EternalRMG
Random Gunz Rise Of Legion.
1
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Posted - 2015.07.17 14:45:00 -
[1] - Quote
Louis Domi wrote:I put this in ideas, but since general is generally where the people are.
Make regular swarms not require lock ons, but require they track the vehicle they are aiming at manually. Make a variant of swarms that work just as the ones now, but with either reduced damage or reduced speed. Just a suggestion for your point and win weapon Make 3 Variants: Dumb Fire Swarms : High Direct hit dmg, low splash dmg and radius , high range
Lock on Swarms: like now: Medium direct DMG, no splash dmg , low Range
Guided Swarms: Medium direct DMG, Medium Splash radius and dmg , medium range. User must remain still while guiding missile
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EternalRMG
Random Gunz Rise Of Legion.
1
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Posted - 2015.07.17 16:38:00 -
[3] - Quote
Louis Domi wrote:EternalRMG wrote:Louis Domi wrote:I put this in ideas, but since general is generally where the people are.
Make regular swarms not require lock ons, but require they track the vehicle they are aiming at manually. Make a variant of swarms that work just as the ones now, but with either reduced damage or reduced speed. Just a suggestion for your point and win weapon Make 3 Variants: Dumb Fire Swarms : High Direct hit dmg, low splash dmg and radius , high range Lock on Swarms: like now: Medium direct DMG, no splash dmg , low Range Guided Swarms: Medium direct DMG, Medium Splash radius and dmg , medium range. User must remain still while guiding missile What would medium damage be in terms of swarms now? would high damage be current swarm damage and medium damage would be a fraction of that?
Ripley Riley wrote:DUST Fiend wrote:So, when making suggestions, do your best only to use existing assets. This will increase the likelihood of a change being considered. Correct. Suggestions that involve variants of swarms with changes to swarm turn speeds, acceleration, top speed, max travel time, and damage: possible. Suggestions involving fly-by-wire missiles or missiles having to be "guided" by holding R1 or something: don't bother. Ok first: Scrap the last Swarms Second: I will use random numbers and try to get something mildly balanced.
The dumb fire missiles should be something like this: (at pro) They should have a mag size of 3, and have a similar RoF to PLCs. It should have long reload time They should do about 3000k Dmg direct and 700 Splash (.5m radius) at its optimal. It should have Forge Range - 100 or 50M It should do 50%Dmg between 0 and 50M, 75% between 50m and 100m, 100% at 100M + It should have regular swarms speed
The idea here is for the dumbfire swarm to fill a different role than those of the PLC (AV + Anti Personel Combined) and Forge Gun (Long range, hitscan weapon) and also reward skill. With the DMG reduction at close range a player cant solo a tank with some fluxes and a SL, and with the insane dmg at long range, beware if you are hit. This increased DMG is also balanced by the distance and RoF. Its hard to hit anything twice from such a distance if it is slightly smart but if you are skilled enough everything is gon get rekt
The regular Swamrs should look like this: (again at pro)
6 Rounds per Mag, Current RoF. 1.5K Dmg Half Current Range Optimal beween 25 and 75. 2/3rds of current swarm speed
Because of the lack of skill that this weapons takes, it has waaay less dmg than the dumb fire SL but its better for chases and close range encounters. Bif Mag size allows a squad with swarms t unleash a **** ton of swarms before reloading and potentially destroying anything in a chase. The reduced raange and speed is to allow dropships to not be uber denied by Swarms. (before you rage, dumbfire SL can OHK a slightly damaged derpship so they are still deniable)
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Best Assault Dropship Pilot in the Game
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