|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Skihids
The Tritan Industries
1045
|
Posted - 2013.03.19 16:49:00 -
[1] - Quote
I confirmed that Swarm Missiles are now faster than a dropship under full Afterburner.
The other team was redlined on Manus Peak so they could only fire from one side of the map. I took a couple hits and bugged out to my base from the center of their line and was hit by swarms when I was in full afterburner mode with the cheesy warp effect.
So dropships have gone from being able to outrun swarms in normal flight, to needing AB, to being unable to outrun them at all.
It appears the only defense left is to be out of range or hiding behind cover. That pretty much means the enemy must be contained on one side of the map or there will be no spot out of range or under cover to run to. You still need the AB to get out of range before you take too many hits, but now you need to bug out well in advance as you will take additional hits until you get out of range.
I sure hope we get an eWar module to spoof missiles in the next build, and I hope I don't have to use the clumsy selection wheel to activate it. |
Skihids
The Tritan Industries
1045
|
Posted - 2013.03.19 17:16:00 -
[2] - Quote
CCP (Pollen) Skihids |
Skihids
The Tritan Industries
1046
|
Posted - 2013.03.19 17:55:00 -
[3] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:I snuck into CCP HQ last night and got a hold of the patch notes for their next release. Here's the stuff related to dropships: Quote:
- Rescaled all dropship HP. Dropships now have the same shield/hull as an assault suit
- Reworked weapon efficiencies vs dropships. Changed efficiencies from small arms (ARs, pistols, etc) vs dropships from 5% to 250%.
- Dropship flight ceiling reduced to ten meters. Watch out for hills.
- Forge Guns now have a lock-on when targeting dropships. Forge gun rounds will track dropships.
- Increased number of missiles fired by all swarm launchers by a factor of 10. Any missiles left over after killing the dropship will follow the pilot (into future matches if necessary) and kill any other dropships they call in.
- Extended dropship collision damage to include brownian particles in the air such as dust, dander, and pollen.
- Removed kill assist warpoints for pilots.
I found some preliminary concept work they did on this at the 3 min 16 sec mark. |
Skihids
The Tritan Industries
1046
|
Posted - 2013.03.19 19:12:00 -
[4] - Quote
slypie11 wrote:I think missiles should be able to outrun dropships. Missiles go that fast in real life. I think that missiles should just have clumsier lock ons. Also, dropships should have some kind of counter maneuver like flak or flares. Then, there could be two kinds of missiles, heat seeking and radar lock missiles. Then, the pilot would have to chose between equipping flak and flares
Yes, because that way a pilot would always be wrong half the time, and the AV guy could swap out to the other variant in the event he picked the same one the pilot did. That way we ensure the eWar modules are worthless before they even get deployed and increase the pilots frustration level to the maximum. |
Skihids
The Tritan Industries
1046
|
Posted - 2013.03.19 20:02:00 -
[5] - Quote
Thor Odinson42 wrote:Skihids wrote:slypie11 wrote:I think missiles should be able to outrun dropships. Missiles go that fast in real life. I think that missiles should just have clumsier lock ons. Also, dropships should have some kind of counter maneuver like flak or flares. Then, there could be two kinds of missiles, heat seeking and radar lock missiles. Then, the pilot would have to chose between equipping flak and flares Yes, because that way a pilot would always be wrong half the time, and the AV guy could swap out to the other variant in the event he picked the same one the pilot did. That way we ensure the eWar modules are worthless before they even get deployed and increase the pilots frustration level to the maximum. So the alternative should be that Dropships don't die?
The eWar module would have a cool down that would prevent constant missile evasion. Meanwhile forge guns, laser rifles, HMGs, and the new flavors of AV to come can still continue to harm them and the stasis gun will hold them in place for all your AV to whack it like a pi+Ķata. |
Skihids
The Tritan Industries
1048
|
Posted - 2013.03.19 22:04:00 -
[6] - Quote
slypie11 wrote:Skihids wrote:slypie11 wrote:I think missiles should be able to outrun dropships. Missiles go that fast in real life. I think that missiles should just have clumsier lock ons. Also, dropships should have some kind of counter maneuver like flak or flares. Then, there could be two kinds of missiles, heat seeking and radar lock missiles. Then, the pilot would have to chose between equipping flak and flares Yes, because that way a pilot would always be wrong half the time, and the AV guy could swap out to the other variant in the event he picked the same one the pilot did. That way we ensure the eWar modules are worthless before they even get deployed and increase the pilots frustration level to the maximum. This happens in ground combat. One person picks a weapon that is good against shields, and the person he is fighting is an armor tank, and vice versa
Only now you have to choose armor or shields, and chaff or flares. Once you have made those two choices your AV opponent gets to chose which one of his weapons will counter your choice. If he guesses wrong he just swaps out for the other at the nearest SD, meanwhile you are stuck with your choice until he destroys your vehicle. |
Skihids
The Tritan Industries
1051
|
Posted - 2013.03.20 02:50:00 -
[7] - Quote
Fine, make swarm missles realistic:
Make them fast Make them light weapons that any suit can carry. Make them guided Make them no-skill Allow them to fire behind cover Make them free - no wait, those things cost a fortune each
Then let's make a dropship's defenses realistic. Give them a missile lockon and launch warning system along with an automated chaff/flare system just like aircraft have today.
I don't need much advancement over what an F-16 stocks, 60 chaff pods and 30 flares will do.
I'll take that as an eWar module. |
Skihids
The Tritan Industries
1054
|
Posted - 2013.03.20 19:43:00 -
[8] - Quote
Like I said, I'm fine with swarm missiles flying faster than a DS under AB if I have another way to counter them.
The more powerful the weapon, the more important it is that there be a solid counter to it. So let's look at the SL.
It has a free variant (for some starter classes) It requires no player skill, just lock on, fire, and forget It requires no character skill (at lower levels) It is auto hit if your target is in view and in range Its range is a multiple of the only effective turrets a DS can mount It can be fired from cover
Combine that and you can easily deny the entire map. A ship has to deliberately fly into a barrage and tank several flights of missiles to get within range of the launcher. Now you need to kill it or be downed before you can get back out of range.
So how does the modern military deal with this threat? They employ detection and countermeasures. Chaff and flares to spoof radar and heat seeking guided missiles. A defensive module that requires a pilot to sacrifice a slot to defend against a single weapon system is entitled to be a complete counter for a certain duration of time (that being as long as the chaff or flares hold out). |
Skihids
The Tritan Industries
1054
|
Posted - 2013.03.20 19:52:00 -
[9] - Quote
BlG MAMA wrote:umm no , i just come from a match where a dropship outruned my swarm missles
Did it fly faster than your missiles, or did it merely manage to get outside of their range before they caught up with it?
I ask because I was under full AB when I took a hit and the only location I knew for a luncher was almost directly behind me. That was near their redline when I was in range. After that hit I made it out of range before the next flight would have caught me. |
|
|
|