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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.06.25 22:25:00 -
[1] - Quote
I'm here to talk about the Swarm launcher and my problem with their purpose since I first saw them in 2012.
If you are a dropship pilot you know what I'm talking about, the low risk high reward capabilities the weapon compared to your high risk, high reward vehicle.
My personal thought is that missiles should be great at taking down aerial vehicles but there's a limit to that when you have an incredibly omni purpose such as the current swarm launcher; that's where I start to find a fundamental design flaw in the weapon.
CCP has tried to balance the Swarm launcher to be decently effective against HAVs then effectively against Dropships, then both at the same time, then none, then both again and the cycle just goes on and on. To the point where I became tired of saying the same thing over and over again. BUT REJOICE, Rattati is here and actually has common sense, so, I choose to dig up one of my post from three years ago to fix swarm missile launchers and at the same time add more diversity in a way that also adds a bit of Lore and depth to the game.
Swarm Launchers should be repurposed into three types.
Swarm Rocket Launchers
Light Swarm Missiles
Heavy Swarm Missiles.
Each type will have their own preferred area of operation but will not be restricted to what you can lock onto.
The Rocket Swarm launcher would operate like a rocket launcher Single Fire, high RoF kinetic armor piercing projectiles. Fast and Accurate. These weapons are more armor piercing based and not explosive so they are high direct damage with low splash radius.
The Light Swarm Launcher would be: High Guidance, fast acceleration missiles trading firepower for precision and reliability. Ideal for hitting lighter armored, fast moving target.
The Heavy Swarm Launcher would be: Low Guidance, low acceleration missiles trading guidance for raw firepower. Ideal for targets with heavy defense.
So there, you can adjust each of these swarms launchers accordingly and design them to where they work best when pitted against X Vehicle type.
When it comes to broad ideas like that I like to know the general opinion before I bother with numbers.
For a little extra credit we could also have different warheads for the missiles which would give them different damage profiles.
Thoughts? opinions? Poo flinging? Tell me what you think.
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.06.26 04:13:00 -
[2] - Quote
Mina Longstrike wrote:I'd really like to see the swarm be re-designed to function more like the plasma cannon... Setting its damage profile to hybrid, and giving certain 'variant' swarm launchers a small aoe that homes onto vehicles like AV grenades.
While swarms have always been problematic, I also feel that there needs to be some sort of further purpose or role to vehicles (which are severely lacking in roles other than 'taxi'), because a large part of the screaming for overpowered AV weapons comes from a problem with vehicles quite often getting buffed to a status of being overpowered sky-gods/tank-gods. The Rockets damage profile should be Kinetic, which in this game I guess the closet thing we have to that would be the Hybrid Rail profile.
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.06.26 04:32:00 -
[3] - Quote
True Adamance wrote:Sgt Kirk wrote:Mina Longstrike wrote:I'd really like to see the swarm be re-designed to function more like the plasma cannon... Setting its damage profile to hybrid, and giving certain 'variant' swarm launchers a small aoe that homes onto vehicles like AV grenades.
While swarms have always been problematic, I also feel that there needs to be some sort of further purpose or role to vehicles (which are severely lacking in roles other than 'taxi'), because a large part of the screaming for overpowered AV weapons comes from a problem with vehicles quite often getting buffed to a status of being overpowered sky-gods/tank-gods. The Rockets damage profile should be Kinetic, which in this game I guess the closet thing we have to that would be the Hybrid Rail profile. What about the unique Combat Rifle Profile? Beyond that I don't see why Rockets cannot have an Explosive Profile as shot ranged high explosives while Missiles take on Kinetic as longer ranged penetrators. To be honest id prefer it if we had a profile variant for every missile type in this thread.
Example. If you want a kinetic profile missile you'd select [Swarm Launcher ] as you would and once you're in that tab you select the [Scourge] missile type and in that tab you have the [Swarm Rocket Launcher] [ Light Swarm Launcher ] [ Heavy Swarm Launcher]
If you wants an Electromagnetic warhead to do 20% -20% or maybe a lessoned version to make it clear that this tech isn't their own specialty. So I guess a laser based warhead projectile could be 15% -20% idk. I'm tired now and just got back from a damn good day.
I'm actually just listening to music in my car with the sun roof open feeling the warm breath of the summer night.
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.06.26 18:14:00 -
[4] - Quote
Just saying, Rocket Launchers in DUST....
Also, Minmatar Rocket Launchers could be the RPG equivalent. Instead of Accurate and High Direct Damage it's "inaccurate" and High Splash Damage compared to the Swarm Rocket Launcher.
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.06.27 03:32:00 -
[5] - Quote
Terry Webber wrote:Does the Rocket Swarm Launcher not have a homing function? Would it work more like the Plasma Cannon? In my mind I'd have it without a homing feature, like the plasma cannon.
You can't really have a direct impact kinetic weapon with homing, that would be explosive. If you had an explosive warhead then a homing feature might work because you don't have to be directly on the target
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Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.30 01:45:00 -
[6] - Quote
Sylwester Dziewiecki wrote:Let's start from giving DS and HAV pilots(**** LAV) to defend them self from Swarms with some kind of smokescreen or anything else that will disrupt auto-guide mechanic of swarmsjavascript:if (typeof posting=='undefined'||posting!=true) {posting=true;__doPostBack('forum$ctl00$PostReply','');} I had this problem with Dropships from the freakin beginning. How do you introduce Lock on Missiles in a game and not include any countermeasure?
That's just poor, poor forethought.
They could at least rip off the Active Scanner Vehicle asset and disable missiles within x meters between "Pulses"
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