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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Madison Four
57
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Posted - 2012.10.04 21:02:00 -
[1] - Quote
won't fire at all, even when holding L1? |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2012.10.05 16:02:00 -
[2] - Quote
Yep, noticed that too when I wanted to storm a tank and let loose a barrage up close. It may also be to stop people from thinking that swarm launchers can kill infantry. But they should be allowed to dumb fire. |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.10.05 16:04:00 -
[3] - Quote
tanks are hella weak now anyway so this might be a good change. |
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GM Unicorn
Game Masters C C P Alliance
320
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Posted - 2012.10.05 16:04:00 -
[4] - Quote
Depends on the swarm lanucher. Some of them as a "dumb fire" mode. Check the descriptions because not all the models have this feature. |
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Waruiko DUST
G I A N T
90
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Posted - 2012.10.05 16:29:00 -
[5] - Quote
limiting the feature is stupid... but I will say that the tracking is now good enough to live with reluctantly... are there plans to buff splash damage back up now that roving bands of Swarm Jockeys won't be an issue? It would be nice if when I kill an LAV the driver can't just jump out at the last second to save his skin. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2012.10.05 18:55:00 -
[6] - Quote
I'll have to check out he new variations. |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.10.05 19:10:00 -
[7] - Quote
Waruiko DUST wrote:limiting the feature is stupid... but I will say that the tracking is now good enough to live with reluctantly... are there plans to buff splash damage back up now that roving bands of Swarm Jockeys won't be an issue? It would be nice if when I kill an LAV the driver can't just jump out at the last second to save his skin.
the proto long range sleek gernades have 10.8 range on the expolsion. You'll hit them |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
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Posted - 2012.10.05 19:14:00 -
[8] - Quote
You can't blame CCP for this. We testers from the earlier builds requested this. |
Ima Leet
Imperfects Negative-Feedback
321
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Posted - 2012.10.05 19:34:00 -
[9] - Quote
GM Unicorn wrote:Depends on the swarm lanucher. Some of them as a "dumb fire" mode. Check the descriptions because not all the models have this feature. well for the ones that are supposed to lock on, can you make it work better? currently i cannot immediately lock on after reloading. i must wait and by the time i wait, i'm only able to fire one volley at a dropship. very lame. also, the rockets are still dumb, firing straight in front of me and the rockets all go left and smash the rock wall next to me.
please, swarms are so dumb, make them work smart and efficient |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.10.06 05:30:00 -
[10] - Quote
Turning dumbfire off for Militia swarm launcher is good for the newbies, after that, I don't know why it can't be on, unless we get something and not just a nerf.
In addition, we should be waiting for the reload, not the computer to start the lock box. Having to wait for the lock box to come up doesn't make sense, and just feels like it's buggy.
Btw, thanks for changing the launch of the missiles back to a normal feeling launch that you can "aim" not some orbit your head before launching type thing. |
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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.10.06 05:54:00 -
[11] - Quote
The missiles really need to be coded to track progressively, or tracking toward the projected path of the vehicle rather than it's current position. As it stands right now, its completely impossible to hit a Dropship that circles the map. Once they get up to full speed, the swarms just trail along behind them. I think a velocity boost is also in order to allow them to better keep up with airborne targets. That and adjusting them so that a single missile hitting your Dropship doesn't turn you into a metal tumbleweed. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
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Posted - 2012.10.06 06:57:00 -
[12] - Quote
Mobius Wyvern wrote:The missiles really need to be coded to track progressively, or tracking toward the projected path of the vehicle rather than it's current position. As it stands right now, its completely impossible to hit a Dropship that circles the map. Once they get up to full speed, the swarms just trail along behind them. I think a velocity boost is also in order to allow them to better keep up with airborne targets. That and adjusting them so that a single missile hitting your Dropship doesn't turn you into a metal tumbleweed.
True that, I was playing today and the dropship was constantly outrunning the swarm missiles being thrown towards it by circling. The only time I nailed it was when the pilot mad ea mistake and came straight towards me - giving me a nose on launch.
But even its possible to miss since the missiles may have to turn to chase the dropship as it flies overhead. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.10.06 07:17:00 -
[13] - Quote
Early IR homing missiles would steer at the target, later versions keep a constant angle to target. This builds in a intercept course without having to compute everything out.
The random movement is to counter-counter-measures yet to be added. Maybe swarm operation could be changed to x metre per level of straight flight before it's evasive maneuver homing kicks in. Then user could aim it to clear obstacles. |
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