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Busty M4rinara
SVER True Blood Unclaimed.
17
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Posted - 2013.02.18 14:00:00 -
[1] - Quote
[FRESH IDEA] because i havent seen this suggested yet. And if it has, then that dude is right! I have spent awhile through swarm laucher balance threads (there are alot of them). I also been doing ALOT OF THINKING (which isnt too often).
PROBLEM: Swarms do not do instant damage
This is the true problem. Because missiles are missiles, they should never do instant damage (EVE Lore). This is the question that has all of us on 2 sides:
The "auto lock is for noobs. missiles should shoot in a straight line" OR Been there, done that, does not work. Kills infantry, and sucks vs vehicles.
A BIGGER PROBLEM: Swarms you can do peek-a-book over a hill and get guaranteed hits. Making tankers wonder why they even drop millions of isk in the first place. At least with forges you have to charge, aim, and then fire (and if you are good, hit the target). Swarms take no skill.
SOLUTION: It hit me at 6am, and thats why im up so early typing this XD.
Keep forges as they are. They are a charge-over-time, instant damage weapon. Have you also noticed that when a forge is charged that the guy STANDS NEARLY STILL? THE TANKER AND ANTI-ARMOR VISUAL CONTACT IS THE KEY!
The Swarms should keep the lock. You need it to counter the travel time. BUT change it to where the swarm launcher must maintain visual contact of the tank till missile impact or the missiles fly away wildly. This will do 2 things: First, it will allow tankers to grab cover from anti-armor weapons (tankers can by rounding a corner to get away from a forge gunner). Secondly, this will give tankers a chance to kill the duder lauching missiles at them in the first place (which they can also do vs forge gunners). VISUAL CONTACT
Notice i didnt say that missiles shouldnt be able to round corners. THEY SHOULD. If the swarm launcher is at a angle to where a tanker rounds a corner (maybe the swarm duder is up on a hill or in a tower) then they should hit. This is what would give swarms an advantege over a forge. Another advantege is that a swarm launcher can move freely as he attempts to keep the lock.
CONCLUSION This isnt a major change. Have peeps using swarm lauchers having to see the target from beginning to end. A small fix, for a big problem. |
Busty M4rinara
SVER True Blood Unclaimed.
17
|
Posted - 2013.02.18 15:25:00 -
[2] - Quote
Pent'noir wrote:The ability to fire and forget is one of the key points of having a swarm launcher. The missiles are slow and don't do alot of dmg, but they will eventually reach their target if there isn't anything in the way. Also don't want to messup being able to lock then look straight up to fire, (they took that away once and put it back in after alot of tears). I'd be okay with greatly reducing movement speed while locking to match the forge, but don't like having to maintain a visual contact for the entire missile flight path. Our missiles are a dead give away of our location. Slow moving balls of yellow streaking across the sky tells everyone exactly where we are at.
"A dead give away to our locations" That is the point. As a forge gunner, you are stationary and moving very slowly once your forge gun is charged. Tankers can at least defend themselves. "shoot and forget" is not the way to make any weapon. |
Busty M4rinara
SVER True Blood Unclaimed.
17
|
Posted - 2013.02.18 18:20:00 -
[3] - Quote
Octavian Vetiver wrote:Except they haven't added any kind of ECM yet or possible anti-missile protection. Have they mentioned what any of that will entail? It'd be best to wait till they at least add ECM and whatever else they have planned for electronic warfare before really messing with too much. That's been kind of the issue with most things it seems like. Trying to balance everything out prior to adding any other weapons and EW systems. I'm still holding out or some kind of Hammer's Slammer's anti-missile claymore style systems. Burst out a bunch of ball bearings or at least have different ammo types.
ECM?! Its 10 months till christmas. |
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