Governor Odius wrote:I don't think the problem is the swarm missiles.
1) The militia swarms do pretty nasty damage considering how easy they are to get. Highest tier dropships right now have around 4500-5000 eHP, enough for 4-5 volleys from a militia swarm launched by someone with no skills or mods improving its damage.
2) A dropship has only one maneuver that can be considered "evasive": fly as fast as it can. Thus, calling for swarms to predict their path or outrun a dropship at full speed is calling for a dropship to always get hit, regardless of the pilot's skill. As you can see from point 1, this will quickly lead to every dropship getting taken out, because it only takes 4-5 hits from even the weakest swarm to end them.
3) I'm not a huge fan of being forced to rely solely on ECM as a way to defeat swarms. How do you implement that?
3a) Cooldown: Module is activated and all or most of the swarm damage is prevented. After some cooldown this module can be activated again. Is this a long cooldown? Because if it is, there's plenty of time for 4-5 more volleys to land. If its not, we're right back where we started with swarms not working.
3b) Random: X percent chance to shoot down/cause to miss an incoming missile. I'm not a huge fan of randomness in these kinds of games, because it de-emphasizes skill.
3c) Mitigation: Basically a resist mod that only works against swarms. Not helpful.
3d) By using a mod slot for the chaff (or whatever) the dropship has even less eHP to survive the primary threat to it right now: the forge gun. I know it's popular right now to say that dropships never die, but every time I take one into the air I get one-shotted by a forge gun. Granted, I've only played about five hours all build so I'm still flying a Viper with bad mods, but it's still a problem and will remain one even when I can survive two or three shots as many of the Myron pilots can.
Now, let's talk about the things we know are eventually going to change:
We know capacitor for vehicles is coming, and we know turrets are going to use it. Dropships will probably be pretty cap-hungry anyway (I'm kind of hoping that just being airborne consumes cap) so we're going to end up in a place where a dropship can't be shooting forever like it does now. It's going to shoot and then have to wait a while to recharge its cap.
We know that eWar is coming. There's a video that specifically talks about webbing a dropship so that it's easier to kill.
As a result of this, and possibly some other changes (I can't imagine missiles not seeing a nerf since they're the only small turret anyone uses) dropships are going to lose a lot of their offensive power, relegating them to a role of troop transport and support. Which, frankly, is exactly where I want to be.
Now ask yourself, how does a dropship support troops on the ground? Troop transport is an obvious answer. If it stays to act as a mobile spawn point then its vulnerable, of course. Especially having sacrificed tank for some support mods. What happens when someone notices a volley of swarms coming at their drophsip? It starts flying, of course. But since swarms are faster than dropships thanks to everyone complaining, they hit and the dropship dies.
Okay, so dropships don't stay stationary. It picks up people in one place, flies at full speed and....hopes they jump out over the objective? I guess a team with a lot of practice could get that right. Then, while they're taking the objective, the dropship flies around for a while doing nothing until it can come back and pick them up, hoping no one hits it with super-fast swarm missiles. That's...unhelpful.