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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. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.16 02:16:00 -
[2] - Quote
i agree swarms need to go faster.
also in terms of balance swarms need to do less damage |
Onizuka-GTO Houdan
Osmon Surveillance Caldari State
8
|
Posted - 2012.09.16 05:13:00 -
[3] - Quote
You people have no idea what you are talking about, there is hardly any dropship flying around at all these day. I know, i'm one of them!
They are fragile and cost so much, yet earn you nothing in terms of SP that people are not flying them anymore.
The current tweak to swarm is devastating already!
Maps have very little cover for dropship pilots, when hit my swarm missiles, they get a knock back and a temporary loss of control, Then since Forge guns now have extended range, getting hit by a swarm, you are then taken out by a blue plasma bolt of death.
Swarm certainly needs a tweak, but it's not a speed bump, if you up the speed, the only thing you will be using the swarm to fire on, will be tanks....... |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.16 05:17:00 -
[4] - Quote
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 |
Tectonious Falcon
23
|
Posted - 2012.09.16 06:07:00 -
[5] - Quote
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
I agree
|
Onizuka-GTO Houdan
Osmon Surveillance Caldari State
8
|
Posted - 2012.09.16 06:19:00 -
[6] - Quote
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
There are some good points, but i still disagree with missile speed and some what with flight mechanics.
The fact that swarm can "lock on" is good enough, i have no opinion on damage of swarm however, the knock back is bad enough, and while being hit by a militant swarm, while riding a militant dropship, i might argue that it's a fair trade off, even if it pains me to say it and the lose of those lovely isks....
As for flight mechanic, yes, it's hard. But when you master it, it's rewarding. However the only problem is, well. The landing.
You cannot do a fast hot zone landing. it's impossible if swarm missiles and tanks are about. Hell even if there is a LAV around you gotta watch out if you are trying to land safely, one bump by a LAV and you are flipped over if you aren't quick enough!
So yeah, tweaking in the landing and the way collision works while in landing mode, really needs to be worked on. |
hosche96
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.09.16 07:12:00 -
[7] - Quote
A module, perhaps? |
RedBleach
50
|
Posted - 2012.09.16 08:30:00 -
[8] - Quote
Give me a way to avoid them (dropship) with a warning system, and some flares/chafes and I'll meet you half way to a yes. but right now I CANT AVOID THEM ANYWAY... so why increase the speed when the target still gets hit? |
Onizuka-GTO Houdan
Osmon Surveillance Caldari State
8
|
Posted - 2012.09.16 09:37:00 -
[9] - Quote
RedBleach wrote:Give me a way to avoid them (dropship) with a warning system, and some flares/chafes and I'll meet you half way to a yes. but right now I CANT AVOID THEM ANYWAY... so why increase the speed when the target still gets hit?
QFT |
Gcember
Villore Sec Ops Gallente Federation
123
|
Posted - 2012.09.16 09:43:00 -
[10] - Quote
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... |
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I-SHAYZ-I
24
|
Posted - 2012.09.16 09:43:00 -
[11] - Quote
Maybe make it a variation of the swarm launcher. Instead of the one that can multi-lock, it should make the missles fly faster at a reduction to damage. |
Cerebral Wolf Jr
Immobile Infantry
760
|
Posted - 2012.09.16 09:45:00 -
[12] - Quote
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. |
Kovinis Sparagas
Final Fortress Happy Tree Fiends
58
|
Posted - 2012.09.16 09:52:00 -
[13] - Quote
Hobos-N-Guns wrote: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. Dropships some how has to fight missiles |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.16 14:51:00 -
[14] - Quote
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) |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.09.16 15:34:00 -
[15] - Quote
I think we need a little more time to see the hot fix dust clear up. Many of the AV and Tank builds are probably still trying to adapt to the new changes.
Besides with new build incoming with new stuff which might completely turn things around again, so talking about balance especially AV vs tanks is one big mess at best. |
Typo Name
78
|
Posted - 2012.09.16 17:05:00 -
[16] - Quote
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. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 17:48:00 -
[17] - 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
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Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 18:01:00 -
[18] - 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.
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Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 18:03:00 -
[19] - 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.
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Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.16 18:18:00 -
[20] - 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. |
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Varys Targaryen
200
|
Posted - 2012.09.16 18:44:00 -
[21] - Quote
Dropship pilot here. I agree with a lot of these posts. I support:
Faster missile speed.
Lower damage (It should take 4 militia volleys minimum to take down my Eryx) (1, 2 or 3 prototype depending of pilot fitting, AV fitting and player skill).
Missiles should have enough fuel to track targets across the current map sizes. (we are only playing on slivers of larger maps)
No more missiles that instaturn 90 degrees, orbit each other for a while then continue it's merciless hunt for dropships as if it had a personal vendetta against it. If any air vehicle gets lucking enough to be in a position to out-maneuver swarm missiles, then they should be rewarded with watching the swarms fly by.
Swarm missiles could have faster lock-on speeds. Or have an option for it, like a module or something.
Drop ships should have some kind of missile deterrent system. Flares (better for moving DS), chaff (better for stationary DS), lasers (Destroy certain amount of incoming missiles), and missiles (fight fire with fire right? JK lol) |
Uber Dragonlord Valkarish
29
|
Posted - 2012.09.16 20:05:00 -
[22] - Quote
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. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.17 00:41:00 -
[23] - 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
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Uber Dragonlord Valkarish
29
|
Posted - 2012.09.17 01:06:00 -
[24] - Quote
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. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.17 01:47:00 -
[25] - 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.
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Uber Dragonlord Valkarish
29
|
Posted - 2012.09.17 02:07:00 -
[26] - Quote
Oh, I follow what you are saying. =) Yes I agree that would work but it would also be cumbersome since tank turret slots are limited and that would be a devastatingly OP anti infantry weapon. What I was saying was the missiles could be reworked to detect impact and when a bullet hits it in mid flight, boom. That's not to say that the missile couldn't still do splash damage to the tank if it's a close call. This would also give dropships a fighting chance since they are currently just floating paper sacks at the moment. You can pretty much power up the AV as much as you want if you give the vehicles a means by which to protect itself. Everyone just needs to be on equal footing, that way there are no rage quits, no whiners (well... fewer whiners), and no way people can say it's unbalanced.
However.... you just gave me an idea.... You said alternating ammo with the blaster? That is a very good idea, that would make the blaster a much more versatile turret, and it could be changed easily by hitting L2 just like switching weapons. But use a sort of concussion round that only affects missiles, or has a nerfed effect when hitting infantry. Maybe it screws with their radar or momentarily statics up parts of their screen.
And as I said, if you add in damage zones tank battles become neigh epic. ^^ |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.17 02:27:00 -
[27] - Quote
The faster a missile flies, the greater its turn radius. That radius goes up with the square of the speed. So I'm all for a faster swarm because it means I can side step it and it will go racing on by. The best analogy I have is if you are trying to hit me with your car while I'm in an open area. If you drive slow you can turn sharp. If you come at me at 90mph, just how quick can you turn to adjust to me jumping aside at the last moment? Not very. And it's going to take you a VERY long time to turn around and come back for a second pass. Of course the faster you fly the faster you use up your fuel supply, again it's a matter of physics. The air resistance goes up as the square of the speed, so you sacrifice four times the flight duration to double your speed.
It's slow rignt now BECAUSE it needs to be more manuverable. Of course even at that speed they currently have FAR to sharp a turn radius due to the low bandwidth programming decision the devs took (fly to the lst known position, then reorient and fly again). It's simple physics.
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Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 03:35:00 -
[28] - Quote
Well said Skihids, but that would be fine. As long as the missile is auto correcting it's trajectory constantly as it flies towards a tank, if the missile is shot from far enough away you'd never really know it was coming unless you are watching in the right direction. And if you are able to dodge the missiles (no easy feat to time correctly) then kudos. But when you have to dodge 4 missiles coming in from slightly different angles and distances at insane speeds, maneuvering a tank out of the path of all 4 will be quite a task. And if the treads are dead on your tank due to AV or grenades, there is no "sidestepping" to be done. Of course that's why I suggested letting bullets be able to detonate them in mid-flight, that would help quite a bit. If you are speaking of literally sidestepping outside of a tank, well of course. There is no issue there, the swarms are meant mainly for AV anyway |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.17 04:36:00 -
[29] - Quote
Uber Dragonlord Valkarish wrote:Well said Skihids, but that would be fine. As long as the missile is auto correcting it's trajectory constantly as it flies towards a tank, if the missile is shot from far enough away you'd never really know it was coming unless you are watching in the right direction. And if you are able to dodge the missiles (no easy feat to time correctly) then kudos. But when you have to dodge 4 missiles coming in from slightly different angles and distances at insane speeds, maneuvering a tank out of the path of all 4 will be quite a task. And if the treads are dead on your tank due to AV or grenades, there is no "sidestepping" to be done. Of course that's why I suggested letting bullets be able to detonate them in mid-flight, that would help quite a bit. If you are speaking of literally sidestepping outside of a tank, well of course. There is no issue there, the swarms are meant mainly for AV anyway
There are two tracking methods a missile can use:
1) Homing, where the missile tries to kep its nose pointed directly at the target at all times
And
2) Predictive leading, where it watches the flight path of he target and attempts to lead the turn.
Each has advantages and disadvantages. Basic homing often leads to an impossibly tight turn radius as it nears a maneuvering target. Predictive leading can be "head faked" by switching turn direction as the missile nears the target. Again, the faster the approach speed the less maneuvering it is capable of.
A tank isn't capable of fast travel or very abrupt manuvering, so I'm really addressing flying vehicles here.
I would love to see accurate flight physics for everything that flies as that opens the game up for true player skill just as modern air combat manuveres does. Then the better pilot will get the better of another even if the latter has a bit of a character skill advantage. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.17 06:44:00 -
[30] - Quote
Well I agree with Skihids. Right now Swarms are homing missiles with the ability to do a 180-¦ turn without a problem, right on the spot. When the pathing correct again it should be possible to evade the missile and be sure it doesn't turn on spot and come for you again.
And concerning the lokc-on I suggest something like the lock on time being dependant on vehicle mass / size. |
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Uber Dragonlord Valkarish
29
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Posted - 2012.09.17 18:05:00 -
[31] - Quote
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. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.21 01:53:00 -
[32] - 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. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.09.21 02:05:00 -
[33] - Quote
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... |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.21 17:38:00 -
[34] - 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.
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.23 21:00:00 -
[35] - Quote
i just want faster swarms, lower damage, better flight path, worse turn radius. |
Whispercrow
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.09.23 21:26:00 -
[36] - Quote
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. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.24 19:36:00 -
[37] - 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 |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.26 13:28:00 -
[38] - Quote
Bump |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.09.26 15:15:00 -
[39] - 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.
Keep in mind that speed and turn radius are inversely related. Double your speed and you quadruple your turn radius.
The formula for the sideways accelleration is: m*v**2 / r
That is: mass x velocity squared / turn radius
You can choose any two variables and the formula dictates the third.
To be both fast and manuverable the missile will need to be very lightweight. That means a smaller warhead and less fuel. Presumably the tracking and steering hardware also has some mass. Higher speed means a far greater fuel burn. That in turn implies a very short flight time.
Your "extremely manuverable missile with great damage" would have a high mass and a tight turn radius so it would necessarily be very slow.
Dumb fire non-manuvering missiles can be both big and fast, but the more massive the slower the initial acceleration ( F=m*a ,or accelleration = force of your rocket motor / mass of your missile )
I'm happy for CCP to build all the possible variants as long as they conform to the physics equation and don't wander into fairy land. |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.09.27 01:10:00 -
[40] - Quote
More Bumps |
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