnt seem to be a limit most of the time, and Ive even seen swarms spinning around a dropship trying to hit it once they get close, if turn radius limits were a thing that shouldnt happen. [/quote]
This i've noted, and well, it will be hard to explain with out recent video evidence or getting rattati to try in dropships what he did for tanks.
For clarification, he skilled into tanks to see what adjustments he felt were necessary, which brought up the core of the tank reblalance efforts in hotfix Echo, and did the same with the PLC, and various AV weapons.
disclaimer: I know Rattati, if your reading this, that you don't have to try something for yourself to make gameplay choices. That being said, your going to rely on Pilot feedback, and pilots tend to be a very arrogant bunch.
I want the entire dropship vs swarm engagemnt to be taken under consideration, and the departure point for experience seems to have undue focus on how swarms behave relative to the guy firing it, and i want to extend that to how swarms behave in the air, and how they behave relative to the guy on the recieving end.
I think its more practical to come up with a forumula that changes how swarms behave over time than to write new code for a swarm lock on warning.
Redline for Thee, but no Redline for Me.
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Juno Tristan
Obscure Reference
417
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Posted - 2015.03.10 06:42:00 -
[8] - Quote
Remove DS knockback so I can line up a shot
Increase turning circle so I can make sharp turns/use cover (might actually help fight tanks)
Replace 4 shot batch with continuous fire, but requires a longer lock on time (to equal current time to fire 12) & must keep lock on/line of sight to fire.
Swarms become the prox mines of the sky, fire them up in the air, they stop after 100m and lock on to anything that comes into range. Mines last x minutes (depending on ps3 capability)
ADS Ramming Revenge!
Plasma Cannon Rampage
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Vicious Minotaur
2089
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Posted - 2015.03.10 07:03:00 -
[9] - Quote
Make a dumbfire variant.
BOOM! Suddenly, there is a Swarm Launcher that requires some skill to use.
Then, re-balance with the dumbfire in mind. Tracking swarms do less damage (alpha), have less knockback and tracking, and is good for some DPS. More designed to combat Dropships, so specific numbers tweaked with that in mind.
Dumbfire is good for direct damage application. Lower DPS, high alpha. No tracking, more knockback. Also has AI uses (large, low splash damage, think 30-60ish), and has dispersion so it is not laser accurate 1HKO-ing fools. Perhaps even an arming range. More designed to combat HAVs.
Anyway, my primary desire is for dumbfire on a Swarm Launcher (done right, this time). That's it. As an AV-er, I am sick and tired of obnoxious tracking AI.
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7606
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Posted - 2015.03.10 07:14:00 -
[10] - Quote
make swarms 80m/s
give them a max turn angle of 20 degrees.
that way if you want a hit you have to be pointing the swarms at the target. if they overshoot, odds are they're not getting a second pass unless divine intervention occurs. They can track, but not be undodgable.
Of course if a Dropship is moving laterally to you, you might actually have to be firing them forward of the vehicle's trajectory. It also makes it easier for the swarms to hit local terrain features.
that's one idea.
AV
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Juno Tristan
Obscure Reference
417
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Posted - 2015.03.10 07:35:00 -
[11] - Quote
How about the missiles use extra fuel to turn
Increase the theoretical flight distance to 450m in a straight line (to deter mindless AB) but loses x metres for every y degrees turn
Swarmers are happy to have the same firing mechanics, pilots are happy to be able to use evasive maneuvers
ADS Ramming Revenge!
Plasma Cannon Rampage
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
165
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Posted - 2015.03.10 12:22:00 -
[12] - Quote
Inertia for swarms + 400m "fuel" (time for straight 400m flight) adjust accordingly
Larger turning circles are BAD! it'll turn around buildings and all.
It'll slow down to turn rather than instant 90-¦ turns.
[can't expand, I'm in class ]
Entering the void and becoming wind.
Message for 1v1 air to air
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Adipem Nothi
Nos Nothi
7400
|
Posted - 2015.03.10 14:35:00 -
[13] - Quote
Still don't understand ADS/HAV pilot issues with swarms. So long as they respond when hit, they've high odds of survival. It almost always (> 95%) took me more than 3 volleys to crash an ADS, even when running minmando w/pro(5) proto swarms.
Respec'd out of both. Pulling 'em out got me killed 10x-20x more often than they got me a kill.
Shoot scout with yes.
- Ripley Riley
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Stefan Stahl
Seituoda Taskforce Command
1031
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Posted - 2015.03.10 14:52:00 -
[14] - Quote
Adipem Nothi wrote:Still don't understand ADS/HAV pilot issues with swarms. So long as they respond when hit, they've high odds of survival. It almost always (> 95%) took me more than 3 volleys to crash an ADS, even when running minmando w/pro(5) proto swarms.
Recently Respec'd out of both. Pulling 'em out got me killed 10x-20x more often than they got me a kill.
Edit: I play more Ambush than anything else. For me it's mostly about generating a more enjoyable interaction. Less of the "If you do this, you are mathematically impossible to kill, if you do that, it is mathematically impossible to survive" 5-10 seconds in advance.
On the server right now Swarms don't frighten me. My Myron has over 8k ehp against Swarms. However, it'd be nice if Swarms weren't about numbers alone but some player skill was involved too. |
Tesfa Alem
Death by Disassociation
917
|
Posted - 2015.03.10 15:21:00 -
[15] - Quote
^^ This.
If the swarm vs dropship fight was more interactive i would have no problems buffing swarms to make them easier to use while giving dropships an easier chance to dodge.
Longer Lock-on rages,shorter lock on times and more missiles per magazine, so if it takes more swarm volleys to hit and kill a dropship than the swarms should be buffed accrodingly.
Swarmers wouldn't mind a range buff, and niether would I if swarms can be out manuevered in the air, the ease of which should be directly proportional the farther away a swarmer opens fire.
Redline for Thee, but no Redline for Me.
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Takahiro Kashuken
Red Star.
4100
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Posted - 2015.03.10 16:22:00 -
[16] - Quote
Delete it, it's the only way to be sure.
Over 3 years and the basic problems have never been fixed or solved and i don't see that happening any time soon.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 |
Tesfa Alem
Death by Disassociation
917
|
Posted - 2015.03.10 16:39:00 -
[17] - Quote
Takahiro Kashuken wrote:Delete it, it's the only way to be sure.
Over 3 years and the basic problems have never been fixed or solved and i don't see that happening any time soon.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
No worries. Disclaimer accepted
But CCP isn't going to take that stance, and without some form of give and take, Rattati isn't taking swarm posts seriously. Infantry are happy with current swarm meta and they far outnumber pilots. The majority of pilots, and i have done this too, have put up posts born of frustration, which got pilots nowhere. So I want to build a lasting thread where new ideas can congregate in the same vien as tanks?
So why not a bit of give and take. Swarmers can get more missiles per magazine, and use their nanohives for Av nades. They can have longer range, to keep them a bit safer from infantry. For that they also get a significant decrease in missile manueverability over long distances. Upclose and dirty AV work shouldn't change. Smart AV gameplay shouldn't change at all.
Basically, what advantages tankers and pilots are willing to give up to swarms in exchange for changing the way swarms work?
At the same time, untill this thread gets a blue tag I wont worry too much about hashing out some decent numbers. Also, lets see how the new Armor hardeners play out for Incubus post hotfix Echo.
Redline for Thee, but no Redline for Me.
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MRBH1997
Knights Of Ender RISE of LEGION
175
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Posted - 2015.03.10 16:50:00 -
[18] - Quote
I like the ideas of turning penalties at further range as well as the idea for some sort of early warning system. Currently, no matter what vehicle I'm in, I don't know there is a swarmer until I've been hit by a volley or two. How a futuristic vehicle can't pick up a lock on signature or incoming missiles is rediculous. It would also help warn you of swarms incoming that you can't see cause of them not rendering.
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
KOE Agents now doing community events!
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Spkr4theDead
Red Star.
3052
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Posted - 2015.03.10 17:46:00 -
[19] - Quote
Tesfa Alem wrote:Takahiro Kashuken wrote:Delete it, it's the only way to be sure.
Over 3 years and the basic problems have never been fixed or solved and i don't see that happening any time soon.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 No worries. Disclaimer accepted But CCP isn't going to take that stance, and without some form of give and take, Rattati isn't taking swarm posts seriously. Infantry are happy with current swarm meta and they far outnumber pilots. The majority of pilots, and i have done this too, have put up posts born of frustration, which got pilots nowhere. So I want to build a lasting thread where new ideas can congregate in the same vien as tanks? So why not a bit of give and take. Swarmers can get more missiles per magazine, and use their nanohives for Av nades. They can have longer range, to keep them a bit safer from infantry. For that they also get a significant decrease in missile manueverability over long distances. Upclose and dirty AV work shouldn't change. Smart AV gameplay shouldn't change at all. Basically, what advantages tankers and pilots are willing to give up to swarms in exchange for changing the way swarms work? At the same time, untill this thread gets a blue tag I wont worry too much about hashing out some decent numbers. Also, lets see how the new Armor hardeners play out for Incubus post hotfix Echo. No, it's all take with infantry, and they give vehicles/pilots nothing.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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Takahiro Kashuken
Red Star.
4105
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Posted - 2015.03.10 18:06:00 -
[20] - Quote
Tesfa Alem wrote:Takahiro Kashuken wrote:Delete it, it's the only way to be sure.
Over 3 years and the basic problems have never been fixed or solved and i don't see that happening any time soon.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 No worries. Disclaimer accepted But CCP isn't going to take that stance, and without some form of give and take, Rattati isn't taking swarm posts seriously. Infantry are happy with current swarm meta and they far outnumber pilots. The majority of pilots, and i have done this too, have put up posts born of frustration, which got pilots nowhere. So I want to build a lasting thread where new ideas can congregate in the same vien as tanks? So why not a bit of give and take. Swarmers can get more missiles per magazine, and use their nanohives for Av nades. They can have longer range, to keep them a bit safer from infantry. For that they also get a significant decrease in missile manueverability over long distances. Upclose and dirty AV work shouldn't change. Smart AV gameplay shouldn't change at all. Basically, what advantages tankers and pilots are willing to give up to swarms in exchange for changing the way swarms work? At the same time, untill this thread gets a blue tag I wont worry too much about hashing out some decent numbers. Also, lets see how the new Armor hardeners play out for Incubus post hotfix Echo.
I see no give and take at all with swarm users.
The missiles can go through cover, they can bend around several corners and sharp corners at that, it's 4seconds to fire all 3 volleys which hammer 90% of all vehicles with DS being made useless and an AB a must have, lock on through cover, lock on and fire without looking at the target.
Lets take the problems in order with the SL, you have to break it down piece by piece because it has so many problems.
Locking on through cover - broken, should not happen at all
Locked on and can fire without looking at the target ie locked on and you look upwards to fire the missiles upwards - Again broken, if you look away from the target you should lose lock instantly
Missiles going through cover - Broken, sometimes i will see them go through the roof of a building where they should have clipped the roof, if any cover is involved it should hit it.
Missiles going around corners - Big problem since it has to do with tracking so it should be included, broken tracking because it tracks the vehicle from where it was locked on to where it was when fired to where it use to be and then to where it is now which all in all means playing peak a boo doesn't work. For the ADS/DS then it needs to follow so have a weaker air version only but again that would means DS get a lock on warning and some way of throwing the missiles off by either countermeasures or aerial manouvers.
Pilots back in the day hated that it covered the entire map with 3k damage per volley for no skill.
Eventually it got dropped to 175m lock on and missiles still follow to 400m but now they can lock on faster and get all 3 volleys in the air.
The way i see it the SL users want there cake and to eat it aswell, ADS/DS pilots want lock on warnings and countermeasures, ground vehicles would like it to actually hit cover and stop following around corners. SL users want status quo, really you should ask them what they are willing to give up since pilots cannot really give up anything, vehicles are at a bare minimum as it is and even if they were taken out of the game really nothing would change.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 |
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Tesfa Alem
Death by Disassociation
921
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Posted - 2015.03.10 20:09:00 -
[21] - Quote
Takahiro Kashuken wrote:
The way i see it the SL users want there cake and to eat it aswell, ADS/DS pilots want lock on warnings and countermeasures, ground vehicles would like it to actually hit cover and stop following around corners. SL users want status quo, really you should ask them what they are willing to give up since pilots cannot really give up anything, vehicles are at a bare minimum as it is and even if they were taken out of the game really nothing would change.
I'm quoting only this part, because I am fully aware of how swarms can behave.
Regarding swarmer commentary, this thread is also open to anybody who wants to comment on it. I already pointed out infantry are happy with the status quo, they are in the majority. Why would someone give up all of the advantages for nothing in return? Straigt butting heads with the majority of the playerbase in such a feedback driven design process gets us nowhere.
What i would rather do is propose a fix to do more than the straight nerf buff of a percentage here, a couple m/s there and change the entire swarm/ vehicle interaction. You can't do this without looking at the strengths and weaknesses of swarms.
What is the current strengths of swarms vs Dropships? What is the current weakness of swarms vs Dropships? What is the counter play like?
What will the strengths of swarms vs Dropships be after Takahiro's posposal? What will the weaknesses of swarms vs Dropships be aftter Takahiro's proposal? What will the counter play be like?
Pilots have been just hammering on about the first part, so i challenge you takahiro to come up with the second part. If your blunt answer is "just delete that part of the game because muh tanks" then how are you going to expect anybody to take your approach and/or feedback critically?
Redline for Thee, but no Redline for Me.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
167
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Posted - 2015.03.10 21:47:00 -
[22] - Quote
Majority rules yes... .. But there is a reason minority rights exist. Just putting that out there.
Entering the void and becoming wind.
Message for 1v1 air to air
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Adipem Nothi
Nos Nothi
7402
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Posted - 2015.03.10 22:47:00 -
[23] - Quote
Tesfa Alem wrote:Stefan Stahl wrote:Adipem Nothi wrote:Still don't understand ADS/HAV pilot issues with swarms.... For me it's mostly about generating a more enjoyable interaction... ^^ This Understood.
I've a conceptual model which borrows from old ideas and incorporates a few new of my own. It will take a moment to layout, so please bear with me and read through it before ruling up or down.
I believe the concept would improve interplay from perspectives of both pilot and swarmer; and I believe it addresses some of the biggest complaints on both sides.
:: wall text incoming ::
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
7404
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Posted - 2015.03.11 01:44:00 -
[24] - Quote
Concept: "Laser-Guided Projectile"
Summary A mini-game with a finite duration, meaningful interplay and clear victory conditions.
Perspective - Projectile You are single ball of brilliant white light, bright as any flare and visible to all on the battlefield. Your origin is the Swarm Launcher, whose operator now lases your destination with sweaty palms, hoping against hope to not get sniped in the face. Your destination is the target vehicle locked and lased by said operator. Should your operator die or lose laser lock while you're in flight, you will fail and fizzle. Should your operator have fired you prematurely or a at too great of range from your target, you will run out of fuel and fizzle. Should your target defeat laser lock by breaking line-of-sight with your operator, you will immediately fizzle. But should you reach your target, you will assuredly destroy that target and engulf anything around it in glorious flash of awesome destruction.
Perspective - Pilot Incoming Missile flashes at the top of your screen; a high-pitched ring squeals in your headset and the headsets of any occupants in your vehicle. Over the course of the next several seconds, you will either succeed in scrubbing a missile, or you will be reduced to scrap while trying. A bright white orb is accelerating toward you. It has limited fuel, and you think you might be able to outrun it. Your sniper on the ground says he thinks he might be able to get a bead on the swarmer. But you have a good idea where it came from, and you know that you have absolute odds if you can put a structure or terrain between the orb's source and your craft. You opt for the absolute option, and when the high-pitch ring and flashing lights fade you know the very moment you succeed.
Perspective - Swarmer You've found a suitable position with clear vantage of your target. You've surveyed your surroundings and you're reasonably confident that no hostiles are nearby. You've chosen a position which you believe to be shielded from hostile sniper fire. You wait for your target to distance himself from nearby cover. You only get one shot, and over the next several seconds, you're going to risk all on that one shot. You fire. Your position has been divulged to all. And there you must remain, holding breath, your with target locked in your sights. He knows you've fired, and he begins to evade. You track him carefully and steadily. If you lose your laser lock, you lose the missile. But if you guide that missile into your target, you're guaranteed to wreck that target and vaporize anything and everything in its vicinity.
Swarm Variables Acceleration (m/s^2) - Swarm Proficiency, +5% per level Top Speed (m/s) - Swarm Operation, +5% per level Fuel / Flight Time (sec) - PRO > ADV > STD > MLT Ammo - 1 clip / 5 reserve +1 per level of Swarm Ammo Range - No limitations other than fuel
Balancing If it appears that Pilots are always scrubbing missiles, increase missile acceleration and top speed. If it appears that Swarmers are always scrapping Pilots, decrease missile acceleration and top speed.
Why one projectile? Performance.
Why a bright orb? So everyone on the battlefield can see the mini-game play out.
Why vaporize surroundings? To prevent last-minute bailouts and provide more meaningful kill/spawn data.
Why so much damage (OHK)? To reward skill and to satisfy risk and reward.
Why does a swarmer have to maintain target lock? To reward skill and to satisfy risk and reward.
Can a MLT Swarm Launcher OHK my ADS? Absolutely. But he'll have to be pretty close due to fuel limitations.
Can a MLT Dropship scrub a Proto Missile? Absolutely. Just break line of sight with missile origin.
Shoot scout with yes.
- Ripley Riley
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PLAYSTTION
Corrosive Synergy RISE of LEGION
664
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Posted - 2015.03.11 02:03:00 -
[25] - Quote
I say reduce damage by 5% and decrease swarm speed by 10% every 200m. There aint no cover in the air so DS is an easy target even while running away when LAVs and HAVs can speed around corners easy without worrying about hitting the ground to hard and insta dieing or voting to slow to get behind a building like DSs.
Ground vehicles usually escape by 200m and DS can't escape but must run, so i think this is fair.
Gassault Calogi and more. Respec Pending.
- Open Beta Vet - 38 mil sp -
- Director of Corrosive Synergy -
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PLAYSTTION
Corrosive Synergy RISE of LEGION
664
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Posted - 2015.03.11 02:05:00 -
[26] - Quote
Adipem Nothi wrote:Concept: "Laser-Guided Projectile"
Summary A mini-game with a finite duration, meaningful interplay and clear victory conditions.
Perspective - Projectile You are single ball of brilliant white light, bright as any flare and visible to all on the battlefield. Your origin is the Swarm Launcher, whose operator now lases your destination with sweaty palms, hoping against hope to not get sniped in the face. Your destination is the target vehicle locked and currently lased by said operator. Should your operator die or lose laser lock while you're in flight, you will fail and fizzle. Should your operator have fired you from too great a range from your target, you will run out of fuel and fizzle. Should your target defeat laser lock by breaking line-of-sight with your operator, you will immediately fizzle. But should you reach your target, you will assuredly destroy that target and engulf anything around it in glorious flash of awesome destruction.
Perspective - Pilot Incoming Missile flashes at the top of your screen; a high-pitched ring squeals in your headset and the headsets of any occupants in your vehicle. Over the course of the next several seconds, you will either succeed in scrubbing a missile, or you will be reduced to scrap while trying. A bright white orb is accelerating toward you. It has limited fuel, and you think you might be able to outrun it. Your sniper on the ground reports that he spotted the launch and might be able to get a bead on the swarmer. But you have a good idea where it came from, and you know that you have absolute odds if you can put a structure or terrain between the orb's source and your craft. You opt for the absolute option, and when the high-pitch ring and flashing lights fade you know the very moment you succeed.
Perspective - Swarmer You've found a suitable position with clear vantage of your target. You've surveyed your surroundings and you're reasonably confident that no hostiles are nearby. You've chosen a position which you believe to be shielded from hostile sniper fire. You wait for your target to distance himself from nearby cover. You only get one shot, and over the next several seconds, you're going to risk all on that one shot. You fire. Your position has been divulged to all. The seconds tick by, and there you must remain, perfectly still, sniper bait, holding your breath, all the while your target locked in your sights. He knew the moment you fired, and now he races toward a structure with hopes to evade. You track him carefully and steadily. If you lose your laser lock, you lose the missile. But if you guide that missile into your target before it runs out of fuel, your missile is guaranteed to vaporize the target and everything in its vicinity. The fireworks will be awesome.
Swarm Variables Acceleration (m/s^2) - Swarm Proficiency, +5% per level Top Speed (m/s) - Swarm Operation, +5% per level Fuel / Flight Time (sec) - PRO > ADV > STD > MLT Ammo - 1 clip / 5 reserve +1 per level of Swarm Ammo Range - No limitations other than fuel
Balancing If it appears that Pilots are always scrubbing missiles, increase missile acceleration and top speed. If it appears that Swarmers are always scrapping Pilots, decrease missile acceleration and top speed. I like the maintaining lock, thats nice, and no firing till first volley is hit.
Why one projectile? Performance.
Why a bright orb? To address rendering concerns. Also, so everyone on the battlefield can see the mini-game play out.
Why so much damage (OHK)? To reward skill and to satisfy risk / reward.
Why does a swarmer have to maintain target lock? To reward skill and to satisfy risk / reward.
Can a MLT Swarm Launcher OHK my ADS? Absolutely. But he'll have to be pretty close due to fuel limitations.
Can a MLT Dropship scrub a Proto Missile? Absolutely. Just break line of sight with missile origin.
Why vaporize surroundings? To prevent last-minute bailouts and provide more meaningful kill/spawn data. I like the maintain lock idea.
Gassault Calogi and more. Respec Pending.
- Open Beta Vet - 38 mil sp -
- Director of Corrosive Synergy -
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Adipem Nothi
Nos Nothi
7405
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Posted - 2015.03.11 02:13:00 -
[27] - Quote
PLAYSTTION wrote: I like the maintain lock idea.
Happy Pilots. Happy Swarmers. Plenty of skill involved for both.
The stakes of the mini-game are high, so must be the reward or it won't be worth playing.
Pilot wins, missile scrubbed. Swarmer wins, pilot scrapped.
Shoot scout with yes.
- Ripley Riley
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Reinhard Manderfelt
Technically Legal
8
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Posted - 2015.03.12 00:31:00 -
[28] - Quote
I've done lots of Swarming vs. DS, and I've also flown a DS and been faced with Swarms. So with my limited experience I can honestly say this:
Currently, Swarm missiles aren't good enough to take out experienced Pilots with decent fits. 99% hits afterburners and outruns the Swarms in a straight line (even though this goes against the basic physics involved with SAM missiles). I've done it myself, and it's easy as hell, as every DS can tank 1-2 Swarms (even Proto) and still hit AB and dodge the last one that could have destroyed it. And even besides that, the lock range is not far enough. I've seen to many ADS' blast Swarm guys from outside the lock range. A minor buff could help even that out.
On the other hand, I've completely moved away from Swarms for killing HAV's as they're ridiculously stupid. They'll hit any object in between, leaving the HAV unharmed. The Plasma Cannon is clearly the superior choice, and requires some skill. You want a dumb fired missile? We have one, and it's called a Plasma Cannon.
Anyway, I would suggest one or more of these:
1: Swarmers have slower turn speed, but will ALWAYS be faster than a DS in a straight line. Because we complain about the lack of skill involved in using Swarms, but forget to mention the lack of skill involved in popping AB and flying in a straight frickin' line.
2: a Flare/Chaff Module. Speaks for itself. Give the Pilots some defense outside of running away, perhaps giving them (and/or their gunners) the chance to fight back or drop their human cargo into the fray like they're supposed to do. Make it work like this: -Every Missile within X metres of the DS explode without hitting the target upon activation. This gives skilled Pilots the chance to negate a couple of Swarms in one go, but still leaves it vulnerable vs. multiple launchers.
3: Maintaining Lock is probably the worst idea I've heard. Pulling AV duty means being vulnerable to Infantry as is. Let alone if you need to keep your sights on the vehicle you're trying to kill. That means you're a sitting duck, so unless maintaining that lock means downing that DS in one shot it's not going to be balanced at all.
4: Give us variations of SL. Honestly, the Assault variant is useless. Locking 2 things at the same time sounds cool, but is effectively useless. It just means you'll do a bit of damage against 2 targets, and destroy none. So: useless. Some ideas: -Breach: High Damage, Short range. (less lock range, less max. range, more punch.) - Basic variant: Med. Damage, Mid range. (Think of this as the current launcher) -Assault: Lower damage, Long range. ( Less damage than the basic, but more lock range and max. range.)
This could allow the inclusion of some degree of skill, as well as allow a squad to devise tactics for using multiple SL.
From my own experience, I can say with some degree of certainty that the Swarm is designed as a counter to Dropships. Why? Because dumb fired missiles vs. Aerial vehicles are ********. There's a reason they used Flak cannons and Quad-guns before SAMs were a thing. (NOTE: I've used the PLC enough to know that hitting a DS with it is extremely difficult, and requires an equal amount of luck and skill. So, no. It's not a viable option.)
If the Swarms do get changed, they need to be balanced in accordance with Dropships, leaving HAV's out of the equation, or at least making that count less to the final result, because there are other weapons out there that are much better suited for killing those. Dumbfired missiles (like how the PLC works) have always proven to be effective against Ground-based vehicles. In short: AV-ing DS: Swarm Launcher Av-ing HAV: Prox. Mines, Plasma Cannon, Forge Gun, AV-nades.
Slightly unrelated, but I'm hoping for a sort of Quad-turret/ Installation for AA duty/ Mobile AA. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7618
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Posted - 2015.03.12 06:53:00 -
[29] - Quote
I'm pretty sure that there's a problem with the hold-the-lock thing from a code perspective. No one's really been happy with swarms in the last year overall. Well, no one who recognizes the difficulty of making the damn things balanced anyway.
20 bucks says if Rattati had a magic wand to change them thusly he'd have waved it already.
Like thirty times to make sure it happened.
AV
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Stefan Stahl
Seituoda Taskforce Command
1038
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Posted - 2015.03.12 08:26:00 -
[30] - Quote
Right now I'd prefer a simple turn rate reduction for Swarm Missiles. Maybe additionally a speed increase, if turn rate works as degrees-per-second.
That would - as far as I can see - be a simple change of numbers in a spreadsheet. If the numbers are right we'll have a fun dodging vs. getting a good shot in mechanic at minimum effort. Other solutions would indeed be more awesome (e.g. manually guided missiles), but I think we should be looking at minimum-effort fixes.
A short and long range variant would of course also be awesome. But that's not required. |
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