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Pvt Numnutz
Prophets of the Velocirapture
2092
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Posted - 2015.05.08 00:11:00 -
[31] - 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
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DUST Fiend
16896
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Posted - 2015.05.08 00:15:00 -
[32] - Quote
Pvt Numnutz wrote: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 Appreciate your input as always o7
It seems Ratatti really wants large missiles to be the go to answer for armored HAVs, so I think the only way it could see AA applications is to receive its own variant. I would love dumb fire swarms that required the player to track the target in order to get the kill, but not only does that open things up to exploits, it's also not likely to be something they can easily add. Same goes for the swarm launcher alert. You'd think it would be easy but we've been requesting that for years now and it just hasn't even been eluded at, which leads me to believe there's something in the code making it difficult / impossible.
I don't even know if my suggestion is possible with what they have, but I've been trying to keep all my ideas strictly tied to what's already in game in order to increase their likelihood of being considered.
"When in doubt, dropship out"
If you see me, bring AV to collect ISK
DUST STUFF
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Pvt Numnutz
Prophets of the Velocirapture
2092
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Posted - 2015.05.08 00:48:00 -
[33] - 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
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DUST Fiend
16897
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Posted - 2015.05.08 01:07:00 -
[34] - Quote
My initial idea for swarms was to have them have much shorter range, significantly faster projectile speed, with very little curve.
That way you would have to really focus on where you fire them from if you didn't want them to overshoot, and a good pilot could potentially juke the swarmer into wasting a shot. I don't think it's possible though just because as I'm sure you've seen with swarms, once they get really close to you they will do all sorts of crazy **** in order to hit you.
I think I'm gonna upload a quick clip I have laying around showing how persistent swarms can be. It's not the supreme example, but I'm sure you'll be forced to admit you've seen your fair share of it.
"When in doubt, dropship out"
If you see me, bring AV to collect ISK
DUST STUFF
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DUST Fiend
16897
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Posted - 2015.05.08 01:14:00 -
[35] - Quote
Here it is
What I feel this video most illustrates is how swarms don't track you from their point of origin, or else they would have collided with the wall LONG before I turned around. Instead, they continuously update behind you, allowing them to follow rather aggressive curves.
"When in doubt, dropship out"
If you see me, bring AV to collect ISK
DUST STUFF
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DUST Fiend
16920
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Posted - 2015.05.08 05:26:00 -
[36] - Quote
Bumping this since the other ADS thread got locked while we were having a perfectly level headed conversation. Im heading off to bed but hopefully we can keep the discussion rolling.
"When in doubt, dropship out"
If you see me, bring AV to collect ISK
DUST STUFF
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8448
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Posted - 2015.05.08 07:46:00 -
[37] - Quote
DUST Fiend wrote:Here it is What I feel this video most illustrates is how swarms don't track you from their point of origin, or else they would have collided with the wall LONG before I turned around. Instead, they continuously update behind you, allowing them to follow rather aggressive curves.
The follow-the-leader aspect is actually 99% of my problems with swarms. If they constantly re-oriented for most direct path to target they could be reliably spoofed and evaded via cover
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Kallas Hallytyr
Skullbreakers
1516
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Posted - 2015.05.08 07:47:00 -
[38] - Quote
This is good stuff guys. As always Breakin Stuff, you are probably the most level headed AVer in existence!
My input on this discussion: I'm not paying 750k for a PRO ADS, unless I'm getting ADV HAV levels of resilience...
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8448
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Posted - 2015.05.08 07:53:00 -
[39] - Quote
Kallas Hallytyr wrote:This is good stuff guys. As always Breakin Stuff, you are probably the most level headed AVer in existence!
My input on this discussion: I'm not paying 750k for a PRO ADS, unless I'm getting ADV HAV levels of resilience...
There seems to be an amazing level of assumption that I want vehicle driving to be a miserable chore by a lot of people. I want to eliminate miserable chores from the game.
And I think that pricing should be based on utility, rather than the x4 multiplier per tier we have. I think if HAV/AV parity is reached so that it's an actual fight rather than an easy stomp in one direction or the other then we can drop the prices of HAVs to reflect that, and just tune the dropships gently until they actually fit the similar niche. Then retool their prices as well So that the cost isn't inordinately higher than the counter.
I actually don't hate vehicles. Confirming soraya is not my alt.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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DUST Fiend
16934
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Posted - 2015.05.08 13:55:00 -
[40] - Quote
Breakin Stuff wrote:DUST Fiend wrote:Here it is What I feel this video most illustrates is how swarms don't track you from their point of origin, or else they would have collided with the wall LONG before I turned around. Instead, they continuously update behind you, allowing them to follow rather aggressive curves. The follow-the-leader aspect is actually 99% of my problems with swarms. If they constantly re-oriented for most direct path to target they could be reliably spoofed and evaded via cover This is probably the single change that would help pilots the most. If swarms continuously updated their curve from their point of origin rather than some invisible point behind their target, they could be much more reliably evaded.
"When in doubt, dropship out"
If you see me, bring AV to collect ISK
DUST STUFF
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