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Thaddeus Reynolds
Facepunch Security
505
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Posted - 2015.10.13 22:31:00 -
[31] - Quote
JIMvc2 wrote:Give the tanks the HP they had before 1.7 uprising. Its embarrassing how today's tanks are weak as paper.
That nerf was completely no just no.
When are we getting the Enforcer tank!!??
While I tend to agree with you...that wouldn't do much to help with balance between swarms/HAVs with respect to swarms/dropships, which is part of what this thread is about.
Also, as far as I know the answer to when we are getting Tech II Havs back (Marauders and/or Enforcers...BlOps?) would be after the racial reskins are in and all the HAVs are playing nice with respect to each-other and V/AV.
@Jett It: So, how would you change swarms or make a swarm variant to make them more effective against dropships? or do you feel that Swarm Launchers should only be able to do anti-tank anti-LAV effectively?
@Ghost Kaisar: That situation is certainly annoying...haven't really thought about specific kind of situation myself...however, consider that one of the main phrases when balancing vehicles is that 1 player should always equal 1 player, an issue that has plagued HAVs (and DS/ADSs to some extent) in many past and in some respects current iterations. In other words, it should be taking an equal number of forge gunners or Swarmers to effectively neutralize 4 transport dropships...(as keep in mind, all it takes to destroy 1 HAV worth 1.5 million ISK is one very determined, skilled, and lucky 32k ISK suit, and that's OK...even if I don't like HAVs being so expensive)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Lightning35 Delta514
The Warlords Legion
2
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Posted - 2015.10.13 22:35:00 -
[32] - Quote
Radiant Pancake3 wrote:.... I've seen more assault swarm launchers in the kill feed lately... It weirds me out...
My last tank death was (unfortunately) from an assault swarm. And I was like wuuu?????
CEO of T-W-L
YouTube- Lightning35 Delta514
Twitter- @LD3514
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Ghost Kaisar
Fatal Absolution
13
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Posted - 2015.10.13 22:39:00 -
[33] - Quote
Thaddeus Reynolds wrote:
@Ghost Kaisar: That situation is certainly annoying...haven't really thought about specific kind of situation myself...however, consider that one of the main phrases when balancing vehicles is that 1 player should always equal 1 player, an issue that has plagued HAVs (and DS/ADSs to some extent) in many past and in some respects current iterations. In other words, it should be taking an equal number of forge gunners or Swarmers to effectively neutralize 4 transport dropships...(as keep in mind, all it takes to destroy 1 HAV worth 1.5 million ISK is one very determined, skilled, and lucky 32k ISK suit, and that's OK...even if I don't like HAVs being so expensive)
I am aware of the n+1 theory.
I was simply defending my corp mates after that guy said they were bad shots. If they got 4 dropships coming in, they can't defend it.
I would still like some way of combating spam like that though. Too many infantry in one area get a mass driver, but what about AV?
The assault swarm seems like the appropriate answer, but it just deals far too little damage.
Re-Retired PC Scout. I miss the old days ;_;
Wanna play EVE? 30 day trial here
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Thaddeus Reynolds
Facepunch Security
505
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Posted - 2015.10.13 22:44:00 -
[34] - Quote
Ghost Kaisar wrote:Thaddeus Reynolds wrote:
@Ghost Kaisar: That situation is certainly annoying...haven't really thought about specific kind of situation myself...however, consider that one of the main phrases when balancing vehicles is that 1 player should always equal 1 player, an issue that has plagued HAVs (and DS/ADSs to some extent) in many past and in some respects current iterations. In other words, it should be taking an equal number of forge gunners or Swarmers to effectively neutralize 4 transport dropships...(as keep in mind, all it takes to destroy 1 HAV worth 1.5 million ISK is one very determined, skilled, and lucky 32k ISK suit, and that's OK...even if I don't like HAVs being so expensive)
I am aware of the n+1 theory. I was simply defending my corp mates after that guy said they were bad shots. If they got 4 dropships coming in, they can't defend it. I would still like some way of combating spam like that though. Too many infantry in one area get a mass driver, but what about AV? The assault swarm seems like the appropriate answer, but it just deals far too little damage.
combating spam, on the list it goes (although my personal opinion is that combating vehicle spam is/should be one of the roles filled by the HAV)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Aidualc
LATINOS KILLERS CORP RUST415
626
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Posted - 2015.10.14 04:40:00 -
[35] - Quote
CCP Rattati wrote: cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs"
Normal Swarm Launcher (vs Derpships), Clip = 4, range 175m, damage per missile 65 X 4... damage per swarm 260, total damage 1040hp Lock Timer = 1 seg.
Assault Swarm Launcher (vs HAVS), Clip = 3, Range 120m, damage per missile 120 X 4... damage per swarm 480, Total Damage 1440hp lock timer = 1.7 seg.
With that derpships are "safe" vs Assault Swarm Launcher and assault is more efective vs HAVS.
-- Ecce Initio -- Tomate Pote --
**Respectu, Honorem, Value, Unionem****
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catsrule
D3ATH CARD RUST415
26
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Posted - 2015.10.14 14:34:00 -
[36] - Quote
shanatak wrote:You should not forget in the game players are not alone. If hav or ads starting to kill too much people , sure around 2 or 3 infantry will come with swarms . That s make the sky not a good place. Many times I ve seen between 3 or 6 players focused on tank or ads with swarms and just destroy them in few seconds. Killing an ads or tank should be a team work . Buff the swarms and hav or ads will become a joke. The ads got an indirect buff, and the ads are just standard, there is no adv or proto ads, So dont complain, unless you want to see proto dropships that are unkillable. they would be like flying tanks...... |
shanatak
Prima Gallicus
35
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Posted - 2015.10.14 15:04:00 -
[37] - Quote
catsrule wrote:shanatak wrote:You should not forget in the game players are not alone. If hav or ads starting to kill too much people , sure around 2 or 3 infantry will come with swarms . That s make the sky not a good place. Many times I ve seen between 3 or 6 players focused on tank or ads with swarms and just destroy them in few seconds. Killing an ads or tank should be a team work . Buff the swarms and hav or ads will become a joke. The ads got an indirect buff, and the ads are just standard, there is no adv or proto ads, So dont complain, unless you want to see proto dropships that are unkillable. they would be like flying tanks......
I m sad about this but maybe we ll never seen proto ads |
ANON Cerberus
TerranProtossZerg
847
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Posted - 2015.10.14 17:57:00 -
[38] - Quote
If you truly want to "fix" swarm launchers then the lock on mechanic must go in my opinion. Turn it back into a dumb fired weapon so that skilled shots become a necessity again. You could also adjust damage values to suit as well as keep splash damage low so that they are not an IWIN button against infantry. (That's not to say that a dumb fire swarm shouldn't do some damage to infantry)
Besides as it is right now, this is the only game I think I have ever played where vehicles, (especially air vehicles) do not display or announce with sound or buzzers that a missile has been locked onto the craft. That alone would make a huge difference.
And you could even look past the issues of swarms not rendering at a distance as we would know by default with lock on warnings. |
Echo 1991
Titans of Phoenix Damage LLC
984
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Posted - 2015.10.14 18:25:00 -
[39] - Quote
ANON Cerberus wrote:If you truly want to "fix" swarm launchers then the lock on mechanic must go in my opinion. Turn it back into a dumb fired weapon so that skilled shots become a necessity again. You could also adjust damage values to suit as well as keep splash damage low so that they are not an IWIN button against infantry. (That's not to say that a dumb fire swarm shouldn't do some damage to infantry)
Besides as it is right now, this is the only game I think I have ever played where vehicles, (especially air vehicles) do not display or announce with sound or buzzers that a missile has been locked onto the craft. That alone would make a huge difference.
And you could even look past the issues of swarms not rendering at a distance as we would know by default with lock on warnings. Or, just lower the damage so it isn't doing 2K per volley with all the necessary skills at 5. It fires too quickly for the amount of damage it does.
Wanna play eve?
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Avallo Kantor
923
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Posted - 2015.10.14 20:22:00 -
[40] - Quote
This sounds like a good time to borrow some ideas from EVE online on how missiles work.
Very simply put, Missiles do more damage based on a few factors, but the one I want to focus on right now is it's signature radius. The larger the signature radius the more damage the weapon would do. This is why a Cruise Missile could do massive damage to a Battleship but do far less to a frigate ship.
Why not have a similar damage application for Missiles in DUST, specifically that of the Swarm Missiles. Just have damage application based on a targets Scan Profile (how easy it is to pick up on scans) and then shift Profiles so that Dropships have that much more Scan Profile that the Swarm Launcher can do a significant difference in damage vs a HAV.
The advantage of this system is that it's more easily tweak-able and scalable with later additions down the line. Furthermore it will give a reason to equip modules that could reduce Scan Profile (perhaps as an active module) that could allow ships to fit Swarm specific countermeasures.
"Mind Blown" - CCP Rattati
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IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
799
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Posted - 2015.10.14 20:56:00 -
[41] - Quote
Thought that was why they reduced the explosive velocity (DUSTs sig rad counterpart) in the first place. Namely to make swarms less effective against fleeing dropships.
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Avallo Kantor
923
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Posted - 2015.10.14 21:29:00 -
[42] - Quote
IceShifter Childhaspawn wrote:Thought that was why they reduced the explosive velocity (DUSTs sig rad counterpart) in the first place. Namely to make swarms less effective against fleeing dropships.
That's a different part of the EVE missile calculation.
Quoted from Evelopedia:
EVElopedia wrote:
The important factor in this scenario is the speed of the target ship. When a missile hits a target, the speed of the target is compared to the Explosion Velocity of the missile. For example, if when a Scourge Heavy Missile - which has a base Explosion Velocity of 81m/s - is fired, the Explosion Velocity is much lower than the target's speed, then damage is significantly reduced as the target is outrunning most of the missile's damage.
The other factor that will decrease missile damage is Signature Radius. The Scourge Missile previously used has a Explosion Radius of 125m - if this missile is fired against a target with a smaller Signature than its Explosion Radius, damage will again be reduced, as only a small portion of the explosion is affecting the target. Although if your missile hits a target whose signature radius is greater than the explosion radius of your missile then the explosion velocity of your missile is increased by the same multiple.
As you can see we seem to be using half the damage formula for missile like weapons, but do not seem to be using the other half. The second half is important in this case as it allows us to create a situation where a Swarm Missile will ALWAYS do more damage against a same speed Dropship vs a same speed HAV.
"Mind Blown" - CCP Rattati
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Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
189
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Posted - 2015.10.14 22:37:00 -
[43] - Quote
jett it wrote:CCP Rattati wrote:Stefan Stahl wrote:I agree with Celus Ivara, SL variants must be identifiable to the vehicle pilot that is being attacked by the sound of the impact alone. Swarms still don't always render.
Yesterday I did some theorycrafting and noticed that variants aren't really necessary. If we gave our current SL 6 shots per clip DS or ADS wouldn't notice. They leave lock on range before the fourth shot is in the air anyway - and if it launches, it won't catch up. An HAV however will have to endure 6 volleys with no pause for reload in between, which is a serious (17% for non-commandos) buff to DPS.
To me, that sounds like a very good proposition. No additional damage to DS, big buff to DPS against HAVs. No extra variants, no hassle. Only one value has to be modified. Could be deployed by Monday. cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs" I gotta say rattati you are right on that. Theres a weapon for everything. I hear so much about swarms and dropships. Try this pull out that ishokune assault forge gun on the derpships and use your swarms or plc's on tanks. I guarantee you will kill 5x more dropships with a forge compared to a swarm. o7 I can always fight a forge with my ads. Fighting swarms is about timing and distance of engagement. Swarms are much better against an ads. I will almost never die to a forge.
There's my off topic post of the day. Sorry just don't understand why people actually believe forges are better against ads they're actually at the bottom of av right now and are only used for their range to stop slow transport dropships and do overwatch.
riseofancientFA.gs
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DDx77
Random Gunz Rise Of Legion.
408
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Posted - 2015.10.14 23:36:00 -
[44] - Quote
" 1)The Job that Vanilla Swarm Launchers should be doing, and how well they are doing that job?"
I am sorry but swarms are one of the the dumbest weapons in the game. (Not useless, just dumb)
This is the ONLY AV weapon that cannot harm infantry and unless used by a commando, the player is almost completely defenseless. The role is somewhat frustrating and can be non-rewarding.
It is actually safer/ more profitable/ less headaches - to AVOID - the tank or ADS rather than use Swarms. (Obviously not possible in every situation)
1) Anything other than Proto version is almost a waste of your time but they are doing what they are supposed to do - deter or destroy depending on the pilots skill level
2) Swarms are fine against regular dropships.
3) Against ADS they are a bit OP as 2- 3 unobstructed volleys can crush an ADS if the pilot is not careful. Each ADS should get an additional slot I think the ADS needs more roles than stupid uplink disposal and stupid hovering brick tank mass driver. We need Air to air battles With Continuous flight ( no hovering crap) setting up the possibility for bombing runs ....maybe even "Gasp" attacking or defending the MCC
4) Swarms are performing below average against almost impossible to kill Proto or high Skilled HAV's...but I feel this is somewhat fair given the amount of nerfs to their killing ability. 5) Thank murder taxi's for that nerf 6) Not that I know of. The Assault is a good idea and could use some love or other options - such as a "Dumbfire" possibility
7) I think swarms could benefit from a radius method similar to the way Ewar works. Have three ring within a sphere that determine the effective range with their speed and effectiveness decreasing as they travel towards the outer rings of the launch sphere. ( So faster more lethal up close but not so much as the swarms travel out or chase their target)
8) & 9) Are not a good idea IMO because it is redundant to the current version which in itself is already limited in scope ( ie: LIGHT WEAPON SLOT/CANNOT HARM INFANTRY) They only way it would work is if these variants allowed you to still target both vehicles, the benefit being it is far better at hurting one type over the other.
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Thaddeus Reynolds
Facepunch Security
508
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Posted - 2015.10.15 03:12:00 -
[45] - Quote
Avallo Kantor wrote:IceShifter Childhaspawn wrote:Thought that was why they reduced the explosive velocity (DUSTs sig rad counterpart) in the first place. Namely to make swarms less effective against fleeing dropships. That's a different part of the EVE missile calculation. Quoted from Evelopedia: EVElopedia wrote:
The important factor in this scenario is the speed of the target ship. When a missile hits a target, the speed of the target is compared to the Explosion Velocity of the missile. For example, if when a Scourge Heavy Missile - which has a base Explosion Velocity of 81m/s - is fired, the Explosion Velocity is much lower than the target's speed, then damage is significantly reduced as the target is outrunning most of the missile's damage.
The other factor that will decrease missile damage is Signature Radius. The Scourge Missile previously used has a Explosion Radius of 125m - if this missile is fired against a target with a smaller Signature than its Explosion Radius, damage will again be reduced, as only a small portion of the explosion is affecting the target. Although if your missile hits a target whose signature radius is greater than the explosion radius of your missile then the explosion velocity of your missile is increased by the same multiple.
As you can see we seem to be using half the damage formula for missile like weapons, but do not seem to be using the other half. The second half is important in this case as it allows us to create a situation where a Swarm Missile will ALWAYS do more damage against a same speed Dropship vs a same speed HAV.
Eve-style missile calculations are fun...but I don't know/think we are using any part of the calculation(s) (Neither sig/velocity are taken into account for missile damage). As far as I know the factors that where recently changed where the knockback affects that swarm missiles have, to make it easier to regain/maintain flight control in a dropship...(although, if Rattati or another dev could weight in on this that would be greatly appreciated)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Thaddeus Reynolds
Facepunch Security
508
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Posted - 2015.10.15 03:22:00 -
[46] - Quote
Aidualc wrote:CCP Rattati wrote: cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs"
Normal Swarm Launcher (vs Derpships), Clip = 4, range 175m, damage per missile 65 X 4... damage per swarm 260, total damage 1040hp Lock Timer = 1 seg. Assault Swarm Launcher (vs HAVS), Clip = 3, Range 120m, damage per missile 120 X 4... damage per swarm 480, Total Damage 1440hp lock timer = 1.7 seg. With that derpships are "safe" vs Assault Swarm Launcher and assault is more efective vs HAVS.
Added your numbers to the spreadsheet as I understand them (Numbers being at STD Tier)...and I'm noticing something: The proposed numbers don't have the DPS to actually destroy much of anything, let alone for most vehicles to care much about them...the DPS is either less than half, or hovering right around half current DPS totals
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Avallo Kantor
923
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Posted - 2015.10.15 06:27:00 -
[47] - Quote
Thaddeus Reynolds wrote:Avallo Kantor wrote: SNIP Eve-style missile calculations are fun...but I don't know/think we are using any part of the calculation(s) (Neither sig/velocity are taken into account for missile damage). As far as I know the factors that where recently changed where the knockback affects that swarm missiles have, to make it easier to regain/maintain flight control in a dropship...(although, if Rattati or another dev could weight in on this that would be greatly appreciated)
Well I was suggesting using something similar to this method of damage calculation because 1) CCP already has known algorithms for making it work 2) It allows tweaking of damage via statistics that are already in game. 3) Allows the introduction of modules that would not be overly difficult to implement (we already have modules that can do similar effects on dropsuits) that can then allow for specific tanking of Swarms.
All in all, I think the idea would allow for some aspects of EVE that make sense to help guide DUST style combat, as well as solve the core issue Rattati was stating with swarms: How to balance Swarm v Dropship without also affecting Swarm v HAV.
"Mind Blown" - CCP Rattati
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IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
799
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Posted - 2015.10.15 10:55:00 -
[48] - Quote
How about new variables? Shielddropship armordropship and tankshield or tankarmor? Instead of balancing DS and Tanks. Let them be different. Seriously have any of you been in a helo or a tank? Its ludicrous that the armor for a tank could be on a helo youd burn through your fuel in 10 minutes.
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.10.15 11:46:00 -
[49] - Quote
Stefan Stahl wrote:CCP Rattati wrote:cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs" Easy enough to solve. In the "damage-per-volley versus lock-on-duration versus clipsize" design space you can dial in the size of the alpha-strike that can be delivered to an escaping DS and the sustainable DPS on a static target HAV. Here are some logical sanity-checks for a potential solution: - A short range SL must be able to scare off a DS further than 150 meters, otherwise a DS with a gunner can rain missiles on the swarmer with impunity. The launched missile must travel to 200-250 meters at least, otherwise the DS can just dip out of range to recover and be back 10 seconds later. - A long range SL must be able to break the reps on a hardened dual-rep Madrugar, otherwise it isn't an AV weapon. That's 425 DPS to armor minimum. Better add some margin, otherwise the HAV won't be impressed. I'd like to follow up on this with some numbers, but I'm unsure on the design goals.
Should ADS have a harder time in the future? We just pulled in the range on the SL, so that indicates the intent is to make it easier on ADS, but the quote by Rattati above indicates ADS have it too easy now?
Should SLs become more competent against HAVs? Rattati's quote seems to indicate that HAVs have it too tough against SLs right now. Banter on the forum seems to go both ways.
I don't have enough data to come up with good design goals. My experience as a pilot doesn't give me a clear direction to go. I know my NDS can sustain a single swarmer for quite a while, on the other hand it takes two people to operate a NDS, so that seems fair.
[Edit] By the way, for future DPS calculations for the current SL you can use a time between two volleys of 2.3 seconds. Back then I wrote this thread I actually measured the time it takes PC players to launch three volleys from a couple of youtube videos. The best SL operator took 7 seconds to lock on and launch 3 volleys. That makes about 2.3 seconds per volley. |
DiablosMajora
337
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Posted - 2015.10.15 11:51:00 -
[50] - Quote
Again, why not just have different swams for different vehicles? One that can only lock on air vehicles, thus can be balanced around that One that can only lock on ground vehicles, thus can be balanced around that as well
You don't need to tackle the monstrous task or reinvent the wheel by balancing Swarms vs All Vehicles, just divide and conquer the beast like other games do (planetside 2 comes to mind)
Prepare your angus
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.10.15 12:02:00 -
[51] - Quote
DiablosMajora wrote:Again, why not just have different swams for different vehicles? One that can only lock on air vehicles, thus can be balanced around that One that can only lock on ground vehicles, thus can be balanced around that as well
You don't need to tackle the monstrous task or reinvent the wheel by balancing Swarms vs All Vehicles, just divide and conquer the beast like other games do (planetside 2 comes to mind) The short story: 1. Split SL into anti-HAV SL and anti-DS SL. 2. People complain it's not worthwhile to fit one of these if it can only attack one type of vehicle and doesn't even reliably kill that sort of target ("but that's it's only purpose, why else equip it?"). 3. Specialized SLs are buffed to compensate for their lack of usability against other targets. 4. Piloting an HAV is now a thing of waiting until somebody brings a anti-HAV-SL, which is guaranteed destruction. 5. Killing an HAV is now a thing of running to a supply depot, switching out to an anti-HAV-SL, running back to the HAV, killing it and running back to the supply depot to do what you were trying to do before. 6. Both SL operators and vehicle operators now hate Dust. Congratulations. |
Thaddeus Reynolds
Facepunch Security
508
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Posted - 2015.10.15 12:54:00 -
[52] - Quote
Stefan Stahl wrote:Stefan Stahl wrote:CCP Rattati wrote:cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs" Easy enough to solve. In the "damage-per-volley versus lock-on-duration versus clipsize" design space you can dial in the size of the alpha-strike that can be delivered to an escaping DS and the sustainable DPS on a static target HAV. Here are some logical sanity-checks for a potential solution: - A short range SL must be able to scare off a DS further than 150 meters, otherwise a DS with a gunner can rain missiles on the swarmer with impunity. The launched missile must travel to 200-250 meters at least, otherwise the DS can just dip out of range to recover and be back 10 seconds later. - A long range SL must be able to break the reps on a hardened dual-rep Madrugar, otherwise it isn't an AV weapon. That's 425 DPS to armor minimum. Better add some margin, otherwise the HAV won't be impressed. I'd like to follow up on this with some numbers, but I'm unsure on the design goals. Should ADS have a harder time in the future? We just pulled in the range on the SL, so that indicates the intent is to make it easier on ADS, but the quote by Rattati above indicates ADS have it too easy now? Should SLs become more competent against HAVs? Rattati's quote seems to indicate that HAVs have it too tough against SLs right now. Banter on the forum seems to go both ways. I don't have enough data to come up with good design goals. My experience as a pilot doesn't give me a clear direction to go. I know my NDS can sustain a single swarmer for quite a while, on the other hand it takes two people to operate a NDS, so that seems fair. [Edit] By the way, for future DPS calculations for the current SL you can use a time between two volleys of 2.3 seconds. Back then I wrote this thread I actually measured the time it takes PC players to launch three volleys from a couple of youtube videos. The best SL operator took 7 seconds to lock on and launch 3 volleys. That makes about 2.3 seconds per volley.
I also got some footage of my corpmate Grimcrimm getting swarms off in 1.8 seconds...it is highly variable, and I think we're aware of this (hence why it has noticeably higher DPS than other AV Weapons), but I'm still going to record the theoretical values for now (before proficiency should help with the variability a bit, but the max theoretical values are important...)
I'm open to changing it, but I'd need a better sample size of expert players to determine the average (sample size would need to be about 25ish players, 3-6 trials each)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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IAmDuncanIdaho II
Nos Nothi
4
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Posted - 2015.10.15 12:58:00 -
[53] - Quote
Stefan Stahl wrote: Some more general arguments: Right now, in any situation that doesn't involve buildings, the resolution of a fight between a DS and SL is determined only by the distance between the two. If distance is x then y volleys connect before the DS escapes, delivering z damage within w seconds and the DS either pops or it doesn't. That means I can design a SL that destroys any DS of a given ehp if caught within an arbitrary distance to the SL. In fact I came up with a couple possible variants during a train ride yesterday. However I fail to see the gameplay here. Neither the SL operator nor the DS pilot are doing anything interesting - they're both not enjoying their time, which is terrible gameplay.
I know that isn't what you asked for, but I'd like to put some effort into creating a more interesting SL-DS interplay before creating such variants. Tweaking turn-rate and missile speed as well as implementing directional swarm launching (I'm going to keep banging that drum) creates a much more interesting gameplay where we can involve both the DS pilot and the SL operator in more interesting activities. However the design is much more complicated - more analysis to come...
I think this makes a lot of sense. I was thinking about maybe tweaking swarm turn rates to be much *less* than they are now, a function of the potential turn rate of the DS. Merc skills can modify the turn rates on both sides of the equation, and allow a skilled DS who is aware of the incoming volley (a separate issue I know) to outwit the projectiles, unless the swarmer was more invested SP-wise. Then you may create a parity between low-investment swarmers and low-investment DS pilots.
You could also look at swarm projectiles being dumbfire, and only starting to seek after a specified amount of time, or a specified distance. That starts to involve some additional skill from the swarmer.
I reckon I could come up with more but as you've right said, this is probably complicated.
NoobCavman has a hand-sized DS3
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DiablosMajora
337
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Posted - 2015.10.15 14:49:00 -
[54] - Quote
Stefan Stahl wrote:DiablosMajora wrote:Again, why not just have different swams for different vehicles? One that can only lock on air vehicles, thus can be balanced around that One that can only lock on ground vehicles, thus can be balanced around that as well
You don't need to tackle the monstrous task or reinvent the wheel by balancing Swarms vs All Vehicles, just divide and conquer the beast like other games do (planetside 2 comes to mind) The short story: 1. Split SL into anti-HAV SL and anti-DS SL. 2. People complain it's not worthwhile to fit one of these if it can only attack one type of vehicle and doesn't even reliably kill that sort of target ("but that's it's only purpose, why else equip it?"). 3. Specialized SLs are buffed to compensate for their lack of usability against other targets. 4. Piloting an HAV is now a thing of waiting until somebody brings a anti-HAV-SL, which is guaranteed destruction. 5. Killing an HAV is now a thing of running to a supply depot, switching out to an anti-HAV-SL, running back to the HAV, killing it and running back to the supply depot to do what you were trying to do before. 6. Both SL operators and vehicle operators now hate Dust. Congratulations. 3 through 6 sound like you are a lot of pulling things out of your bum, broheim.
Prepare your angus
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Echo 1991
Titans of Phoenix Damage LLC
984
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Posted - 2015.10.15 16:15:00 -
[55] - Quote
Seriously, instead of making the swarm launcher 2 different weapons why not just lower it's DPS? That's all that is needed.
Wanna play eve?
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Demandred Moores
Fatal Absolution Bleeding Sun Conglomerate
192
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Posted - 2015.10.15 19:55:00 -
[56] - Quote
Echo 1991 wrote:Seriously, instead of making the swarm launcher 2 different weapons why not just lower it's DPS? That's all that is needed. If you did that I would never get shot out of the sky I promise. I actually think swarms are finally balanced VERY well vs ads. Having a lot of fun and was still able to wreck people before the update. I don't have many ideas but I will let you know what I think from an ads perspective.
riseofancientFA.gs
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Echo 1991
Titans of Phoenix Damage LLC
984
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Posted - 2015.10.15 23:08:00 -
[57] - Quote
Demandred Moores wrote:Echo 1991 wrote:Seriously, instead of making the swarm launcher 2 different weapons why not just lower it's DPS? That's all that is needed. If you did that I would never get shot out of the sky I promise. I actually think swarms are finally balanced VERY well vs ads. Having a lot of fun and was still able to wreck people before the update. I don't have many ideas but I will let you know what I think from an ads perspective. Give it the lock range back, lower damage and give it more ammo in the magazine.
Wanna play eve?
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.10.16 00:23:00 -
[58] - Quote
Sanchez Rivera wrote:CCP Rattati wrote:Stefan Stahl wrote:I agree with Celus Ivara, SL variants must be identifiable to the vehicle pilot that is being attacked by the sound of the impact alone. Swarms still don't always render.
Yesterday I did some theorycrafting and noticed that variants aren't really necessary. If we gave our current SL 6 shots per clip DS or ADS wouldn't notice. They leave lock on range before the fourth shot is in the air anyway - and if it launches, it won't catch up. An HAV however will have to endure 6 volleys with no pause for reload in between, which is a serious (17% for non-commandos) buff to DPS.
To me, that sounds like a very good proposition. No additional damage to DS, big buff to DPS against HAVs. No extra variants, no hassle. Only one value has to be modified. Could be deployed by Monday. cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs" Is It A Bad Idea To Make Specific Swarm Launchers To Specific Vehicles...? Like For Example: ADS Swarm Launcher: Will Have More Efficiency On ADS (100%-110%) Less Efficient On Any Other Vehicles(75%) Tank Swarm Launchers: Will Be More Efficient On Tanks (100%-110%) Less Efficient On Any Other Vehicle(75%) Numbers Could Be Different, But 2 Different Vehicle Types In Battle Would Be A Challenge For One AV User (As Always) And LAVs Would Feel A Bit Buffed Good Day People!
i like this idea. basically making two types of ammunition types, Armor Piercing and HE variant missiles. AP for tanks and HE for dropships, and just adding something to the names to make it clear which types do what and etc.
Kin of the Vherokior tribe and warrior of the republic
Self proclaimed minmatar lore master
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Thaddeus Reynolds
Facepunch Security
520
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Posted - 2015.10.17 16:55:00 -
[59] - Quote
knight guard fury wrote:Sanchez Rivera wrote:CCP Rattati wrote:Stefan Stahl wrote:I agree with Celus Ivara, SL variants must be identifiable to the vehicle pilot that is being attacked by the sound of the impact alone. Swarms still don't always render.
Yesterday I did some theorycrafting and noticed that variants aren't really necessary. If we gave our current SL 6 shots per clip DS or ADS wouldn't notice. They leave lock on range before the fourth shot is in the air anyway - and if it launches, it won't catch up. An HAV however will have to endure 6 volleys with no pause for reload in between, which is a serious (17% for non-commandos) buff to DPS.
To me, that sounds like a very good proposition. No additional damage to DS, big buff to DPS against HAVs. No extra variants, no hassle. Only one value has to be modified. Could be deployed by Monday. cool. But the complaints are, I think, a bit in the other direction, "how can I swarm kill Dropships without it being OP against HAVs" Is It A Bad Idea To Make Specific Swarm Launchers To Specific Vehicles...? Like For Example: ADS Swarm Launcher: Will Have More Efficiency On ADS (100%-110%) Less Efficient On Any Other Vehicles(75%) Tank Swarm Launchers: Will Be More Efficient On Tanks (100%-110%) Less Efficient On Any Other Vehicle(75%) Numbers Could Be Different, But 2 Different Vehicle Types In Battle Would Be A Challenge For One AV User (As Always) And LAVs Would Feel A Bit Buffed Good Day People! i like this idea. basically making two types of ammunition types, Armor Piercing and HE variant missiles. AP for tanks and HE for dropships, and just adding something to the names to make it clear which types do what and etc.
Certainly is an interesting idea
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.10.17 17:04:00 -
[60] - Quote
What if the swarm locking mechanism involved a long, easy to see red laser... So even though the swarms don't render properly, at least people know where they're coming from and can run in the correct direction. Plus then in pubs, people on the ground who don't pilot will be able to tell where they're coming from and be more likely to help their teams pilots out? |
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