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Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.30 16:58:00 -
[1] - Quote
armor burn is a mechanic to balance armor vs shield tankers. if a shield tanker is dumb enough to get caught out in the open and excapes with 1/4 of his armor intact and he didn't bother using his CPU/PG for a armor rep, that is his own fault. if they remove it there is no point to armor tanking vs shield tanking. you would be a tarded monkey with a wrench if you chose to armor tank instead of shield if there was no equalizer.
as for the drop missile splash damage by 125% i'm confused. you want 0% splash or you want to increase it by 25%. i still don't get what everyone's vendetta against AOE damage is.
"splosions keep killing me, eleminate them so they have to score direct hits inorder to kill me" |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.30 17:08:00 -
[2] - Quote
Noc Tempre wrote:
- Require swarms to maintain lock, get rid of stupid pathing annoyances
that shouldn't happen, the missiles travel way too slow for that to even be considered. especially when all a vehicle has to do is move and you lose lock. i can see it now, a vehicle driving through everything you lock on to it just as it passes a dumb crate and you lose lock. real brilliant there.
pretty much eleminating all locking capabilities on every vehicle except a dropship and all the dropship has to do is park next to a building and continously fly back and forth making all missiles loose their lock. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:11:00 -
[3] - Quote
Noc Tempre wrote: Armor burning punishes barely winning. In other words, it creates artificial equalization between players of different skill and SP level. It is a "dumbing down the game" mechanic. It also makes armor buffer tanking (a common tactic in EVE no less) suicidal, since you will die only having taken 40-60% damage. It punishes daring victory and skill, it rewards luck and uniform fitting. It should go.
daring victory? no, because half the time when a shield tanker gets down to armor he is already at his base because the cowards just run.
and because a 20 ton vehicle can move faster than the missiles that are hitting it it doesn't take a whole lot of "skill" to run away. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:31:00 -
[4] - Quote
Noc Tempre wrote: Read more closely. I think swarms should be sped up very significantly with such a change, but also more limited in range.
if their path was fixed it wouldn't require a speed up in missiles. missiles have a fine speed, if they would target the vehicle and not a peice of the vehicle and see the rest as a obstacle to go around.
timing shots has been kind of fun for me. most people just let the missiles fly as soon as they get a lock. my team and me actually plan when releasing missiles. waiting for a tank to get out in the open and just far enough so we get 2 sets of kittens from 3 squad mates. it should take some finesse something no one sees because everyone is "herp derp i lock and release no skill"
i will agree that the knockback of the missiles is a bit much, dropships aren't made of cardboard. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 17:43:00 -
[5] - Quote
Noc Tempre wrote: Their pathing is atrocious. They weave around cover and buildings yet run into small bumps in the road. It is broken for both sides. Furthermore, if they only fixed pathing, dropships could still ignore them using standard flight patterns.
that is where positioning comes in.
firing missiles at the backside of a dropship shouldn't hit if the ship is moving fast enough. the gunners just say to the pilot that kittens are incomming from whatever side they are seeing (assuming communication is even happening). then the ship banks and takes off and avoids the missiles.
but as that happens a swarm launcher from the front end fires and logic says that the missiles will meet the ship if the pathing is correct and the ship is slowed down a bit from the front hit making the missiles hit his back end allowing more missiles to be locked and hit. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 18:11:00 -
[6] - Quote
Noc Tempre wrote: As a controls specialist in senior year of aerospace engineering, intercepts with a slower projectile than a non-ballistic target would be about as effective as we have now. And the math can't be manipulated to ignore that just because it is a video game.
Also, I should point out that timing your fire is not skill, it is tactics. There is a significant difference; I promote a game that rewards skill, since that makes tactical victory over more skilled opponents more satisfying.
depends on how the missile is guided and if it has the software to determine where the target is going to be (how it should work). the missile being able to determine the size of the object and the speed can determine the mass and the stopping time of said object making the corrections in mid flight. unless the vehicle makes a sudden stop in mid air and break the laws of pysics it should hit.
and if the vehicle stops in mid air the missiles fired previously will hit it. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 18:31:00 -
[7] - Quote
Noc Tempre wrote: Hitting a ballistic item at speed is really really hard. Unless they fudge it, hitting a non-ballistic vehicle wouldn't work the way you envision.
in this you have hyper advanced technology that breaks the laws of traveling faster than light travel. you can have a missile smart enough to simply look at a target have a weird 90-¦ turn with advanced communications to tell the mass, velocity, direction, size, and probably even composition of said target and tell where it will be within .1 second real time to detonate. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 18:39:00 -
[8] - Quote
Tony Calif wrote:Sorry Noc but this thread is a disaster. You have people confusing missile turrets, and swarm launchers. Delete this and start 2 threads. i think it was because he said swarm launcher lock and other things in his first post. also you can't delete your posts |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.30 19:00:00 -
[9] - Quote
EnglishSnake wrote: Outdamages the railgun? only if all missiles may hit also take into account flight time
Railgun is a near instant impact with high damage straight off the bat and accurate as hell
the range is what separates the two.
i was gunning for my friend and we were sitting in our red zone on line harvest and we destroyed every turret without leaving. none of the other turrets had range to even touch the ship. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.30 19:19:00 -
[10] - Quote
EnglishSnake wrote: Which turret?
Because as far as i know railgun and missiles are pretty much the same range wise
i'm talking about gunner missiles. the ones that have unlimited range and can hit an enemy MCC from the other MCC. |
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