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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Baal Omniscient
L.O.T.I.S. Legacy Rising
308
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Posted - 2013.03.12 23:47:00 -
[1] - Quote
I introduced this idea months ago (back in September actually) while I was still on my very first Dust toon, but I think it's time to bring it back up. Vehicle drivers don't like swarms becaus there's a free one, they track, they require no skill, they do too much damage, on and on and on. I don't agree with them, I really don't. But that's because I see swarms from the infantry side of the equation. So, why don't we give swarms a hit box, give them about 70 HP, and let people shoot them out of the air for like 15~25 SP? It would give teammates a means of helping out tankers, it would prevent the need for swarm nerfs (since tankers and their gunners could shoot them down too), and might even allow for a swarm buff depending on how well shooting them down works.
Just an old idea that I felt might be fun to reintroduce. |
DJINN Marauder
Hellstorm Inc League of Infamy
309
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Posted - 2013.03.12 23:49:00 -
[2] - Quote
Wouldn't blaster tanks be able to 1 shot them then? They'd be invincible! |
Mr Pwnykins
East Los Angeles
2
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Posted - 2013.03.12 23:49:00 -
[3] - Quote
Sweet, I always wanted to shoot a fly with my HMG... Or my pistol Or my sniper rifle
KITTEN do et |
Baal Omniscient
L.O.T.I.S. Legacy Rising
309
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Posted - 2013.03.13 00:14:00 -
[4] - Quote
DJINN Marauder wrote:Wouldn't blaster tanks be able to 1 shot them then? They'd be invincible! IF they see them coming. There would need to be good communication among squad mates to drop these flies. Also, shooting down swarms means you aren't shooting infantry. It would give everyone one more way to earn a couple more WP.
Also, you can still get dropped by forge guns and AV grenades while you are swatting those distracting little flies. |
trollface dot jpg
Destined 4 Biomass
54
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Posted - 2013.03.13 00:35:00 -
[5] - Quote
It would be hard to drop a whole swarm before they hit, but it would be a good way for your gunners to support your retreat when you need to fall back. They'd probably be able to get 2 or 3 of them before they landed, 4 if they are really good gunners. This would increase the need for people having to plan when and where they fire off a volley. It would help dropships and specced op LAV's too. |
gbghg
L.O.T.I.S. Legacy Rising
628
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Posted - 2013.03.13 00:40:00 -
[6] - Quote
trollface dot jpg wrote:It would be hard to drop a whole swarm before they hit, but it would be a good way for your gunners to support your retreat when you need to fall back. They'd probably be able to get 2 or 3 of them before they landed, 4 if they are really good gunners. This would increase the need for people having to plan when and where they fire off a volley. It would help dropships and specced up LAV's too.
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Sloth9230
Reaper Galactic
423
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Posted - 2013.03.13 00:44:00 -
[7] - Quote
So... do swarms also get free fire back? |
trollface dot jpg
Destined 4 Biomass
54
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Posted - 2013.03.13 00:50:00 -
[8] - Quote
gbghg wrote:trollface dot jpg wrote:It would be hard to drop a whole swarm before they hit, but it would be a good way for your gunners to support your retreat when you need to fall back. They'd probably be able to get 2 or 3 of them before they landed, 4 if they are really good gunners. This would increase the need for people having to plan when and where they fire off a volley. It would help dropships and specced up LAV's too. lolz, you know what's goin on here. It is a great idea though, and as I said good gunners could assist the dropships as well by shooting them down. Also, I'm sure the pilot would get some sort of assist points for it. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
309
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Posted - 2013.03.13 00:50:00 -
[9] - Quote
Sloth9230 wrote:So... do swarms also get free fire back? No... probably not. But I'm sure we could come up with SOME kind of gentle buff to make it worthwhile for swarm users. |
Sloth9230
Reaper Galactic
424
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Posted - 2013.03.13 00:51:00 -
[10] - Quote
Baal Omniscient wrote:Sloth9230 wrote:So... do swarms also get free fire back? No... probably not. But I'm sure we could come up with SOME kind of gentle buff to make it worthwhile for swarm users. I just want a rocket launcher |
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Sentient Archon
Red Star.
778
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Posted - 2013.03.13 00:52:00 -
[11] - Quote
Baal Omniscient wrote:I introduced this idea months ago (back in September actually) while I was still on my very first Dust toon, but I think it's time to bring it back up. Vehicle drivers don't like swarms becaus there's a free one, they track, they require no skill, they do too much damage, on and on and on. I don't agree with them, I really don't. But that's because I see swarms from the infantry side of the equation. So, why don't we give swarms a hit box, give them about 70 HP, and let people shoot them out of the air for like 15~25 SP? It would give teammates a means of helping out tankers, it would prevent the need for swarm nerfs (since tankers and their gunners could shoot them down too), and might even allow for a swarm buff depending on how well shooting them down works.
Just an old idea that I felt might be fun to reintroduce.
LOL. Shooting down swarms is an age old technique. Most short missile turret users have mastered this. However its a waste of a person and works only with the lower turret. |
gbghg
L.O.T.I.S. Legacy Rising
628
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Posted - 2013.03.13 00:53:00 -
[12] - Quote
trollface dot jpg wrote:gbghg wrote:trollface dot jpg wrote:It would be hard to drop a whole swarm before they hit, but it would be a good way for your gunners to support your retreat when you need to fall back. They'd probably be able to get 2 or 3 of them before they landed, 4 if they are really good gunners. This would increase the need for people having to plan when and where they fire off a volley. It would help dropships and specced up LAV's too. lolz, you know what's goin on here. It is a great idea though, and as I said good gunners could assist the dropships as well by shooting them down. Also, I'm sure the pilot would get some sort of assist points for it. While it would be yseful for dropshipp's and LAV's it might be a little op for blaster tanks, in fact stick two blaster tanks near each other and they would be effectively invunerable |
trollface dot jpg
Destined 4 Biomass
54
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Posted - 2013.03.13 00:56:00 -
[13] - Quote
gbghg wrote:trollface dot jpg wrote:gbghg wrote:trollface dot jpg wrote:It would be hard to drop a whole swarm before they hit, but it would be a good way for your gunners to support your retreat when you need to fall back. They'd probably be able to get 2 or 3 of them before they landed, 4 if they are really good gunners. This would increase the need for people having to plan when and where they fire off a volley. It would help dropships and specced up LAV's too. lolz, you know what's goin on here. It is a great idea though, and as I said good gunners could assist the dropships as well by shooting them down. Also, I'm sure the pilot would get some sort of assist points for it. While it would be yseful for dropshipp's and LAV's it might be a little op for blaster tanks, in fact stick two blaster tanks near each other and they would be effectively invunerable Invulnerable to SWARMS, but that also means they are too distracted to shoot at infantry or keep an eye out for forge gunners or AV grenade spammers. |
Banjo Robertson
The Tritan Industries
1
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Posted - 2013.03.13 01:16:00 -
[14] - Quote
Its a good idea, but then again I'm a Tanker so I want to not get blown up |
Concept Proof
HavoK Core
7
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Posted - 2013.03.13 02:13:00 -
[15] - Quote
flack turrets please? |
Kas Croixe
Militaires-Sans-Frontieres
17
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Posted - 2013.03.13 02:22:00 -
[16] - Quote
As a duelist(pistol user) I like this idea. Gives me a good opportunity to practice marksmanship on moving targets while under pressure. |
ladwar
Dead Six Initiative
15
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Posted - 2013.03.13 02:32:00 -
[17] - Quote
i like the idea but i see this as a programming nightmare and with lag issues so yea good idea, do i think it'll ever happen no. |
Garrett Blacknova
Codex Troopers
2001
|
Posted - 2013.03.13 07:07:00 -
[18] - Quote
I wasn't concerned about this until you said that you'd get SP for killing them.
Small Blaster Turrets would become a broken overpowered missile defense system that also earns WP and SP for the shooter. A tank without Blasters could stick with a couple of HMG Heavies and be totally immune to Swam Launchers. manned Blaster Installations would only be vulnerable to Forge Guns and tanks.
That would almost completely negate the value of Swarm Launchers for anything except helping the enemy team farm for an Orbital. |
Quill Killian
Better Hide R Die
120
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Posted - 2013.03.13 07:47:00 -
[19] - Quote
Sounds like a great idea! In exchange, the swarm launcher can be tweaked to triple its current swarm density. |
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CCP Eterne
C C P C C P Alliance
1002
|
Posted - 2013.03.13 09:33:00 -
[20] - Quote
This is definitely an interesting idea. Moving to Feedback/Requests. |
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Django Quik
R.I.f.t
244
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Posted - 2013.03.13 09:58:00 -
[21] - Quote
I actually think this is a great idea, even though I'm a dedicated swarmer myself. It would have to be well balanced to stop swarms becoming useless but I think it would be pretty difficult to shoot them down anyway. Make the hit boxes really small and adjust the individual missile HP appropriately. Infantry would really struggle to get even one missile down because range and damage would not be enough to counter the speed and movement of swarms. Only blaster turrets would really do the job but would need decent accuracy and gunners with good reactions and as already mentioned, you'd be sacrificing infantry defense
Maybe CCP could add some sort of flak turrets that would be really effective against swarms but useless against anything ground based (perhaps have their field of view limited so they can't aim at the ground?). |
Brush Master
HavoK Core
240
|
Posted - 2013.03.13 13:00:00 -
[22] - Quote
Being a tanker and a swarmer, I like that idea but I don't think players should get a lot of points for shooting them down, maybe +5 a swarm. I would also make the missile from higher end swarm launchers have a lot more hp so you really only have a chance at shooting down 1 or 2 of them before they hit. I know several times where the entire volley passed through my stream of blaster and thought, gee those swarms should be destroyed by that. So +1 for the idea.
In respect to hp, you could also add hp level bonus tied to the swarm launcher skill. This would result in militia swarms being able to be shot down easily while those that actually skill into it would be harder to kill. |
Fox Gaden
DUST University Ivy League
213
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Posted - 2013.03.13 15:06:00 -
[23] - Quote
You would have to be a dam good shot to hit a swarm missel. I am not sure that this would make any difference. Besides, good tanks shrug off swarms and hardly notice.
Maybe Light Aircraft should be able to equip a flack module that allows the pilot to fire flack and flares when they see swarms inbound in hopes that some of the swarms will loose lock and go after the flack instead. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 17:46:00 -
[24] - Quote
@Garret: As for farming points for an OB, the SP income needs to be high enough to make it worth your time to shoot them down while low enough to not have a huge impact. I said 15~20WP just as a random WP number, it could really be anything from 5 and up, but I doubt people will think it's worthwhile to shoot them down for less than 10WP. Also, if you are good enough to shoot them down, then you deserve a bump towards your next OB.
I also said that by doing this you would allow for a possible buff to swarms, thus making them more worthwhile when they DO hit. You could buff the speed a bit to make them harder to hit, or you could buff the damage they do when they connect, OR you could double the missile count and half the damage each missile does, thus providing more targets but also more chances to hit.
A tank with a heavy guarding it from swarms is taking a heavy out of the battle. That still means the swarms are helping, if only by distraction. That means that the battle is not only short the tanker and his 2 gunners, but also a heavy. That's 4 people who cannot cap objectives, and you were saying he could have 2 heavies, so that's 5. If they want to keep the tank safe that badly, then they can, but they will be putting the team at risk. The tank will also have to travel slowly so the heavies can keep up if it plans to travel any serious distance. Lastly, since the HMG spreads bullets so badly and has a limited range, you would have to wait until they get close and try to take them all out at once. Not an easy task when a whole squad is working on your tank.
With the speed with which the swarms currently fly, getting 2 or 3 small blaster rounds into a single missile would be very difficult. They are very small, and small turrets have a rather short range. This short range means those turrets would have to wait for the missiles to get close before trying to take them out. The longest ranged small blaster turret is the stabilized turret (has a little less range than a basic AR with lvl 1~2 sharpshooter iirc), and it requires much more PG to equip and does less damage than other turret variants, so by equipping them for AA purposes they have to sacrifice fittings. Also, it means that tankers who run solo will be at a severe disadvantage, thereby promoting tank teamwork (not enough of that right now). |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
152
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Posted - 2013.03.13 18:03:00 -
[25] - Quote
I would say "no" to it being do-able with regular weapons, but yes to an infantry deployable equipment item that can do it. This would promote more cooperation between infantry and vehicles, which would be a nice change of pace from the extremely adversarial view people have toward vehicles now. |
Skihids
The Tritan Industries
1028
|
Posted - 2013.03.13 18:03:00 -
[26] - Quote
As a DS pilot I approve any idea to counter those kitten missiles.
Blasters should have a decent chance to take out some of them based on its high rate of fire.
To be sure of getting them all you could introduce a Flak Cannon. It would take the place of a small turret and have a short and possibly user adjustable range. At that range the shells would burst into a cloud of flak which would destroy missiles that fly into it. Obviously this FC would be fairly ineffective against infantry unless the enemy stood in perfect range for the explosions to be in splash range.
That active defense would require an additional crew member and reduce offensive capacity at the same time which should more than balance it out.
A tanker would probably place it on the top and a DS pilot might use two or decide to spin his ship as required to expose them to fire.
More options, more fun! |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
39
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Posted - 2013.03.13 18:18:00 -
[27] - Quote
Why don't we give vehicles equipment slots with different counters for every kind of weapon:
Kinetic defense systems for forge guns Exterior armor skirts for AV nades Electronic disruptors for swarms. This way not EVERYTHING can be defeated |
Vermaak Doe
SVER True Blood Unclaimed.
454
|
Posted - 2013.03.13 19:00:00 -
[28] - Quote
I'd perfer a module that shoots down a certain number of swarms per level, since completely removing a form of Av's viability is a terrible idea. I'm thinking have the module shoot 2 missiles down at standard and 1 more at every other tier. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 20:08:00 -
[29] - Quote
Vermaak Doe wrote:I'd perfer a module that shoots down a certain number of swarms per level, since completely removing a form of Av's viability is a terrible idea. I'm thinking have the module shoot 2 missiles down at standard and 1 more at every other tier. But with a max mod you are thereby making a proto swarm automatically worse than a militia would be without that mod. If you simply allow swarms to be shot down, then flanking to a vehicles blind side or getting close enough to prevent all of the swarms from being shot down will still give you full damage with your swarm. It doesn't negate the swarm launcher, it makes you have to use it more intelligently. |
Vermaak Doe
SVER True Blood Unclaimed.
458
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Posted - 2013.03.13 20:47:00 -
[30] - Quote
Baal Omniscient wrote:Vermaak Doe wrote:I'd perfer a module that shoots down a certain number of swarms per level, since completely removing a form of Av's viability is a terrible idea. I'm thinking have the module shoot 2 missiles down at standard and 1 more at every other tier. But with a max mod you are thereby making a proto swarm automatically worse than a militia would be without that mod. If you simply allow swarms to be shot down, then flanking to a vehicles blind side or getting close enough to prevent all of the swarms from being shot down will still give you full damage with your swarm. It doesn't negate the swarm launcher, it makes you have to use it more intelligently. It does negate the swarm launcher, do you have any idea how slow they are? Imagine having your turret have it's own hp bar which is much lower than the rest of your Hav and getting it destroyed |
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
153
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Posted - 2013.03.13 20:50:00 -
[31] - Quote
This could be an incredibly useful mod for air assaults. Now you can use a dropship to land troops AND keep the dropship on site to support them. Y'know, until someone shows up with a forge gun. |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
82
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Posted - 2013.03.13 20:52:00 -
[32] - Quote
Really good idea cos it's gonna be hard to hit the misslies anyway without spraying as many bullets as possible so wouldn't be unfair to swarm launcher users since if people are shooting your missles then you can use them as diversions perhaps? every bullet shot at missles would be one less bullet shooting at your team. So I agree with your idea! tis a good one! |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 20:57:00 -
[33] - Quote
Vermaak Doe wrote:Baal Omniscient wrote:Vermaak Doe wrote:I'd perfer a module that shoots down a certain number of swarms per level, since completely removing a form of Av's viability is a terrible idea. I'm thinking have the module shoot 2 missiles down at standard and 1 more at every other tier. But with a max mod you are thereby making a proto swarm automatically worse than a militia would be without that mod. If you simply allow swarms to be shot down, then flanking to a vehicles blind side or getting close enough to prevent all of the swarms from being shot down will still give you full damage with your swarm. It doesn't negate the swarm launcher, it makes you have to use it more intelligently. It does negate the swarm launcher, do you have any idea how slow they are? Imagine having your turret have it's own hp bar which is much lower than the rest of your Hav and getting it destroyed And in my post I made allowances for buffs to the swarms due to this inconvenience. A speed increase is not an illogical buff for swarms if they can be shot down. Also, my HP figure for each swarm missile is just a random number I plucked out of thin air, it could be adjusted until it worked properly.
You are taking the idea as a concrete unchangeable proposal, when in fact it's a malleable idea that could be tweaked and toyed with to improve the depth of AV and vehicle play. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 21:00:00 -
[34] - Quote
Coleman Gray wrote:Really good idea cos it's gonna be hard to hit the misslies anyway without spraying as many bullets as possible so wouldn't be unfair to swarm launcher users since if people are shooting your missles then you can use them as diversions perhaps? every bullet shot at missles would be one less bullet shooting at your team. So I agree with your idea! tis a good one! Thank you, not many people see the diversionary angle of the idea. They are to focused on trying to find holes in it to see how much benefit it could bring.
Sure, people could try to farm missiles for SP, but while they are shooting into the air, the enemy team is shooting at them. |
Vermaak Doe
SVER True Blood Unclaimed.
458
|
Posted - 2013.03.13 21:10:00 -
[35] - Quote
In your scenario my damage can be completely negated without you having to make any sort of sacrifice because your whole team can do so. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
315
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Posted - 2013.03.13 21:35:00 -
[36] - Quote
Vermaak Doe wrote:In your scenario my damage can be completely negated without you having to make any sort of sacrifice because your whole team can do so. Indeed (I take it I'm the tanker in this example). However, in order to negate your damage I would have to stop everything and focus on stopping your attacks. My gunners would be focused on it as well. I wouldn't be able to try to come after you, I wouldn't be able to kill infantry, I wouldn't be able to look around for an escape route, I wouldn't be able to keep an eye out for people sneaking up on me with AV grenades or kill installations or watch for forge gunners or other tanks or railgun installations or other swarmers, I'd be focused entirely on stopping your volley.
Or I could take the hit and continue what I was doing and try to make a quick getaway. It's risk vs reward. By focusing on taking out your swarms, I'm leaving myself open to MANY more things. If I'm about to loose my tank and I'm running away, my gunners can support me by taking out one or two of those swarms before they hit, but since blasters can only hit them once the swarms get in range (small blasters have a very limited range) they will almost never get all 4~6 of them. Also, 3/4 of the time the front gunner will not be able to see the swarms coming since he sits so low and is unable to get a proper side view, so the only real threats are the top and main turrets.
It makes the swarm more of a support weapon, but it does not negate it. Especially if you buff them to compensate. Also, if you read up through the thread a bit, it's mentioned that you could double the missile count and half the damage of each missile, thus making it harder to hit them all.
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Vermaak Doe
SVER True Blood Unclaimed.
458
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Posted - 2013.03.13 22:18:00 -
[37] - Quote
The fact that it doesn't have to be you who takes their time to save themselves, all of my potential damage can be negated, and you sacrifice only a bit of time makes this a bad idea |
Django Quik
R.I.f.t
252
|
Posted - 2013.03.13 23:23:00 -
[38] - Quote
Vermaak Doe wrote:The fact that it doesn't have to be you who takes their time to save themselves, all of my potential damage can be negated, and you sacrifice only a bit of time makes this a bad idea
In Baal's proposal his team can take out your swarms but it's going to be nigh on impossible to take out all of them. Yes it is possible but could be made difficult to extremes. Make each missile 100hp and that's 3 or 4 hits to take each missile down. That makes it an absolute minimum of 12 hits to stop an entire militia swarm just once, increasing to possibly 24 hits for proto swarms depending on what weapon you're using.
Keep in mind that these are rapidly moving tiny projectiles that are swerving all over the place and a sensible team will have more than one person playing AV, so even more swarms to try to shoot down. All the while the tanker is constantly looking over his shoulder to make sure the swarms are still being taken care of and therefore not really performing very well at his role of killing stuff.
You'd get a few seconds to take aim and fire enough shots to land even just a few hits to take out one or two swarms. You're going to be very lucky to take out those two missiles, let alone an entire swarm, unless you have half the team helping out, in which case fantastic diversion and job done. |
trollface dot jpg
Destined 4 Biomass
58
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Posted - 2013.03.14 19:14:00 -
[39] - Quote
Vermaak Doe wrote:The fact that it doesn't have to be you who takes their time to save themselves, all of my potential damage can be negated, and you sacrifice only a bit of time makes this a bad idea or they could take the extra time to roll behind a hill and negate the damage AND the risk. The chance to shoot them down for points gives them a reason to try to stay in the line of fire when they see swarms coming instead of bolting.
I like this idea. |
2100 Angels
The Southern Legion
17
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Posted - 2013.03.14 21:35:00 -
[40] - Quote
A launcher that could be fit to vehicles that would activate automatically to mitigate swarm damage? FoF/Defender missles? sounds like a great idea to me. |
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Vermaak Doe
SVER True Blood Unclaimed.
467
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Posted - 2013.03.14 21:57:00 -
[41] - Quote
I still don't like having them all be destroyable by every means, that's why i main a specialized module should just negate some, with the prototype only makind standard swarms useless |
Goric Rumis
Amarr Templars Amarr Empire
99
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Posted - 2013.03.14 23:41:00 -
[42] - Quote
Baal Omniscient wrote:It makes the swarm more of a support weapon, but it does not negate it. Especially if you buff them to compensate. Also, if you read up through the thread a bit, it's mentioned that you could double the missile count and half the damage of each missile, thus making it harder to hit them all. I like the idea of having specialized weapons or weapon modes that focus on anti-missile.
Specifically, in terms of it being done by infantry support, you could have a specialized swarm launcher that is low-damage, high-speed, and fires a lot of missiles, that can be used to lock onto enemy swarm missiles. You'd have to sweep the reticule over each of the missiles in flight, and if you don't get a lock the missile will still get through. So it would be a race to catch all the missiles in flight and shoot them down before they hit the target.
Similarly with vehicles, it will be a trade-off to decide whether you want a defensive turret that does lower damage but is better at defending from swarms and missiles, or an offensive turret that makes it nearly impossible to hit missiles but is much more effective in combat.
It would be great to see an ability to switch modes, if you buy more expensive weapons with that capability. So I'd see an incoming swarm and switch my missile launcher's mode to "flack." Then my missiles will explode in mid-air, sending out shrapnel that will detonate nearby enemy missiles. Blasters could also have a similar slow-firing "flack" mode. Similarly, you could get a swarm launcher that can be switched between anti-vehicle and anti-missile. |
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