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Takron Nistrom
ROGUE SPADES
83
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Posted - 2012.07.04 21:14:00 -
[1] - Quote
I've noticed there are very few ways to escape a lock from swarms unless you get lucky. I was thinking about a possible lock-on alert for tanks and drop ships. To tie in with that I thought maybe a counter-measure module could be activated to help counter the swarms. The related skill improving the percent chance to counter the missiles. Kinda like combining ecm and defender missiles in eve. Dumb fire I thought would be harder but would get around the lock alert and then they have less time to drop flares.
Just an idea. |
General Funguy
Crux Special Tasks Group Gallente Federation
58
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Posted - 2012.07.04 21:38:00 -
[2] - Quote
I was thinking this too. Maybe an Electronic Counter Measure module or Radar Jamming to prevent a lock for a certain amount of time. Kind of like Battlefield 3 where you can deploy flares once there is a lock on, and then have to wait for a cool down before you can deploy them again. The swarm missles are far too effective against a dropship and some of them can take one down in one hit. That's pretty excessive. |
Zekain Kade
BetaMax.
931
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Posted - 2012.07.04 21:39:00 -
[3] - Quote
I would rather just have a lock on warning. No flares, but rather make it so the swarm rockets can be dodged a little easier. |
Lephis Phoenix
Algintal Core Gallente Federation
24
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Posted - 2012.07.04 21:40:00 -
[4] - Quote
If it needed the right skills to train i am with you all the way! |
Takron Nistrom
ROGUE SPADES
83
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Posted - 2012.07.05 02:48:00 -
[5] - Quote
Like an ecm burst for missiles maybe. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
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Posted - 2012.07.05 02:53:00 -
[6] - Quote
Thats fine so long as I get an EMP grenade so that when my swarmers have that Im not dead weight just because I decided to specialize in demolitions and not tank and dropships. |
Max Trichomes
Quantum Kittens Syndicate
68
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Posted - 2012.07.05 04:04:00 -
[7] - Quote
Yes there absolutely needs to be a lock on signal. IMO there should be sound and a visual, and the visual should tell you how many locks are on you. Getting surprise shot out of the air isn't that fun. Give us a fair chance to get away.
I also agree there should be counter measures. Give us multiple choices of counter measures, ECM and counter-missiles. ECM is pretty simple for x seconds you can't be locked on to, ECM take 2x seconds to recharge. Counter missiles would be your own swarm missiles that target the incoming swarm missiles and detonate them. The amount of incoming missiles they successfully take out would be dependent on how close they are to the dropship.
I have only flown militia dropships, but if the difference between militia and upgraded is as crazy as tanks Swarm launchers need a bit of a buff. The best swarm launcher does such little damage to an upgraded tank it is irrelevant. If dropships are the same then the swarm launcher needs a buff. If the difference is not so big, well then maybe tanks need a nerf or swarmlaunchers need a damage multiplier against tanks. Swarm launcher should be more than a minor nuisance to vehicles. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
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Posted - 2012.07.05 06:28:00 -
[8] - Quote
There is already a counter which is one of your 2 gunners. |
Max Trichomes
Quantum Kittens Syndicate
68
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Posted - 2012.07.05 16:00:00 -
[9] - Quote
carl von oppenheimer wrote:There is already a counter which is one of your 2 gunners.
How is that a counter? You realize swarm launchers can one hit a dropship. Also you realize you have zero warning that swarm launcher is coming. Spoken like someone who has never flown a dropship. |
Peter Hanther
Dead Six Initiative
39
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Posted - 2012.07.05 16:20:00 -
[10] - Quote
Max Trichomes wrote:carl von oppenheimer wrote:There is already a counter which is one of your 2 gunners. How is that a counter? You realize swarm launchers can one hit a dropship. Also you realize you have zero warning that swarm launcher is coming. Spoken like someone who has never flown a dropship. depends entirely on the model and fittings |
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Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.05 16:47:00 -
[11] - Quote
You get plenty of warning - if you're looking in the right direction.
Missiles have flight time. If you're looking the wrong way, and your gunners are ALSO looking the wrong way, that's called a good place to be shooting from. If you have no gunners, you have a larger blind spot.
Does anyone know if gunners can shoot down missiles? That might help.
I think a lock warning would be a nice idea, but I won't argue that it's necessary. |
Asno Masamang
Odd Shadows Inc
122
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Posted - 2012.07.05 17:33:00 -
[12] - Quote
Greetings,
Takron Nistrom wrote:I've noticed there are very few ways to escape a lock from swarms unless you get lucky. I was thinking about a possible lock-on alert for tanks and drop ships. That right there is the key point that people seem to be missing. There are ways to get away from them as such there is a very viable counter. It's called evasion.
Now, I would agree with a lock-on warning, but no ECM or defender missiles, or flares, etc. Why? Because once the remaining features are put in, the existing Swarm Launchers will be effectively useless against dropships. Currently the Viper and Gorgon only slightly slower than the Swarm missiles. Once afterburners are put in, even these ships will be capable of out flying the missiles completely.
Additionally, the swarm launcher fires 4 - 6 missiles per round. The total damage of the round is spread across all of the missiles. Because of the way the missiles work, it is possible and even common for one or more of the missiles to get stuck on a wall or other piece of the environment. When this happens the missile is as good as evaded without the pilot doing anything, so your incoming damage is already reduced by 1/4 - 1/6th per missile lost this way.
Finally, you need to remember that all weapons can hurt a tank or dropship. It would not only be unfair, but a serious waste of resources to create a feature that only affects Swarm Launchers. For example, I took out a tank yesterday with a combination of my SMG and a grenade... Twice.
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Traynor Youngs
Royal Uhlans Amarr Empire
287
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Posted - 2012.07.05 17:45:00 -
[13] - Quote
A regular (non militia) Dropship can OUTRUN swarm launcher missiles. IF you are paying attention and see them coming you can run away, then it gets fun when you have to try to make them run into something that isn't you by taking quick turns behind buildings.
A prototype swarm launcher against a well fitted Dropship will set it aflame with very little armor left, but if you run away, you may live to fight again.
I agree with the lock on indicator though. It doesn't help you know WHERE its gonna come from, but it would give you a chance to spool up your engines and get some momentum going. As long as it only activated when someone actually LOCKED on, not just started to.
And sidenote, I hate it when I take like a sliver of damage and my gunners bail. Oh ye of little faith. |
Takron Nistrom
ROGUE SPADES
83
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Posted - 2012.07.06 23:04:00 -
[14] - Quote
I totally forgot about afterburners. My ECM statement is withdrawn. But I would still like the lock alert. |
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