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Xaviah Reaper
Savage Arms INC
14
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Posted - 2013.09.16 23:25:00 -
[1] - Quote
( I apologise for reposting this, but the title for my previous thread was terrible .. so, no harm done :P )
Hey, this post is in support of buffing the Dropship (specifically the Caldari) and its damage output/survivability.
The Dropship itself is not strong enough to hold its own against anti-vehicle weapons, even at a prototype standard. I run both the Eryx and Python (the two Caldari, shield-based Dropships), and even with 8% passive shield resistance and azeotropic shield extenders, forge guns can still annihilate the 4k shields on my Eryx in three, maybe two shots. assault forge guns are particularly nasty.
In comparison with other vehicles, there is a major imbalance in the value of the Dropship. The Python is a missile based ship making anti infantry much more challenging than the Incubus with its hybrid based turrets. The missiles itself can be fitted on tanks, along side the large turrets.
So, I propose Dropships can get their own pilot operated turrets, by introducing the "Medium Turrets"..
Medium turrets (missile) - AoE (area of effect) support turret, an incendiary missile. obliterates armour depending on target. (reduced damage to vehicles) - Flack Cannon. AoE Damage turret, Fragmented missile with a 5 - 10 metre spread, with a slower rate of fire (maybe 5 - 10 seconds per cycle) Low damage vs vehicles. - Hellfire missiles. Cycled single target missile, able to lock onto vehicles and installations and fire 6 missiles dealing swarm launcher damage. Can be free-fired (lock on not required) but has very poor accuracy and swirls in a downward spiral. 10+ second delay per cycle
(Hybrid) - AoE (area of effect) support turret. a flux cannon. Does not kill, but obliterates shield of infantry (reduced damage to shield vehicles) - Forge cannons, allows for high vehicle / installation damage (basically a vehicle mounted forge gun) with a delay of 10+ seconds per cycle. high splash damage against infantry - (some other equivalent to the fragmented missile theory above, up for suggestion)
The Tank and LAV have the ability to survive an onslaught of AV. prototype tanks especially can resist the majority of the game at once. For this reason I feel Dropships need to be able to counter AV, with a new defensive module in a new "Medium power grid" slot. Note, only one medium slot is available on any ship.
Defensive
(Shield) - Ionic (IO) Fluxwave. Any forge rounds on a collision course with the ship will be either absorbed, or deflected. (depending on ease of programming). Railgun or "dumb" rounds will not be affected by the bubble and will deal a reduced amount of damage. lasts 9-13 seconds with a 45 second cool down. Sacrifices 20% of shield for Caldari ships to deploy / 100% shield for Gallente ships to deploy.
(Armour) - Kinetic (KT) Fluxwave. The ship will fire a red flux wave in an outward direction, deflecting missiles to the sides and away from the ship in order to detonate and avoid swarm missiles. missile installations or "dumb" missiles will ignore the flares, carry on their collision course and hit the ship with reduced damage. sacrifices 10% of shields to deploy for Caldari / 100% shields and 10% armour for Gallente to deploy. 45 seconds cooldown, lasts 9-13 seconds.
These are just my theories and ideas, and I'm keen to hear your opinions / objections :) so fire away!
Reaper |
Xaviah Reaper
Savage Arms INC
23
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Posted - 2013.09.19 21:46:00 -
[2] - Quote
Thanks :) |
Xaviah Reaper
Savage Arms INC
24
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Posted - 2013.09.20 00:15:00 -
[3] - Quote
forteXVI wrote:Xaviah Reaper wrote:Thanks :) No problem, I quite like your idea for a specific turret type for the pilot, both hybrid and Missile type turrets you bring up sound viable to me, i'd Love to see something similar implemented haha :) PS:Will you be playing today? :) I'd much like to fly a few games with you.
Yeah I'm on just now ^_^ but no ships / isk left O.o |
Xaviah Reaper
Nyain San EoN.
29
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Posted - 2013.09.21 21:51:00 -
[4] - Quote
I would like to see a higher rate of damage for our ships for at least the assault ships seeing as they are designed to kill. If they cant really hurt anything then they are a pretty big waste of 1.2m isk dont you think |
Xaviah Reaper
Nyain San EoN.
30
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Posted - 2013.09.22 02:39:00 -
[5] - Quote
I was pretty tired when I wrote up the post. The missile turrets either kill the target, or miss. rarely will you kill with splash damage. and because of the ships lack of stability and capability to aim downwards, shooting moving infantry first time is quite the challenge. with hybrid blaster turrets, you can spray the ground and hit a few people before needing to re-stabilise, and with the cpu / pg system in place for gallante and caldari, you need missile turrets on caldari and hybrid on gallente.
The turrets themselves arent powerful enough, and i was trying to emphasise that point by explaining the main weapon for an ADS can be fitted twice over onto a tank along side the large turret.
I think the ship needs medium turrets with improvements to damage, with longer delays between firing to even it out a little. OR yeah, maybe even 3 turrets under pilot control considering the passenger gunners are more or less useless anyway as a result of stability and rendering. |
Xaviah Reaper
Nyain San EoN.
35
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Posted - 2013.09.23 02:39:00 -
[6] - Quote
The flux turret would give a huge strategical advantage to your team in combat, and would also supply you with kill assists for every target that is hit.
Also, as i said, the turrets are up for suggestion :) what would you suggest?
I agree, I am showing a bit of bias behaviour towards the Caldari, but thats only because CCP themselves have stated that the gallente ships are designed to "shoot and stay a while", where the Caldari are designed to "hit and run". Basically, Caldari sucks at hitting and running because you cant hit anything or you are blown to pieces by 2 shots of an ishukone assault forge gun (happened to me today).
I like your idea of the large turrets on the heavy aircraft :D will be a true blood bath! |
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