Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Smoke2Bowls
ZionTCD Legacy Rising
93
|
Posted - 2012.10.11 04:08:00 -
[1] - Quote
Ok so swarms im thinkin can take a pretty easy quick fix that will keep every one happy!
1. Fix the swarms tracking. Swarms Should travel the fastest possible way between Point A (Thats you swarm guy) And point B (That you Dropship Driver).
2. Reduce the recoil of swarm damage on dropships. Pilots are scared to slow down, none the less give a gunner a steady shot. I Think pilots are itching to actually put their armor rep to the challenge in a real fight of Damage vs. Tanking. This being said my point is i think pilot will be willing to engage in battle and risk their ship if they know they'll lose it in a fair fight, not from flipping into the ground from 1 swarm.
I hope CCP can take this as an honest way to fix alot of problems and see how the community likes it. Bump to get things done! |
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.10.11 10:55:00 -
[2] - Quote
!+ |
Lion Redstar
ZionTCD Legacy Rising
66
|
Posted - 2012.10.11 11:15:00 -
[3] - Quote
+1 |
Badly Owned
xOne Man Armyx
49
|
Posted - 2012.10.11 12:04:00 -
[4] - Quote
yes pls pls bring back the A to B travel so i can make swarms hit buildings again instead of going around them.
I don't mind the recoil of getting hit but one volley of swarm recoil is abit much. now if i was hit by an alpha strike (aka 2+ volley's at once) then yea flip me. |
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.10.11 13:35:00 -
[5] - Quote
Swarms seem to be more effective destroying tanks and instillations, and as they stand right now they seem to be little more then a harrasment weapon for dropships.
I do like the fact that with out the a to b travel they tend to barel into terrain alot less, but its annoying when a drop ship flies right at me, and when I fire off a volley, they fly around it and fall in rank and file behind it instead of just barreling directly at the dropship and taking the shortest route.
Im not sure how hard it is to code enough intelligence for the missile to differentiate between the two situations, might be nice if it did though. |
Tosh Tearg
BetaMax.
53
|
Posted - 2012.10.11 13:44:00 -
[6] - Quote
Smoke2Bowls wrote:Ok so swarms im thinkin can take a pretty easy quick fix that will keep every one happy!
1. Fix the swarms tracking. Swarms Should travel the fastest possible way between Point A (Thats you swarm guy) And point B (That you Dropship Driver).
2. Reduce the recoil of swarm damage on dropships. Pilots are scared to slow down, none the less give a gunner a steady shot. I Think pilots are itching to actually put their armor rep to the challenge in a real fight of Damage vs. Tanking. This being said my point is i think pilot will be willing to engage in battle and risk their ship if they know they'll lose it in a fair fight, not from flipping into the ground from 1 swarm.
I hope CCP can take this as an honest way to fix alot of problems and see how the community likes it. Bump to get things done!
The dropship doesn't need to go slow for the gunner to be able to hit their targets. Went 22 kills with my pilot flying full speed almost the entire game. (even got fanmail from someone on the other team). The gunner just needs to learn to lead and accomodate for the speed of the dropship.
(PS. I rarely play turret, so it's not like I'm talking from a PRO perspective, just someone that understands relative velocity and motion) |
Sentient Archon
Red Star.
690
|
Posted - 2012.10.11 14:20:00 -
[7] - Quote
Smoke2Bowls wrote:Ok so swarms im thinkin can take a pretty easy quick fix that will keep every one happy!
1. Fix the swarms tracking. Swarms Should travel the fastest possible way between Point A (Thats you swarm guy) And point B (That you Dropship Driver).
2. Reduce the recoil of swarm damage on dropships. Pilots are scared to slow down, none the less give a gunner a steady shot. I Think pilots are itching to actually put their armor rep to the challenge in a real fight of Damage vs. Tanking. This being said my point is i think pilot will be willing to engage in battle and risk their ship if they know they'll lose it in a fair fight, not from flipping into the ground from 1 swarm.
I hope CCP can take this as an honest way to fix alot of problems and see how the community likes it. Bump to get things done!
The Small Missile profiency 3 tier has a missile that has mad accuracy. We tried it last build and it used to fire in a straight line. Equiping that should solve the accuracy issues. I havent checked it this build though. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.10.11 14:27:00 -
[8] - Quote
i think they should gain a speed boost and a turn radius decrease. and then they should travel out from the swarm until they have clear line of sight then dart towards the target. the swarms should get a little ways from the barrel before the travel stright towards the target. |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.10.11 14:37:00 -
[9] - Quote
ya bowls I agree with you here.
They need to make swarms take the quickest direct route to there objective. And they need to also fix when swarms hit dropships.
I do not even dare take a diirect hit from swarms anymore. Last build I use to do it all the time and had no trouble re correcting myself but now with how slow this damn handling is in this build if a swarm flips you it is impossible to reflip because it takes 10 seconds to do so.
So yes swarms need to stop having such a huge impact on throwing dropships around when they hit and they need to make swarms take the most direct path.
Speed boost is not needed for swarms really they are actually very quick and there damage is alot when they connect.
The problem is I can start a circle and go full speed and swarms follow my path so I my just be a little faster then them and that is all it takes. because they never leave my trail.
Now if they switched them to take a direct path they would cut accross the circle allowing them to catch you and force you out of orbit or you get hit.
small buffs are the way to go here dropships are already hurting in so many ways CCP does not need to over buff swarms against them also. |
Illuminaughty-696
Omega Risk Control Services
202
|
Posted - 2012.10.11 15:43:00 -
[10] - Quote
Yep. I've watched a drop ship fly in circles at full speed completely invalidating multiple swarm groups because they just fly around to the back then pursue. Swarms are worthless against a dropship pilot that is worth his salt. Sure, a DS pilot should be able to outskill swarms sometimes, but not 100% of the time, simply by flying in circles. |
|
Smoke2Bowls
ZionTCD Legacy Rising
93
|
Posted - 2012.10.11 22:36:00 -
[11] - Quote
Sin3 DeusNomine wrote:ya bowls I agree with you here.
They need to make swarms take the quickest direct route to there objective. And they need to also fix when swarms hit dropships.
I do not even dare take a diirect hit from swarms anymore. Last build I use to do it all the time and had no trouble re correcting myself but now with how slow this damn handling is in this build if a swarm flips you it is impossible to reflip because it takes 10 seconds to do so.
.
This last part is Very true and very un-talked about. Taking the big swarm hits was tolerable (kinda) last build because we had enough control that the skilled pilots could get back flat in no time. Now with this build its still possible to correct from a huge swarm hit and that is typically only if you can go ahead and KEEP GOING the direction swarms sent you. This is why it makes swarms impossible to take when they send you towards a building or the ground.
Also i wanted to know that some1 mentioned a little something about the swarms hitting buildings again cause of A to B flight path! This will bring skill back to the dropship! I have no problem with swarms bookin ass towards me if i can sneak my ship in 2 inches from a building and let them collide and let me fly away.
CCP youv done well to work a full on spaceship into an FPS. Now finish this up with this quick fix and youll be set to work on other things on your full plate!
Again Bump to get things done!
|
Governor Odius
Doomheim
177
|
Posted - 2012.10.11 23:07:00 -
[12] - Quote
I don't know if it should be as simple as "shortest path". I believe that's what they did last build and it caused problems with the swarms always hitting obstructions. I would say have them go straight for a short distance before they start bee-lining toward their target. That way they can be used as slightly indirect fire against vehicles.
You could actually conceivably have the distance a swarm goes before it begins moving toward its target controlled by the person firing them. For example after they have a lock they release and get a bar indicating how long the swarms will dumbfire, then hit R1 again and they fire and begin on their way.
Either way, I'd like it to be possible to dodge, but require skill to do so. If swarms are bee-lining at me I should be able to get out of the way with a rapid change in direction. Perhaps sacrifice some of their flight duration for greater speed. They'd end up with about the same range, but would be more likely to catch a nearby dropship.
My final perspective: they shouldn't be on one of the free suits. As it is as soon as a dropship or HAV appears on the field every putz on the opposite team will grab their swarm launcher and start shooting. Currently not an issue for dropships because we can just outrun them, but if they make swarms actually work again no vehicle will be able to survive more than a few minutes as the entire enemy team will target them. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.10.12 01:59:00 -
[13] - Quote
I disagree with OP. Swarm Launchers should stay the same. Wait for Webifiers, this skill should slow down vehicles movement. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.10.12 14:25:00 -
[14] - Quote
swarms arnt set up to well and need to be looked at. dropships are transports they should be fairly well armored and stable when in the air, they dont need to be the fastest thing in the sky but they should be the toughest.
make swarms fire out straight from the launcher until they reach line of sight, then jet off toward the target. swarms should be faster but loose the 360 turn radius so if a dropship pilot times it he can just dodge it but the pilot would have to be aware of the swarms or else their speed would get him
so increase speed decrease turn
as for dropships more HP and more bonuses to resistance modules would go along way to making them practical transports rather than air dominance vehicles, a dropship needs to be able to land with out worrying about tipping over so strong stablizing mechanic for not flipping would be helpful for them, and not barrel rolling everytime a swarm hits. however if they do get a buff to HP EHP and stability then they should get a nerf to speed transports should be relitievly slow |
Fedor Okod
Algintal Core Gallente Federation
1
|
Posted - 2012.10.12 15:21:00 -
[15] - Quote
Last build i made a 3 mil sp investment in DS skills so i could buy a 1 mil DS that got shot down buy a free missile launcher once more than 3 people decided to go to their militia aa kit.
My only problem with swarms is range. There are times as a DS pilot I'm taking fire from multiple boundary edges. Swarms control waaaaaay too much airspace. i'm fine with upping the damage and lock speed as long as range, especially for mili junk., get nerfed to something reasonable. That or give some clue as to what tools DS's will get to evade swams past nosing down at full throttle and juking like mad.
even more than that, they need to distinguish pure AT, pure AA and hybrid concepts.
|
Agnoeo
Jedi Knights.
35
|
Posted - 2012.10.12 15:33:00 -
[16] - Quote
I would love to see swarms that follow your lock on while in flight. For example you have to keep the vehicle in the square for it to maintain its lock on. This would take skill, but maintaining this lock on would make the swarms almost dead accurate, and lethal. This idea might **** people off, but I would like the actual skill of me maintaining a location while trying not to die keeping a lock all at the same time. I wouldn't choose this for how all swarms worked, just maybe an AUR or proto type? |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |