Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 05:21:00 -
[1] - Quote
Yes, I know several different threads have suggestions on how to improve drop ships, but all the suggestions seem to indicate "fixing" things perceived to be broken. I think we all need to acknowledge that drastic changes are coming, whether we want them or not. We can bemoan the "breaking" of our drop ships, or try to guide the Devs with our suggestions on what should be included in the re-introduction. I would ask that your suggestions are: 1) Coherent, i.e. succinct, proper english. 2) Discretely separated from the surrounding text. 3) If you agree with another poster's suggestion, or wish to expand upon it, please quote what you agree with. 4) PLEASE STICK TO SUGGESTIONS ONLY! if the Devs can see a simple list of our DS requests, and the number of supporters, they may pay attention LOL.
My suggestions: 1) Transport DS should have 7 seats including 2 turrets, and be heavier into armor than shields, and the turrets should be limited to anti-personnel. Based on the direction CCP has stated they want to go with modules this makes sense, they need to be able to stand and deliver in an LZ for the duration of a drop off or pick up without being excellent offensive weapons.
2) Assault DS should have 3 seats including 2 turrets as well as the main gun, and be heavier into shields than armor and slightly more maneuverable than transports. This also makes sense given the new direction of modules, quick in and out attacks with long cool down on shield modules.
3) DS and infantry need better comms to coordinate attacks or deployment, thanks to Judge Rhadamanthus for some suggestions on accomplishing this. I would add a Fire-Support Request as well, for marking targets to be assaulted by an ADS.
4) Work on reducing deployment times for all vehicles as well as the common glitches of dropping vehicles from a great height when near structures, and deploying on rooftops next to you when you're on flat ground. |
Talos Vagheitan
King Slayers
102
|
Posted - 2013.10.19 07:31:00 -
[2] - Quote
First off, not to sound rude, but who are you to tell me what kind of requests I can make of the DEV's?
Secondly, the ADS is being taken away. Permanently.
Nextly, I honestly think the dropships are fine the way they are. It really depends on the map, and the way you use them.
In most of the newer maps, I have no problems surviving the entire match in my Eryx. With 2 active shield he drmodules, I am usually able to survive any initial swarm or turret encounter and get away to recharge. The new maps are actually great for Dropships, plenty of cover, and city-scape to hover over and limit your profile.
Alot of the old maps however, I don't even bother. They are very open, leaving you to the mercy of Forge's.
Dropships are meant to be an in-and-out vehicle. When people are ripping around up in the sky in open maps, that's when they get shot down.
|
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 15:36:00 -
[3] - Quote
Bump |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 18:28:00 -
[4] - Quote
Talos Vagheitan wrote:First off, not to sound rude, but who are you to tell me what kind of requests I can make of the DEV's?
Secondly, the ADS is being taken away. Permanently.
Nextly, I honestly think the dropships are fine the way they are. It really depends on the map, and the way you use them.
In most of the newer maps, I have no problems surviving the entire match in my Eryx. With 2 active shield he drmodules, I am usually able to survive any initial swarm or turret encounter and get away to recharge. The new maps are actually great for Dropships, plenty of cover, and city-scape to hover over and limit your profile.
Alot of the old maps however, I don't even bother. They are very open, leaving you to the mercy of Forge's.
Dropships are meant to be an in-and-out vehicle. When people are ripping around up in the sky in open maps, that's when they get shot down.
1) If you read carefully, I'm politely requesting certain conduct, not barring types of suggestions. 2) I have yet to see anything saying they won't be bringing back the ADS, everything I've seen says the opposite. If you have seen otherwise please link me to that thread. 3) You do know they're removing your Eryx too right? 4) With current ADS and especially LDS, you can tank up pretty well to stand in a fight. The way the new modules read, that will in the future mean that armor can stay in a fight longer, but will have to leave battle for longer to repair; whereas shields won't be able to stay in a fight as long but require a shorter recharge cycle out of battle. |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.20 00:33:00 -
[5] - Quote
Bump |
Paran Tadec
Ancient Exiles
1459
|
Posted - 2013.10.20 01:08:00 -
[6] - Quote
no |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.20 01:52:00 -
[7] - Quote
Umm...Yes |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
19
|
Posted - 2013.10.20 02:28:00 -
[8] - Quote
Lanius Pulvis wrote:Yes, I know several different threads have suggestions on how to improve drop ships, but all the suggestions seem to indicate "fixing" things perceived to be broken. I think we all need to acknowledge that drastic changes are coming, whether we want them or not. We can bemoan the "breaking" of our drop ships, or try to guide the Devs with our suggestions on what should be included in the re-introduction. I would ask that your suggestions are: 1) Coherent, i.e. succinct, proper english. 2) Discretely separated from the surrounding text. 3) If you agree with another poster's suggestion, or wish to expand upon it, please quote what you agree with. 4) PLEASE STICK TO SUGGESTIONS ONLY! if the Devs can see a simple list of our DS requests, and the number of supporters, they may pay attention LOL.
My suggestions: 1) Transport DS should have 7 seats including 2 turrets, and be heavier into armor than shields, and the turrets should be limited to anti-personnel. Based on the direction CCP has stated they want to go with modules this makes sense, they need to be able to stand and deliver in an LZ for the duration of a drop off or pick up without being excellent offensive weapons.
2) Assault DS should have 3 seats including 2 turrets as well as the main gun, and be heavier into shields than armor and slightly more maneuverable than transports. This also makes sense given the new direction of modules, quick in and out attacks with long cool down on shield modules.
3) DS and infantry need better comms to coordinate attacks or deployment, thanks to Judge Rhadamanthus for some suggestions on accomplishing this. I would add a Fire-Support Request as well, for marking targets to be assaulted by an ADS.
4) Work on reducing deployment times for all vehicles as well as the common glitches of dropping vehicles from a great height when near structures, and deploying on rooftops next to you when you're on flat ground.
I don't even fly but this sounds well thought out. You guys and girls have the HARDEST job in the game. Guess I'm a slacker ???? |
Lanius Pulvis
Osmon Surveillance Caldari State
20
|
Posted - 2013.10.20 03:16:00 -
[9] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:[quote= I don't even fly but this sounds well thought out. You guys and girls have the HARDEST job in the game. Guess I'm a slacker ????
I'm not sure there is such a thing as "the HARDEST" job in the game; DS piloting is difficult to master but enjoyable as ****, just like Logi or Tanking, or even doing infantry well. I hope we don't all come off as "my job's harder than yours", in a DS I sure as **** can't hack an objective. Thanks for the support though |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
21
|
Posted - 2013.10.20 03:46:00 -
[10] - Quote
Lanius Pulvis wrote:Shinobi MumyoSakanagare ZaShigurui wrote:[quote= I don't even fly but this sounds well thought out. You guys and girls have the HARDEST job in the game. Guess I'm a slacker ???? I'm not sure there is such a thing as "the HARDEST" job in the game; DS piloting is difficult to master but enjoyable as ****, just like Logi or Tanking, or even doing infantry well. I hope we don't all come off as "my job's harder than yours", in a DS I sure as **** can't hack an objective. Thanks for the support though
No you guys are actually cool as $h!t. But I tried it and between crashing and continually jumping out , I just gave up. But one day I will try again. I will always support TEAM. Even though we might be on separate teams now and then we are ONE community. You guys will always have my respect. |
|
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 03:16:00 -
[11] - Quote
Bump |
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 12:50:00 -
[12] - Quote
I can't say I know for sure how to keep the LDS relevant as most people only seem to use it for it's tank; needless to say, I've got a few suggestions though.
1) Probably the one that will engender the most discontent, do not allow turrets to be fitted. The LDS to my mind is better suited to support and e-war than a shooting war.
2) Introduce a jamming module for swarms/dispersal field for FG. The damage should be mitigated, not eliminated by this module, and it should cost significant enough pg and cpu that other ships can't afford to fit it as well as a normal load-out.
3) Better range on scanners are needed for drop ships, the best should cost enough to fit that the best use would be on the LDS.
4) Pg and cpu should be sufficient to fit the equipment for support and e-war. |
Yeshua Saliot
Pro Hic Immortalis
9
|
Posted - 2013.10.25 14:42:00 -
[13] - Quote
Lanius Pulvis wrote:I can't say I know for sure how to keep the LDS relevant as most people only seem to use it for it's tank; needless to say, I've got a few suggestions though.
1) Probably the one that will engender the most discontent, do not allow turrets to be fitted. The LDS to my mind is better suited to support and e-war than a shooting war.
2) Introduce a jamming module for swarms/dispersal field for FG. The damage should be mitigated, not eliminated by this module, and it should cost significant enough pg and cpu that other ships can't afford to fit it as well as a normal load-out.
3) Better range on scanners are needed for drop ships, the best should cost enough to fit that the best use would be on the LDS.
4) Pg and cpu should be sufficient to fit the equipment for support and e-war.
1) I would've suggested the opposite, add a turret to the LDS for the pilot. The assault would then earn it's moniker by gaining a more than token increase to damage with the appropriate racial weapon. As it stands now with the current scoring system, I have no real incentive to fly the LDS. Half the time I don't have gunners, the other half my gunners are more interested in shooting other blues than the enemy. I find myself spending most of the match in an LDS being incredibly bored. And before anyone pipes up with "That's OP!!!," even with proto small turrets it takes a ri-donk-ulous amount of time to kill anything (even infantry). The lack of a damage bonus would insure that the LDS remained in a strictly support role while upping the small turret damage in the ADS would allow it to actually assault the enemy instead of harassing them.
2) That's a terrible idea. Suggesting that something as basic as a functioning countermeasures package be too expensive to field on anything but one type of dropship would guarantee it would never be used. Think about it, if it's that expensive in PG or CPU, then fielding it on a LDS would come at the expense of fielding modules that actually support the team.
3) Again, no. Increasing the PG/CPU cost of the modules to force back obsolescence of a single vehicle type denies me the very customization that is supposed to lie at the heart of Dust. The whole point of this game is that, should I want to, I can make my Heavy stealthy (for a Heavy) or armor tank my Scout. Inefficient use of my resources true, but doable. Your idea would deny pilots that very important aspect of the game.
4) It already is. With the CRU built in, the PG/CPU available to the LDS is more than enough for it to play a serious ELINT/SIGINT role as well as transport.
It seems to me that most of your ideas for keeping the LDS relevant rely on hamstringing the ADS and limiting customization. We should be seeking the exact opposite. Make the ADS live up to its name while giving LDS pilots something to do other than hover on the outskirts of the map waiting to be useful.
Now my counter argument:
a) As stated above, beef up the small turret damage for the ADS while adding a small turret to the LDS for the pilot. Allowing the ADS to fulfill its presumed role as an "Assault" vehicle in more than name alone while giving the LDS the adaptability to fit multiple roles on the battlefield keeps one from overpowering the other (the current problem), increases the customization options currently lacking, and goes a long way towards addressing the disparity that currently exists between the ground-pounders and fly-boys without resorting to super-buffing the DS at the expense of the ground game (aircraft should be thin skinned, they just shouldn't be toothless).
b) In addition to the omni directional scanner currently available, make a longer range limited FOV active scanner that replaces a weapon in the small turret. It would act much like the hand held scanner by giving the pilot an assist to enemies killed while scanned. It would light up targets for the whole team but have a definite cone shape that would limit its area of effect while having a longer cool down time (to limit the point gain to a reasonable level).
c) Make the inbuilt CRU in the LDS removable for extra PG/CPU, maybe (maybe) even an extra high slot. This would greatly expand the LDS pilot's adaptability and allow him or her to fulfill roles on the battlefield beyond the current "Soccer Mom" one available without handicapping other DS types.
Please see my previous post on Dropships: https://forums.dust514.com/default.aspx?g=posts&m=935374#post935374 for my line of reasoning.
|
Vyzion Eyri
The Southern Legion The Umbra Combine
1561
|
Posted - 2013.10.25 14:43:00 -
[14] - Quote
Lanius Pulvis wrote:I can't say I know for sure how to keep the LDS relevant as most people only seem to use it for it's tank; needless to say, I've got a few suggestions though.
1) Probably the one that will engender the most discontent, do not allow turrets to be fitted. The LDS to my mind is better suited to support and e-war than a shooting war.
2) Introduce a jamming module for swarms/dispersal field for FG. The damage should be mitigated, not eliminated by this module, and it should cost significant enough pg and cpu that other ships can't afford to fit it as well as a normal load-out.
3) Better range on scanners are needed for drop ships, the best should cost enough to fit that the best use would be on the LDS.
4) Pg and cpu should be sufficient to fit the equipment for support and e-war.
I use the LDS for its built in mCRU module. One way to make that more relevant is to introduce mobile spawn WP (even 10 WP per spawn will be awesome) and fix the spawn mechanics. Currently, people cannot spawn into a mCRU if their clone is not fully terminated (ie still revivable) |
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 23:17:00 -
[15] - Quote
Yeshua Saliot wrote:[quote=Lanius Pulvis]I can't say I know for sure how to keep the LDS relevant as most people only seem to use it for it's tank; needless to say, I've got a few suggestions though.
1) Probably the one that will engender the most discontent, do not allow turrets to be fitted. The LDS to my mind is better suited to support and e-war than a shooting war.
2) Introduce a jamming module for swarms/dispersal field for FG. The damage should be mitigated, not eliminated by this module, and it should cost significant enough pg and cpu that other ships can't afford to fit it as well as a normal load-out.
3) Better range on scanners are needed for drop ships, the best should cost enough to fit that the best use would be on the LDS.
4) Pg and cpu should be sufficient to fit the equipment for support and e-war.
1) I would've suggested the opposite, add a turret to the LDS for the pilot. The assault would then earn it's moniker by gaining a more than token increase to damage with the appropriate racial weapon. As it stands now with the current scoring system, I have no real incentive to fly the LDS. Half the time I don't have gunners, the other half my gunners are more interested in shooting other blues than the enemy. I find myself spending most of the match in an LDS being incredibly bored. And before anyone pipes up with "That's OP!!!," even with proto small turrets it takes a ri-donk-ulous amount of time to kill anything (even infantry). The lack of a damage bonus would insure that the LDS remained in a strictly support role while upping the small turret damage in the ADS would allow it to actually assault the enemy instead of harassing them.
2) That's a terrible idea. Suggesting that something as basic as a functioning countermeasures package be too expensive to field on anything but one type of dropship would guarantee it would never be used. Think about it, if it's that expensive in PG or CPU, then fielding it on a LDS would come at the expense of fielding modules that actually support the team.
3) Again, no. Increasing the PG/CPU cost of the modules to force back obsolescence of a single vehicle type denies me the very customization that is supposed to lie at the heart of Dust. The whole point of this game is that, should I want to, I can make my Heavy stealthy (for a Heavy) or armor tank my Scout. Inefficient use of my resources true, but doable. Your idea would deny pilots that very important aspect of the game.
4) It already is. With the CRU built in, the PG/CPU available to the LDS is more than enough for it to play a serious ELINT/SIGINT role as well as transport.
It seems to me that most of your ideas for keeping the LDS relevant rely on hamstringing the ADS and limiting customization. We should be seeking the exact opposite. Make the ADS live up to its name while giving LDS pilots something to do other than hover on the outskirts of the map waiting to be useful.
1)Thank you for bringing up the scoring system, I hoped someone would; a revamped scoring system is the only way it makes sense to keep the DS and LDS. And thank you for agreeing that the door guns are useless. The modules I've detailed, if tied to a new scoring system that rewards their use, would give the LDS a real job and keep the pilot engaged in the match. The support DS is obviously intended to support aircraft, as well as having a more minor place supporting ground combat. So again, lose the turrets. 2)Just a thought, but you might want to read my suggestion more carefully, I suggest not being able to fit it with a "NORMAL LOAD-OUT" i.e. you're armor tanked and able to defeat a percentage of swarms, that would be OP. And suggestion #4 is to address the PG and CPU cost to a LDS. 3)Once again, see comment above. And thank you for countering your own argument, you just said "fielding it on a LDS would come at the expense of fielding modules that actually support the team" so you don't want the option to make a fitting how you deem appropriate...or you do?!?! And once again, see above comment on PG and CPU. 4)This partially makes my case for getting rid of the Turrets, right now there is not enough differentiation between the models, besides the Myron and Grimsnes being pale imitations of their bretheren. Right now the closest thing to SIGINT is the message "YOU HAVE BEEN SCANNED"
As for "hamstringing" the ADS, I think it would do quite the opposite. Right now if you turn quickly the side turrets cannot track as quickly as your main, and your gunners could be shooting at something behind you anyway. If your turrets only cover the 100% directly in front, you mass your firepower and your side turrets have a shorter travel to the same target. You've been around awhile, I'm sure you've seen what 3 proto cycled covering the same target can do, once you see that you can't say they're UP. It's an attack craft, not a transport, it doesn't need to cover it's side door approaches. It should dart in, destroy an area and leave quickly. |
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 23:19:00 -
[16] - Quote
I apologize, I have no idea why, but quoting gets messed up on my computer. |
Yeshua Saliot
Pro Hic Immortalis
9
|
Posted - 2013.10.26 07:14:00 -
[17] - Quote
It may not be your computer, but the site as I've had problems with it in the past.
I'm afraid I'm much too busy right now and for the next few days to properly look at your arguments. But I just wanted to quickly say that I appreciate this chance to have a civil dialog with someone of an opposing viewpoint and will be pursuing this discussion further.
SEMPER PHI |
Judge Rhadamanthus
Amarr Templars Amarr Empire
567
|
Posted - 2013.10.26 08:58:00 -
[18] - Quote
We keep calling a new Assault ship a "Dropship". What would be it's main function? Transport? Assault or a mix? I think we should leave transporting to dropships and assaulting to assault craft. We could have a more heavily armed dropship, but i think it should be armed to defend the people it is transporting rather than armed to attack a target.
So three tiers of Thrust craft :
1) Yellow and Blue : Transport Dropships - The best transport craft in the game. Seats and ways to support the troops it is delivering to a neutral or friendly location for defence or in preparation for an advance.
2) Red : Hot Zone Dropships - Less capacity but more ways to clear a hostile zone. Design to drop into an already Red Objective
3) Assualt - Straight up attack craft. Not fixed wing. Designed to soften not control a zone.
THese are outlines but we need to make sure we are designing a craft that solved problems that exist. Not just because we fancy a gunship. I think you are getting a little ahead or yourselves without first addressing the battle scenarios that an aircraft can be integrated into.
1) Where do players typically want to go?
2) At what stage of the battle do they want to go there?
3) Based on 1 and 2 what does a craft need to be able to do to facilitate this? |
Taurion Bruni
D3M3NT3D M1NDZ The Umbra Combine
190
|
Posted - 2013.10.26 12:10:00 -
[19] - Quote
Lanius Pulvis wrote:
My suggestions: 1) Transport DS should have 7 seats including 2 turrets, and be heavier into armor than shields, and the turrets should be limited to anti-personnel. Based on the direction CCP has stated they want to go with modules this makes sense, they need to be able to stand and deliver in an LZ for the duration of a drop off or pick up without being excellent offensive weapons.
I do agree that the Lds needs to stand and deliver for long periods of time, but there ends to still be a shield heavy version, I like the caldari way too much
Like you state later, the caldari version will be able to stay less into the battle, but can return sooner. This is still a viable tactic, and I would love to use it |
Yeshua Saliot
Pro Hic Immortalis
11
|
Posted - 2013.10.26 19:25:00 -
[20] - Quote
Yeshua Saliot wrote:It seems to me that most of your ideas for keeping the LDS relevant rely on hamstringing the ADS and limiting customization.
This is a misprint on my part, I meant LDS. It seems to me that your ideas to keep the LDS relevant hamstring the very vehicle you're trying to save.
regarding: scoring I think we're both in agreement that scoring for pilots is in drastic need of an overhaul. Any discussion on how should probably be reserved for a different thread purely for space considerations.
removing the turrets I understand the LDS's primary purpose is not pew pewing things, but the design philosophy behind Dust is one of multi-functionality. Removing any offensive capability from the LDS is a further limiting factor on her usefulness and it is the LDS's limitations that have led to her lack of use thus far. To me, the solution is not to make her even more niche, but to add to her functionality. Adding the turret, but not requiring it, then filling out the equipment roster with scanners, remote reppers, boosters, etc. that replace that turret and that the LDS gains bonuses to use.
Both Dropships gain in functionality, but now the LDS again has a compelling reason to be used.
countermeasuresQuote:2)Just a thought, but you might want to read my suggestion more carefully, I suggest not being able to fit it with a "NORMAL LOAD-OUT" i.e. you're armor tanked and able to defeat a percentage of swarms, that would be OP. I believe yours and my ideas of just what a basic countermeasure package can do differs greatly. Also, why would I skill into an entire class of vehicle for a line of modules that I wouldn't be able to use on a regular basis when I can just skill into the sister ship?
Countermeasures against both swarms and forge guns should be a tiered set of modules that require skilling into, can fit only one to a vehicle, and require cooldown between use. The ability to avoid a lock on should never be 100% guaranteed and the modules effectiveness should be adjusted according to the module type as well as pilot skill. Furthermore, the skill level of the AV soldier along with the weapons complexity should effect this outcome. If I have spent the time and effort to skill into proto armor and proto countermeasures and so on, it is not OP to expect and find that someone's militia swarm or forge is nothing more than a nuisance.
customizationQuote:3)Once again, see comment above. And thank you for countering your own argument, you just said "fielding it on a LDS would come at the expense of fielding modules that actually support the team" so you don't want the option to make a fitting how you deem appropriate...or you do?!?! And once again, see above comment on PG and CPU.
Huh? How does wanting to be able to use a module in more than one very narrowly defined fit counter my claim to want to use a module in more than one very narrowly defined fit? Your suggestion is that modules be designed in such a way that only the LDS can field the very best and only in limited circumstances. But this merely paints over the problem of the LDS at the expense of the ADS while further pushing it into a niche market. The problem with the LDS is that it is both too generic and too specialized. It is too generic in that it lacks the proper modules and bonuses to use those modules and too specialized in that the person spending all their time in it in match has nothing to do a vast portion of the match.
In my opinion, the LDS REQUIRES far more than the extremely limited set of tools it is currently in possession of, namely it's CRU, scanners, and the less than useless remote repper/boosters. Without these tools, it can never really step out of the shadow of the ADS.
removing turrets This is directed to both Lanius and Judge. I don't believe that removing turrets and making dropships purely transports or purely assaults is the way to go at this time or indeed at all. I can totally see adding these types of vehicles in, each one vastly superior in its chosen role in comparison to the multi-role Dropships we currently field. But I believe simply pulling the teeth out of the LDS is the wrong thing to do for a multitude of reasons, the main one being:
Whether Pub or PC, much time is spent waiting to be and to feel useful when piloting the LDS. current player count in match really does keep you from flying with gunners at all times and without a turret for the LDS pilot, it can seem at times like you've contributed nothing to victory except not dying. Disregarding the usefulness/uselessness of the turrets, I believe most dedicated pilots derive no small amount of comfort from the fact that they can shoot at or shoot back should they need to and this is a further nail in the coffin of the LDS. But by giving it the base turret while simultaneously creating modules that replace it and gain substantial bonuses when fielded by the LDS, you provide very real incentive to pilots to skill into it while reducing the homogeneous nature of the current dropships.
I think the fundamental difference between our positions is that I am looking at what I feel needs to be added to differentiate the LDS from the ADS while you are looking at what you feel needs to be removed to achieve the same. |
|
Godin Thekiller
Hellstorm Inc League of Infamy
1286
|
Posted - 2013.10.26 20:36:00 -
[21] - Quote
Lanius Pulvis wrote:Yes, I know several different threads have suggestions on how to improve drop ships, but all the suggestions seem to indicate "fixing" things perceived to be broken. I think we all need to acknowledge that drastic changes are coming, whether we want them or not. We can bemoan the "breaking" of our drop ships, or try to guide the Devs with our suggestions on what should be included in the re-introduction. I would ask that your suggestions are: 1) Coherent, i.e. succinct, proper english. 2) Discretely separated from the surrounding text. 3) If you agree with another poster's suggestion, or wish to expand upon it, please quote what you agree with. 4) PLEASE STICK TO SUGGESTIONS ONLY! if the Devs can see a simple list of our DS requests, and the number of supporters, they may pay attention LOL.
My suggestions: 1) Transport DS should have 7 seats including 2 turrets, and be heavier into armor than shields, and the turrets should be limited to anti-personnel. Based on the direction CCP has stated they want to go with modules this makes sense, they need to be able to stand and deliver in an LZ for the duration of a drop off or pick up without being excellent offensive weapons.
2) Assault DS should have 3 seats including 2 turrets as well as the main gun, and be heavier into shields than armor and slightly more maneuverable than transports. This also makes sense given the new direction of modules, quick in and out attacks with long cool down on shield modules. After consulting with some more experienced colleagues it could be a good idea to limit the field of fire for all turrets of an ADS to overlapping 40-50 degree arcs in front of the ship.
3) DS and infantry need better comms to coordinate attacks or deployment, thanks to Judge Rhadamanthus for some suggestions on accomplishing this. I would add a Fire-Support Request as well, for marking targets to be assaulted by an ADS.
4) Work on reducing deployment times for all vehicles as well as the common glitches of dropping vehicles from a great height when near structures, and deploying on rooftops next to you when you're on flat ground.
1: Armor and shields are dependent on the racial preferences, not the vehicle itself.
2: It's called Logi DS, not transport.
3: Assuming you counted the pilot seat as a seat, I agree with the suit changes
4: Look in the Dropship section of this. It's basically what you're going for, but gives the tech 2 DS's and other tech 2 things to make them useful. |
Lanius Pulvis
Osmon Surveillance Caldari State
30
|
Posted - 2013.10.27 16:47:00 -
[22] - Quote
Godin Thekiller wrote:1: Armor and shields are dependent on the racial preferences, not the vehicle itself. 2: It's called Logi DS, not transport. 3: Assuming you counted the pilot seat as a seat, I agree with the suit changes 4: Look in the Dropship section of this. It's basically what you're going for, but gives the tech 2 DS's and other tech 2 things to make them useful. 1) I understand it is currently this way, I'm suggesting a change, and I know some will see thos as against canon, but if the pilot suits will give racial bonuses I don't see why the ships won't as well.
2) I'm referring to the Myron and Grimsnes not the LDS.
3) I do count the pilot, sorry if I didn't clarify.
4) Unfortunately I don't have time for more than quick responses this weekend, but rest assured I will check out the links once I have the time.
Thanks for the response though. If the ideas in your link are complete, feel free to repost here, I started this thread because I couldn't seem to find one that applied that hadn't already been derailed.
|
Lanius Pulvis
Osmon Surveillance Caldari State
30
|
Posted - 2013.10.28 17:18:00 -
[23] - Quote
Judge Rhadamanthus wrote:We keep calling a new Assault ship a "Dropship". What would be it's main function? Transport? Assault or a mix? I think we should leave transporting to dropships and assaulting to assault craft. We could have a more heavily armed dropship, but i think it should be armed to defend the people it is transporting rather than armed to attack a target.
So three tiers of Thrust craft :
1) Yellow and Blue : Transport Dropships - The best transport craft in the game. Seats and ways to support the troops it is delivering to a neutral or friendly location for defence or in preparation for an advance.
2) Red : Hot Zone Dropships - Less capacity but more ways to clear a hostile zone. Design to drop into an already Red Objective
3) Assualt - Straight up attack craft. Not fixed wing. Designed to soften not control a zone.
These are outlines but we need to make sure we are designing a craft that solves problems that exist. I completely agree about solving existing problems. Could you clarify though, whether you intend this setup to be the skill tree progression, or different branches? Also I notice you don't list a logi craft, are you suggesting it be based on one of the tier 1 craft? |
Yeshua Saliot
Pro Hic Immortalis
11
|
Posted - 2013.10.29 14:19:00 -
[24] - Quote
I would like to see a revamped UI that would include the following two additions:
1) Vehicle opacity controls for the pilot. I imagine it as very similar to the HUD opacity controls currently available. Not something you adjusted on the fly in match, but tweaked in the MQ. This would be like the augmented reality systems being developed for modern fighter pilots. I consider this essential if the current camera scheme is to be kept.
2) An altitude, airspeed, and level flight indicator. All three gauges could be combined in the current HUD by integrating them into the bottom right element used as a turret overheat indicator/infantry ammo counter. The following is a quick and dirty edit showing what I have in mind.
http://i.imgur.com/FyP63hy.png |
Lanius Pulvis
Osmon Surveillance Caldari State
32
|
Posted - 2013.10.29 14:29:00 -
[25] - Quote
Yeshua Saliot wrote:I would like to see a revamped UI that would include the following two additions: 1) Vehicle opacity controls for the pilot. I imagine it as very similar to the HUD opacity controls currently available. Not something you adjusted on the fly in match, but tweaked in the MQ. This would be like the augmented reality systems being developed for modern fighter pilots. I consider this essential if the current camera scheme is to be kept. 2) An altitude, airspeed, and level flight indicator. All three gauges could be combined in the current HUD by integrating them into the bottom right element used as a turret overheat indicator/infantry ammo counter. The following is a quick and dirty edit showing what I have in mind. http://i.imgur.com/FyP63hy.png I agree whole-heartedly! Need it.
Not new, just new to you.
|
CLONE117
Planetary Response Organization Test Friends Please Ignore
437
|
Posted - 2013.10.29 15:26:00 -
[26] - Quote
make them easier to land? |
Lanius Pulvis
Osmon Surveillance Caldari State
33
|
Posted - 2013.10.29 15:40:00 -
[27] - Quote
CLONE117 wrote:make them easier to land? I disagree, only because I think DS piloting should be difficult, that's part of what makes it rewarding, just my opinion.
Not new, just new to you.
|
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
152
|
Posted - 2013.10.29 18:27:00 -
[28] - Quote
Please look at this OP, I am not joking= https://forums.dust514.com/default.aspx?g=posts&t=115185 |
CLONE117
Planetary Response Organization Test Friends Please Ignore
438
|
Posted - 2013.10.29 18:33:00 -
[29] - Quote
i think the ds used to be more maneuverable before 1.4 and the new camera angle.
it should be made a little more maneuverable.
and a little easier to land and stuff.
basic maneuvers for the ds should be pulled off with ease.
more advanced ones should be difficult.
that way it becomes more of a get better over time effect with it. |
Lanius Pulvis
Osmon Surveillance Caldari State
33
|
Posted - 2013.10.29 19:38:00 -
[30] - Quote
There are alot of great ideas there, though I can't say I agree with them all....and you make me sad I don't have cool graphics What kind of lateral field of fire were you considering for the attack craft? Also I think ideas like the infantry reps being dispersible in thhe logi craft may get too much kick back from the ground logis. I think we're generally on the same page though, I even kinda like the retro WWII style tail guns.
Not new, just new to you.
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |