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Iron Wolf Saber
BetaMax. CRONOS.
3200
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Posted - 2013.03.24 00:20:00 -
[1] - Quote
Proto-launcher + no lock + point blank = Dead Sagaris in less than 3 seconds or maybe some of you tankers forgot those days.
Anyways...
1 Keep the lock on swarms.
2 Reduce Lock Box size by 1/4th this would greatly increase the difficulty of locking onto a target. Unless variant, do not give it a larger box between meta levels.
3 Keep the angle shots, you have no idea how hard it is at times to get that swarm off just right to hit a tank around the corner, under the bridge or getting it around that truck that just happens to be in the way.
4 Give ALL vehicles the tools to break locks and warnings of being locked up.
5 Give Infantry a Dumbfire missile launcher (IE Plasma Launcher) that does FAR more damage than the SL.
6 Give Infantry a Fire and Forget missile launcher (Minmatar) Does less damage than the pure unguided one but more than the swarm. If no target is near the missile's range it wont track.
7 Reduce tracking ability of the swarms, make it possible to break the tracking in faster vehicles such as the LAV, and Dropships and other future high speed craft.
8 Give infantry a rapid fire rocket AV launcher that does less damage than the swarm but makes up for it for higher refire and larger reserve ammo (Amarrian)
9 Make EMP pulses an option for vehicles (caldari) (Disables missiles and nearby devices)
10 Make Flares an option for vehicles (minmatar) (Missiles track it instead, Lights up all targets in the area)
11 Make Smoke screen an option for vehicles (gallente) (Obscures view, locks and detracks missiles, also provides infantry cover)
12 Make strobes an option for vehicles (amarr) (blinds missiles and nearby targets)
13 Give infantry laser painters that increases homing range of AV Grenades, Fire and Foreget Missiles, and Swarm Launchers.
14 Give missile launchers, missile functionality by allowing it to lock onto Vehicles and retain dumb-fire when not triggering down.
15 Add rapid firing Rocket Turrets both large and small and installations for dumb-fire higher damage.
16 Give forge guns a tracer effect
17 Make smoke trails from a swarm launcher persist longer.
18 When weapon customization comes out allow launchers to be able to correct 'some' weaknesses (IE infrared designator to beat smoke for example, Fuel Catalyzer leaves no smoke trail ect ect)
19 Fix swarm launcher noise, I have only heard the launcher 'pop' once ever, it is a very distinctive and very scary noise for a tank pilot.
20 Give Railguns a tracer effect
21 Give blasters a tracer effect
22 Fix all turret off bore turret firing
23 Give Rail-Guns a higher zoom functionality
24 Possibly make railguns disable movement or hamper movement after/during firing it.
25 Shorten blaster range marginally
26 Similar to infantry re-roll the turrets to be more like infantry, specific turrets and a family of turret upgrades. For example Blaster Turret Operation Decrease Rate of Heat 5% Hybrid Sharpshooter - Increase Range 5%
27 Additional Shuffeling of skills around to make it intuitive and easier to get to heavier turrets, possibly add medium turrets for intermediate work but cost 2 light turret slots.
28 Add A vehicle depot OMS structure, it will allow you to order a vehicle (about 3x than an RDV call down) or return one to inventory. Hostile vehicles brought to it are considered captured and yours if you return one you hacked. The Vehicle depot can be accessed by vehicles when in range.
29 Add an Air pad variant to the vehicle depot to make landing easier
30 Possibly reduce lock range and travel range, have both effected by sharpshooter for light weapons. It should total out to be a buff after both levels of skill are factored in.
and Finally LEARN TO DRIVE A TANK! I took on a team that had 7 swarm launchers and didn't lose my tank to it. The amazing concept of 'COVER' works both ways. Its not a magical happenstance that a swarm launcher just suddenly rounds 3 corners and nails you. Also HAVs are infantry support, learn how to be a mechanized infantry group. You'd be amazed how hard it is for an AV to do his job with anti-infantry infantry breathing down his neck.
As for Drop-Ship pilots I feel for you a bit on the larger more open maps with no air los cover and no other tools to protect you which is entirely why I dont ever call one down on maps like manus peak and skim junction speically since the AI railguns love blowing my DS up . However Line harvest has plenty of cover you should try to utilize. |
Iron Wolf Saber
BetaMax. CRONOS.
3200
|
Posted - 2013.03.24 00:25:00 -
[2] - Quote
Sloth9230 wrote:Skihids wrote:The specifics here are about the SL, but I'd like to get back to the general case.
Using the slot machine analogy,
1) How frequently should the machine payout (get a hit) for every pull of the lever?
2) How often should that result in a jackpot (target kill)? Are you calling the SL a luck based weapon? Not sure I'm understanding here, cause SLs don't magically do more damage every now and then so...
Ohhh just like the AV grenade they do very rarely. One shotted a mag with a lucky no track throw of an AV nade into the radiator, usually the nade homes in on a corner and does far less damage. |
Iron Wolf Saber
BetaMax. CRONOS.
3201
|
Posted - 2013.03.24 03:52:00 -
[3] - Quote
Plasma Launcher doesn't charge up last I heard about it.
Its also a light weapon. |
Iron Wolf Saber
BetaMax. CRONOS.
3208
|
Posted - 2013.03.24 16:01:00 -
[4] - Quote
Well I will say this, When I run into a really good drop ship pilot (this is very rare) they usually force me into using forge guns instead. The last one did no appreciated that I rammed all fours shots of the assault forge magazine into his ship.
There is a flight method out there that does make you extremely hard to kill a drop-ship from swarms.
It would be hypocritical of me of saying to get good with the dropship though, I haven't achieved that level of success yet, I can stop one swarm launcher from killing me most of the time not 4-5 like that one guy did. |
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