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Vagrant Deathlord Ulath
6
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Posted - 2012.09.15 22:30:00 -
[1] - Quote
Has anyone managed to shoot a swarm missile to see if it can be cancelled out? I've been unable to pull it off. Being able to shoot them down would level the playing field a bit between heavy vehicles and swarm launchers without having to nerf the damage too much from the swarms. Maybe slow the missiles down a bit to give people a better chance to shoot them with the tank turrets.
But then that raises the question of the turrets turn speed. Realistically I'd say the rapid fire turret (I forget the name) should probably deal a little less damage but turn much faster so it could be used as an anti-swarm weapon. SP rewards for shooting down missiles? Maybe?
Anyway, I think this would help because the swarm users could still deal high damage and at the same time the dropships and tanks and light vehicles would have a fighting chance. Swarmers could still gang up on a vehicle and that's fine, that tactical, but at least it's not as one sided as it has been (sometimes on one side, sometimes on the other) |
Vagrant Deathlord Ulath
6
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Posted - 2012.09.16 10:58:00 -
[2] - Quote
Well thanks! I expected a bunch of hate from swarm users. Yes, this is a means to keep the tactical angle and prevent nerfs without ticking everyone off (too much...). Good gunners will be needed, but I as I said I think the speed of the swarms should be slightly reduced (just slightly!) to make things fair. As for Forge guns, I think extending the charge time a bit would straighten things out and make it all nice and fair all the way around since they can wreck a tank in short order. |
Vagrant Deathlord Ulath
6
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Posted - 2012.09.16 13:41:00 -
[3] - Quote
You wouldn't absolutely HAVE to change the speed very much, you could change the flight pattern. For example, do you remember the Javelin rocket launcher from mw3? It launches out, up, then falls on it's target several seconds later. I'm not saying swarms should do the same thing, but there are ways to make the missiles move differently in order to make them take a bit more time to reach their target. You could also slightly reduce the number of missiles in the salvo but increase the damage of each one. Or vary the speed of each missile so that some are faster than others, so it is possible for a really good gunner to take out one or two which would save the tank until the next salvo of swarm missiles. |
Vagrant Deathlord Ulath
6
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Posted - 2012.09.16 14:48:00 -
[4] - Quote
Then how about damage zones? A zone for each turret, the treads, the main cannon, and one for the hull/main body with the turrets with the least protection, then more for the treads, even more for the main cannon, then the most for the hull. That way a tank can be crippled but still function. If the guns are taken out, it can still be an armored transport. If the treads get taken out it can be a fortress firing on any enemies in range. If both are taken out it can be a bunker to hide in from enemy fire to recover health. Immobilizing it would limit the turn radius of it's turrets and prevent it from turning, allowing swarmers to re-position and aim for the main body or cannon. Or you could add a feature where if the tank treads are crippled and you get on top of the tank you can throw in a grenade, that way swarmers can work together with normal infantry to take out the tanks. This would ALL add more strategy to the battle and satisfy the complaints on both sides of the issue
Swarmers and tankers are going to be a major chunk of the people using this game, and that means the game needs to cater to their needs. Tank commanders want to have a sufficient bang for their buck, and I agree since the needed supplies for a proper tank are both ISK and SP intensive and many people will rely on them for support, but swarmers want to have a fair shot as well. If you add all of these ideas expressed here together it should solve the issue almost entirely. Yes it would be a major amount of work, but is it more important to get it done or to get it right? If you want to profit from it over the long term, it needs to be done right and nerfing swarms ticks of swarmers and nerfing tanks ticks off tank commanders. People rage quit when they get fed up with an unfair system, meaning less people playing the game. If we want this game to succeed, then nothing that improves the game for a large portion of the audience is a waste of time.
Chaff and flares aren't going to always be handy in such a large field with such small squads and so few equipment slots. Maybe if they upped the number of players in each battle. |
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