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Nexus Cavor
KILL-EM-QUICK RISE of LEGION
88
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Posted - 2012.10.14 04:31:00 -
[1] - Quote
The actual projectiles for the swarm launcher are far too slow to be of any real use, especially when the target is a dropship. A dropship should not be able to almost infinitely move faster than a swarm of 16+ projectiles and dodge almost every single one.
I suggest buffing the swarm launchers projectile speed by at least 25%, 40% preferred. I think that a dropship should be allowed to use cover as a mechanic to avoid damage but also have active speed boosts to avoid damage. However these active speed boosts should not be able to be run constantly (I assume they cannot be anyway) so that there is balance. If this still provides for dropships to almost constantly avoid incoming fire then I would think being able to either fire more salvos within the same time period may be called for or if it is truly needed a partial nerf to any air based active speed boost, mostly in terms of duration/cooldown.
A dropship should not be able to passively avoid incoming fire at all.
If the reason for swarm launcher projectile speed being so pitifully slow is due to possible upcoming game mechanics (such as some form of a stasis webifier) then said game mechanics need to come out pronto. As of right now with no such mechanic in place it is hard to ignore the lack of performance a swarm launcher gives.
I think this would be a fair exchange. If my current perception of the situation changes I will update on this topic. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.14 04:45:00 -
[2] - Quote
copy/paste IMO swarms should get faster as the tier increases. Militia swarms should stay slow, while prototype swarms should be noticeably faster. |
Nexus Cavor
KILL-EM-QUICK RISE of LEGION
88
|
Posted - 2012.10.14 05:04:00 -
[3] - Quote
Yeah copy/paste my response from the other thread as well.
*** I was a huge forge gun user back in the free vehicle build. It was very difficult to hit such a fast moving target using that weapon. Most shots on dropships I got were lucky and they mostly ate into the dropship around 50-75% in terms of HP. This gave almost all dropship pilots time to burn out of the draw distance range and repair themselves.
I personally think a missile is better suited to take down an aerial target, especially one that can move that fast. You say use forge guns. Well heavies don't exactly move fast and forge guns are slow enough to charge that a dropship can drop kill the heavy rather easily. A more mobile ground soldier using a swarm launcher should make more tactical sense I say. However with current mechanics such a soldier is rather useless.
Since I have not had any forge gun experience this build I do realize that I need to see for myself the merits if any the argument of the forge gun versus dropships has. I will have to wait until next week though to do so as I have hit my SP cap. ***
I am not trying to be unreasonable. I honestly want to try to see and understand the other side. Perhaps coordination between both swarm launcher infantry and forge gun users is required in such a scenario. I don't think a dropship should be as offensively powerful then but with the limited grouping in this build it is also obvious that more coordinated experiences are needed in order to have a better consensus.
I do think we need a higher grouping cap for normal games as well as larger corp battle numbers but that is for another thread, another day. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.14 05:13:00 -
[4] - Quote
Look, we have different weapons for different applications most of the time, and that's good. This needs to go one step further though.
One AV missile weapon isn't enough. You aren't going to be able to balance the swarm launcher to be both a danger to tanks and not automatically overpowered against dropships and LAVs. What we really need is a Javelin-type weapon designed specifically for attacking ground vehicles, and re-spec the Swarm launcher to be optimized as an anti-air weapon. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.14 05:36:00 -
[5] - Quote
People need to stop screaming about Swarms needing a buff because of Dropships. What we actually need is faster missiles but heavier and stronger Dropships, My shields get taken off in about three swarm attacks, two people targetting me does me in, A forge gun? Takes me down in 2-3 shots total. When these two are combined,.
We need to provide a good balance for the two at once, because if anyone hasn't noticed, CCP seems to forget dropships all the time and decides to **** pilots over ALL THE TIME. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.14 05:41:00 -
[6] - Quote
Jason Pearson wrote:People need to stop screaming about Swarms needing a buff because of Dropships. What we actually need is faster missiles but heavier and stronger Dropships, My shields get taken off in about three swarm attacks, two people targetting me does me in, A forge gun? Takes me down in 2-3 shots total. When these two are combined,.
We need to provide a good balance for the two at once, because if anyone hasn't noticed, CCP seems to forget dropships all the time and decides to **** pilots over ALL THE TIME. The issue is trying to have one AV weapon that does everything. If they give them enough damage to kill tanks with lower level launchers, you end up with how dangerous they are to Dropships and LAVs now. Any reduction to damage would start up the OP tank threads again. We need specialized AV weapons. |
Nexus Cavor
KILL-EM-QUICK RISE of LEGION
88
|
Posted - 2012.10.14 05:55:00 -
[7] - Quote
Some very interesting feedback I am seeing. I look forward to experiencing forge guns versus dropships again and being able to provide feedback of my own on the matter.
More specialized equipment? Sounds sexy. My interest is peaked.
Edit: Yeah, those OP tank threads were kinda bad. It is a tank... What do you expect it to be? A fluffy marshmallow? I guess my discomfort on dropships stems from the fact I think of troop transport and not a true offensive type of vehicle for them. I'd actually prefer there to be non-combat dropships that function as pure transport and some variant with little troop transport ability and maybe a more gunship style combat type.
In fact you could make the transport type have nice speed and give the gunship type much more HP. Such a setup could potentially solve this issue... Or make it way worse... I would like to see it be tested at least. |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.10.14 06:22:00 -
[8] - Quote
Make the missiles from the swarm launcher fly directly at the target, not have them go to the back of the target then try and hit it.
My 0.02 isk |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.10.14 07:05:00 -
[9] - Quote
I've been saying this for awhile, but if you're going to actually correct the whole issue, you have to rebalance almost everything associated with the Dropship.
The Dropship shouldn't have good weapons. There is no way you can balance having good weapons on a flying vehicle with the need to give it enough health to survive. Take for example a helicopter in BF3. Those work because they take very few missiles to kill. They also don't cost you any ISK.
A decision needs to be made with Dropships. Are they meant to be offensive weapons? If yes, then the health needs to come down, as well as the cost. Besides the point is somehow fixing the swarm launcher. Mobius's points are pretty solid. The Swarm Launcher tries to do way too much at once. The SL is the only primary AV choice for the non-heavy. Of course it's going to be underpowered if you try to balance it against that criterion. Specialization leaves a lot of room to justify actually good AV.
The other possible option is to go with the namesake of the Dropship. Buff its health, nerf its damage to the point where it's like the Logistics LAV's, and so make it an actual troop transport. We're talking a huge buff in health, because I'd still expect some sort of fix for the Swarm Launchers.
Right now CCP can't possibly fix the Dropship. If you nerf the health, it's not worth the risk. If you leave the damage and health the way it is, especially with the broken AA mechanics, it has way too much utility. Essentially the Dropship is currently the helicopter-spawner-catchall of the air in Dust. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
|
Posted - 2012.10.14 08:19:00 -
[10] - Quote
The only overpowered waepon dropships have are missilie launchers and those aren't OP because they are on a dropship, they are OP by themselves. |
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Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.10.14 10:34:00 -
[11] - Quote
It is a realistic request, there is a huge difference between the purpose that a Stinger Missile serves in combat (Anti-Air role), and a Javelin. Likewise though you need to find some balance. I guess as a tank driver I wouldn't be opposed to a soldier having a one hit vertical launch 5000 damage Javelin missile that specialized in taking out tanks. You could still hide under cover if you were a tank driver, but in most scenarios would lose, and if you were an upper level tank you could take one shot from one of these super weapons, but would lose to 2, or if you were weakened.
The real key is these weapon systems are specialized, which is the point. I guess my perspective is multi-purpose weapons need a nerf, and specialized weapons should be ****, but from an armor perspective, still defensible by the top tier tanks or dropships. Of course, I sort of like the balance now. As a tank driver, I feel the Tank nerf was significant enough to deter people from using them just enough to deter people from specializing AT. As a consequence I still have to be careful, due to the fact that there are a few good AT people in the game, but no one can complain about tanks being OP, and yet to most people they still feel boss, and as a tank driver you also feel boss, unless you happen to meet your match in a legitimate AT opponent.
Then you do what any good tank driver should do, you retreat. I'll tell you one thing Marines in Afganistan didn't do was drive their tanks into the middle of an uncleared city block where they knew enemies were holed up with large quantities of AT weapons. You have to be smart, that's knowing when to use your weapons and when not to. If a couple guys on the enemy team are specialized AT, you don't run a tank, and you take advantage of their weakened anti-personnel strength by pushing an infantry assault.
I could go on about this forever. The mix of tanks and infantry is perfect right now. Its realistic cost benefit and reward balance, and I like it. Now what we DO need to see more of is dropships, I think a dropship in at least every other match should be normal, and the fact that we don't see that means there's something wrong with the balance there. I'm not here to say what exactly, even though I have my opinions, but I will say it needs to be resolved.
That being said I've seen dropship pilots and their gunners go on ridiculous streaks like 50-0, so I guess it depends... Maybe people just aren't comfortable with the controls, and they got the cost reward balance right, but everyone's still looking for the OP solution and not willing to take the risk.
ONE HUGE THING. Turret emplacements need a buff, I've got a standard Large Missile Launcher on my Sica, and its one of the fragment versions, so its not even top damage. I like that the Damage Modifiers feel like they actually work, but with 2 of the top tier damage modifiers on this otherwise sub-par tank I destroy a Turret Emplacement in one hit. And all my missiles don't even need to make contact, 3 suffice. Granted with this build I've also taken out Madrugars, and even a Surya. Even the one time I lost my tank to another tank that tank was still so crippled that a Swarm Launcher on my team finished him off shortly after the engagement. But the point is I'm highly slot limited in this tank, once you see proto tanks running around like a fully specced Marauder with 3 damage modifiers instead of my measly 2, and his skills maxed out, with the top tier Accelerated Missile Launcher equipped, your looking at a tank that can 1 shot any lower leveled tank, or even knock a Bolas out of the sky with a single salvo. Matter of fact, even with reduced splash damage, I'm sure the damage on any one of those missiles will be enough to kill just about any infantry it comes into contact with, and with a solid fast salvo that makes that tank the perfect anti-infantry and anti-armor weapon.
I'm not saying nerf tanks before its too late, this is what a Marauder should be, particularly a fully specced one, it should shred through any defenses. All I'm saying is that Turret emplacements better be available in a better quality variety in the future otherwise they lose all viability... Might I also suggest CCP look at Armored Core V's system for emplacements and some of the stuff they included, it uses a pretty similar emplacement system, but they've got a lot more variety, and I strongly suggest looking at their system as it would greatly benefit the developers of this game in coming up with new ideas, and someday benefit our commanders who will need access to this sort of suite of tools to make reliable strategic defenses and honestly defend against some of the behemoths that will develop from this skill system. |
Immortiano Dranon
Zumari Force Projection Caldari State
179
|
Posted - 2012.10.14 14:05:00 -
[12] - Quote
Introduce ammo types for the swarm launcher. One variant that is slower, but has increased damage and one that has increased velocity, but comes with a reduction in damage. Simple and elegant. Or make two weapons if you're so damn lazy.
I spent 15 minutes trying to knock down a dropship. Me, my swarm launcher, 2 nanohives plus some 5 random other dudes with swarms. Guess what. The pilot just dodged all our salvos. CCP, you suck at balance. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.10.14 14:29:00 -
[13] - Quote
Dont make them faster, just change the path they take to the target. |
Governor Odius
Doomheim
177
|
Posted - 2012.10.14 14:32:00 -
[14] - Quote
I think we're going about this the wrong way. Instead of asking "How can we make it possible to kill a dropship while it's doing the only thing that could be considered 'evasive actions' allowed by its flight physics?" we should be asking "How can we make it so 'swarm dodging flight' and 'warfighting flight' aren't the same thing?" In other words, let's make it so that flying around at top speed isn't the way for dropships to earn warpoints.
1) Range penalties on the turrets. The turrets need to be there, because that's how a dropship provides support and cover to troops it drops off, but it should lose effectiveness past 15m or so. Reduced damage, reduced accuracy, something.
2) Transport assist points. CCP has mentioned before that they're planning this, or something similar. For those of you not familiar with the idea, they'll have pilots get a portion of warpoints earned by anyone they recently dropped off.
3) Remove the swarm starter suit. As it is now every time a dropship or HAV appears on the field every d-bag grabs his swarm starter suit and goes to town. This is why you rarely see HAVs anymore and dropships are forced to behave the way they do.
What does this change? You still won't be able to kill a dropship that is moving at max speed around the map. Not with swarms, anyway. But that pilot won't be able to make any money that way anymore. Instead, he or she will be taking position over cap points and supporting troops with rapid transport and acting as a mobile spawn point that shoots missiles. Maybe even fitting a remote rep, who knows? The point is that its role is being changed from "doofy looking AC-130" to "ground support aircraft" like it's supposed to be. And while it's doing that ground support it's not flying at max speed, and a vigilant AV troop has an opportunity to do damage. Thus avoiding swarms becomes about situational awareness and reflexes, not holding the joystick forward and slightly to the left.
I believe that these three things (one of which CCP has all but stated is coming) are the best way to get the gameplay to where we want. |
Brush Master
HavoK Core
163
|
Posted - 2012.10.14 15:07:00 -
[15] - Quote
Right now the speed is the only thing thats keeping dropships alive. Buff up the HP on the ships, make turrets on the ships less effective when flying at high speeds, make a velocity skill that increases swarm speed to a point where you can't easily outrun a swarm and I think everyone will be much happier but I don't think the noob swarms should be that effective against half mill dropships. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.10.14 15:33:00 -
[16] - Quote
Governor Odius wrote:I think we're going about this the wrong way. Instead of asking "How can we make it possible to kill a dropship while it's doing the only thing that could be considered 'evasive actions' allowed by its flight physics?" we should be asking "How can we make it so 'swarm dodging flight' and 'warfighting flight' aren't the same thing?" In other words, let's make it so that flying around at top speed isn't the way for dropships to earn warpoints.
1) Range penalties on the turrets. The turrets need to be there, because that's how a dropship provides support and cover to troops it drops off, but it should lose effectiveness past 15m or so. Reduced damage, reduced accuracy, something.
2) Transport assist points. CCP has mentioned before that they're planning this, or something similar. For those of you not familiar with the idea, they'll have pilots get a portion of warpoints earned by anyone they recently dropped off.
3) Remove the swarm starter suit. As it is now every time a dropship or HAV appears on the field every d-bag grabs his swarm starter suit and goes to town. This is why you rarely see HAVs anymore and dropships are forced to behave the way they do.
What does this change? You still won't be able to kill a dropship that is moving at max speed around the map. Not with swarms, anyway. But that pilot won't be able to make any money that way anymore. Instead, he or she will be taking position over cap points and supporting troops with rapid transport and acting as a mobile spawn point that shoots missiles. Maybe even fitting a remote rep, who knows? The point is that its role is being changed from "doofy looking AC-130" to "ground support aircraft" like it's supposed to be. And while it's doing that ground support it's not flying at max speed, and a vigilant AV troop has an opportunity to do damage. Thus avoiding swarms becomes about situational awareness and reflexes, not holding the joystick forward and slightly to the left.
I believe that these three things (one of which CCP has all but stated is coming) are the best way to get the gameplay to where we want.
You dont see HAV's cause they are complete sh!t against superrange forgeguns. |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.10.14 15:36:00 -
[17] - Quote
Brush Master wrote:Right now the speed is the only thing thats keeping dropships alive. Buff up the HP on the ships, make turrets on the ships less effective when flying at high speeds, make a velocity skill that increases swarm speed to a point where you can't easily outrun a swarm and I think everyone will be much happier but I don't think the noob swarms should be that effective against half mill dropships.
Just change the way swarms track their target - shortest path - instead of following the same path of the dropship itself, and give the dropships some sort of countermeasure to deal with swarms. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.10.14 16:28:00 -
[18] - Quote
Jonquill Caronite wrote:It is a realistic request, there is a huge difference between the purpose that a Stinger Missile serves in combat (Anti-Air role), and a Javelin. Likewise though you need to find some balance. I guess as a tank driver I wouldn't be opposed to a soldier having a one hit vertical launch 5000 damage Javelin missile that specialized in taking out tanks. You could still hide under cover if you were a tank driver, but in most scenarios would lose, and if you were an upper level tank you could take one shot from one of these super weapons, but would lose to 2, or if you were weakened.
The real key is these weapon systems are specialized, which is the point. I guess my perspective is multi-purpose weapons need a nerf, and specialized weapons should be ****, but from an armor perspective, still defensible by the top tier tanks or dropships. Of course, I sort of like the balance now. As a tank driver, I feel the Tank nerf was significant enough to deter people from using them just enough to deter people from specializing AT. As a consequence I still have to be careful, due to the fact that there are a few good AT people in the game, but no one can complain about tanks being OP, and yet to most people they still feel boss, and as a tank driver you also feel boss, unless you happen to meet your match in a legitimate AT opponent.
Then you do what any good tank driver should do, you retreat. I'll tell you one thing Marines in Afganistan didn't do was drive their tanks into the middle of an uncleared city block where they knew enemies were holed up with large quantities of AT weapons. You have to be smart, that's knowing when to use your weapons and when not to. If a couple guys on the enemy team are specialized AT, you don't run a tank, and you take advantage of their weakened anti-personnel strength by pushing an infantry assault.
I could go on about this forever. The mix of tanks and infantry is perfect right now. Its realistic cost benefit and reward balance, and I like it. Now what we DO need to see more of is dropships, I think a dropship in at least every other match should be normal, and the fact that we don't see that means there's something wrong with the balance there. I'm not here to say what exactly, even though I have my opinions, but I will say it needs to be resolved.
That being said I've seen dropship pilots and their gunners go on ridiculous streaks like 50-0, so I guess it depends... Maybe people just aren't comfortable with the controls, and they got the cost reward balance right, but everyone's still looking for the OP solution and not willing to take the risk.
ONE HUGE THING. Turret emplacements need a buff, I've got a standard Large Missile Launcher on my Sica, and its one of the fragment versions, so its not even top damage. I like that the Damage Modifiers feel like they actually work, but with 2 of the top tier damage modifiers on this otherwise sub-par tank I destroy a Turret Emplacement in one hit. And all my missiles don't even need to make contact, 3 suffice. Granted with this build I've also taken out Madrugars, and even a Surya. Even the one time I lost my tank to another tank that tank was still so crippled that a Swarm Launcher on my team finished him off shortly after the engagement. But the point is I'm highly slot limited in this tank, once you see proto tanks running around like a fully specced Marauder with 3 damage modifiers instead of my measly 2, and his skills maxed out, with the top tier Accelerated Missile Launcher equipped, your looking at a tank that can 1 shot any lower leveled tank, or even knock a Bolas out of the sky with a single salvo. Matter of fact, even with reduced splash damage, I'm sure the damage on any one of those missiles will be enough to kill just about any infantry it comes into contact with, and with a solid fast salvo that makes that tank the perfect anti-infantry and anti-armor weapon.
I'm not saying nerf tanks before its too late, this is what a Marauder should be, particularly a fully specced one, it should shred through any defenses. All I'm saying is that Turret emplacements better be available in a better quality variety in the future otherwise they lose all viability... Might I also suggest CCP look at Armored Core V's system for emplacements and some of the stuff they included, it uses a pretty similar emplacement system, but they've got a lot more variety, and I strongly suggest looking at their system as it would greatly benefit the developers of this game in coming up with new ideas, and someday benefit our commanders who will need access to this sort of suite of tools to make reliable strategic defenses and honestly defend against some of the behemoths that will develop from this skill system.
You have no idea what you're talking about. The balance is beyond fubar. Missile turrets are stupidly overpowered, tanks have no place in a game vs a competent team, and dropship's only survival tool is to run away. On top of that, you literally have to get hundreds of kills out of each vehicle TO BREAK EVEN. Militia swarm launchers, militia railguns, and level 1 forge guns on militia heavies completely trounce vehicles atm. If this were prototype damage you'd be on to something, but tanks have no place vs a competent team, while dropships require some fancy flying to stay alive and still contribute. LAVs are a joke.
To say balance is nearly perfect right now belies EXTREME ignorance of the situation. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.10.14 17:59:00 -
[19] - Quote
We should at least be able to lock twice in a row instead of waiting for swarm #1 to miss before we fire swarm #2 at a different angle.
Right now, it takes at least 2 swarm launchers at different angles to hit a dropship. |
S Park Finner
BetaMax.
89
|
Posted - 2012.10.14 18:04:00 -
[20] - Quote
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.
Skills for Swarm Launchers (Level 2) would
- Allow purchase of higher tier launchers
- Reduce Targeting Time (More practice, get better at aiming)
Advanced skills (Level 5) would allow
- Specialization in a particular ammo type (AV, AP, AA/Shield, Armor, Combo)
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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