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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Xak Arji
DIOS EX. Top Men.
27
|
Posted - 2013.10.20 04:37:00 -
[601] - Quote
Skihids wrote:I had asked for the ability to duct tape a MD onto a small turret in my dropship months ago when small missiles were crushed by the nerf hammer. The minuscule blast radius of a missile made it next to impossible to get a kill from a moving platform.
Turret mounted weapons should be a multiple of handheld weapons.
Anti-infantry missiles should have a large blast radius by design. Who in their right mind would design a missile with less killing power than a MD round?
I get it that dropships were invincible killing machines back in precursor, but that was largely due to ineffective swarm pathing that has since been fixed. The new maps are also much more infantry friendly with significantly more cover. Invincible? Hey bud... have you ever flown one? 2 forge gun bolts... and for god sakes my Python costed me a million dollars, It's the same as running proto, If I am a skilled player I *should* be tough to take down considering the price. I only had 3300 shields. If I was in range an HMG could easily reduce my shields to 20% |
Fristname Family name
The New Age Outlaws
14
|
Posted - 2013.10.20 06:21:00 -
[602] - Quote
Xak Arji wrote:Skihids wrote:I had asked for the ability to duct tape a MD onto a small turret in my dropship months ago when small missiles were crushed by the nerf hammer. The minuscule blast radius of a missile made it next to impossible to get a kill from a moving platform.
Turret mounted weapons should be a multiple of handheld weapons.
Anti-infantry missiles should have a large blast radius by design. Who in their right mind would design a missile with less killing power than a MD round?
I get it that dropships were invincible killing machines back in precursor, but that was largely due to ineffective swarm pathing that has since been fixed. The new maps are also much more infantry friendly with significantly more cover. Invincible? Hey bud... have you ever flown one? 2 forge gun bolts... and for god sakes my Python costed me a million dollars, It's the same as running proto, If I am a skilled player I *should* be tough to take down considering the price. I only had 3300 shields. If I was in range an HMG could easily reduce my shields to 20% EDIT: I think I misread that.... still my point stands against the complaints against the ADS I tank and ds also I got proto hmg and proto forge and I know im scary |
saxonmish
Third Rock From The Sun
6
|
Posted - 2013.10.20 09:22:00 -
[603] - Quote
so, what about the Veyu's and the Falchion's are these getting changed or will they still be 5 low 3 high?
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Skybladev2
Vacuum Cleaner. LLC RUST415
47
|
Posted - 2013.10.20 16:14:00 -
[604] - Quote
What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. |
Grimmiers
0uter.Heaven
258
|
Posted - 2013.10.21 04:03:00 -
[605] - Quote
Oh I wanted to point out that the lav physics aren't as fun anymore in which you can't really ramp off hills or stairs. A lav should slow down greatly when climbing longer stairs, but all those hills don't allow you to launch in the air like in before uprising.
http://www.youtube.com/watch?list=PLul12rRxdZ1948ZgIUruLzzGlivscaBIQ&feature=player_detailpage&v=er3Pxx7b1Rc#t=68
I don't think this is possible at all anymore and it was pretty fun to attempt. |
CharCharOdell
Shining Flame Amarr Empire
1191
|
Posted - 2013.10.21 04:39:00 -
[606] - Quote
Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please.
lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
274
|
Posted - 2013.10.21 06:36:00 -
[607] - Quote
since you guys are removing the mandatory small turret let the mercs shoot their own weapon from the passenger seat of both the lav and the dropships. any light weapon |
saxonmish
Third Rock From The Sun
7
|
Posted - 2013.10.21 06:55:00 -
[608] - Quote
CharCharOdell wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen.
swarms need a major fix anyway. I don't know about you but wen they do 90degree turns and go through buildings or boulders to get you then there's something wrong, plus the invisible swarms glitch is just stupid.
|
Fristname Family name
The New Age Outlaws
14
|
Posted - 2013.10.21 07:15:00 -
[609] - Quote
Alabastor 'TheBlaster' Alcar wrote:since you guys are removing the mandatory small turret let the mercs shoot their own weapon from the passenger seat of both the lav and the dropships. any light weapon Back of lavs allow hmgs to be mounted on a stand and if the owner of the hmg swaps seats or jumps out the hmg gose with. Also dropships need major sheild and armour buff. Also ccp explain why sheild vehicals are the same ( miltia lav , scout , standerd , logi ) all them look the same but differnt paint? Armour its the same body diff paint its also the same body for ds and tanks please change them when you take them. |
Skybladev2
Vacuum Cleaner. LLC RUST415
48
|
Posted - 2013.10.21 12:35:00 -
[610] - Quote
CharCharOdell wrote: lol. speed tanking with swarms is impossible. unless swarms get a huge speed/tracking nerf, it will never happen.
When 6 rockets hit jeep it should explode. If it didnt then it is HAV. In early Uprising builds nontanked militia jeeps exploded with single AV grenade, and this was right, because jeeps are not intended to be offensive vehicles, it is recon/transport. When someone swarms jeep driver must (and can in this game) leave dangerous zone and hide behind obsracles. If it can not do that, leave jeep, it is cheap. You already drove into battlezone with swarmers, what do you want else, overtank them? |
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Fristname Family name
The New Age Outlaws WINMATAR.
14
|
Posted - 2013.10.21 12:46:00 -
[611] - Quote
With the tanks could you buff the higher modles like they could gain 500 shields 500 armour extra so the standered gets 500 extra shield andx armour the advanedced gets 500 more than the standerd so on so on |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.22 01:47:00 -
[612] - Quote
saxonmish wrote:so, what about the Veyu's and the Falchion's are these getting changed or will they still be 5 low 3 high?
If you read the OP..... Enforcers are being removed. So no way of knowing until next year at the earliest. If they are ever added back they'll prolly have 10 slots with 200 CPU and 900 pg lolz |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.22 02:04:00 -
[613] - Quote
large missiles need a blast radius buff Shield extender and armor plates need a buff so that the increase in hp is significant relative to base hp. Turret reload speed should be relevant but NOT crippling as is the case with large missiles Missile tanks would be VERY fun if you could actually hit people or cause splash Dmg consistently But if a missile tanks has a smaller blast radius that core flaylock a and 1/5 the radius of a mass driver that's just eff'd up
CCP, can you clarify the blast radius for large missiles and if you are trolling us.
|
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.22 02:15:00 -
[614] - Quote
KenKaniff69 wrote:CCP, do you realize what these pathetic regen/rep rates and absurd cool down times will do to vehicles? I mean come on it is pathetic how long they will be-even with skills. Tanks will no longer roam the battlefield, neither will dropships be unsustainable in combat.
It isnt very fun to sit in the redline waiting two minutes for all of the modules to recharge or ammo to regen.
^ This is what I'm afraid of. Long cd times will force tanks to retreat and sit idle for long durations to prevent massive isk loss |
medomai grey
WarRavens League of Infamy
257
|
Posted - 2013.10.22 06:01:00 -
[615] - Quote
Anoko Destrolock wrote:KenKaniff69 wrote:CCP, do you realize what these pathetic regen/rep rates and absurd cool down times will do to vehicles? I mean come on it is pathetic how long they will be-even with skills. Tanks will no longer roam the battlefield, neither will dropships be unsustainable in combat.
It isnt very fun to sit in the redline waiting two minutes for all of the modules to recharge or ammo to regen. ^ This is what I'm afraid of. Long cd times will force tanks to retreat and sit idle for long durations to prevent massive isk loss This shouldn't be an issue for shield tanks because of how fast shield tanks will recover their shields. This will be a problem that armor tankers have to deal with, but it's offset by the fact that armor tanks will be able to take more punishment.
|
Fristname Family name
The New Age Outlaws WINMATAR.
15
|
Posted - 2013.10.22 06:15:00 -
[616] - Quote
Anoko Destrolock wrote:saxonmish wrote:so, what about the Veyu's and the Falchion's are these getting changed or will they still be 5 low 3 high?
If you read the OP..... Enforcers are being removed. So no way of knowing until next year at the earliest. If they are ever added back they'll prolly have 10 slots with 200 CPU and 900 pg lolz Perfect ill run pg extenders cpu extenders and a blaster turrent along with 4 active scanners. The basic ones for all of them of course. |
Fristname Family name
The New Age Outlaws WINMATAR.
15
|
Posted - 2013.10.22 06:26:00 -
[617] - Quote
Ccp are you even reading this I want you all to get enforcer tanks or any tank in a sqaud and get the best corp which you can find with the best av they can get and ccp you can play like the things your doing to the tanks so cant go over that pg, cpu cant continusly fire and after a certain amount of shots you go redline for 2 minutes. And wait the amount of time for the new cooldown times for the mods also try surviving a swarm of 30 swarm missles miltia or not it will leave a mark. Ccp you need to play the game and try to run tanks and ds like we do and when will that pilot suit us pilots have 1.5mill sp saved for? Please I know your got alot of work but please start repling more often. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
49
|
Posted - 2013.10.22 22:41:00 -
[618] - Quote
I wish I would have known about these changes sooner...
I would have worn my nice dress had I only known CCP was going to **** me.....
12 Million in Vehicle Core and Vehicle Command...let see how they are going to screw me. |
J-Lewis
edimmu warfighters Gallente Federation
311
|
Posted - 2013.10.23 06:45:00 -
[619] - Quote
Just checking in to point out that the Turret Operation tree is by far the largest skill category when it only contains a third or less of the total vehicle content. It's the same disease that the infantry tree currently "enjoys".
I was hoping everyone had realized by now that having just one skill set for turrets and one for missiles is miles better than having 90-95% (this was literally the number I came up with when doing the maths on the infantry weaponry tree) of the skill tree be redundant weapon specialization skills. Just keep ONE specialization skill (proficiency) per weapon and merge all the auxiliary stat skills (reload, ammo, fitting, operation) into categories that makes sense.
e.g. The 24 identical skills are reduced to 10 skills, of which: - 2 sets of 3 skills are for reload, ammo and fitting for turrets and missiles. Turrets get multiplier bonuses for ammo and reload and a PG reduction for fitting, Missiles get additive bonuses for ammo and reload and a CPU reduction for fitting. - 4 are "operation" type skills that unlock weapons by technology. e.g. Large Hybrid Turret Operation unlocks both Large Railguns and Large Blasters, but the specific proficiency skill needs to be trained for the prototype level weapons.
Not only does it remove what will eventually become hundreds of identical skills that no one trains more than one or two of, it will also reduce the stagnation effect that the current structure causes.
A fair warning: the current implementation of weapon specialization is harmful to the quality of the game and causes more drama than necessary when anything is changed, precisely because most players are shoehorned into just the one weapon - when that weapon is tweaked, the response is explosive.
Just putting that reminder out there. |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.24 01:08:00 -
[620] - Quote
CCP, NO ONE enjoys putting millions of sp into skills just to unlock them. I want to see a reason to reach rank 5 in a skill regardless of whether you use basic or complex modules / turrets / hulls.
The new skills list has 20 unlock skills, 9 of which are for turrets.
This is what I propose (per rank):
Vehicle Upgrades +1% Acceleration for all vehicles Armor Upgrades +2% armor Shield Upgrades +2% shields Core Upgrades +1% CPU / PG Electronics +2% CPU Engineering +2% PG LAV Operation +1% Speed / Acceleration HAV Operation +1% armor & shields and / or +1% large turret dmg Turret Operation +1% Turret Dmg or +2% rotation Speed Large Turret Operation +1% Large Turret Dmg or +2% rotation Speed |
|
COHLE
DUST University Ivy League
0
|
Posted - 2013.10.24 02:02:00 -
[621] - Quote
Halador Osiris wrote:Will small arms fire prevent shields from recharging? I sure as heck hope not |
Harpyja
Royal Uhlans Amarr Empire
633
|
Posted - 2013.10.24 05:17:00 -
[622] - Quote
COHLE wrote:Halador Osiris wrote:Will small arms fire prevent shields from recharging? I sure as heck hope not It has been stated that there will be a minimum damage threshold before shields stop recharging, so someone with an AR won't be able to stop the shields from recharging. I just hope that it doesn't take just a few guys with ARs to pass that damage threshold either... |
Skybladev2
Vacuum Cleaner. LLC RUST415
51
|
Posted - 2013.10.24 09:09:00 -
[623] - Quote
Anoko Destrolock wrote: LAV Operation +1% Speed / Acceleration HAV Operation +1% armor & shields and / or +1% large turret dmg
But where is dropship operation? |
Foundation Seldon
Gespenster Kompanie Villore Accords
123
|
Posted - 2013.10.24 11:38:00 -
[624] - Quote
Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please.
A few things about why this post is bad :
1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation.
2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance.
3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing.
4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used. |
Anoko Destrolock
The Phoenix Federation The Ascendancy
12
|
Posted - 2013.10.24 15:13:00 -
[625] - Quote
Skybladev2 wrote:Anoko Destrolock wrote: LAV Operation +1% Speed / Acceleration HAV Operation +1% armor & shields and / or +1% large turret dmg
But where is dropship operation?
That's for the pilots to figure out. I don't fly those death traps. |
Grunt Shade
Ahrendee Mercenaries EoN.
22
|
Posted - 2013.10.24 17:26:00 -
[626] - Quote
How can av ever get mad I had 4 guys with swarms chasing me last night and two others trying to hit me with grenades and they are taking unlimited ammo away? Thats what kept me alive so long. That and the extremely large amount of sp I have in modules and armor. Ccp you should invite 5 tankers and 5 avers to a chatroom on dust and figure out a common ground. Since you supposedly listen to the player base not saying you don't just my word choice.
P.s when all 4 got together I was toast between them and grenades and thats ok because thats what It should take. I was implying that modules and infinite ammo keep me alive longer and gave them a challenge as well |
Xak Arji
DIOS EX. Top Men.
27
|
Posted - 2013.10.25 03:57:00 -
[627] - Quote
Foundation Seldon wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. A few things about why this post is bad : 1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation. 2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance. 3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing. 4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used.
|
Foundation Seldon
Gespenster Kompanie Villore Accords
123
|
Posted - 2013.10.25 05:44:00 -
[628] - Quote
Xak Arji wrote:Foundation Seldon wrote:Skybladev2 wrote:What the hell, LAVs get more HP than dropships. Do you understand, that aiming at dropship is much easier, than at LAVs? Invincible murder taxi makes no sense and you want to repeat you balance mistake? LAVs should tank with speed, not shield/armor.
I want to ask CCP, how they see each type of vehicle operating on a battlefield? I.e. HAVs: we start a match, call in RDV, get into the tank, ride to closest enemy nest, shoot people, then repeat. Or take a hill and do sniper shots all the game suppressing enemy ground units. LAVs: we start a match, drive to nearest objective, jump out and take the objective. Then get in again, drive to another objectve (or whatever) fast, do our local job and can leave LAV without fear, because it is cheap. But what should we do with weaponless dropship after first drop the beginning of the match? Tell me your vision, please. A few things about why this post is bad : 1. LAVs have more base HP than Dropships ... but Dropships have twice as many slots. Effectively what this means is that a fitted Dropship will easily be able to tank more than anything an LAV could. Being that the LAV is restricted to 2 high / 1 low and 1 High / 2 Low what you'll see is that you cant simultaneously fit an extender, repper, and a resist onto an LAVs most desirable stat (Gallente Armor, Caldari Shield) at the same time. Dropships don't have this limitation. 2. You bring up Invincible Murder Taxis but forget that a lot of the reason they're invincible to begin with is because they have an insane base resistance on top of great fitting options. Comparing the new paradigm of vehicles to what we see in current LAVs is flawed logic. Even if the next LAVs had the exact same health as the current LLAVs they'd still be no where near as effective at tanking the same amount of damage thanks to changes to the modules / slot layout / lack of resistance. 3. L. A. V. - Light ATTACK Vehicle. Believe it or not there was a point in closed beta where this acronym was an accurate description of what the LAV was on the battlefield, and Im not referring to the invincible murder taxis we saw in Uprising. There was a time where people would willingly jump into an LAV fitted with Missile turrets and be able to effectively rack up a fair amount of kills because the LAV + Turret Gunner was an effective glass cannon on the field. With the changes to Missile Turrets and the decrease in range of Blaster Turrets this stopped being the case and they became, as you implied, strictly Murder Taxi / Transport vehicles. In my eyes, and clearly in the eyes of CCP, this is something worth changing. 4. Off the top of my head though I could see a Weaponless Dropship as something one could use while coordinating with squad members for transportation across a large map. The fact that it's weaponless would mean that you could fit a CRU or Scanning Modules without worrying about needing CPU/PG extenders in order to do so while also potentially increasing the overall tankiness of the vehicle. It'll be more niche and less commonly seen no doubt but it's something that could potentially be useful when there's a fair bit of communication used. One reason this^^^^^ post is bad.... You're implying that a dropship is something *other* than a defenseless flying burrito. Since the ADS will be removed that is all they will be. What good is a CRU *if* you can't maneuver like an ADS to avoid a forge bolt, even if you could it's a two hit kill. Two hits that can come from *any* direction unlike an LAV, unless you're 10 ft off the ground. Then you run the risk of the recoil from any AV bouncing you right into the ground to an insta-death. A LAV can take cover around crates, under pipes, etc. A DS has the option of an occasional tower, still you're exposed to *at least* half the map. You have to remember he's speaking of a base DS. As soon as a rail or forge decides to fire at em, they are toast. So CCP, what function to you propose other than being flaming fireworks for infantry do you see the DS being worth? Being airborne brings ALOT of attention to you. If you have no offense than the unreliable random gunners, and the maneuverability of a flying sausage, and barely the HP of an LAV, what can you do with it?
So a few things :
1. Lol
2. What the Dropships are currently has nothing to do with what Dropships will be after these changes have been implemented. Remember that this is an update that addresses both the power / effectiveness of various vehicle chassis, modules, and mechanics but is also set to deal with the power of AV. So saying that Dropships will be a "flying burrito" isn't really based off of anything tangible. In other builds of the game they were quite competent in both their ability to avoid AV and tank a decent amount of damage.
3. "You have to remember he's speaking of a base DS" uhhh ... what? Weaponless =/= "Base DS". If you're running an unfitted anything on the battlefield then your **** deserves to get blown up for being dumb in the first place because you do so with the knowledge that you're using it as something thats strictly for early game transport and is meant to be recalled asap. Talking about anything with respect to it being unfitted is pointless to the discussion of overall vehicle balance. |
shade emry3
Conspiratus Immortalis Covert Intervention
37
|
Posted - 2013.10.25 15:48:00 -
[629] - Quote
The Attorney General wrote:I can appreciate that you need to reduce noise in your data, but how is further limiting tankers supposed to help in that regard?
2H/3L on an armor tank? How is that going to produce any sort of variety in fits? It would seem very likely that there will be yet another stage of one fit to rule them all.
I do appreciate the irony though. People complained about not having enough PG to fill their slots, so you took the slots away. Clever.
in reference to the av nerf, they are making tanks weaker. this is what they are calling balance, and before you ask, i have no idea why their even messing with the damage first and slots second. to me, its just tweaking something that doesn't need to be touched. but then again, I'm not in the office when their thinking of this stuff, or wait, are they thinking about it in the bar, and writing it down on a napkin..that actually makes more sense. |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
57
|
Posted - 2013.10.25 18:30:00 -
[630] - Quote
So all us tankers are thinking it but..............
The best tanks in the current/future build are LogiLAV's with a Forge Gunner Driving. Better Armor. Better "Turret" (Aka the guy drivings handheld weapon) Better "Shells" (Aka the Av Grenades he has)
Prove me wrong....I dare ya. |
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