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Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.17 14:33:00 -
[1] - Quote
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 |
Squagga
Fatal Absolution Negative-Feedback
945
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Posted - 2015.07.17 14:44:00 -
[2] - Quote
They were initially like this. The reason why they had to change it, is because people were using to fight infantry. It was just before my time. Apparently it was too OP and got out of hand
Shields, the silent killer.
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EternalRMG
Random Gunz Rise Of Legion.
1
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Posted - 2015.07.17 14:45:00 -
[3] - 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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Dust Player Since: July 2012
Best Assault Dropship Pilot in the Game
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EternalRMG
Random Gunz Rise Of Legion.
1
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Posted - 2015.07.17 14:50:00 -
[4] - Quote
Right now regular weapons have reduced efficency vs vehicles ( arround 10%) Lets do the samw with the swarms, make them do 10% to infantry.
BPOs for Sale
Dust Player Since: July 2012
Best Assault Dropship Pilot in the Game
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Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.17 14:51:00 -
[5] - Quote
Squagga wrote:They were initially like this. The reason why they had to change it, is because people were using to fight infantry. It was just before my time. Apparently it was too OP and got out of hand
What eternal said. |
Alcina Nektaria
KILL-EM-QUICK Rise Of Legion.
31
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Posted - 2015.07.17 14:53:00 -
[6] - Quote
Honestly, unless they recently changed the swarms there is not much wrong with them. I used them frequently and ended up dropping the skills with a respec because the stupid buff to tanks made it impossible to take them out even with proto swarms on a minmando unless you had 3 people firing at once.
So unless they recently buffed swarms or nerfed tanks, I don't see the problem.
Aside from that I even find when I fly my Incubus, I can generally get out of swarm range unless there is an officer swarm launcer being fired at me.
KEQ Diplomat
Gallente Loyalist ... Come at me bro.
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Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.17 14:53:00 -
[7] - Quote
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? |
Squagga
Fatal Absolution Negative-Feedback
945
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Posted - 2015.07.17 15:01:00 -
[8] - Quote
I'm certain they could find a way to make it do less damage to infantry. Right now, swarms are meh to ok. Sometimes it does the job. Since Ratatti is in the market of making barely noticeable changes. So things don't go completely out of control, probably the best course of action, we could lobby for some kind of change like this
Shields, the silent killer.
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Bremen van Equis
Incorruptibles
573
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Posted - 2015.07.17 15:22:00 -
[9] - Quote
Squagga wrote:I'm certain they could find a way to make it do less damage to infantry. Right now, swarms are meh to ok. Sometimes it does the job. Since Ratatti is in the market of making barely noticeable changes. So things don't go completely out of control, probably the best course of action, we could lobby for some kind of change like this
I can't believe you'd say "swarms" and "barely noticeable changes" in the same sentence. Pilot much?
2/10
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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DUST Fiend
17
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Posted - 2015.07.17 16:10:00 -
[10] - Quote
This has been suggested a lot.
Just a tip though. Since we have a tiny dev team with no resources, anything that requires going into the code to change game mechanics just isn't ever going to happen. Period.
So, when making suggestions, do your best only to use existing assets. This will increase the likelihood of a change being considered. DUST is no longer a place for imagination, just use what's already there as best you can. |
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Ripley Riley
Incorruptibles
11
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Posted - 2015.07.17 16:14:00 -
[11] - Quote
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.
@Ripley_Riley CPM2 candidate. Ripley.Riley on Skype!
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EternalRMG
Random Gunz Rise Of Legion.
1
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Posted - 2015.07.17 16:38:00 -
[12] - 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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Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.17 17:20:00 -
[13] - Quote
Honestly wouldn't care how much damage the dumbfire does(could have 20 mag firing 5 missiles per round, doing 500 damage per missile idc). If it requires some skill and aiming to use then that's all i'm looking for. |
Louis Domi
Tugastroy Evil Syndicate Alliance.
1
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Posted - 2015.07.17 17:51:00 -
[14] - Quote
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.
Hmm turning speed tuned down would be great for evasive maneuvers to actually work. Break a swarms ankles. Do a barrel roll... Something like that. Damage tuned down would be good since of course its a no skill weapon(but i'll be happy with the turn speeds) |
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