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Thread Statistics | Show CCP posts - 1 post(s) |
Kallas Hallytyr
Skullbreakers
1402
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Posted - 2015.03.16 21:10:00 -
[1] - Quote
I applaud your efforts, and I love your workings out especially considering the lack of definitive information about the subject.
Would it be possible to look at further narrowing the turn angle? My thinking is that dodging a Swarm volley needs to be reliable enough that it's a reasonable option for the pilot to choose, otherwise, as Alena said, the better option is always to retreat out of range of the lock-on and return again once fully repaired.
So, what would 40 d/s look like? What about a higher initial velocity too? From the SDE over at Stuff514 Swarms have a 5m/s initial velocity. A higher initial velocity might space the volleys out enough that a pilot has a greater time to react to follow up volleys, making evasion a more likely course of action.
Regardless, I always appreciate the time and effort you put in Stefan, so thank you for doing this :)
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1402
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Posted - 2015.03.16 21:32:00 -
[2] - Quote
Stefan Stahl wrote:First of all, thanks for the kind words. The lower the turn rate the better the chances for the DS. Qualitatively nothing changes, you just get more leeway as a pilot and the Swarmer ragequits faster. Personally, as a NDS pilot I'd love to also have the option to dodge, but I'm trying to be cautious here. I don't want a unreasonably large change to cause HAVs to become unhittable on uneven terrain or AB'd Pythons being able to dodge three consecutive volleys of missiles. My philosophy is taking many quick babysteps in the right direction rather than sweeping changes. (Such as buffing armor hardeners by 60% while simultaneously nerfing shield hardeners. ) Well, that's fair enough, though we are talking hypothetically since you do have the mock ups to do some relatively accurate tests.
Still, if an ADS is using an AB to dodge Swarm shots, they are conversely reducing their own accuracy in exchange for defensive gains which can still be countered by a Swarmer holding lock for more opportune moments/for the AB to run out. As for HAVs dodging, I've found most of their evasion comes from interposing terrain rather than the potential for actually manoeuvring, though a Fuel Injected HAV perpendicular to the Swarmer might be able to cause misses but that's a specific module and a specific positioning situation.
Anyway, it's a fair bit of caution. What about the initial velocity? How would a change to initial velocity affect lock/refire rate and reaction windows? My thought is that it would space them a little more, giving pilots a bigger reaction window between volleys.
Oh, and quick question: how easy is it for you to knock out different simulations? Do you just need to modify a few numbers and bam, or do you need to rebuild each one? If the former, great, easier; if not, then I won't pester you about doing more simulations
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1402
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Posted - 2015.03.16 21:36:00 -
[3] - Quote
Stefan Stahl wrote:[Edit] Here's the plot for 40 -¦/s. Interesting, thanks. You're probably right that that's too much. I may have missed it earlier in the thread, is that with the DS going at maximum speed? Or is it accelerating also?
Anyway, 50 d/s does seem solid. 40 looks too good for the DS.
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1505
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Posted - 2015.04.30 19:51:00 -
[4] - Quote
MINA Longstrike wrote:What I would like to see is the swarm functioning like the plasma cannon with a dumbfire round bit a single change of 'if the swarm round gets to within $value meters of target, the projectile homes in like an AV grenade". Perhaps the values could be something like 25m for a standard swarm, and 40m for an assault swarm.
MINA, these are the posts you're looking for!
Alt of Halla Murr. Sentinel.
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Kallas Hallytyr
Skullbreakers
1523
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Posted - 2015.05.09 12:35:00 -
[5] - Quote
Good examples Kaeru. Mr Rattati, please watch.
Alt of Halla Murr. Sentinel.
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