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Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.18 22:20:00 -
[1] - Quote
I've been reading QQ threads about swarms for MONTHS. Apparently some people are so completely convinced that these are broken that they just WILL NOT let it go. I don't agree in the slightest, but ok. I get it. If you refuse to let it go, we need a middle grounds where we can compromise. Your biggest issues seems to be that it requires no skill and it can sometimes make crazy turns. Let's try to resolve that first one since it seems to be the easiest one to fix without starting a lot of arguments.
Why don't we just make swarms go wherever the reticle is pointed.
That way they aren't fire-and-forget weapons, you actually have to guide them to the target. Make the ADS for them lock in when entered and remain locked in until you hit the weapon wheel button, this will free up the L1 button for controlling the flight of the swarms. Of course, leaving ADS would end your control of the swarms as well. The fire button can make them go forward, the aim button can make them come back towards you, holding neither will let you turn and move them side to side, and they have a slightly lengthened flight time to compensate for human error.
For this, they will need a somewhat tighter flight pattern, otherwise they will easily miss their smaller targets. They will also need more carry capacity, perhaps 4 more total capacity since they will miss quite a bit unless the operator is quite skilled.
This will make the swarms a skill weapon that you can't just fire and go do something else while waiting for your LAV destruction points, you actually have to guide them to the target yourself. If the swarms leave your line-of-sight for, let's say, 4 seconds, your ability to control them goes away and they spiral away in whatever direction they were heading last.
Leave the Assault Swarm Launcher as auto lock-on, but make the swarms for it only fire 3 missiles for the basic, 4 for the advanced, and 5 for the proto. This will give people the option to use the auto-locking swarms, but at the price of reduced damage potential.
Lastly, since the swarm is now a skill weapon, we should buff the damage of each missile by around 5~10% on the guided swarms. This will add additional incentive for people to use the skill based swarms instead of the assault one, since the overall damage of these variants would be that much higher.
So, to recap:
Swarms will require skill by being player-guided
Swarms will have a higher capacity and flight time to compensate for human error
Swarm ADS will be locked-in once entered until weapon is changed
Swarms out of your LoS for too long will leave your control and continue upon last trajectory.
Assault Swarms stay lock-on, but have reduced missiles per swarm
Guided Swarms get a 5~10% damage boost
Swarms are no longer fire-and-forget (except for the assault variant)
This would pretty much solve the beef people have with this not requiring any skill. So, any thoughts? |
Terry Webber
Gothic Wars Consortium
35
|
Posted - 2013.02.18 23:26:00 -
[2] - Quote
I'm OK with this but how exactly will you steer them? |
Mithridates VI
New Eden Research Foundation
169
|
Posted - 2013.02.18 23:28:00 -
[3] - Quote
Terry Webber wrote:I'm OK with this but how exactly will you steer them?
Baal Omniscient wrote: Why don't we just make swarms go wherever the reticle is pointed.
|
Terry Webber
Gothic Wars Consortium
35
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Posted - 2013.02.18 23:31:00 -
[4] - Quote
Sorry, my bad. |
Sloth9230
Reaper Galactic
244
|
Posted - 2013.02.18 23:38:00 -
[5] - Quote
I want Dark Sector Style swarm launchers lol.
Edit: I actually just want the glaive |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.18 23:56:00 -
[6] - Quote
I don't see how they are OP or UP to begin with, are they too strong vs vehicles or something? I rather it be a rocket and not a missile, in early trailers swarm launchers would fire 3-4 rockets in a straight line basically for anti tank purposes, like a weaker forge gun with no charge time... i'd like that I think more than what we have now. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.02.18 23:58:00 -
[7] - Quote
I like the idea- and this is coming from somebody who drives every type of vehicle. |
Ser Chard
Planetary Response Organisation Test Friends Please Ignore
8
|
Posted - 2013.02.19 00:20:00 -
[8] - Quote
I think they're fine vs tanks, but a bit too easy vs drop ships and lavs.
I'd like to see aerial vehicles have a counter measure - maybe a passive mod that can auto counter one swarm and give an audible warning every 30 seconds.
I'd like to see tracking reduced a bit, maybe in relation to vehicle signature, so a lav can dodge one if they pull off a sweet maneuver right. Maybe this is possible now, but its hard to tell they're coming - maybe a lock on warning? |
Alex Bradshaw
Carbon 7
3
|
Posted - 2013.02.19 00:20:00 -
[9] - Quote
I say leave swarms as they are. I engaged a tank and a LAV this evening with a swarm. Took me 4 hits to take down the tank, and 1 for the LAV. I then had to go and re-arm. I found it challenging to avoid being shot by infantry and vehicles while doing all this. Weakening swarms would make vehicles over powered.
If you are in a vehicle and swarms are an issue, you need to look at -infantry support -situational awareness -vehicle configuration -spend more money -consider retreating |
Pent'noir
Algintal Core Gallente Federation
62
|
Posted - 2013.02.19 02:13:00 -
[10] - Quote
la another one, it ain't broke! But you acknowledge that, so thats cool.
Let me change my camera view point to be the missiles and contoll it from there and you have me sold. Otherwise, the change introduces problems that i don't want to deal with and would likely change to forge or the new av weapon when it is released.
Swarms are slow, I'd have to put myself in the open for a long time. Swarms are long distance, but I can't see that far away without a better scope. Everything is just a dot at distance. Could just be my standard tv... Can only fire one set of missiles at a time. When at distance, we need to launch as many as we can before they realize where they are coming from and move to cover. Reintoduces one reason why dumbfire was remove in the first place. A explosion doing no dmg to infantry when standing in the graphical explosion radius and new comers thinking it should do dmg to infantry.
It would be cool for close range and similiar to dumbfire, but with accuracy. So I think the weapon would become the same range as a forge and leave no viable distance av weapon. Atleast i wouldn't want it, but could suffer through it if i could get a missile camera view point.
When the new av weapon comes out, the av vs vehicle threads will forget about swarms and focus on that as the masses flock to it. The only issues with our current swarms are the 90 degree turns, however, i haven't seen them do that since a build ago. What i notice alot more is that ppl wait too long to duck around cover because by time they do it, the missiles will always have los and gradually turn to follow.Sometimes i see them literally want till the last second to duck and when the missile start to turn, it doesnt have to turn far before ramming into a large target. But at close range, they will do 90's 180's or whatever because it was needed to hit close range targets. However, if there is still 90 stop and turn for distant targets, then tweek that and forget about changing how a weapon fundamentally works. |
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Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.19 04:33:00 -
[11] - Quote
Baal Omniscient wrote:I've been reading QQ threads about swarms for MONTHS. Apparently some people are so completely convinced that these are broken that they just WILL NOT let it go. I don't agree in the slightest, but ok. I get it. If you refuse to let it go, we need a middle grounds where we can compromise. Your biggest issues seems to be that it requires no skill and it can sometimes make crazy turns. Let's try to resolve that first one since it seems to be the easiest one to fix without starting a lot of arguments. Why don't we just make swarms go wherever the reticle is pointed. That way they aren't fire-and-forget weapons, you actually have to guide them to the target. Make the ADS for them lock in when entered and remain locked in until you hit the weapon wheel button, this will free up the L1 button for controlling the flight of the swarms. Of course, leaving ADS would end your control of the swarms as well. The fire button can make them go forward, the aim button can make them come back towards you, holding neither will let you turn and move them side to side, and they have a slightly lengthened flight time to compensate for human error. For this, they will need a somewhat tighter flight pattern, otherwise they will easily miss their smaller targets. They will also need more carry capacity, perhaps 4 more total capacity since they will miss quite a bit unless the operator is quite skilled. This will make the swarms a skill weapon that you can't just fire and go do something else while waiting for your LAV destruction points, you actually have to guide them to the target yourself. If the swarms leave your line-of-sight for, let's say, 4 seconds, your ability to control them goes away and they spiral away in whatever direction they were heading last. Leave the Assault Swarm Launcher as auto lock-on, but make the swarms for it only fire 3 missiles for the basic, 4 for the advanced, and 5 for the proto. This will give people the option to use the auto-locking swarms, but at the price of reduced damage potential. Lastly, since the swarm is now a skill weapon, we should buff the damage of each missile by around 5~10% on the guided swarms. This will add additional incentive for people to use the skill based swarms instead of the assault one, since the overall damage of these variants would be that much higher. So, to recap:Swarms will require skill by being player-guided
Swarms will have a higher capacity and flight time to compensate for human error
Swarm ADS will be locked-in once entered until weapon is changed
Swarms out of your LoS for too long will leave your control and continue upon last trajectory.
Assault Swarms stay lock-on, but have reduced missiles per swarm
Guided Swarms get a 5~10% damage boost
Swarms are no longer fire-and-forget (except for the assault variant) This would pretty much solve the beef people have with this not requiring any skill. So, any thoughts?
I will +1 this,
I was looking at creating dumbfire, fast as forge gun shots, more splash radius and damage. aka buff the swarms, but make it manual.
But hell I like this too. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.19 04:35:00 -
[12] - Quote
As I stated, and as some of you acknowledged, I do not personally have any issue with how swarms function right now.
However, with all of the complaints involved with swarms, this would be a decent middle ground for both sides. It would also make using a swarm launcher more engaging as well as make them potentially useful as an anti infantry weapon. They have a very small splash radius, but a direct hit on infantry would require a very skilled shot and make them more useful than they are currently.
Fire off a volley, direct them wherever you wish. This makes the swarms a skill weapon and increases their viability as a weapon on the battlefield. Swarm users get a chance for their weapon to be more versatile, and vehicle drivers get out of auto-tracking swarms that occasionally perform weird acrobatics to hit their vehicles. The users can make them do these acrobatics of course, but it won't be automatic, it will require a skilled user. Even more skilled if they can actually hit infantry. The swarm user will have to judge distance and speed in order to use them properly, making them a deadly but very tricky to use skill weapon.
It works well for all parties involved. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
37
|
Posted - 2013.02.19 04:35:00 -
[13] - Quote
Ser Chard wrote:I think they're fine vs tanks, but a bit too easy vs drop ships and lavs.
I'd like to see aerial vehicles have a counter measure - maybe a passive mod that can auto counter one swarm and give an audible warning every 30 seconds.
Like ecm flares? If so yes please. 45 second cooldown.
My only 2 gripes with the current SL are: Make the assault SL work, the whole "double lock on" its a fat lie, so the assualt variant: dead on the water. Some instalations STILL (even after 6 months of the problem being around) are untouchable by swarms unless they are shot point blank, and not even that works all the time.
Fix that and im a happy man. |
Y0UR NAME HERE
Imperfects Negative-Feedback
444
|
Posted - 2013.02.19 04:37:00 -
[14] - Quote
Rupture Reaperson wrote:Ser Chard wrote:I think they're fine vs tanks, but a bit too easy vs drop ships and lavs.
I'd like to see aerial vehicles have a counter measure - maybe a passive mod that can auto counter one swarm and give an audible warning every 30 seconds.
Like ecm flares? If so yes please. 45 second cooldown. My only 2 gripes with the current SL are: Make the assault SL work, the whole "double lock on" its a fat lie, so the assualt variant: dead on the water. Some instalations STILL (even after 6 months of the problem being around) are untouchable by swarms unless they are shot point blank, and not even that works all the time. Fix that and im a happy man.
ECM Mods won't be until Christmas or after.......not even really soontm
Let alone if they happen to be bugged. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.19 06:08:00 -
[15] - Quote
I like the scoped control idea but I don't think the whole move forward, move backward thing isn't viable.
Just make the SWARMS track to where ever the center of the scope is pointing. If the swarms leave sight of the scope or the ADS view is released, then the swarms go uncontrolled and continue in a straight line until range limit or impact with something else.
Make those changes and we can sit back and watch the QQ threads develop as SWARM users begin complaining about being killed much more frequently as they're buried in their scopes like snipers and can't see an enemy coming, or are immobilized for the duration of their attack making them easy targets for snipers. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.19 07:13:00 -
[16] - Quote
Shijima Kuraimaru wrote:I like the scoped control idea but I don't think the whole move forward, move backward thing isn't viable.
Just make the SWARMS track to where ever the center of the scope is pointing. If the swarms leave sight of the scope or the ADS view is released, then the swarms go uncontrolled and continue in a straight line until range limit or impact with something else.
Make those changes and we can sit back and watch the QQ threads develop as SWARM users begin complaining about being killed much more frequently as they're buried in their scopes like snipers and can't see an enemy coming, or are immobilized for the duration of their attack making them easy targets for snipers. The ADS controls could be mapped to other buttons, I merely suggested a locked ADS because changing forward and backwards motion would be more complicated while having to hold the ADS view up. I still think controlling the movement of the swarms should be controlled for a few seconds after swarms leave view because it would be too easy to loose control of your swarms by them flying behind a rock spire or such for a moment. And if your crosshair's placement is where the swarms tracked to, your swarms would fly into said rocks if you passed the crosshair over them while following a vehicle. So you would need to control the distance from yourself that the swarms could travel, otherwise the swarms would become useless quickly due to terrain setups. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.19 07:45:00 -
[17] - Quote
Baal Omniscient wrote:Shijima Kuraimaru wrote:I like the scoped control idea but I don't think the whole move forward, move backward thing isn't viable.
Just make the SWARMS track to where ever the center of the scope is pointing. If the swarms leave sight of the scope or the ADS view is released, then the swarms go uncontrolled and continue in a straight line until range limit or impact with something else.
Make those changes and we can sit back and watch the QQ threads develop as SWARM users begin complaining about being killed much more frequently as they're buried in their scopes like snipers and can't see an enemy coming, or are immobilized for the duration of their attack making them easy targets for snipers. The ADS controls could be mapped to other buttons, I merely suggested a locked ADS because changing forward and backwards motion would be more complicated while having to hold the ADS view up. I still think controlling the movement of the swarms should be controlled for a few seconds after swarms leave view because it would be too easy to loose control of your swarms by them flying behind a rock spire or such for a moment. And if your crosshair's placement is where the swarms tracked to, your swarms would fly into said rocks if you passed the crosshair over them while following a vehicle. So you would need to control the distance from yourself that the swarms could travel, otherwise the swarms would become useless quickly due to terrain setups.
I see where you're going. How about we just suggest that the Swarms be laser guided. The launcher must, once again, maintain scope. Like normal, the missiles go into locking mode when the trigger is pressed and fire when released. However, instead of homing in on the center of the target, they home in on the center of the scope in relation to their flight path. If one is worried about hitting terrain instead of their target, then one should learn to guide around the obstacle or find a better firing resolution to the target.
I still don't like the idea of fine flight control. That'd be too much like that missile launcher from one of the MGS games.
The drawback to any of these solutions is that it makes it possible to fire at infantry targets as well, in which it would just be beyond many players ability to suspend disbelief that the missiles that can damage vehicles will leave infantry unharmed. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
37
|
Posted - 2013.02.19 09:07:00 -
[18] - Quote
Y0UR NAME HERE wrote:Rupture Reaperson wrote:Ser Chard wrote:I think they're fine vs tanks, but a bit too easy vs drop ships and lavs.
I'd like to see aerial vehicles have a counter measure - maybe a passive mod that can auto counter one swarm and give an audible warning every 30 seconds.
Like ecm flares? If so yes please. 45 second cooldown. My only 2 gripes with the current SL are: Make the assault SL work, the whole "double lock on" its a fat lie, so the assualt variant: dead on the water. Some instalations STILL (even after 6 months of the problem being around) are untouchable by swarms unless they are shot point blank, and not even that works all the time. Fix that and im a happy man. ECM Mods won't be until Christmas or after.......not even really soontm Let alone if they happen to be bugged.
Well, they could try to bump em a little up on the To-do list. Good news is, that they are gonna be in dust... someday. So as a provisional meassure if this laser guided SL goes live, the regular SL would have to nerfed at least at a 15%- 20% OR an increase in overall dropship armor to as a least 15% and 7% if not 10% on the shields so they can take a couple of punches, however i think that the speed could be decreased slightly and I mean SLIGHTLY like on 3% overall thrust tops just to sustain a tradeoff with the extra hp's. IMHO. |
Ronan Elsword
Dead Six Initiative
7
|
Posted - 2013.02.19 09:27:00 -
[19] - Quote
I don't think this is needed. Although I'd like to see a change in tracking speed. When I'm in a Lav and I do a quick drift around the missiles they automatically do a 180 and hit me. Lav's driven right should be able to dodge them. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
37
|
Posted - 2013.02.19 18:50:00 -
[20] - Quote
Well... LAVs DO dodge them but most out of outrunning them or using the terrain, but yeah I guess missiles should have a "breaking point" angle. |
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Django Quik
R.I.f.t
220
|
Posted - 2013.02.19 20:00:00 -
[21] - Quote
This is a horrible idea and would ruin swarms. They are far too slow to be manually guided and it would make it virtually impossible to hit anything without getting sniped before they hit.
The only problem with swarms is that vehicles have no way to counter them if they see them coming. When countermeasures are brought in, the whole issue will go away. |
Hunter Fencen
ROGUE SPADES
0
|
Posted - 2013.02.19 21:50:00 -
[22] - Quote
the problem mostly comes from lack of proctection for dropships give those more defenses and i'd be happy to leave them as they are |
Baal Omniscient
L.O.T.I.S. Legacy Rising
376
|
Posted - 2013.03.27 11:58:00 -
[23] - Quote
I have added an alternative method of adjusting swarms to the bottom of the OP. |
Vermaak Doe
SVER True Blood Unclaimed.
645
|
Posted - 2013.03.27 12:06:00 -
[24] - Quote
This makes long range Av quite a bit less viable when the problem is just with 2 of the 3 current vehicles but besides the free lavs, Havs make up the majority of all deployed vehicles. What I've been thinking is have locking onto an lav only launch a reduced amount of missiles per lock (only two missiles are launched from the standard launcher to lavs, 3 for advanced, and 4 for proto, while the dropship takes one more per lock across the board) |
Baal Omniscient
L.O.T.I.S. Legacy Rising
376
|
Posted - 2013.03.27 12:21:00 -
[25] - Quote
Vermaak Doe wrote:This makes long range Av quite a bit less viable when the problem is just with 2 of the 3 current vehicles but besides the free lavs, Havs make up the majority of all deployed vehicles. What I've been thinking is have locking onto an lav only launch a reduced amount of missiles per lock (only two missiles are launched from the standard launcher to lavs, 3 for advanced, and 4 for proto, while the dropship takes one more per lock across the board) Could you please explain this in greater detail? I'm not certain I gathered the reason for needing different numbers of missiles fired at different types of vehicles. |
Vermaak Doe
SVER True Blood Unclaimed.
645
|
Posted - 2013.03.27 12:42:00 -
[26] - Quote
Standard swarm launcher(4 per mag/launch) vs light chassis = 2 swarms launched per lock on
Advanced swarm (5 per mag/launch) vs light chassis = 3 launched per lock on
Prototype swarm (6 per mag/launch) vs light chassis = 4 launched per lock on
Add one across the board against medium vehicles which would be dropships. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
381
|
Posted - 2013.03.27 13:52:00 -
[27] - Quote
Vermaak Doe wrote:Standard swarm launcher(4 per mag/launch) vs light chassis = 2 swarms launched per lock on
Advanced swarm (5 per mag/launch) vs light chassis = 3 launched per lock on
Prototype swarm (6 per mag/launch) vs light chassis = 4 launched per lock on
Add one across the board against medium vehicles which would be dropships. Ok, and how would this affect your ammo? Do your unused missiles in each clip carry over to the next clip? |
slypie11
Planetary Response Organisation Test Friends Please Ignore
28
|
Posted - 2013.03.27 14:06:00 -
[28] - Quote
No, just no. There is no problem with swarm besides the fact that dropships, have no way to counter them. This argument has been settled before. Make swarms faster, make dropships have countermeasures and radar lock on warning. |
Vermaak Doe
SVER True Blood Unclaimed.
646
|
Posted - 2013.03.27 14:38:00 -
[29] - Quote
Baal Omniscient wrote:Vermaak Doe wrote:Standard swarm launcher(4 per mag/launch) vs light chassis = 2 swarms launched per lock on
Advanced swarm (5 per mag/launch) vs light chassis = 3 launched per lock on
Prototype swarm (6 per mag/launch) vs light chassis = 4 launched per lock on
Add one across the board against medium vehicles which would be dropships. Ok, and how would this affect your ammo? Do your unused missiles in each clip carry over to the next clip? You would be able to lock on with those in a second volley or reload and reallocate them to your full supply |
Vermaak Doe
SVER True Blood Unclaimed.
646
|
Posted - 2013.03.27 14:38:00 -
[30] - Quote
slypie11 wrote:No, just no. There is no problem with swarm besides the fact that dropships, have no way to counter them. This argument has been settled before. Make swarms faster, make dropships have countermeasures and radar lock on warning. You're ignoring lavs |
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