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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.14 01:42:00 -
[1] - Quote
I've actually mentioned this before, to mixed reviews, but I've modified the idea a bit. I'll try to explain the idea briefly
New idea:
Double lock on time for vehicles (hear me out).
Use current lock time to be able to 'dumb fire' in swarmy scattery straight line.
Give pilots notification when they are being locked on to.
(Potentially) Increase damage of swarms 25% percent.
Why?
Locking on would be more difficult, and pilots would have advance knowledge. Swarmers could however use skill and 'dumb fire' at a vehicle in order to get the shot off faster and not give the pilot any warning. However a few of the missiles might miss.
I think this rewards skilled pilots and AV users both.
What would you think of a system like this?
Official CPM Platform
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TheEnd762
SVER True Blood RUST415
788
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Posted - 2015.07.14 02:52:00 -
[2] - Quote
You have some good concepts, just not the best implementation.
Make dumbfire lock-on time %25 of what it is currently. Raise guided lock-on time %25. Pilots receive no warning until full guided lock-on has been achieved. |
Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.14 03:42:00 -
[3] - Quote
TheEnd762 wrote:You have some good concepts, just not the best implementation.
Make dumbfire lock-on time %25 of what it is currently. Raise guided lock-on time %25. Pilots receive no warning until full guided lock-on has been achieved.
The numbers are certainly up for debate.
I disagree with you on the pilot notification though. I feel they should be alerted as soon as a lock on attempt is made.
When a lock is made, the missiles are pretty much always fired immediately, which the pilot can hear. Therefore there would be no point in having the alert.
Official CPM Platform
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TheEnd762
SVER True Blood RUST415
788
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Posted - 2015.07.14 05:26:00 -
[4] - Quote
Talos Vagheitan wrote:When a lock is made, the missiles are pretty much always fired immediately, which the pilot can hear. Therefore there would be no point in having the alert.
Agreed. So no alert at all, then.
Pilots just activate their cowardice boosters and flee after the first volley anyway. Might as well give swarmers a small chance to take them down before they cut and run. |
Veg Hegirin
DUST University Ivy League
93
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Posted - 2015.07.14 08:11:00 -
[5] - Quote
I was informed that flaylock pistols have a smart fire mode
Still looking for it |
Silver Strike44
708
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Posted - 2015.07.14 08:27:00 -
[6] - Quote
A damage increase would be very necessary if these increased lock on times were implememted as its tough enough to take out high level tanks and dropships as it stands now. I think a dumbfire option should have an even lower or no lock on time if it was to be implemented. I dont think there is really a simple solution to balancing swarms; many things must be considered. These things include lock on time, missile damage, missile speed, missile turn angle, dumbfire mechanics, lock on notification mechanics, whether or not a lock must be held after firing, and some others. Perhaps there is a simple way to bring the weapon in line, but I havent seen or heard it yet.
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TheEnd762
SVER True Blood RUST415
788
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Posted - 2015.07.14 08:43:00 -
[7] - Quote
Silver Strike44 wrote:A damage increase would be very necessary if these increased lock on times were implememted as its tough enough to take out high level tanks and dropships as it stands now. I think a dumbfire option should have an even lower or no lock on time if it was to be implemented. I dont think there is really a simple solution to balancing swarms; many things must be considered. These things include lock on time, missile damage, missile speed, missile turn angle, dumbfire mechanics, lock on notification mechanics, whether or not a lock must be held after firing, and some others. Perhaps there is a simple way to bring the weapon in line, but I havent seen or heard it yet.
You can't really have dumbfire without some kind of feature to prevent it being spammed against infantry. |
Sicerly Yaw
Corrosive Synergy No Context
634
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Posted - 2015.07.14 09:28:00 -
[8] - Quote
as it is swarms hardly make a dent on anything at lower ranks but even pro swarms can be shrugged off by any good tank or pilot
if swarms were to have slower lock on the damage would have to be increased a lot more at least by 50% if the lock on is twice as much since anyone tank or pilot would have more then enough time to get into cover or fly away
dumb fire is a slippery slope swarms used to be that way and it did not work very well (actually swarms worked too well against infantry)
if swarms were to be changed to make it so you need to have more skill to operate then they need to also get a substantial buff
swarms as they are now are easy to use and easy to counter not to mention that if you carry swarms if you are dedicating your fighting potential against vehicles even on a commando as they are meant to have flexibility something that is taken away if you use swarms (the enemy only has to worry about one weapon and if you run out of ammo they can freely attack you while you have to reload)
so I propose this, give swarms dumb fire but make it like any other Caldari weaponry it has to charge (lock on) and once you reach it you let go to fire (like a Forge fun) when the missiles fire they move as they do now but in a straight line up to max lock on range
1.5 m splash per missile 125 splash damage per missile direct damage equivalent to the damage dealt to vehicles
for lock on we simply make it so that as you charge you fire more missiles up to a max of 6 or possibly 8 currently it takes a swarm launcher 1.4 seconds to lock on that's .35 per missile so we make it .4 or possibly .45 seconds per missile instead effectively increasing lock on time but giving you the option to delay shots to deal more damage or fire in quick succession
or possibly make it so that it fires like the flay lock does one missile per .45 seconds or so and you have to maintain your target in the box in order for the missiles to lock (target flies out of range or out of box lock on for any missiles after fail this makes it so you cannot hold swarms lock but it may make things a bit too difficult for swarm users to take anything out (if you don't maintain constant fire your target can rep back up) as it would effectively make it a AV bolt pistol of sorts ( you may not have a lock on with BP but you have to track your target while charging up to make sure you hit them)
we could keep the .35 seconds per missile to keep it as effective at killing vehicles but it may upset the balance against infantry, I would be ok with these changes although the swarms may need a buff to ammo or damage as it would take significantly more skill to use and only getting 3-4k compared to the 6k of a AHMG or 5k of a Forge gun even the PLC is capable of more DPS when skilled into it
I would be open to changes but I honestly think it should stay the way it is as it's in a good place it's not that strong against vehicles and leaves you almost totally vulnerable to infantry while giving away your position
click here if you are making a new account and want some free BPO's
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