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Stefan Stahl
Seituoda Taskforce Command
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Posted - 2015.09.02 08:54:00 -
[1] - Quote
Proposal 1: I'm not a big fan of impact force reduction. In most situations - where the DS is approximately hit in the direction of it's center of mass - the impact force is very much appropriate and fun to play with. Only in some situations, where the missiles hit the DS at an angle, the impact force calculations go nuts.
I have the feeling that this is because the impact force of missiles acts as if it were a projectile. An explosive that strikes a target at an angle would be expected to deliver an impulse perpendicular to the surface of whatever it struck. A projectile instead delivers its impulse in its original direction of travel - like a forgegun round. When striking the nose or tail of a DS at an angle this can cause massive angular impulses that make it very tough to keep the DS in the air. Given that with swarm launchers these shots can't be planned under the current mechanics it's rather annoying. The erratic close-range approach behavior of swarm missiles may also play a role in causing very large angular impulses in situations where you wouldn't expect it. E.g. sometimes you are pushed down by an impact of a swarm launcher that was fired from below.
You could tweak the impact force of swarms down, but I don't think it'd be a major benefit. Once an ADS or DS is under Swarm fire it needs to get out of there fairly quickly anyway.
Proposal 2: You are probably aware of this thread. So you could say I'm biased towards tweaking swarm missile maneuverability. Before discussing the theoretical pros and cons of changing these parameters I'd very much suggest trying it out using a SL variant - e.g. the assault SL - on the live server. Then we could see how such a change affects gameplay and go from there. |
Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.02 14:54:00 -
[2] - Quote
Darth-Carbonite GIO wrote:... Joint proposal: Update the Assault Swarm Launcher with the proposed swarm missile movement stats. Make it have 2 missiles instead of 4, with double damage but the same impact force.
Result: - Every ADS pilot will know whether he was just hit by an 'old' or 'new' SL by counting the number of impacts. - New SLs have half the total impact per volley. - New SLs have the same DPS. - New SLs have updated tracking. - Old SLs are still available should any of these changes prove detrimental to balancing. The impact force won't do anything bad, but the tracking changes may screw up tracking entirely.
Most important bit: This needs to be reverted or updated after two weeks. Experimental stuff on the live server shouldn't be a normal thing.
And finally: Is a tweak to the lock-on parameters on the table? I'd very much like to reduce the size of the lock-on-window and have the SL lose the lock earlier and faster when you look away from the target. The item DB properties that were posted on these forums last year seemed to suggest that these parameters could be edited. That way a SL operator needs to properly track his target to get a lock and can't fire over his shoulder anymore. |
Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.02 19:25:00 -
[3] - Quote
Tesfa Alem wrote:I hate to be that guy, but what's to encourage swarmer to use the new tweaked assaults that give pilots a better chance, rather than wyrokamis? Very good point, actually. I never mentioned that I intended that change for a two week testing phase so interested people could try out what tweaking some parameters actually does to the gameplay. So in fact, there is no incentive at all to use the new variant except curiosity. Once we know what those changed swarm missile movement stats feel like we can then talk about whether we like it or not in a much more informed manner than the current speculation.
Sorry for not being very precise in the previous post. |
Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.09.03 16:21:00 -
[4] - Quote
Alena Ventrallis wrote:We need to make the base swarm launcher good against tanks, and the assault swarms good against DS. As it is, assault swarms are laughably unused, I havent seen them in the killboard in ages.
Basic gist is to slightly buff base swarm damage to make them better at killing tanks while reducing missile speed and acceleration so they can't catch dropships, while assault swarms get faster missiles and acceleration to make them easily catch dropships while reducing their damage since dropships have a lot less health. I'm very strongly opposed to this.
While that may be easy to balance in a 1-v-1 setting it doesn't help gameplay. There really is no fun to be had in having to run back to a supply depot because you brought the wrong kind of SL. I'd much rather give every AV weapon a scope as broad as possible, including a secondary anti-infantry use for each single weapon. That way AVers can participate in the game for a longer fraction of the time, which makes the AV role much more attractive and subsequently present in the game.
It really doesn't help anyone when AV is something you only do for a few seconds until a certain vehicle is destroyed before switching back to whatever you were doing before. That way AV is a duty, not a gameplay element. |
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