Utrigard
Zumari Force Projection Caldari State
2
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Posted - 2012.07.13 22:13:00 -
[1] - Quote
zekina zek wrote:swarm launchers have infinite flight time. the flight time of the swarm needs to be capped, or lessened, because right now i dont see them ever not hitting me after i see the swarm and fly away from it.
This is endlessly frustrating for dropship pilots. There absolutely needs to be a flight time restriction. Otherwise a player can pop off a launch, and it doesn't matter how fast or how far a ship flies away, the missiles will always land.
This is a serious balance issue, and needs to be fixed in the next update.
EDIT: And when militia DS' are no longer free, this will turn from a frustration into a serious disadvantage. |
Utrigard
Zumari Force Projection Caldari State
2
|
Posted - 2012.07.13 23:14:00 -
[2] - Quote
Asno Masamang wrote: No. One, the DS pilot should not be flying in a straight line, nor should the pilot be flying above the level of the buildings, otherwise they are invite swarms. Two, if a DS pilot flies low and uses the terrain to their advantage they can completely negate the Swarm missile salvo I have watched them do it.... Hell, I have done it myself multiple times.. On top of that once afterburners are added to the game, the DS will be able to fly faster than a Swarm missile. Next, your weapons have infinite flight time as well.
No, if anything Swarm missiles need an increase in overall damage of about 50 - 75%.
1) If a DS pilot is flying in a straight line, anything more powerful than light handheld weapons can shoot it down (blaster/missile installations, tanks, other dropships, etc.) As for the level of buildings, they're quite low as it is, and the whole point of being in a dropship is to...you know....fly in the air. Even if you do keep low to the ground, SL's can still get you. So those points are irrelevant.
2) This method works maybe 30% of the time, and you have to be ridiculously skilled with the dropship's already-finicky controls. If the salvo doesn't get you, crashing into the map objects will. By then you've slowed down enough for another SL salvo to hit you.
3) Afterburners don't last forever. SL missile flight times do. As it is the dropships already fly faster than the salvos. The point is that they inevitably catch up.
On top of all this is the fact that the missile mechanics in EVE have flight times as a part of the game. Skills and better modules increase the flight times, but it's not infinite. This is to prevent the exact situation that we're currently dealing with, where as long as you can get a lock, you get a hit.
So you're basically arguing to keep the SL's missile flight times overpowered, and relegate the dropship's utility to that of disposable drop pods. And if you got your way with damage increases without changing the infinite flight time, they'd be flying trash cans that cost several million ISK/unit.
I think you're alone on this. |