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Sandair Mulholy
Codex Troopers
42
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Posted - 2012.08.08 03:56:00 -
[1] - Quote
EVERYTHING identified as enemy: drop suits, vehicles, installations. Anything that can be killed or blown up. Of course the locking speed should be dependent in scanning radius of the target, so locking a scout would take like a minute, and locking a dropship or tank take 5 seconds (as it is now), and be nearly instantaneous to lock installation facilities. I know that notion exists already, but there are things I cannot lock on (cloning depots and dropsuits come to mind).
To counter this though, there has to be a way to cancel a lock without shooting. I regularly end up locking the MCC by mistake and "wasting" a round. |
Sandair Mulholy
Codex Troopers
42
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Posted - 2012.08.08 14:38:00 -
[2] - Quote
ilafey wrote:Swarm launchers used to be able to kill all but got nerfed last build
That relates to unlocked firing, which indeed was way too powerful. Now unlocked firing is useless, and the only problem I have with it is that it is still there. It is so useless that this option should be removed completely; It would simplify the locking and firing of swarm launchers.
But what I am talking about is locked firing. Or more specifically the locking. It should be dependent on distance and signature, not the fact that it is a dropsuit or a jeep. So it could lock on an assault dropsuit 20m away, but it would take 45 seconds. And probably not all four missiles would hit it. And he might survive the first swarm, but not a second one.
It would certainly not be an instant kill. The target would have to stay still for a long time, in line of sight and be close enough. And you would be exposed the whole time, completely vulnerable. At least it would be an option. |
Sandair Mulholy
Codex Troopers
42
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Posted - 2012.08.08 21:02:00 -
[3] - Quote
Avenger 245 wrote:Its a AV missile weapon not a AP weapon, I wouldnt want it to become OP it needs to stick to be a tool to kill tanks and dropships not an all around killing machine. All weapon should be good at their role not have verstility a meeds to beat b and b beats c and c beats a, not a beats both b and c.
however I would like to see a rocket launcher for infintry, like a a rpg that fires a single rocket that does twice the dmg of 1 swarm missile, so half the damage of the swarm launcher of all of them hit.
Missile are guided with smaller payloads and little splash Rockets are dumb with larger payloads and splash.
Yes, being an AV weapon means it excels at AV, it does not mean it can't do AP. Every other weapon can do both: the Forge gun is serious stuff against dropsuits, enough people with AR can kill a tank, etc. The Swarm is almost the only one that cannot kill both vehicle and personnel (ignoring the ones that can't kill anything, like the Mass Driver).
I am not saying to make it good at it, but like the Forge, with the right circumstances, it should be able to do it. |
Sandair Mulholy
Codex Troopers
42
|
Posted - 2012.08.09 15:37:00 -
[4] - Quote
Dewie Cheecham wrote: No, actually they should not.
If they could, you'd have a bunch of people on the towers,with a nano hive behind them, shooting infantry with swarm launchers. In the end, everybody, and their dogs would be on the towers, shooting at each other.
It wouldn't work because everybody would be too far, you can't even do it for tanks now. And if you want to go AP only, you will be firing only once every two minutes at best (distance+signature radius locking delay) and not even killing them with one shot. And that is assuming the target is not under cover when the missiles land. I wouldn't do it. I don't think many people would. |
Sandair Mulholy
Codex Troopers
42
|
Posted - 2012.08.09 15:43:00 -
[5] - Quote
Ten-Sidhe wrote:U.S. has a M202 flash four shoot flamethrower rocket. Fires 4 small missile with a compound similar to napalm in them. Maybe a swarm with no direct damage and the same splash, but splash damage applies every second for 15 seconds. Every suit is fast enough to leave area to avoid most of damage, and every suit could survive if undamaged and only one shot was fired. Still enough damage to make a player think about if its worth hacking something in fire or taking short cut through it. Flame animation would also act as smoke screen. Multiple users could block paths, requiring using hav to go through flames or taking a different route or sniping flame rocket users.
Gallente made rockets in EvE cause heat damage, and Rodan Shipyards make some Gallente missile ships. So Rodan Armaments made swarms could be the flame type.
RPG-7 type rockets could be made by the Minmatar, fits well I think. Rusty duct-tapped(called gaffer tape in England I think) tube fired explosives.
You can't have this type of weapon in a game like Dust 514 where you have set, immobile targets that the enemy has to hack for an amount of time. People would spam the hacking points with this, and even if the damage does not kill them, it would weaken them and make them easy to kill. It is already bad with the remote explosives, and it is only a one shot deal. |
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