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Thread Statistics | Show CCP posts - 1 post(s) |
bogeyman m
Minmatar Republic
430
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Posted - 2015.04.30 13:47:00 -
[1] - Quote
Kaeru Nayiri wrote:I don't think the proposal that is being made is really about increasing the survivability of drop ships so much as it is about making the struggle between a dropship and a swarmer more interactive. I think this point is often confused: it is not a struggle between a dropship and a swarmer, it is between a dropship and it's teammates and a swarmer and it's teammates - there is a distinct difference. As an avid swarmer, I am far too frequently killed by an infantry mate of my DS target while I am distracted. I have no AB or SH option to escape a shotgun to the head from a Scout.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
430
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Posted - 2015.04.30 14:11:00 -
[2] - Quote
Stefan Stahl wrote:With a SL right now no amount of pilot skill will keep you alive as long as you are within lock-on range. You had me until this statement. This is just not true when referring to a SINGLE swarmer. If referring to multiple swarmers, then yes... But do not skew the issue.
As a solo swarmer, I can reliably get two volleys in the air before a DS inevitably hits it's hardeners (after the first volley hits) and flys away, regens and returns. The battle generally continues as a stalemate until the DS screws up, another swarmer joins, or I receive a shotgun to the head.
Additionally, if there are taller structures around, a DS can also try to scrub missiles by ducking around a building - which seem fairly magnetic, in my opinion.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
438
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Posted - 2015.04.30 22:13:00 -
[3] - Quote
Stefan Stahl wrote:bogeyman m wrote:Stefan Stahl wrote:With a SL right now no amount of pilot skill will keep you alive as long as you are within lock-on range. [...]As a solo swarmer, I can reliably get two volleys in the air before a DS inevitably hits it's hardeners (after the first volley hits) and flys away, regens and returns.[...] With "as long as you are within lock-on range" I meant to imply "... and stay there". As in: Either you hit the magic AB-button early enough and always survive or don't and always lose. I don't think swarms are in any way too powerful against DS or ADS right now. They are just boring gameplay. Hence the above suggestion. Also, thanks to Mr. Apocalyptic Destroyer for the bump. Understood and agreed. A DS hanging around within lock range has no one to complain to but that Dude in the mirror.
Regarding boring game play, us ground-based folk still need to keep and eye out for shotguns, "la-zors" and such...
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
438
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Posted - 2015.04.30 22:20:00 -
[4] - Quote
Breakin Stuff wrote:Faster swarm travel means more time between impacts to react oddly, But the faster the swarms, the less degrees-per-second turn radius they should have. at 85 m/s I'd actually recommend dropping the turn radius to 30 degrees/sec so that dodging the swarms is not only possible, but if a rebound shot is made by the warheads they don't get to pull it more than once.
The warheads need to be seekers that home in on the target. they do NOT need to be boomerangs that come back multiple times for seconds and thirds. I would really like one of those boomerang swarms... That's Swarm Launcher Operations level 6, right?
Duct tape 2.0 ... Have WD-40; will travel.
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