|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.19 14:02:00 -
[1] - Quote
Ralph-Waldo Pickle-Chips wrote:Alena Ventrallis wrote:CLONE117 wrote:i have a simple solution to ur dropship burning problem.... PUT AN ARMOR REPPER ON UR STUPID DERPSHIP!... Please let this be a troll. Perhaps keep the fire as an effect, in order for it to be visually appealing, but make it stop causing damage. EVE does this once ships take enough structure damage. But seeing your dropship in flames is still a good "time to get out of dodge" indicator. A good "Time to get out of dodge" would be a siren or red lights flashing. Have only fire as an effect would be silly.
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.19 14:46:00 -
[2] - Quote
I will accept any change (or semi-change) CCP decides to make on this "armour burn" complaint. But personally, I like the component as it currently is. Also, GOOD Dropship drivers don't really get a free pass with the chance to bail out--we feel we screwed up when we can't get our people to bail out at the wrong time and they splatt on the ground or die the vehicle. And also, there IS an alarm siren that sounds when the armor burn and control failure is immenent---but your home audio set-up determines how well you can hear it.
It's great to have an FPS that uses MATH to allow you to CALCULATE your defense against attackers by COUNTING hp and KNOWING the %'s and repper cycle rates.
But I also think there is value in some hazards you CAN'T calculate the exact result of, where when "a fire in your cabin" starts, you CAN'T figure how many hp or seconds you have left, and you have to RISK deciding to drive the vehicle further or park or ditch.
SOME of us drivers run into the "armour burn" regularly, and we recognize the risk it represents. Sometimes we're able to park it FAST and run the right repper. Sometimes we have a great gunner who hops out before you've even parked and starts "putting out the fire" with his hand-repper---some gunners really know what COOP means, and kick-arse! Sometimes we suceeed and high-five... sometimes we risk it for too long and lose the vehicle. We suck it up and get resourceful and enjoy failing sometimes.
I don't mind palyers getting micro-demanding and rubbing the genie lamp a LITTLE to make it easier for us to survive without having to try harder. I just would hate for us to slowly delete ALL the difficulty out of Dust by removing things like the armour-burn "unpredictables". |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.19 17:35:00 -
[3] - Quote
Soraya Xel wrote:When a tank gets blown up, everyone in it dies. When a dropship gets blown up, they get like a full thirty seconds to get out, and deny the AVer from getting any kills.
Dropships should simply explode.
Well, no Soraya, it's not as simple as that. Let me explain what happens with a transport DS in trouble. It may be a little oFF-topic, but then again it enforces what I mean about keeping some "unpredictables" like armour-burn in the game:
If you've fired on a HIGH-flying dropship, you see the red-cue on the ship to tell you you've hit the thing, but you may not have scanned it long enough to tell there's only one merc-name showing up (it's an empty dropship). As it loses control, the driver has plenty of HEIGHT to jump out and survive. (The game didn't give him this luxury.... YOU did, because you chose to take your shot when he was flying high rather than risk losing your chance to hit him completely, AND you didn't attempt a further shot that would've exploded the vehicle completely (yes, they DO occasionally just blow up) .
At the controls of a railgun installation, I once spotted a dropship flying high but swooping down to a medium height. The dropship was stacked with passengers according to my scan--and I ruined the dropship with one solid hit. As it fell, one at a time the players bailed. My results showed 125 WP for the vehicle destruction with an immediate additional 50WP Kill, then suddenly a DELAYED second 50 WP Kill, a third 50 WP Kill, and finally at the end of three seconds, a fourth 50 WP kill.
I can explain the crew's fate: At medium heights Dust won't let you activate your X-inertia button to dampen your fall, so the three who bailed out early were doomed to die from the fall. The fourth passenger may have known this, TRIED to wait it out until the ship was a half-second from impact before trying to bail, but didn't succeed (I have successfully tried the "last second bail" only to be crushed by the falling dropship before I could run clear).
The DS driver has NO data to tell when he is not LOW enough for his bailed people to survive a raw fall, OR when he is not HIGH enough for them to use their X-dampener button when they jump, OR if all can successfully "STEP" off the falling DS when it's two feet from impact. It's not the "luxury' that the HAV crew has of see your armour about to expire = get out and just run down the street.
But honestly, Soraya, the crew's options during a DS emergency are not unfair .. they're unpredictable. And the unpredicatibility is welcomed by some. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
4
|
Posted - 2013.08.19 20:22:00 -
[4] - Quote
Soraya Xel wrote:I haven't once gotten a dropship to outright explode, and that includes a full extra burst of proto swarms after it's already flaming and falling. It appears to have 0 health at that stage, but be unable to kill the crew inside.
Note that if you are low enough that you aren't offered the damper, you will almost always survive the fall, unless your health was already crippled.
LOL, that's good news as far as DS drivers are concerned, Soraya. Again, that enforces the "unpredictables" in the game. Perhaps you haven't tried (or skilled up to) the stronger portable weapons. The DS drivers especially know what weapons I'm referring to. They develop a heirarchy on all the ground weapons, based on how hard each can hit them in the first two shots. I won't give away too much compromising intel, but I'll just let you know that Missile Swarmers are NOT the weapon that will explode a DS in mid-air-- The circumstances that the other pilots have listed above are usually caused by the MORE frightening enemy weapons than just swarmers.
...As for "almost always survining the fall", umm, be careful of speaking in absolutes. I think we're thinking of two different height thresholds, and only the DS can switch in and out of those thresholds without the driver always being aware of what he's done. That's the risk, the chance you can't resolve with buffed HP or a special button. That's the fun unpredictablility I'd rather not see completely disappear from Dust. |
|
|
|