|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.06 02:47:00 -
[1] - Quote
from the sound of everything it sounds like you want a grenade launcher and not a missile launcher.
|
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.06 03:03:00 -
[2] - Quote
Iron Wolf Saber wrote: Considering the blending going on today there is very little difference between a grenade, rocket, and missile.
grenades are just a self contained explosive device. while also being a self contained explosive rockets are unguided and missiles are guided.
as for these changes, they all seem way to gimmicky to be used. they all have a single purpose and what seems to be going on is that they are too weak to be effective. why would you want a grenade launcher when you can just pick up a mass driver and do it better?
you can't go back to the old build of swarms because they were too effective against dropsuits. they limited the damage making them pretty worthless to dropsuits to compensate. now they are useful but only to vehicles that are weak. using weapons that have only one purpose is usually a death sentence for the weapon and sees practically no service. if everyone wasn't running around in LAVs ready to be killed i would probably not use it (i love blowing a fully packed LAV). |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.06 06:46:00 -
[3] - Quote
Iron Wolf Saber wrote: The swarm launcher has range, reach, and coverage, the mass driver only hits one tiney small spot this is meant to carpet bomb LAVs, Tanks, and Blobs of infantry mostly.
Secondary Function Is EOD which is a role far too time expensive to do with a mass driver.
a cluster bomb might be interesting but i don't see it being too effective, swarms have a hard time doing anything at the moment. if a tank is fitted really good they 5-10 people have to pull out some form of AV to push the tank back away. it doesn't kill tanks but it forces them to retreat till their shields are back up and their shield rep is reset.
launching into the air and landing on vehicles is something the swarms should already do (like a javelin). instead of launching breaking into 4-6 parts and then derping their way into the vehicle or dropship.
but i could be wrong right now the pace is slow and doesn't offer anything for anyone who wants fast pace action. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.06 07:19:00 -
[4] - Quote
Iron Wolf Saber wrote: well right now swarms have an extremely nasty habit of slamming into everything along the way to the target making them more useless. But carpet bombing + large target = more damage.
even with a clean hit if the tank is a proto with lots of shield hardeners it's going to take 10 guys with swarms/forge to make the vehicle turn and run.
i really want weapon damages. put kinetic damage with my swarms to do better damage against vehicles instead of flat explosive that can't make a scratch on shield tankers that run the game.
swarm guys have the uncanny ability to die from ground troops. meanwhile vehicles can snipe while being untouchable. they need to increase the speed with each level of swarms leveled, give swarms more effective speeds as the more expensive you get. i would like to see them broken off from the normal light weapons to give them a more dynamic piece like the missiles in EVE but that might be pushing it. flight time should still be determined by light weapons sharpshooting and speed instead of the current useless damage radius. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.06 07:56:00 -
[5] - Quote
Iron Wolf Saber wrote:Yeah I agree about explosion mechanics needed to be adopted from eve, larger the target the more of the damage explosives do to the target. i just wouldn't know how they would work out. making them R for rockets that can fit in light weapon slots.
swarms, rocket lawnchairs, might as well throw mass drivers in there as well because area damage of sorts.
have 4 separate skills instead of the normal 4. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.11.07 17:55:00 -
[6] - Quote
Hauptsturmbahnfuhrer Adler wrote:true, the Swarm Launchers are THE dumbest smart missiles ever. They do seem to deliberately steer into any and all objects in its path. Maybe making the Launchers more dedicated to a single purpose can increase it's effectiveness. -Like a Launcher that shoots a huge-ass Shaped-charge missile that actually does a ton of damage vs. Armour. -A Flux Missile launcher that completely annihillates shields.So you and one of your friends can equip one of each missiles and be the absolute bane of any tank on the field.
- A Flak swarm launcher that actually intercepts Dropships and explodes when it comes near, causing the Dropship to get staggered, and take a ton of damage. -I'm not familiar with the EVE universe, but an EMP variant for Launchers and grenades which immobillize vehicles for a few seconds could change the way Tanks and Infantry interact, IE; Tanks moving up while being supported by a squad of footsoldiers, instead of charging headlong into battle unsupported.
Ideas? ammo modules would probably be better suited for the task than making 4 times as many guns. also EMP would just translate to a pulse of EM damage (the same as flux grenades).
fix the pathing and make it to where you can change the type of damage along with giving skills to increase the speed would make for a devistating weapon with lots of variation.
having the base weapon doing explosive damage and you can switch it out with different charge modules to give the ability to hit it with kenetic, EM, or my favorite heat. |
|
|
|