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GIZMO2606
Pink Fluffy Bounty Hunterz RISE of LEGION
293
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Posted - 2012.10.07 22:36:00 -
[1] - Quote
Might want to consider tweaking the chase speed or giving them a better guiding system. Dropships are now almost impossible to due to the Swarm Launcher being so slow. When you fire the Swarm Launcher, there is a high chance it'll hit decide to hit some other object instead of actually attempting to hit it's locked on target. Damage wise it's fine, but it really does need a speed boost and a better guiding system when locked on. |
Destheren Taichi
Villore Sec Ops Gallente Federation
8
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Posted - 2012.10.08 00:29:00 -
[2] - Quote
I agree, it feels wrong that the dropship can outrun the rockets. I'd also like them faster so I could actually hit that tank that creeps back into cover when he sees the rockets coming. |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.10.08 01:32:00 -
[3] - Quote
GIZMO2606 wrote:Might want to consider tweaking the chase speed or giving them a better guiding system. Dropships are now almost impossible to due to the Swarm Launcher being so slow. When you fire the Swarm Launcher, there is a high chance it'll hit decide to hit some other object instead of actually attempting to hit it's locked on target. Damage wise it's fine, but it really does need a speed boost and a better guiding system when locked on.
on the flip side swarms are stupid against tanks they literally bend around cover to hit tanks its ridiculous
better guidance against dropships? maybe havent tried swatting one down yet this build but swarms guidance vs ground vehicles needs tweaking |
Etero Narciss
Seraphim Initiative. CRONOS.
112
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Posted - 2012.10.08 01:36:00 -
[4] - Quote
It's true. Swarms need a tune up to deal with dropships. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
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Posted - 2012.10.08 03:35:00 -
[5] - Quote
Yes, swarm launcher missile's in this build are too slow and in the last build too fast. CCP don't overdo it and find the right balance. |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
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Posted - 2012.10.08 07:16:00 -
[6] - Quote
Yep, I experienced a dropship outrun every single swarm I fired as well. What a dropship need is chaff/flare not swarm outrunning speed. |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
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Posted - 2012.10.08 12:25:00 -
[7] - Quote
Currently the speed isn't enough to catch a dropship in full flight, which kinda defeats the purpose of the weapon if you ask me.
As for Swarms against tanks, they definately need tweaking. 90% of the time they hit me no matter what. Obstructing their path doesn't seem to work as they seem to path around them most of the time.
The things can navigate and dodge rocks yet can't chase a dropship?, I think it needs looking at tbh. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.10.08 12:38:00 -
[8] - Quote
Sure, I'll agree to this if you half the damage on swarms and reduce the knockback.
I get caught by Swarms quite a bit, and get smashed into a wall. The reason a lot of players don't actually fly dropships for their main purpose (flying in, dropping people off at an objective and heading off) is you get close and you get smashed by a Swarm.
OR
Use a Forge Gun, **** kills me in two hits. |
Brush Master
HavoK Core
163
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Posted - 2012.10.08 12:45:00 -
[9] - Quote
Agreed, reduced damage and knockback for speed increase. Having done both sides, it would be nice to feel like your hitting the ship all the time, even if it is taking a lot more hits to get it done. Likewise, when I'm in a ship, it's about useless to just keep flying around in circles, its a delivery vehicle, it should take more hits and have less knockback to swarms. Even if it is not default, having upgrades available to counter or do these things would be sufficient as well. |
S Park Finner
BetaMax.
89
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Posted - 2012.10.08 13:01:00 -
[10] - Quote
There's been a lot of comment about this lately. Mostly, I suspect, because Sin is a good pilot with a good gunner. That being said, the problem is real.
I put a post in bugs about it. At the same time there was a dropship post that said almost the opposite of our complaint. And Necrodermos had a post here.
I suggest that swarms have three changes.
- They fly directly toward a target unless the target moves behind an obstacle. If it does they change to a following attack.
- That they have a fixed amount of fuel, not a fixed range. They fly 25% faster than the target but burn fuel faster if they are going faster.
- That the faster they go the wider they turn.
What would these changes do?
- A straight shot at a close target would almost always hit -- but the lock on time would leave the shooter exposed and close up they would be more obvious.
- A long shot at a fast target would be likely to miss. The missiles would run out of fuel.
- A fast ground target and a mobile air target near obstacles would have a chance of evasion.
- A slow ground target would almost always be hit. But manipulating the damage type the missiles do could mitigate the effect by allowing anti-missile modules to protect the tank.
Final balance could be tweeked with the amount of missile fuel, the turn radius (different, maybe longer paths would be chosen if the turns would be too tight), lock on time, missile damage type and missile number per shot.
Different launchers could have different characteristics. Most expensive would be manoeuvrable, carry a lot of fuel, do a lot of damage and fire more missiles. Militia launchers would turn wide, run out of fuel fast, do poor damage and fire just a few missiles.
If ammo types are implemented anti-armor and anti-shield missiles could be options.
It may be the servers can't do the math to implement this fast enough to make it work. I can't say. But I think the solution is a good balance between giving ground forces a useful weapon and giving vehicles a measure of survivability. |
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GIZMO2606
Pink Fluffy Bounty Hunterz RISE of LEGION
293
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Posted - 2012.10.11 05:01:00 -
[11] - Quote
Give this a little bump |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.10.11 06:23:00 -
[12] - Quote
Ty 'SweetCheeks' Borg wrote:Currently the speed isn't enough to catch a dropship in full flight, which kinda defeats the purpose of the weapon if you ask me.
As for Swarms against tanks, they definately need tweaking. 90% of the time they hit me no matter what. Obstructing their path doesn't seem to work as they seem to path around them most of the time.
The things can navigate and dodge rocks yet can't chase a dropship?, I think it needs looking at tbh.
THIS THIS THIISSSSSSSSSSS!
soo annoyin as a tanker tbqh |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.10.11 07:53:00 -
[13] - Quote
Mavado V Noriega wrote:Ty 'SweetCheeks' Borg wrote:Currently the speed isn't enough to catch a dropship in full flight, which kinda defeats the purpose of the weapon if you ask me.
As for Swarms against tanks, they definately need tweaking. 90% of the time they hit me no matter what. Obstructing their path doesn't seem to work as they seem to path around them most of the time.
The things can navigate and dodge rocks yet can't chase a dropship?, I think it needs looking at tbh. THIS THIS THIISSSSSSSSSSS! soo annoyin as a tanker tbqh
I agree with mostly everything in this thread. I'm not a big SL user but i noticed that dropship seems just out of touch this build. Wich i find quite odd.
To me, there are 2 major AV weapons. SL and FG. I always pictured those as the following :
=> SL is an AV specialised for weak and fast targets with its tracking system. Meaning LAV and DS. => FG is cleary a HAV hunter. High damage, no tracking except the user's aim.
Both can of course be used against any type of targets. But we should see more difference when using them. So, not much to offer except support. |
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