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CharCharOdell
Shining Flame Amarr Empire
643
|
Posted - 2013.09.08 16:16:00 -
[1] - Quote
I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that. |
Bittersteel the Bastard
WarRavens League of Infamy
608
|
Posted - 2013.09.08 16:26:00 -
[2] - Quote
Did your main get banned Charlotte? |
M McManus
Sinq Laison Gendarmes Gallente Federation
31
|
Posted - 2013.09.08 16:29:00 -
[3] - Quote
Not to mention now your entire squad can commit suicide in one single bail out !! |
Shavan D
Zumari Force Projection Caldari State
21
|
Posted - 2013.09.08 16:29:00 -
[4] - Quote
What we need is actual strong air cover like jets that aren't big flying targets that can't get away. |
Mac Dac
Wraith Shadow Guards
179
|
Posted - 2013.09.08 16:49:00 -
[5] - Quote
I saw the title and didn't even need to read or in other words...
What role? |
Gabriella Grey
XERCORE E X T E R M I N A T U S
66
|
Posted - 2013.09.09 00:37:00 -
[6] - Quote
CharCharOdell wrote:I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that.
It all starts with the pilot. A militia dropship is already at an disadvantage when up against one spec. into, the same as wearing militia gear to someone wearing proto gear. Many who say this, that dropships are not worth the time, because they fail to understand their workings. Just as any role in the game, dropships have their own forte on skills the player rely's on that isn't in a module, or equipment stats. It starts at their brain and using tactical resolution to what they are doing. Dropships are not suppose to serve a role like a tank, staying in one place and shouldering the might of every anti vehicle weaponry that comes its way. As for how the turrets, and many more things in general for vehicles, all of this is going to be reworked in 1.5. From what I can understand is Anti vehicle weaponry mostly is balanced when it comes to HAV's. The buff to LAV health was a result, of this but I am not sure why dropships were over looked during this, making them far weaker than the other two and giving them no true niche to call their own, outside of those who spec into them fully. Then you have the relation of turrets, large or small being more wanting with the amount of damage and range they should have, all while trying to keep the game fun. What I think, and this is completely my thoughts only, is each vehicle should have their own class of turrets unique to them, or at least when equip on certain vehicles that the attributes are altered suiting the vehicle. A dropship should have a much longer range with small turrets, or perhaps introduce a medium turret, that is similar to small turrets but with some slight differences, like longer range, and allowing the fragmented missiles to be able to do more damage across a wider range pass 2 meters at prototype. Currently grenades have a far larger radius than this. To balance the turrets out they could reduce the fragmented splash damage, but turrets in regards to vehicles do need to be looked into. Check out a few dropship topics on the forums, talking about some similar things you have posted, and due read CCP's responses to them, and give your feedback as much.
Hope my information helped. |
CharCharOdell
Shining Flame Amarr Empire
651
|
Posted - 2013.09.09 00:41:00 -
[7] - Quote
Bittersteel the Bastard wrote:Did your main get banned Charlotte? yes |
Nguruthos IX
Tal-Romon Legion Amarr Empire
1545
|
Posted - 2013.09.09 00:46:00 -
[8] - Quote
I thought their role was to be 2 shot by forge guns, go down in beautiful flames, and provide the enemy was a sweet +75, +25, +25, +25, +25, +25, +25, +25.
I'd say they're doing a good job of that :P |
Patrick57
GunFall Mobilization Covert Intervention
217
|
Posted - 2013.09.09 01:04:00 -
[9] - Quote
Gabriella Grey wrote:CharCharOdell wrote:I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that. It all starts with the pilot. A militia dropship is already at an disadvantage when up against one spec. into, the same as wearing militia gear to someone wearing proto gear. Many who say this, that dropships are not worth the time, because they fail to understand their workings. Just as any role in the game, dropships have their own forte on skills the player rely's on that isn't in a module, or equipment stats. It starts at their brain and using tactical resolution to what they are doing. Dropships are not suppose to serve a role like a tank, staying in one place and shouldering the might of every anti vehicle weaponry that comes its way. As for how the turrets, and many more things in general for vehicles, all of this is going to be reworked in 1.5. From what I can understand is Anti vehicle weaponry mostly is balanced when it comes to HAV's. The buff to LAV health was a result, of this but I am not sure why dropships were over looked during this, making them far weaker than the other two and giving them no true niche to call their own, outside of those who spec into them fully. Then you have the relation of turrets, large or small being more wanting with the amount of damage and range they should have, all while trying to keep the game fun. What I think, and this is completely my thoughts only, is each vehicle should have their own class of turrets unique to them, or at least when equip on certain vehicles that the attributes are altered suiting the vehicle. A dropship should have a much longer range with small turrets, or perhaps introduce a medium turret, that is similar to small turrets but with some slight differences, like longer range, and allowing the fragmented missiles to be able to do more damage across a wider range pass 2 meters at prototype. Currently grenades have a far larger radius than this. To balance the turrets out they could reduce the fragmented splash damage, but turrets in regards to vehicles do need to be looked into. Check out a few dropship topics on the forums, talking about some similar things you have posted, and due read CCP's responses to them, and give your feedback as much. Hope my information helped. My eyes.... |
Patrick57
GunFall Mobilization Covert Intervention
217
|
Posted - 2013.09.09 01:06:00 -
[10] - Quote
CharCharOdell wrote:I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that. This seems a little OP, but otherwise, once pilots start getting points for something related to spawns on the Dropship or at least when you shield/armor rep a vehicle. It would also be cool if you could rep Clones with a Dropship much like an LLAV can. |
|
Absoliav
Tronhadar Free Guard Minmatar Republic
66
|
Posted - 2013.09.09 01:07:00 -
[11] - Quote
No, DSs can't perform their intended role for several reasons, LAVs can take more hits than them, clunky controls, no defensive capabilities, the list goes on, a STD DS is usually used to get one or two guys on top of reachable areas to gain an unfair advantage, an Assault DS has an unnecessarily difficult turret controls, mixed in with the naturally clunky controls of the DS gives pilots a harder time than it should, Logis are rarely seen, which is sad since they have mobile CRUs built-in which gives them advantage in there intended field.
When Uprising came out, we saw a lot of things change, but most of it was in the Skill Tree, while little was done to Drop Suits, vehicles, equipment, and maps, and a few other things. Hopefully, with 1.5 on the horizon, CCP will finally apply their new view of development on vehicles, from the last dev blog on the topic, they said that they plan to strip vehicles of everything and build them from the ground up, so that means they will apply the new logic from the current state of the game onto vehicles, which will change the role vehicles play on the battlefield. |
Operative 1171 Aajli
Bragian Order Amarr Empire
293
|
Posted - 2013.09.09 01:08:00 -
[12] - Quote
As a tanker I can say that a good pilot can survive my tank shots as well as multiple swarms. I've seen it.
Most dropships don't fly evasively. They make broad patrols or stop too long. I do this myself atm but learning to get better.
Those dropships are easy prey.
You must learn THIS to survive Grasshoppa. |
Nguruthos IX
Tal-Romon Legion Amarr Empire
1550
|
Posted - 2013.09.09 01:21:00 -
[13] - Quote
Operative 1171 Aajli wrote:As a tanker I can say that a good pilot can survive my tank shots as well as multiple swarms. I've seen it. Most dropships don't fly evasively. They make broad patrols or stop too long. I do this myself atm but learning to get better. Those dropships are easy prey. Speed and maneuvering are the key to survival. You must learn THIS to survive Grasshoppa.
Lets look at each dropship role, and their problems right now:
A. Pick up infantry problem: Must slow down, maybe hover, land. then leave
B. Drop off infantry problem: New physics made a skillful task impossible. Can no longer fling infantry timed well to an area, physics will kill them. Must slow down and hover over drop point.
C. Shield/Armor transport, as demonstrated in trailer. problem: Range is aweful, modules weak, Must be hovering still over or near target, follow it, can't tank hits, fitting a remote repair eviscates what little EHP a dropship might have.
D. MCRU problem: No warpoints for spawning, players don't realize they must release to spawn, players don't realize they must zoom out map to locate DS spawnpoint (Maybe no longer an issue). MCRU module reduces limited EHP and logi ships are slow as balls.
E: Scanning problem: vehicle scanning requires to be within constant X meters (100 max, at best module) and must remain over them to keep targets scanned. AKA must be hovering, or flying slow circles around a tight area.
F: Support and cover via turrets problem: Small rails= broken since forever small blasters = broken since 1.4. Hit detection is non-existent, Small missiles = decent, still some accuracy issues when moving fast to effectively use pretty much any small turret requires some degree of stability which is contrasting to the erratic-ness and speed required to not blow up.
As you can see, most if not all of these roles REQUIRE the very thing people scoff at dropships and say "Just keep moving fast, if you're stopping or slowing down you DESERVE to die".
So yeah.. |
Absoliav
Tronhadar Free Guard Minmatar Republic
67
|
Posted - 2013.09.09 02:57:00 -
[14] - Quote
Nguruthos IX wrote:Operative 1171 Aajli wrote:As a tanker I can say that a good pilot can survive my tank shots as well as multiple swarms. I've seen it. Most dropships don't fly evasively. They make broad patrols or stop too long. I do this myself atm but learning to get better. Those dropships are easy prey. Speed and maneuvering are the key to survival. You must learn THIS to survive Grasshoppa. Lets look at each dropship role, and their problems right now: A. Pick up infantry problem: Must slow down, maybe hover, land. then leave B. Drop off infantry problem: New physics made a skillful task impossible. Can no longer fling infantry timed well to an area, physics will kill them. Must slow down and hover over drop point. C. Shield/Armor transport, as demonstrated in trailer. problem: Range is aweful, modules weak, Must be hovering still over or near target, follow it, can't tank hits, fitting a remote repair eviscates what little EHP a dropship might have. D. MCRU problem: No warpoints for spawning, players don't realize they must release to spawn, players don't realize they must zoom out map to locate DS spawnpoint (Maybe no longer an issue). MCRU module reduces limited EHP and logi ships are slow as balls. E: Scanning problem: vehicle scanning requires to be within constant X meters (100 max, at best module) and must remain over them to keep targets scanned. AKA must be hovering, or flying slow circles around a tight area. F: Support and cover via turrets problem: Small rails= broken since forever small blasters = broken since 1.4. Hit detection is non-existent, Small missiles = decent, still some accuracy issues when moving fast to effectively use pretty much any small turret requires some degree of stability which is contrasting to the erratic-ness and speed required to not blow up. As you can see, most if not all of these roles REQUIRE the very thing people scoff at dropships and say "Just keep moving fast, if you're stopping or slowing down you DESERVE to die". So yeah..
All of this is painfully true, DS was designed with the intention of being a support vehicle to both infantry and other vehicles, but as they are now, they only useful for hit and run tactics, they have so much potential for something other than troll tactics. |
Garrett Blacknova
Codex Troopers
3925
|
Posted - 2013.09.09 03:02:00 -
[15] - Quote
Dropship: As-is in terms of weapon loadout. Assault Dropship: Front Turret upgraded to Medium when they introduce them. Gunship: 3 Medium Turrets - one pilot-controlled and the other 2 operated by gunners.
That's my suggestion, anyway. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
191
|
Posted - 2013.09.09 03:05:00 -
[16] - Quote
Yes, dropships are fulfilling their role. They are a ship, and they get dropped easily. |
Nguruthos IX
Tal-Romon Legion Amarr Empire
1563
|
Posted - 2013.09.09 03:05:00 -
[17] - Quote
Garrett Blacknova wrote:Dropship: As-is in terms of weapon loadout. Assault Dropship: Front Turret upgraded to Medium when they introduce them. Gunship: 3 Medium Turrets - one pilot-controlled and the other 2 operated by gunners.
That's my suggestion, anyway.
I'd kind of rather see a new class of medium vehicle, better designed to be a gunship.
It might be ~1 medium pilot turret ~2 small team mate turrets No passengers.
Or in the what might make me uncomfortable but be interesting: 2 medium side turrets 1 small pilot turret
This sort of vehicle screams for squad gunners in a way that I feel most vehicles should not, and should instead be capable of independence. But for symmetry and if balanced accordingly could be interesting. |
Godin Thekiller
Hellstorm Inc League of Infamy
595
|
Posted - 2013.09.09 03:08:00 -
[18] - Quote
CharCharOdell wrote:I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that.
Well, considering that hulls are getting nerfed (base eHP wise), and that is assuming a unfitted Gunship would have more Armor than Madrugars, I would say hell no. Also, I say double hell no to the Large turret, as that would make it even worse; a small turret for the gunner, and a Medium for the pilot (or vice vera) would be more than enough. |
Godin Thekiller
Hellstorm Inc League of Infamy
595
|
Posted - 2013.09.09 03:13:00 -
[19] - Quote
Garrett Blacknova wrote:Dropship: As-is in terms of weapon loadout. Assault Dropship: Front Turret upgraded to Medium when they introduce them. Gunship: 3 Medium Turrets - one pilot-controlled and the other 2 operated by gunners.
That's my suggestion, anyway.
The ADS is not a full on Gunship, it just mimics one and can carry some people, so no. Also, I would think rather it gets another passenger seat, as it carries only two now, which is weird, as carrying 3 would be better (2 used to be half a squad, but now to have half a squad, you would need 3).
The Gunship one, also hell no, as it would own HAV's and MAV's, as well as any air vehicle it came near. It would probably even own infantry as well. 1 light turret, and 1 medium is enough. |
Delta 749
Kestrel Reconnaissance
1907
|
Posted - 2013.09.09 03:13:00 -
[20] - Quote
The vehicle itself if piloted as intended, an aerial troop transport, works fine A big problem I think is that pilots dont want to play sky cab and want dog fights and bombing runs, which is perfectly fine before any pilot wants to whine at me, but we just dont have proper vehicles for it and the idea of an assault dropship and bomber dropship is asinine |
|
Nguruthos IX
PEN 15 CLUB
1651
|
Posted - 2013.09.09 04:05:00 -
[21] - Quote
Delta 749 wrote:The vehicle itself if piloted as intended, an aerial troop transport, works fine A big problem I think is that pilots dont want to play sky cab and want dog fights and bombing runs, which is perfectly fine before any pilot wants to whine at me, but we just dont have proper vehicles for it and the idea of an assault dropship and bomber dropship is asinine
Hey, remember there is no WP, and hence no ISK/SP for playing skycab. Or scanning, or repair, or what have you. Kills pay the bills, that's it. But it's risky to the point where a perfect pilot will still get spawned inside by an RDV and cost the last 4 games of success anyhow.
So yeah....
|
LT apparition
Ancient Exiles
54
|
Posted - 2013.09.12 13:54:00 -
[22] - Quote
i believe the effectiveness of the dropship is reflected based on it's pilot... i myself am a good pilot... flying in tight places getting in and out, and laying down gun fire in my assault dropship.. but ... i go maybe 13/0 in the damn thing... i get loads of assists, but damn my cousin ha she takes the cake as the Greatest pilot i've seen in dust... she'll got 43/0 in her dropship... and she is far better than what you'll find anywhere... shes in terms " An ACE" next to impossible to shoot down.... as well i've hit her twice with orbitals while she was landed.. and her dropships just eats it.... and burps right back up... her best ship have 1500 sheild, and 2513 armor... and this thing fires rockets like crazy fast for fragmented missles... with the payload module... and she just sweeps in and bombards your arse... i've barely been able to escape her alot of times...
anyway ya i'm ranting on.. dropship fullfill their role completely ... its just the pilot that counts. not everyone can fly.
oh also she freaking will just road kill people in her dropship alot she'll do low level strafes close to the ground, and run them over hahaha its the funniest thing to see... 5 red dots... get lawn mowered by a dropship. |
Nguruthos IX
PEN 15 CLUB
1652
|
Posted - 2013.09.12 14:13:00 -
[23] - Quote
LT apparition wrote:i believe the effectiveness of the dropship is reflected based on it's pilot... i myself am a good pilot... flying in tight places getting in and out, and laying down gun fire in my assault dropship.. but ... i go maybe 14/0 in the damn thing... i get loads of assists, but damn my cousin ha she takes the cake as the Greatest pilot i've seen in dust... she'll got 43/0 in her dropship... and she is far better than what you'll find anywhere... shes in terms " An ACE" next to impossible to shoot down.... as well i've hit her twice with orbitals while she was landed.. and her dropships just eats it.... and burps right back up... her best ship have 1500 sheild, and 2513 armor... and this thing fires rockets like crazy fast for fragmented missles... with the payload module... and she just sweeps in and bombards your arse... i've barely been able to escape her alot of times...
anyway ya i'm ranting on.. dropship fullfill their role completely ... its just the pilot that counts. not everyone can fly.
oh also she freaking will just road kill people in her dropship alot she'll do low level strafes close to the ground, and run them over hahaha its the funniest thing to see... 5 red dots... get lawn mowered by a dropship.
assault forge gun > pilot.
sorry |
Serimos Haeraven
Deep Space Republic Top Men.
495
|
Posted - 2013.09.12 14:36:00 -
[24] - Quote
Gabriella Grey wrote:CharCharOdell wrote:I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that. It all starts with the pilot. A militia dropship is already at an disadvantage when up against one spec. into, the same as wearing militia gear to someone wearing proto gear. Many who say this, that dropships are not worth the time, because they fail to understand their workings. Just as any role in the game, dropships have their own forte on skills the player rely's on that isn't in a module, or equipment stats. It starts at their brain and using tactical resolution to what they are doing. Dropships are not suppose to serve a role like a tank, staying in one place and shouldering the might of every anti vehicle weaponry that comes its way. As for how the turrets, and many more things in general for vehicles, all of this is going to be reworked in 1.5. From what I can understand is Anti vehicle weaponry mostly is balanced when it comes to HAV's. The buff to LAV health was a result, of this but I am not sure why dropships were over looked during this, making them far weaker than the other two and giving them no true niche to call their own, outside of those who spec into them fully. Then you have the relation of turrets, large or small being more wanting with the amount of damage and range they should have, all while trying to keep the game fun. What I think, and this is completely my thoughts only, is each vehicle should have their own class of turrets unique to them, or at least when equip on certain vehicles that the attributes are altered suiting the vehicle. A dropship should have a much longer range with small turrets, or perhaps introduce a medium turret, that is similar to small turrets but with some slight differences, like longer range, and allowing the fragmented missiles to be able to do more damage across a wider range pass 2 meters at prototype. Currently grenades have a far larger radius than this. To balance the turrets out they could reduce the fragmented splash damage, but turrets in regards to vehicles do need to be looked into. Check out a few dropship topics on the forums, talking about some similar things you have posted, and due read CCP's responses to them, and give your feedback as much. Hope my information helped. As a veteran dropship pilot i agree with this completely, well, mainly the assertion that our role isn't really represented by a statistic or a module, but rather with how the pilot uses the dropship in various situations to keep it alive while also being able to fend off infantry troops or railgun redline snipers, or other enemy proto dropships, A really good pilot should be able to respond to practically any situation in a match and still get away no matter what without losing the dropship (except in OHK officer forge gun situations), and many pilots that i know including myself have the capability to do this. |
bjorn morkai
Sanmatar Kelkoons Minmatar Republic
11
|
Posted - 2013.09.12 14:45:00 -
[25] - Quote
Honestly I would never waste my money on a drop ship in a random contract game. Dropships are for advancing MY troops across a large map into a strategic location, not to help some noob get more kills.
Yeah I said it! |
Monkey MAC
killer taxi company General Tso's Alliance
417
|
Posted - 2013.09.12 16:57:00 -
[26] - Quote
Depends on what you think there role is?
If like me you think the role of a std dropship is primarily troop transport, then no, its not even close, infantry are scared to get in, there is no reward for the pilot and you cant do LALO drops let alone a LANO.
Something I would like to see is a flight stabiliser module, once activated impacts from weapons is lessened, so if youre 10 feet above the ground and get shot by a forge you dont loose control and instantly blow up!! |
gbghg
L.O.T.I.S.
3425
|
Posted - 2013.09.12 17:11:00 -
[27] - Quote
LT apparition wrote:i believe the effectiveness of the dropship is reflected based on it's pilot... i myself am a good pilot... flying in tight places getting in and out, and laying down gun fire in my assault dropship.. but ... i go maybe 14/0 in the damn thing... i get loads of assists, but damn my cousin ha she takes the cake as the Greatest pilot i've seen in dust... she'll got 43/0 in her dropship... and she is far better than what you'll find anywhere... shes in terms " An ACE" next to impossible to shoot down.... as well i've hit her twice with orbitals while she was landed.. and her dropships just eats it.... and burps right back up... her best ship have 1500 sheild, and 2513 armor... and this thing fires rockets like crazy fast for fragmented missles... with the payload module... and she just sweeps in and bombards your arse... i've barely been able to escape her alot of times...
anyway ya i'm ranting on.. dropship fullfill their role completely ... its just the pilot that counts. not everyone can fly.
oh also she freaking will just road kill people in her dropship alot she'll do low level strafes close to the ground, and run them over hahaha its the funniest thing to see... 5 red dots... get lawn mowered by a dropship. Sounds like a cool pilot, mention condor squad too her will you? It's the biggest hangout for pilots in dust right now, and we're always keen to meet new faces, we normally try to run dropship squads every now and then, they're normally pretty fun. |
gbghg
L.O.T.I.S.
3425
|
Posted - 2013.09.12 17:16:00 -
[28] - Quote
Serimos Haeraven wrote:Gabriella Grey wrote:CharCharOdell wrote:I say yes. Militia drop ships win battles because placement is key for many weapons. Height is key to every battle.
However, they are not worth speccing into. A fully upgrades drop ship will last 3 shots vs 1 shot from a rail gun; that equates to 3 seconds to gtfo or lose a million or so.
The assault drop ship doesn't really fulfill its intended niche. Partly due to the new camera making aim more difficult, and partly because a small turret doesn't hit hard enough. I feel its intended role is to drop infantry off and then provide air support but it just isn't working. We need medium turrets for them to be Able to protect infantry. An ADS with an XT-01 Frag missile (large) would be fearsome and is honestly what we need to be able to put on a dedicated gunship.
My idea of a STD gunship would have (caldari) 3800 shields 45 passive recharge Large turret for the gunner Afterburner
Something like that. It all starts with the pilot. A militia dropship is already at an disadvantage when up against one spec. into, the same as wearing militia gear to someone wearing proto gear. Many who say this, that dropships are not worth the time, because they fail to understand their workings. Just as any role in the game, dropships have their own forte on skills the player rely's on that isn't in a module, or equipment stats. It starts at their brain and using tactical resolution to what they are doing. Dropships are not suppose to serve a role like a tank, staying in one place and shouldering the might of every anti vehicle weaponry that comes its way. As for how the turrets, and many more things in general for vehicles, all of this is going to be reworked in 1.5. From what I can understand is Anti vehicle weaponry mostly is balanced when it comes to HAV's. The buff to LAV health was a result, of this but I am not sure why dropships were over looked during this, making them far weaker than the other two and giving them no true niche to call their own, outside of those who spec into them fully. Then you have the relation of turrets, large or small being more wanting with the amount of damage and range they should have, all while trying to keep the game fun. What I think, and this is completely my thoughts only, is each vehicle should have their own class of turrets unique to them, or at least when equip on certain vehicles that the attributes are altered suiting the vehicle. A dropship should have a much longer range with small turrets, or perhaps introduce a medium turret, that is similar to small turrets but with some slight differences, like longer range, and allowing the fragmented missiles to be able to do more damage across a wider range pass 2 meters at prototype. Currently grenades have a far larger radius than this. To balance the turrets out they could reduce the fragmented splash damage, but turrets in regards to vehicles do need to be looked into. Check out a few dropship topics on the forums, talking about some similar things you have posted, and due read CCP's responses to them, and give your feedback as much. Hope my information helped. As a veteran dropship pilot i agree with this completely, well, mainly the assertion that our role isn't really represented by a statistic or a module, but rather with how the pilot uses the dropship in various situations to keep it alive while also being able to fend off infantry troops or railgun redline snipers, or other enemy proto dropships, A really good pilot should be able to respond to practically any situation in a match and still get away no matter what without losing the dropship (except in OHK officer forge gun situations), and many pilots that i know including myself have the capability to do this. I was in a condor squad last night, we were in an ambush with about 4 of us flying when we started getting hit by forge gun fire, after one of our ships went down we noticed it was a gastun we quickly reached a decision. Me, judge and another pilot ( I can't remember who it was, sorry) descended on him,it was risky but we managed to kill him before he shot anymore of us down. We all felt rather happy at the destruction of an officer forge gun, the guy using it then proceeded to camp on e tabletop at the center of the map for the rest of the match stopping us from doing anything, but the destruction of the gastun made the match for me. |
THUNDERGROOVE
ZionTCD
171
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Posted - 2013.09.12 18:09:00 -
[29] - Quote
What dropships really need is a large(40-60%) damage reduction to direct impact damage(forge guns and rail guns), instead it will toss your dropship through the air. |
Skihids
Bullet Cluster
2060
|
Posted - 2013.09.12 18:41:00 -
[30] - Quote
CCP had no clear idea for dropship missions and simply tossed out generic modules suited only for ground based vehicles (spherical radius based scanners anyone?) or thoughtlessly slapped on pilot turrets without considering how they would work. They didn't reward any non slaying mission, nor did they implement a mechanism to allow effective transport (arguably its main mission).
Given all that it's not surprising that it is not serving any real purpose. It was never built to do so.
It is a testament to the pilots who manage to do anything with them at all.
We are promised WP rewards for transport next patch, but lacking infantry incentive and ability to communicate the desire it's just going to be a tease.
CCP needs to take a hard look at real missions and decide how to make them both functionally possible and WP rewarding. |
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