|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 01:57:00 -
[1] - Quote
Swarm Launcher Missile Speed needs to be increased!!!
Considering a hand held missile can fly faster than the jets there shot, It seems wrong that the dropships can out run swarm missiles. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 17:48:00 -
[2] - Quote
I agree with damage reduction but whats the point if the missiles cant catch them which is because of the ******** flight path the missiles take. I was experimenting with missiles alot the last 2 days and even with a DS heading right at me and then at the back of the DS as it went away, all my missiles just buzzed around and never hit.
Hell, in more than one instance we had FOUR people at 4 different points shooting at the same DS and all you saw was missiles buzzing around with no hits! And he was not flying out of control, he was slowly going back and forth or behind towers.
I would rather launchers fire a single missile than a swarm of them. Looks great but is just a waste of GPU time better put to use with other graphic problems.
And since it was mentioned, i think DS need to ge back to pre-3 update. There troop carriers, not fighters....oh and what the hell does barrel roll do except make most people crash ???
It has been stated by DEVS that there will be a fighter setup, let that one do the barrel rolls.....
BTW, my missile skill is up to level 4
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 18:01:00 -
[3] - Quote
Gcember wrote:Well if the swarm missiles will go faster there is no wayyyyyy to dodge them with LAVs, then there will be no LAVs on the map either and we will have to use our invaluable stamina to get where we wanna get. Back to the dropships, yes it will be no dropships at all with increased speed, and the dropships are what I have heard very hard to control and if the swarms come in even faster you will have a hard time to stay airborne...
As some have mentioned, maybe a good first step is to make the flight path straight and atleast bump the speed and also launch just one rocket with maybe the punch of 3 swarm rockets.
All I know is the current setup does not work, and bumping up the damage was dumb since they dont hit the DS alot. I would like it if when i shot, i new if i caught a DS in the open or hovering that i had a great chance to hit it even if the damage is less.
I think it makes sense to have 4 people on a team with missile launchers, this way they can coordinate there attacks and have a better chance to take out DS, HAV, and LAV.
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 18:03:00 -
[4] - Quote
Typo Name wrote:If a dropship is going too fast for a swarm missile to keep up, it means the dropship is about to crash anyway, because you can't control it well at that speed.
Fast DS is not the problem, slow wierd flying missiles are though.
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 18:18:00 -
[5] - Quote
Avenger 245 wrote:Cerebral Wolf Jr wrote:Avenger 245 wrote:I will explain some of my opinions on balancing that make me support this
1. missile should fly faster than their target
2. missile flight paths need to be rethink
3 missile need to do less damage
4. dropship need a new flight mechanic more suited to a transport
5. dropships need more EHP because they are a transport Nerf damage and buff EHP? You've clearly no idea about balance because you'll "balance" one then change the other and throw the balance out again. Dropships need a massive EHP buff, they also need Ewar, swarms don't need any damage mods, they just need some path finding tweaks and i slight speed boost but after dropships gain a EHP buff which Dev's have already said is coming. I suggest it like that because CCP should do it in small dose, and not overkill it like they normally do, but you have to remember this isnGÇÖt just about swarms and dropships, IGÇÖm suggesting that in terms of balance with other stuff. 1. a dropships is a transport landing and taking off should be fairly easy. it should be a bit slower and more stable in the air. so it can easily land and drop off or pick up troops quickly. 2. increase the speed of swarms because they are the primary infantry AA weapon they need to be able to compete against fighters and gunship which should be faster than a dropship.(this is a major point i believe gunshipGÇÖs and fighter should try and out maneuver swarms while a dropship should be able to take the blows) 3 lower the damage of swarms because a militia swarm can solo a tank and one shot a LAV, I do not think a militia swarm should be that powerful. a lav should be able to survive one blow from a = lvl swarm albeit heavily damaged. and a lower tier swarm should not under any circumstance be able to solo a tank.(just using swarms, if they also throwing AV nades then go solo them) because a tank kill should be corporative effort even the lowest tier swarm can solo it then something wrong 4. if swarms were faster and dropships slowed down and flight mechanics rearranged then they would normally get hit by swarms, so a small HP buff along with a increase in EHP would allow them to land, drop off and protect their infantry. 5. missile are stupid all the time, I would suggest they fly in a liner path from were they were launched until the reach a point in height or distance and they were able to see the target then arc down towards that target. 6. if swarms speed was increased it would be prudent to decrease their damage, I also think swarms should have a fuel/flight limit as well as poor turning skills but be incredibly fast, like real missiles. 7. if the damage is nerfed and EHP buff then the swarms need to hit more often they currently do ergo speed increase and better flight path. 8. flying a transport should be relatively easy compared to a gunship or fighter where such controls would be better suited, so i was again suggest the slow down and making more stable so it can better do its job and land. 9. was gunshipGÇÖs and fighter are brought in dropships in their current role will be obsolete thatGÇÖs why CCP should focus on making them better at landing and protecting.(protecting naturally entails HP and EHP)not)
Should just have quoted you :P
This is exactly what I want, faster missiles that fly straight towards there target!!
Adjust the +25% dam added to them and only shoot 1 missile at a time.
And while ccp is fixing and adding stuff, how about a real Squad Automatic Weapon (SAW) like the M60 that shoots at 550 rpm with a larger caliber round that shoots farther and can be carried by assault suits. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.17 00:41:00 -
[6] - Quote
Uber Dragonlord Valkarish wrote:I've got a thread already started on shooting down swarms via tank blaster turrets. https://forums.dust514.com/default.aspx?g=posts&t=36721&find=unread If you add the ability to shoot them out of the air with the blaster you wouldn't have to reduce damage. In return you could increase the lock-on speed and ammo capacity so swarmers can "shoot and scoot". If you add in damage zones you can really add a massive amount of strategy to the art of taking out armored vehicles. Low turret & tread/tire/thruster HP, med main cannon HP (on tanks), high hull/main body HP. An immobile tank or dropship or LAV can then still be useful and not a massive waste of money. You could use a tank/dropship/LAV with the turrets shot off for transport vehicle, or an immobile unit could still act as an emplaced weapon, and an undestroyed hull could be used to hide to recover HP. In return I think that If you are able to immobilize a tank you should be able to get on top and throw in a grenade to destroy it. That would allow regular infantry to participate more in taking out tanks and also let the tankers have a high HP for their main body without swarmers getting mad because they can't kill it. If you take out the treads and the main cannon, you can come up on the tank from it's blindside without getting shot, then just drop in a 'nade. Or the swarmers and assult units could keep it's guns busy while a scout runs in to drop a 'nade. It encourages team work, and we all want more ofthat.
As slow as the missiles travel now, you probably could shoot them down.
But really???? Shoot the little missiles down with a blaster turrent and special blaster skill ???? REALLY????
OMFG
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.17 01:47:00 -
[7] - Quote
Uber Dragonlord Valkarish wrote:Hobos-N-Guns wrote: Shoot the little missiles down with a blaster turrent and special blaster skill ???? Special blaster skill? What were you reading? Certainly not what I wrote. If what I said was confusing, let me clarify: Swarm missiles should be able to be shot down with any projectile (blasters were just an example of how a tank could defend itself) and in return lock-on speeds of swarm launchers should be seriously sped up and should hold more ammo. In addition, you should be able to carry more ammo for the launcher. You could also make the swarm missiles slow at first but gain speed rapidly over a distance, that way the further it travels the faster it goes, hitting an insanely high max speed at say around 100 meters. People who want a speed increase would get it if they shoot from a distance, and people who want a chance to protect their massive tank investments would be able to. How is that at all controversial? Edit: Oh, and damage zones should be added to vehicles and if you get on top of a tank you should be able to throw in a grenade to kill everyone inside.
Sorry, I added that. Should have made it clear it was not a quote ;)
If you can't shoot them down now (and I know you can't) since its outside of the game mechanics, then your going to need a skill that allows the blaster to do air bursts to use splash damage to blow them up in flight. That leads to a mode selection for airburst or a different ammo to achieve this, which would have to be changed into to shoot at the missiles already coming at you, then switch back to the ammo that you shoot at the hav, lav or infantry.
Firing slower would be fine, just so long as it speeds up fast.
I would rather have a single missile fire at a time and have a reload delay which to me makes more sense but still get the bang you get from the 4 rocket swarm, or 5 or 6 since there are swarm versions of those numbers.
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.21 01:53:00 -
[8] - Quote
Uber Dragonlord Valkarish wrote:But that makes no sense really. Logically a smaller vehicle would be harder to lock on to, however the people who spend massive amounts on tanks would complain that their more expensive loadouts should be harder to lock on to. By making it based on size you are asking to start another AV vs. Tank thread war. If the lock on speed is based on anything, it should be distance from the target.
Something to reduce a vehicles signature (module) would be a good idea. This is used in eve but also is effected by the amount of armour and the turrent add to signature. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.21 17:38:00 -
[9] - Quote
Maximus Stryker wrote:Has anyone considered the option that they don't need to go faster but rather follow the targets longer.
It seems like they just stop tracking for no reason and disappear...
Following targets they do although the tracking mechanics is really poor, they just never catch up because they are so slow. I would rather have a faster missile that can only track for 20 or 30 seconds than one that tracks 60 seconds but can never catch up because of the wierd mechanics of flight and tracking.
As someone posted above, a missisle moving fast is constantly correcting itself in flight so if your a good pilot and manage to drop behind a building, hill, ect, then I should have to wait to re-aquire you and fire another.
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.24 19:36:00 -
[10] - Quote
Whispercrow wrote: I just want a variety of missiles, like in the real world.
Fast ones with good agility that are meant to tear up air vehicles but are near useless against heavy armor.
Big slow fat ones with low range that can obliterate heavy armor but can't hope to catch up to an aircraft or a buggy going like a bat out of hell.
Dumb fire ones of good speed that go forward at a really good clip but don't have any tracking or lock-on.
An extremely maneuverable variety with really slow lock on but stay after the target and do great damage.
Etc. Yeah, it might suck to be 'stuck' with an Anti-Air missile when the enemy rolls up with a tank, but that's what Supply Depots and Deployable Spawn Locations are for.
+1
Would love to see these ideas implemented |
|
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.27 01:10:00 -
[11] - Quote
More Bumps |
|
|
|