Pvt Numnutz
Prophets of the Velocirapture
2092
|
Posted - 2015.05.08 00:11:00 -
[1] - Quote
I've always thought the missile tank should be the more AA oriented large turret. Higher tracking speed and firing arc then we have anti tank, anti infantry(ish) and anti air.
It seems to me that one of the big problems with swarms is target acquisition, pilots have a hard time fighting something they can't see a good portion of the time. The swarm change you proposed is interesting, I'll have to think on it, tho I think the underlying problem is that there are never any fights between pilots and swarmers like there are with FG or PLC. I like the idea of swarms being dumb fire and then locking in a radius mid air, but then we have dumb fire swarms and unforseen consequences. Personally I'd like to have an early warning system, but that's a long shot.
I'd love to see pythons shields stand up to slight impacts like armor dropships, and for dropship collisions to be equalized. If dropships with gunners are to work, they need to stop blowing up, not sure what caused it but it really must be fixed
Master Skyshark rider
Kaalaka dakka tamer
|
Pvt Numnutz
Prophets of the Velocirapture
2092
|
Posted - 2015.05.08 00:48:00 -
[2] - Quote
Cheers o7 we needed a good dropship discussion thread.
If rattati wants missiles to go more anti tank thats fine, increasing the top turewnts firing arc would be an acceptable dropship check. Tho I do think a variant is a good idea in general for small and large turrets. I miss my cycled missiles
I'm really not sure how to go about making good fights with swarms without somehow making them more visible to or alerting the pilot. Seems to me they will always be an area denial weapon to dropships, making it so they can't chase us down if we are running sounds good for loss prevention but not for fun creation. I am not sure if its in the realm of possibility but lowering their turning radius so there had to be some kind of aiming involved and overshots were a concern could make it possible for a interesting battle. If experienced pilots could possible dodge a volley of swarms due to a less skilled swarmer miss judging how much the swarm would turn and vise versa. As it is now swarms still follow my flight path when I try and use cover, their tracking is still crazy. Right now swarms are a little spammy, as soon as I enter an area with a swarm I start getting hit. If there was more skill involved with firing a swarm we would see less spam and area denial and more fights. Trick is to make it challenging for both sides.
I'd really like to hear rattatis thoughts on how possible these ideas are.
I do know that they could bring the turret variants back, some of the old modules that made interesting fits, change collision nonsense with dropships and pythons in particular and gunners that don't explode. That would be some progress at least.
Master Skyshark rider
Kaalaka dakka tamer
|