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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.26 16:44:00 -
[1] - Quote
This is a repost from a reply I made on Sgt. Kirk's Swarm Launcher thread. Give his post a read as well.
Here's what I'd like to see for the Swarm launcher.
The big complaint about swarms is that there is no human factor. You simply fire and forget.
The overall premise of my idea is :Less homing ability, more damage.
The only scenario where swarms don't hit is if you activate an afterburner and outrun them, or if you happen to be going around a corner as they are fired.
I'd like the missiles to be much less accurate individually, and have a chance to miss based on distance, and the speed the target is moving.
Here's a rough estimate of the maths.
% to her per missile.
Target:
Up to 50M away: 99%
50 to 100M: 75%
100 to 150: 50%
Moving target would further reduce the chance to hit.
Along with this. I'd propose a +%15 damage buff to each missile, so a full volley will deal more damage, although you'll hit with a full volley much less often
So at max distance only half your missiles would hit, even less if the target was moving
This would introduce some human factor, Swarm users would have to get closer and try to get a vehicle when it stops or slows down.
When missiles miss
When missiles miss I would have them veer out of control and explode nearby. For example if you were to fire at a tank at max distance with his fuel injector on, the swarms would scatter across the ground like a cluster bomb, with maybe one or two hitting.
For air vehicles, a missed missile would explode near the dropships, and concussion force would still rock the DS around like a flak weapon.
This would also make the weapon feel like a volley of individual missiles, like it's supposed to be.
Opinions!
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Silver Strike44
695
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Posted - 2015.06.26 19:16:00 -
[2] - Quote
I honestly dont like the idea much. You are trying to add human factor to the weapon, but then the missiles landing is based on a percent chance that is a result of a factor that is far easier for a vehicle to control than it is for the swarmer to. Vehicles mover much faster than infantry so they can easily remain in the 50 percent or at least the 75 percent basically always. Plus, I think the idea of a certain number of missiles missing due to a single factor like this is silly. This does not seem like the way the swarms should be adjusted.
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La Lore Sleipnier
Grupo de Asalto Chacal Rise Of Legion.
346
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Posted - 2015.06.26 19:22:00 -
[3] - Quote
Talos Vagheitan wrote:This is a repost from a reply I made on Sgt. Kirk's Swarm Launcher thread. Give his post a read as well.
Here's what I'd like to see for the Swarm launcher. The big complaint about swarms is that there is no human factor. You simply fire and forget. The overall premise of my idea is :Less homing ability, more damage. The only scenario where swarms don't hit is if you activate an afterburner and outrun them, or if you happen to be going around a corner as they are fired. I'd like the missiles to be much less accurate individually, and have a chance to miss based on distance, and the speed the target is moving. Here's a rough estimate of the maths. % to her per missile. Target:u Up to 50M away: 99% 50 to 100M: 75% 100 to 150: 50% Moving target would further reduce the chance to hit. Along with this. I'd propose a +%15 damage buff to each missile, so a [26/06/2015, 16:50] Alberto: https://dust514.com/user/newsletter-items/BwVDbryt/?utm_source=ccp&utm_medium=email&utm_campaign=20150626_dustnewsletter&utm_content=redeem[26/06/2015, 16:50] Alberto: Skin grTis para el pesado gallente volley will deal more damage, although you'll hit with a full volley much less often So at max distance only half your missiles would hit, even less if the target was moving This would introduce some human factor, Swarm users would have to get closer and try to get a vehicle when it stops or slows down. When missiles miss When missiles miss I would have them veer out of control and explode nearby. For example if you were to fire at a tank at max distance with his fuel injector on, the swarms would scatter across the ground like a cluster bomb, with maybe one or two hitting. For air vehicles, a missed missile would explode near the dropships, and concussion force would still rock the DS around like a flak weapon. This would also make the weapon feel like a volley of individual missiles, like it's supposed to be. Opinions!
DUST 514 is absurd, because is the unique game where the most effective style to dodge missiles is run straight... I used to play simulators where the only way to dodge is your skill not your speed. Swarm is a weapon made for no aiming skill people, and should be removed or nerfed, since the last ADS nerf and swarm boost the skies are clean...
Soy una hoja al viento a merced de los elementos...
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.26 19:53:00 -
[4] - Quote
So, what then would you guys like to see happen to swarms?
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.26 19:55:00 -
[5] - Quote
Silver Strike44 wrote:I honestly dont like the idea much. You are trying to add human factor to the weapon, but then the missiles landing is based on a percent chance that is a result of a factor that is far easier for a vehicle to control than it is for the swarmer to. Vehicles mover much faster than infantry so they can easily remain in the 50 percent or at least the 75 percent basically always. Plus, I think the idea of a certain number of missiles missing due to a single factor like this is silly. This does not seem like the way the swarms should be adjusted.
I actually think the vehicle should have much more control over the factors that the AV user. If for nothing else, certainly for the huge price difference between a tank and swarm launcher.
But having said that if a tank driver makes a mistake and gets too close or goes so.ewherehe shouldn't, and AV user should be able to make him pay
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Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.06.26 20:33:00 -
[6] - Quote
Not a bad idea, but it seems like it would be extremely hard to implement.
Not caring about KD
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.26 20:40:00 -
[7] - Quote
Scheneighnay McBob wrote:Not a bad idea, but it seems like it would be extremely hard to implement.
It would pretty much be a complete rebuild of the weapon. Not a small task.
But something that most of this community agrees needs to happen eventually.
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Silver Strike44
696
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Posted - 2015.06.26 22:58:00 -
[8] - Quote
Talos Vagheitan wrote:So, what then would you guys like to see happen to swarms?
Personally, I would simply like to see an adjustment to missile speed and angles at which they can turn and then we can go from there. Maybe implement variants that are more effective against either land or air vehicles.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.06.27 01:59:00 -
[9] - Quote
Silver Strike44 wrote:I honestly dont like the idea much. You are trying to add human factor to the weapon, but then the missiles landing is based on a percent chance that is a result of a factor that is far easier for a vehicle to control than it is for the swarmer to. Vehicles mover much faster than infantry so they can easily remain in the 50 percent or at least the 75 percent basically always. Plus, I think the idea of a certain number of missiles missing due to a single factor like this is silly. This does not seem like the way the swarms should be adjusted. Agreed, this doesn't add a 'human' element, it adds a further, somewhat hidden random chance.
As for 'better'/other solutions, one of a dozen others. But my favourite: Juno Tristan's proposal to have their hom+«ng effect far more akin to an AV grenade. https://forums.dust514.com/default.aspx?g=posts&t=182173&find=unread
Alt of Halla Murr. Sentinel.
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501st Headstrong
0uter.heaven
1
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Posted - 2015.06.27 02:29:00 -
[10] - Quote
Take all my ideas with a grain of salt (Haven't played in 2 months) but Swarms usually hit the DS first without the pilot having any warning. By the time the AB is activated, the second volley has been fired, and a third is locking on. Forges are completely outclassed by Swarms because they only have 300m range, but are a heavy weapon??? I'd offer to greatly reduce Swarm launcher range that the missiles can travel. They can lock on 150 meters away currwntly, change to 100m. If they are too high or far, change position. Swarms can fly 400m. Cut that to 250. Make turn angles larger also, so an ADS that has ran from the third volley can use rather sharp turns to dodge the missiles. Less range means less being able to lock down the whole sky, espcially since everyone can use swarms, they are highly numerous. It is not uncommon for 4 swarms to have attacked a single vehicle within the same squad.
I like your idea Talos, and that could work for Legion, but I don't think so many parameters can be achieved on the PS3 anymore. Less equations. Turn angles and swarm distance can be changed with some computer clicks. 07 though, happy to see you running for CPM brother
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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