|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 03:10:00 -
[1] - Quote
http://www.youtube.com/watch?v=i2cFOx5NCWk&feature=related ^^^^^^ This is how you make the swarm launcher a skill weapon.
New standard variant 4 missiles, heat seeking (fire and forget) 150 damage each at prototype level Flight speed: 100 m/s Flight time: 6s Min arming distance: 100m Splash radius: 0.5m Magazine size: 4
New breach variant 1 missile, guided by wire (not lock) 1.8k damage at prototype level Flight speed: 50 m/s Flight time: 9s Min arming distance: 50m Splash radius: 1.5m Magazine size: 1
New specialist variant 5 missiles, guided by laser (hold lock) 200 damage each at prototype level Flight speed: 150 m/s Flight time: 1.5s Min arming distance: 25m Splash radius: 1.5m Magazine size: 3
New assault variant 3 missiles, unguided 300 damage each at prototype level Flight speed: 100 m/s Flight time: 3s Min arming distance: 15m Splash radius: 3m Magazine size: 2
Operation Skill: 5% speed/level Proficiency Skill: 5% flight time/level
Edit: Oh, knock needs to be toned down to just enough to feel like you were hit, not the current insanity of thrown 100's of meters from militia. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 03:28:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote: Swarm launcher variant that fires swarms that detonate in the air after a 20 seconds, and do splash damage to any vehicle within the large splash radius. Lower direct damage, and smaller magazine.
You sir, just described autocannons. Those should get their own category. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 03:32:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:Noc Tempre wrote:KAGEHOSHI Horned Wolf wrote: Swarm launcher variant that fires swarms that detonate in the air after a 20 seconds, and do splash damage to any vehicle within the large splash radius. Lower direct damage, and smaller magazine.
You sir, just described autocannons. Those should get their own category. I am not familiar with those, can you tell me more about them?
http://en.wikipedia.org/wiki/Autocannon
Commonly, people refer to the autocannons loaded with AA shells as "flak cannons" |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 16:07:00 -
[4] - Quote
Mobius Wyvern wrote:I like the look of those variants, as long as fire-and-forget swarms are kept as well.
That's coming from someone who uses HAVs frequently, by the way, and as someone looking forward to more aerial vehicles in the future. The only other issue I can see is that I believe we've had confirmation that countermeasures will be coming at this point, which would of course all be useless against remote-guided weapons. You also can't discount the fact that we'll drown in a sea of whiners if fire-and-forget swarms are removed an everyone has to lead their targets. As a veteran of the MechWarrior series, that's no issue for me, but I think we all know that many of our community would be woefully unprepared to handle such a change.
Fire and forget are removed for laser guided. This adds the smallest amount of skill to the weapon. Note that those variants are very fast, but have the shortest range. A true fire and forget variant would probably look like this:
New Standard Swarm Launcher 4 missiles, heat seeking (fire and forget) 150 damage each at prototype level Flight speed: 100 m/s Flight time: 6s Min arming distance: 100m Splash radius: 1.5m Magazine size: 4
I edited it into the stats in the OP. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.12 07:37:00 -
[5] - Quote
Tiel Syysch wrote:Breach damage needs to go down. All AV damage needs to go down in my opinion as a balance for vehicle hp, I think the 600-1000 damage range for the other variants is a lot better than what we have now. Breach damage isn't a concern by itself, but things should be balanced around assuming team play (so things aren't useless in organized games), so having that wildly strong hit would turn out to be an insta kill if others are attacking the target.
Agreed. 1800 damage seems reasonable for a slow, high risk variant. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.13 16:06:00 -
[6] - Quote
Herpn Derpidus wrote:why not have an AA version of the HMG? it would simply just have like 500% more effectiveness vs dropships and dramatically more range, but do overall alot less damage per shot and less effectiveness vs infantry
So a handheld autocannon. That only heavies can use. I don't see how this helps balance the swarms. An infantry autocannon isn't an idea I'm opposed to, mind you. It just doesn't remove the problem with swarms, and there are serious problems. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.16 03:06:00 -
[7] - Quote
In case it wasn't clear, this should be accompanied by a massive reduction in forge and turret damage. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.01.07 16:42:00 -
[8] - Quote
Only radar guided missiles would release a "ping" to be detected, but most warning systems would light up as soon as any small fast mover was detected anyway. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.01.07 21:47:00 -
[9] - Quote
RECON BY FIRE wrote:Ever hear of a Javelin? You lock on the target, fire, the missile flys up in the air, and then comes down and destroys the target in one hit. Completely fire and forget, one hit kill every time. The changes you propose are simply to help promote "god mode" in tanks. Swarms and Forges are fine just how they are. I have run around many times with a forge gunner and another swarmer or two trying to kill a tank just to watch it still roll off to the redline. Swarms and Forges are working as intended and dont need to be nerfed.
It's a game. You want real life go enlist. No skill weapons are pathetic. Furthermore, describing vehicles as "god mode" in their current state reveals your ignorance on the current dynamic. |
|
|
|