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Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.09.02 04:02:00 -
[1] - Quote
Can you please redesign the launching mechanism of the Swarm Launcher? Instead of launching all the warheads at once go to a multi-stage launch pattern.
1st stage - launch a single larger missile from launcher - which carries all the warheads inside it - travels 200m before stage 2 this would reduce the collision with terrain at launch. The 1st stage would acted as a kinetic kill missile up until minimum safe arming distance is reached (half damage of all warheads in the stage) 2nd stage - 1st stage deploys the warheads which then home in onto the selected target doing full damage.
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Stile451
Red Star.
76
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Posted - 2012.09.02 05:13:00 -
[2] - Quote
200m is a bit far for this game(that's about 2/3 of the way across the map, 75 to 100 would be better.
I think first stage should be doing more damage than second stage as there is more mass and the warheads could then just explode right where they are dealing extra damage to a weakened location. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.09.02 07:04:00 -
[3] - Quote
200m was an example. The distance to arm could be half range to target as a safety measure. pass that point the warheads arm for seperation and ramming speed with shaped anti armour charges. |
wathak 514
Circle of Huskarl Minmatar Republic
106
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Posted - 2012.09.02 08:58:00 -
[4] - Quote
Stile451 wrote:200m is a bit far for this game(that's about 2/3 of the way across the map, 75 to 100 would be better.
I think first stage should be doing more damage than second stage as there is more mass and the warheads could then just explode right where they are dealing extra damage to a weakened location. Hes right 1st stage would do less ass its just a high speed bullet no explosion as the warheads arnt armed and therfor cant explode
I think this is a bit intricate and overdone for whats needed. Id say they should let us swap flight patterns of the missles as curently there straight fire only. Once having been fired they fly in a straight path tho the target. There should be a secound mode wich would make the missles climb higher befor following the target giving them a god chance at bypassing all th buildings for hitting the top of the target.
Ofcoarse having it moded will make it a bit more skill intensive fr the player causing them to decide if a straight fire or high fire be best. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.09.08 17:33:00 -
[5] - Quote
High flight path would be better, with warheads dropping onto target, like the "Javlin" system. |
chuckuall
RestlessSpirits
16
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Posted - 2012.09.09 01:51:00 -
[6] - Quote
I agree, high flight path would be much better since missiles tend to dive into the ground. |
Raynor Ragna
266
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Posted - 2012.09.09 04:11:00 -
[7] - Quote
How about launch the missiles individually over 0.25 - 0.5 seconds. All the missiles would initially go where you aim them. I would like it of the missiles would travel some 100m in the dirrection you aim before tracking. Its 100m initial launch pattern would be broken if the target is closer than that. |
madd mudd
41
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Posted - 2012.09.09 04:47:00 -
[8] - Quote
I like the original idea/suggestion perhaps a little tweaking on the distance though. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.09.09 06:03:00 -
[9] - Quote
If you use the Javelin system as an example the range is up to 2500 meters. A good range for a stand-off anti-material weapon. |
Whispercrow
Seituoda Taskforce Command Caldari State
102
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Posted - 2012.09.09 06:30:00 -
[10] - Quote
Or break them up into seperate weapons with seperate purposes.
There's, what, six different kinds of missile launcher in EVE? (Rocket, Light, Heavy, Assault, Torpedo, Cruise?) We can totally have at least 2 or 3 in this game.
Though it won't happen, what I'd like to see are 4 kinds of missile launcher. 1) The generic all-purpose launcher. Basically what we have now. 2) The Anti-Air specialty missile. Slow lock on, but fast, nimble missile that does bonus damage to aircraft. Perhaps have it be somewhat useful against LAV's too. Stupidly long range against aircraft, much longer than its lock range... if they come close and try to fly away, it should easily catch up and do damage, encouraging them to avoid those areas. (The drawback, of course, is the player carrying it doesn't have a 'normal' weapon). Less 'knock around' than 1, though. 3) A slow, heavy Anti-Vehicle missile. Medium lock-on time. Launches vertically, homes in on ground vehicles, and pounds them from above. High damage, but not as much range as 1, slowest missiles. Obviously has issues if the tank takes cover under an overhand or the like, but that's fine. Let it work against installations too, so they have the added usefulness of pounding them when there aren't tanks around. 4) A fast, no-lock-on dumb fire rocket with tiny blast radius. Or no blast radius (say it's a shaped charge or something). Can work against players or vehicles, though obviously the smaller faster ones (players, LAV's) have better odds of dodging. Currently infantry weapons can barely scratch tanks, this would do the same damage to them as to players. |
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