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Alpha 443-6732
Sebiestor Field Sappers Minmatar Republic
127
|
Posted - 2013.10.13 00:55:00 -
[1] - Quote
Ran a 6 man squad today. We had played skirmish.
Our strategy was to use the dropship as a squad and raid/blitz objectives. We would drop in to an empty hostile objective, attempt to destroy uplinks and hack everything before the enemy could spawn in and then leave for the next objective. It was an effective strategy for the pub matches we were playing in.
Here's the problem. With 5 other people using the dropship AND a defend order on the dropship, the dropship user could barely make it over 400 WP on our best games. This is true, even despite the fact we were earning 2-3 orbitals per match! Don't even consider that the dropship pilot wasn't doing their job properly, as this is not the case. The new WP system for dropships is nice, but is simply not enough.
I suggest increasing the duration of the timer for pilot WPs and the percentage, while adding in 5-15 WPs per mCRU spawn. It would likely make the playstyle worth the work.
If you doubled the percentage (30%) and extended the timer (2 minutes), I bet he would have gotten about 1000 WP instead. He would have earned it! We were coordinating and putting a lot of effort into this strategy.
If you are so worried about farming WPs via mCRU, just make it 10 WPs instead of the usual 15 (since a dropship is equivalent to a permanent and more reliable uplink).
On a final note, dropships are seemingly slightly more potent and balanced, now that we are being rewarded for playing them how they were designed (now, we just need a better incentive!). We still used the small turrets, but we only really relied on them when we were suppressing/taking tanks down. The turrets were used as more of a support tool, as intended (not because of the damage, but how vulnerable the dropship is. The turrets still need the accuracy fixed, sadly). |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
289
|
Posted - 2013.10.13 01:02:00 -
[2] - Quote
Alpha 443-6732 wrote:Ran a 6 man squad today. We had played skirmish.
Our strategy was to use the dropship as a squad and raid/blitz objectives. We would drop in to an empty hostile objective, attempt to destroy uplinks and hack everything before the enemy could spawn in and then leave for the next objective. It was an effective strategy for the pub matches we were playing in.
Here's the problem. With 5 other people using the dropship AND a defend order on the dropship, the dropship user could barely make it over 400 WP on our best games. This is true, even despite the fact we were earning 2-3 orbitals per match! Don't even consider that the dropship pilot wasn't doing their job properly, as this is not the case. The new WP system for dropships is nice, but is simply not enough.
I suggest increasing the duration of the timer for pilot WPs and the percentage, while adding in 5-15 WPs per mCRU spawn. It would likely make the playstyle worth the work.
If you doubled the percentage (30%) and extended the timer (2 minutes), I bet he would have gotten about 1000 WP instead. He would have earned it! We were coordinating and putting a lot of effort into this strategy.
If you are so worried about farming WPs via mCRU, just make it 10 WPs instead of the usual 15 (since a dropship is equivalent to a permanent and more reliable uplink).
On a final note, dropships are seemingly slightly more potent and balanced, now that we are being rewarded for playing them how they were designed (now, we just need a better incentive!). We still used the small turrets, but we only really relied on them when we were suppressing/taking tanks down. The turrets were used as more of a support tool, as intended (not because of the damage, but how vulnerable the dropship is. The turrets still need the accuracy fixed, sadly).
This needs a bump as is the most thorough review of the new dropship bonus
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Vyzion Eyri
The Southern Legion The Umbra Combine
1436
|
Posted - 2013.10.13 04:08:00 -
[3] - Quote
Great feedback; if you don't mind I'll be linking to this thread in my Dropship Features thread as good discussion on Dropship WP.
My two cents? I don't think the timer should be increased as 1 minute is plenty of time.
If we keep the current system and introduce mCRU spawn WP, that would be enough for me.
OR
If we give more WP (lets stick with 30% as suggested by the OP) for Transport but DON'T introduce mCRU WP, that would be fine as well.
I really feel mCRU WP should only be introduced if vehicle capacitors are implemented and a portion of the capacitor is drained per mCRU spawn. |
Eskel Bondfree
DUST University Ivy League
151
|
Posted - 2013.10.13 09:29:00 -
[4] - Quote
Seems like the timer is simply too short for dedicated transport pilots, who don't leave their vehicle to take part in the fight after they delivered a squad to an objective.
So how about this: leave the timer at 60s, but don't start it before the pilot left the vehicle or the vehicle is farther away than x meters from the closest delivered passenger (x should be much bigger for drop ships than for ground vehicles).
I think that would have given the OPs squad mate much more WP for sticking around in his drop ship. |
Martin0 Brancaleone
Maphia Clan Corporation
470
|
Posted - 2013.10.13 19:41:00 -
[5] - Quote
Dropships need WP for mCRU spawns.
CCP Stop being afraid of mCRu being exploited and give us those ******* WP |
Draco Cerberus
Hell's Gate Inc
376
|
Posted - 2013.10.13 22:56:00 -
[6] - Quote
There is no real way to exploit a mCRU. Even at 25WP per spawn which seems fair I can still have more spawn points for people spawning per second than one mCRU can. DS get shot down all the time, no need to worry about people abusing them. |
Garth Mandra
The Southern Legion The Umbra Combine
158
|
Posted - 2013.10.13 23:32:00 -
[7] - Quote
One problem is it takes a while for a point cap to award the points. By the time a passenger has taken out a the reds, hacked the point and then had the point flip it is much past the 1 minute marker. |
Alpha 443-6732
843 Boot Camp
157
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Posted - 2013.10.14 16:32:00 -
[8] - Quote
Garth Mandra wrote:One problem is it takes a while for a point cap to award the points. By the time a passenger has taken out a the reds, hacked the point and then had the point flip it is much past the 1 minute marker.
I had realized this as well. For the pilot to get the points from the capture, he would have to be out of the objective and at the next point before the objective is captured, drop his passengers off and hope to gain the points on the next 1 minute cycle. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1221
|
Posted - 2013.10.14 17:45:00 -
[9] - Quote
How about this. Increase the time by another 30 seconds or so, and also give a dropship pilots points every time a squad member near him gets points. So if a pilot drops squad members off to take a point and they get back in to go to another objective, he still gets rewarded for the capture of that point without having to fly circles around it until the capture is done. If he's providing covering fire for some guys on the ground, he still gets a few points even if he doesn't actually kill anyone. It's a risky position to be in, and should be rewarded even if the mercs got out of the dropship a few minutes earlier. |
MINA Longstrike
One Shot Killahz
9
|
Posted - 2013.10.15 08:41:00 -
[10] - Quote
Alpha 443-6732 wrote:Ran a 6 man squad today. We had played skirmish.
Our strategy was to use the dropship as a squad and raid/blitz objectives. We would drop in to an empty hostile objective, attempt to destroy uplinks and hack everything before the enemy could spawn in and then leave for the next objective. It was an effective strategy for the pub matches we were playing in.
Here's the problem. With 5 other people using the dropship AND a defend order on the dropship, the dropship user could barely make it over 400 WP on our best games. This is true, even despite the fact we were earning 2-3 orbitals per match! Don't even consider that the dropship pilot wasn't doing their job properly, as this is not the case. The new WP system for dropships is nice, but is simply not enough.
I suggest increasing the duration of the timer for pilot WPs and the percentage, while adding in 5-15 WPs per mCRU spawn. It would likely make the playstyle worth the work.
If you doubled the percentage (30%) and extended the timer (2 minutes), I bet he would have gotten about 1000 WP instead. He would have earned it! We were coordinating and putting a lot of effort into this strategy.
If you are so worried about farming WPs via mCRU, just make it 10 WPs instead of the usual 15 (since a dropship is equivalent to a permanent and more reliable uplink).
On a final note, dropships are seemingly slightly more potent and balanced, now that we are being rewarded for playing them how they were designed (now, we just need a better incentive!). We still used the small turrets, but we only really relied on them when we were suppressing/taking tanks down. The turrets were used as more of a support tool, as intended (not because of the damage, but how vulnerable the dropship is. The turrets still need the accuracy fixed, sadly).
I had a squad leader looking for any possible way he could to get me more WP's today for flying him and the other teammates around to objectives, chasing off tanks and enemy dropships, picking people up and flying them up to clear off roofs with uplinks or back to supply depots and whatever else needed doing in the 7 or so minmatar FW matches we won. Doubling the amount of WP earned for transportation, and adding wp in for MCRU spawns would be a *big* help to dropship pilots and would certainly help allow them to maintain the cost of their vehicles. |
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