About: NS R3 Swarm   Sponge Permalink

An Entity of Type : dbkwik:resource/t9ln_EbmcSHrBZziiWPG4g==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The NS R3 Swarm is a Common Pool rocket launcher, similar to the NS Annihilator. Like the Annihilator an active (green) lock-on is required for being able to launch 1 of the 3 rockets that each magazine supports (so: no dumbfire possible), with a delay of around 1s between each shot, which each requires one more click. This means that the user will be exposed to the enemy for a longer duration than with any other lock-on rocket launcher. However, there are some advantages to this weapon. The fire mode may be changed while aiming, reloading and firing and will do so once the weapon is ready.

AttributesValues
rdf:type
rdfs:label
  • NS R3 Swarm
rdfs:comment
  • The NS R3 Swarm is a Common Pool rocket launcher, similar to the NS Annihilator. Like the Annihilator an active (green) lock-on is required for being able to launch 1 of the 3 rockets that each magazine supports (so: no dumbfire possible), with a delay of around 1s between each shot, which each requires one more click. This means that the user will be exposed to the enemy for a longer duration than with any other lock-on rocket launcher. However, there are some advantages to this weapon. The fire mode may be changed while aiming, reloading and firing and will do so once the weapon is ready.
Requirement
  • 10(xsd:integer)
dcterms:subject
MaxDamage
  • 375(xsd:integer)
Fire Modes
  • link=AA/AV Lock-On
  • link=AA/AV Lock-On ,
Can Use
  • Heavy Assault
Hip Accuracy
  • 2(xsd:double)
Aim Accuracy
  • 0(xsd:double)
Cert Cost
  • 1000(xsd:integer)
Weapon Type
  • Rocket Launchers
ShowLink
  • true
Patch Link
  • --09-04
Reload Speed
  • 3.7
MinDamage
  • 375(xsd:integer)
SC Cost
  • 799(xsd:integer)
Fire Rate
  • 60(xsd:integer)
Range
  • Long
Velocity
  • 175(xsd:integer)
Name
  • NS R3 Swarm
  • NS R3 Swarm Service Ribbon
dbkwik:planetside/...iPageUsesTemplate
MaxInDamage
  • 750(xsd:integer)
MinInDamage
  • 1(xsd:integer)
Description
  • The three round clip-fed NSR3 Swarm's relatively low velocity lock-on rockets are capable of tracking targets for an extended period of time. Variable fire modes provide the user extended control over missile velocities, allowing them to tailor the strength of the weapon to their engagement.
Empire
  • NS
Patch
  • 2015-09-04(xsd:date)
Ammunition
  • 3(xsd:integer)
abstract
  • The NS R3 Swarm is a Common Pool rocket launcher, similar to the NS Annihilator. Like the Annihilator an active (green) lock-on is required for being able to launch 1 of the 3 rockets that each magazine supports (so: no dumbfire possible), with a delay of around 1s between each shot, which each requires one more click. This means that the user will be exposed to the enemy for a longer duration than with any other lock-on rocket launcher. However, there are some advantages to this weapon. As each shot deals 375 damage and there's 3 of them a total of 1125 damage can be the outcome in an ideal situation while other lock-on rocket launchers only deal 1000 damage. Other than that there's no benefit in damage to this weapon when compared with the other rocket launchers. A hidden advantage is the projectile behaviour: Instead of immediately chasing after their target the Swarm's rockets will travel some distance in the direction they've been fired, depending on fire mode, before chasing their target. This eliminates one of the biggest annoyances that other lock-on rocket launchers have to deal with: A projectile that immediately hits the terrain or anything but it's target because it tries to immediately follow a target right after launch instead of trying to gain some height / distance from the user towards the targeted direction first. Also the projectiles will avoid hitting the ground by keeping a minimum distance towards ground level unless they're close to their target. It's also possible to use lock-on and quickly shoot in any direction (before losing lock-on!) to make the projectiles travel around corners and hit targets that are about to get away. Noteworthy#1: Because of the projectile's behaviour it may seem like a clever idea to intentionally miss close to mid range vehicles by shooting around them to have the projectiles turn around and hit them from the back. That, however, doesn't deal the expected bonus damage as it should because the game doesn't care about the projectile but the position of the weapon's user to determine from which direction the hit came. So in the end those rear hits count as front / side hits. Noteworthy#2: Aside from accuracy issues due to firing mode / too close or fast target there's a unique effect that can lead to inaccuracy: Firing too fast. Firing shot after shot without allowing the weapon to settle will cause projectile spawns around the user instead of where they would be expected. These off position spawned projectiles will have a harder time flying towards their target without missing it. Slow projectiles suffer little from that. Fast projectiles much due to their extended lock-on delay and little maneuverability. The Swarm's 2 firing modes use the same projectiles with the same damage. The major differences are the time until the projectiles starts chasing their target, how well the projectiles can maneuver and the projectile traveling speed. * File:NS R3 Swarm Fast Mode.png Fast Projectile mode: The projectiles move twice as fast as in slow projectile mode which costs them half their maneuverability, compared to that mode. They will begin chasing their target at a distance of around 130, which means they can miss anything that close or closer if the target either moves fast or the rockets have been aimed too far away from a target. Target size also matters. * File:NS R3 Swarm Slow Mode.png Slow Projectile mode: The projectiles move at half the speed as in fast projectile mode for twice the maneuverability. Note that their speed in slow projectile mode is still somewhat like that of a Harasser using it's booster. Anything as close as a distance of around 40 can still be missed if the aiming is too far off or the target moves too close and fast. It's a good idea to fire a magazine of slow projectiles at an air unit, followed by fast ones once it tries to get away. The fire mode may be changed while aiming, reloading and firing and will do so once the weapon is ready.
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