Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
|
Posted - 2015.08.18 21:44:00 -
[1] - Quote
How about making swarm to vehicle relation like a scout to a scanner relation?
Vehicles would get a new mod that reduces chance of being hit by swarm (like a profile dampener on scout) and higher tiered swarms have better chance of locking on to vehicle.
EXCEPT, it has to be done in a way that any swarm will actually be able to hit target sometime. Just not all the time. Any ideas on how to make this work?
Imo, first make hardeners do 60% instead of 40% and increase pg/CPU to make up. This will make it so that only one hardener can effectively fit on vehicle but with hardener, vehicle won't be as op as current double hardened vehicles are. 15% less total hardening with stack penalty over 2 hardeners)
By doing this, you make room/another slot for AV countering, in this case, for this new module.
How would it work??? Idk. You can come up with your ideas.
My personal idea is to remove reticule from swarm launcher. Upon hovering over vehicle, the reticule appears. The higher tiered the swarm, the larger the reticule. Now, by adding a "vehicle dampener" what ever you want to call this new anti AV module,you can reduce the size of swarm reticule, making it harder to lock on vehicle while still giving you a chance to fire and do damage. The higher the tier of the "dampener" the smaller the lock on reticule gets. This at the end makes swarms need more skill to use. You need to aim better now.
With this done, dropships will have a better chance of survival in the air while also having more hardening (most only got 1 40% hardener, now they will have 1 60% hardener AND a better way to counter swarms.) tanks will be slightly nerfed because they won't be able to harden as much anymore (double hardened gives around 75% harden with stack penalty, now 60% cause you can only got one effectively) but will also have a better chance of avoiding swarms as well. Lavs? Same. More hardener while still weak but better chance to escape swarm.
Reticule size
4 Tank- largest reticule, easiest to lock onto 3 Dropships- mid-large reticule, medium level to lock onto 2 Ads- small-mid reticule, medium to lock onto 1 Lav- smallest reticule, hard to lock onto.
4 proto swarm- largest reticule 3 adv swarm- mid-high reticule 2 std swarm- low-mid reticule 1 mlt swarm- low reticule
4 proto damp- biggest reticule size reducer 3 adv damp- mid-high reticule size reducer 2 std damp- low-mid reticule size reducer 1 mlt damp- lowest reticule size reducer
What do you think?
CEO of 48SOF
Assault Gk.0-Scout Gk.0
|
maybe deadcatz
the nomercs
513
|
Posted - 2015.08.18 22:35:00 -
[2] - Quote
Can we just get like a flare launcher that diverts a missle from the swarm and is an active module with std adv and pro variants? Or just let me have a trophy system module on my lav/hav/ds blocks all incoming swarms for 15 seconds with a 30 second recharge or some neat tailored value?
Need a speedy bro scout? Mail me,comes with shotgun and 20 pound bag of catnip for teh clonocide.(teh fak,cannot spell)
|
One Eyed King
Nos Nothi
11
|
Posted - 2015.08.18 22:39:00 -
[3] - Quote
It would be an interesting new dynamic if done correctly.
But I would like to hear some of the reasonable portion of the vehicle community's take first.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
|
Larkson Crazy Eye
WarRavens Imperium Eden
216
|
Posted - 2015.08.18 22:44:00 -
[4] - Quote
I'm all fine with putting a bit more logic into vehicles. Ways to improve their defense other than just HP and reps is great idea. That said if you make swarms even more useless, no one will use them any more. What most vehicle users seem to forget is swarms have ZERO use against inanity and only mediocre use against vehicles.
Swarms are slow enough that if a vehicle is already moving there is a fair chance it can out run the missiles, or at least go around a corner making them run into the wall/hill. Their highly visible so everyone, vehicle included knows where they came from on the first shot. Their range is pretty lame and while it locks on up to 175m away, just about everything but small blaster turrets can cut a swarm launcher down in 2 seconds flat at that range. Never mind you tend to have to fight at 100m or less if you want to actually get the 3-4 shots off it takes to kill anyone.
I never understood peoples grief with swarms. The only way your going to die to a swarm launcher is if your completely stupid and sit there, or already under fire from a lot of other sources of AV and the swarm just happens to get the last shot. Frankly other than DS it's perhaps the worst form of AV there is. It's only moderately good if you take it to full prof and put it on a maxed out mim commando skill suit. More tanks die to PLC and Av grenade combos any day.
So to me the swarm launcher is already a highly specialized AV weapon. It can't do anything to infantry and it's only moderately useful against shields due to it's RoF and dmg penalty. You won't even see most hardened shield tanks HP bar even move when you hit them with swarms. If you make it even less useful against vehicles there will be truly no reason to use it at all. Not unless your willing to bring back the dumb fire mode so it could shoot infantry like every other AV weapon (other than grenades).
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
|
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
|
Posted - 2015.08.18 23:03:00 -
[5] - Quote
Larkson Crazy Eye wrote:I'm all fine with putting a bit more logic into vehicles. Ways to improve their defense other than just HP and reps is great idea. That said if you make swarms even more useless, no one will use them any more. What most vehicle users seem to forget is swarms have ZERO use against inanity and only mediocre use against vehicles.
Swarms are slow enough that if a vehicle is already moving there is a fair chance it can out run the missiles, or at least go around a corner making them run into the wall/hill. Their highly visible so everyone, vehicle included knows where they came from on the first shot. Their range is pretty lame and while it locks on up to 175m away, just about everything but small blaster turrets can cut a swarm launcher down in 2 seconds flat at that range. Never mind you tend to have to fight at 100m or less if you want to actually get the 3-4 shots off it takes to kill anyone.
I never understood peoples grief with swarms. The only way your going to die to a swarm launcher is if your completely stupid and sit there, or already under fire from a lot of other sources of AV and the swarm just happens to get the last shot. Frankly other than DS it's perhaps the worst form of AV there is. It's only moderately good if you take it to full prof and put it on a maxed out mim commando skill suit. More tanks die to PLC and Av grenade combos any day.
So to me the swarm launcher is already a highly specialized AV weapon. It can't do anything to infantry and it's only moderately useful against shields due to it's RoF and dmg penalty. You won't even see most hardened shield tanks HP bar even move when you hit them with swarms. If you make it even less useful against vehicles there will be truly no reason to use it at all. Not unless your willing to bring back the dumb fire mode so it could shoot infantry like every other AV weapon (other than grenades).
Yes I agree with you, but at the same time, I feel like you don't use tanks. Now with that said, since tanks have the largest reticule and won't be reduced as much, tanks will be made easier to destroy. The whole point of this is to make it easier for anything other than tanks to escape because let's be honest, there are always annoying indestructible tanks out there AND swarms are too good on dropships and lavs. This is basically a nerf to tanks and a buff to dropships and lavs. So at the end, the swarm is still strong against tanks how it should be, but now lav and dropships have a better chance of survivability.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
|
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
|
Posted - 2015.08.19 00:25:00 -
[6] - Quote
Bump
CEO of 48SOF
Assault Gk.0-Scout Gk.0
|
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
|
Posted - 2015.08.19 10:36:00 -
[7] - Quote
Bump
CEO of 48SOF
Assault Gk.0-Scout Gk.0
|
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
|
Posted - 2015.08.19 12:49:00 -
[8] - Quote
Bump
CEO of 48SOF
Assault Gk.0-Scout Gk.0
|
Devadander
Woodgrain Atari
554
|
Posted - 2015.08.19 14:24:00 -
[9] - Quote
I got to increasing hardener rate....
Just no.... And I'm an operator. All the newer players making suggestions for vehicles are unaware of the selection we used to have. And when they finally bring out some mods for us, they are garbage.
The shield regs would be awesome if they didn't cost your lefticle to fit....
Dispersion mod.... lol...
They gave me my heat sink back, but its brown water when compared to actual tea. (Og heat sinks were amazingly useful)
We as operators know what vehicles need, we need our old variety back. How would infantry like it if there were three guns and one way to fit your suit?
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
|
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
|
Posted - 2015.08.19 19:47:00 -
[10] - Quote
Bump.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
|
|
DUST Fiend
17
|
Posted - 2015.08.19 19:50:00 -
[11] - Quote
Without even reading your thread save a brief skimming, it sounds like it would require programming. The current dev team is not equipped with the staff nor the budget to do that, so it is ultimately a futile suggestion.
I am a beautiful space manatee, flying through the sky with the greatest of ease
Swarms everywhere.
WoD 514
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |