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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.05.27 16:02:00 -
[1] - Quote
Just kind of spit balling here, and would welcome suggestions.
I've been thinking about swarms and hardeners lately. Both considered somewhat OP, but on opposite ends of the spectrum, AV/V.
The biggest complaints I hear about swarms are that they're too easy to use, and cause too much damage for how easy they are. Like an AV noob tube.
Well battlefield has lock-and-fire AV weapons and I think they do an excellent job balancing them.
In battlefield if you lock on and fire, most vehicles have a 'counter measure' which will cancel your missile if I timed properly. Smoke on ground vehicles, flares for aircraft
"If timed properly" is the key. It turns into a tense game of chicken, as the missile user, you need to try to get them to waste their counter measure so you can fire through an opening. As the vehicle, you must wait until you're sure they've fired so you can deploy your counter measure right before you're hit.
It's extra tense with a lock on alert buzzer playing for the pilot as long as he is locked on.
I think this is a great mechanic. Dust should have a module similar to the counter measures offered in battlefield.
Could call it a 'Concentrated hardener' and give 85% damage resistance, but only work in 3 bursts of 5 second intervals, before having to recharge the module.
This at least would add some skill to vehicle vs. Swarm engagements.
Thoughts?
!--CCP, let's push for the license of Dust on both current Gen consoles--!
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.05.27 16:45:00 -
[2] - Quote
This suggestion made me come up with a game design question that may help discuss this suggestion:
An HAV and an AV-user, e.g. with a Swarm Launcher, spot each other at the same time. Let's say the AV user is in an elevated position, so the HAV will have a tough time killing him. The question is: How much time should the HAV pilot have before he has to get the hell out of there? This means the amount of seconds before the HAV pilot has to start fleeing. If you have an opinion on how much time he should have to break line-of-sight, please add that too.
I haven't played BF recently, so I don't know what their 'state of the art' is. I'm not even sure what my own opinion is right now. |
Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.05.27 17:36:00 -
[3] - Quote
Too many variables to really answer that...
But just to iterate further. The idea would roughly be that in a straight head to head scenario, a vehicle would for the most part be able to cancel out a single AV source, whether it be swarms, Lai Dai's, forge, whatever.
The way to beat this system would be to either get the drop on a vehicle, or have multiple AV users. Alternating fire to beat the 'Concentrated hardener' timing.
I think this makes for more dynamic V/AV fights, as well as V/V fights.
Thoughts and ideas welcome
!--CCP, let's push for the license of Dust on both current Gen consoles--!
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
628
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Posted - 2015.05.27 18:27:00 -
[4] - Quote
Countermeasures is something that seems obvious with homing missiles. Though, I feel it'd probably be more appropriate as a defender missile style counter as they're in EVE as well.
As for hardeners, I feel there should be one of two fixes:
1. Make it so armour repairs are reduced whilst hardeners are active.
2. Reduce the current hardeners to 25% or 30% and add damage profile specific hardeners with 50% or 60% resistance.
I'd personally prefer number 2, but I think number 1 would be easier to implement.
We want cake and tea.
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
428
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Posted - 2015.05.28 12:31:00 -
[5] - Quote
Melchiah ARANeAE wrote:Countermeasures is something that seems obvious with homing missiles. Though, I feel it'd probably be more appropriate as a defender missile style counter as they're in EVE as well.
As for hardeners, I feel there should be one of two fixes:
1. Make it so armour repairs are reduced whilst hardeners are active.
2. Reduce the current hardeners to 25% or 30% and add damage profile specific hardeners with 50% or 60% resistance.
I'd personally prefer number 2, but I think number 1 would be easier to implement.
(incoming transmission from your most holiest of Fish Lords)
1: OR We can do the most reasonable thing and change reps back to being active. Because you know, trying to add random **** like this without thinking what it will actually do (which is wreck the Gal tanking style, and give single AV players the ability to kill HAV's solo easily even with hardeners up).
2: damage specific hardeners won't work in this game for the same reason they don't work outside of PVE in EVE: damage types are so varied and gets changed on the fly constantly, trying to guess what will be coming at you and trying to protect against said things all on your one fit simply will fail.
(transmission ended) |
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