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Stefan Stahl
Seituoda Taskforce Command
1028
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Posted - 2015.03.09 17:32:00 -
[1] - 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. |
Stefan Stahl
Seituoda Taskforce Command
1031
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Posted - 2015.03.10 14:52:00 -
[2] - 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. |
Stefan Stahl
Seituoda Taskforce Command
1038
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Posted - 2015.03.12 08:26:00 -
[3] - 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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