|
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. |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 15:36:00 -
[2] - Quote
Bump |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 18:28:00 -
[3] - 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 -
[4] - Quote
Bump |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.20 01:52:00 -
[5] - Quote
Umm...Yes |
Lanius Pulvis
Osmon Surveillance Caldari State
20
|
Posted - 2013.10.20 03:16:00 -
[6] - 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 |
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 03:16:00 -
[7] - Quote
Bump |
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 12:50:00 -
[8] - 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. |
Lanius Pulvis
Osmon Surveillance Caldari State
28
|
Posted - 2013.10.25 23:17:00 -
[9] - 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 -
[10] - Quote
I apologize, I have no idea why, but quoting gets messed up on my computer. |
|
Lanius Pulvis
Osmon Surveillance Caldari State
30
|
Posted - 2013.10.27 16:47:00 -
[11] - 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 -
[12] - 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? |
Lanius Pulvis
Osmon Surveillance Caldari State
32
|
Posted - 2013.10.29 14:29:00 -
[13] - 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.
|
Lanius Pulvis
Osmon Surveillance Caldari State
33
|
Posted - 2013.10.29 15:40:00 -
[14] - 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.
|
Lanius Pulvis
Osmon Surveillance Caldari State
33
|
Posted - 2013.10.29 19:38:00 -
[15] - 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.
|
Lanius Pulvis
Osmon Surveillance Caldari State
35
|
Posted - 2013.10.30 00:48:00 -
[16] - Quote
Yeshua Saliot wrote: 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.
Sorry it took so long to reply to this. My original point on this can loosely be interpreted thus: (assuming for the moment we're not fitting equipment) You can fit proto modules on a std. logi suit, but if you try it with a std. assault you start having to make tough choices, "do I use std. shield extenders to free up cpu or do I not fit a damage mod". This is rather akin to your stealthy heavy analogy.
I know it doesn't correlate precisely, but this is exactly what I'm trying to say with the statement "unable to fit it with a normal loadout". "Do I fit countermeasures or better armor plates?" You seem to be saying this kind of situation shouldn't exist in the Dropship, yet that's exactly the kind of tough choice already present in dropsuits. There is already an analog to my theoretical ECM, what stops an ADS pilot from fitting a MCRU or remote reps? I'm just trying to clarify that the logistics craft should have enough slots (since there's no such thing as airborne equipment), and enough cpu/pg to fit an area of effect type ECM. I should have elucidated my point a bit more up front.
I would also say it is entirely too generic if you discount the inbuilt MCRU, it's a heavy transport. There needs to be more to differentiate it from the base DS or we should get rid of the DS and only have 2 varieties. I concur, new module sets would go a long way toward this. But the base craft needs to change.
Not new, just new to you.
|
Lanius Pulvis
Osmon Surveillance Caldari State
35
|
Posted - 2013.10.30 01:01:00 -
[17] - Quote
Yeshua Saliot wrote: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.
I would be behind replacing the side turrets with a single nose turret, but if we keep the side turrets and have the passenger room still, why would I fly a transport? I'm looking for differentiation, but all the LDS is, is a beefier transport which still has the same offensive capabilities. Are you for a transport only DS, because if you chafe at the wait in a LDS imagine what the transport pilot feels, he has no MCRU. Should we then give all DS a nose turret? What separates them from assault craft then? Should we then have only assault craft? It's just a slippery slope if we leave them undifferentiated. I don't want to cripple any ship or the users thereof. Just out of curiosity, do you think there should be the 3 types of craft, and if so why would you use a transport?
Not new, just new to you.
|
Lanius Pulvis
Osmon Surveillance Caldari State
36
|
Posted - 2013.10.30 14:35:00 -
[18] - Quote
Yeshua Saliot wrote:I honestly have no problem with having all three types of dropship. As for a nose turret in the base transport, I wouldn't add one but would include the module type I spoke of in my own post of several months ago ( https://forums.dust514.com/default.aspx?g=posts&m=935374#post935374) that allows the side turrets to be fixed forward (barring a module, I could see them as alternate turret types that you specialized in like the various infantry weapon specializations). I could see the transport truly living up to it's name by including an in-built RDV like tractor module and vastly superior torque that would allow it to move any manner of battlefield item to new and better locations. Don't need that resupply depot half a click behind the lines? Pick it up and move it where you want it. The Logi can't do it because the built in CRU drains power from available torque and the Assault spends its PG on acceleration. This could be balanced by having installations so moved be unusable until a certain period of time had passed and by having terrain requirements be met before activation could occur (not drop off mind you, just activation). Removing the side turrets from the Logi while adding a nose gun would force blueberries spawning in to actually get out instead of clipping you with your own weapons while firing on allies and keeping you able to at least make a potshot or two in between dropoffs into hot zones Finally, I have no objections to removing some seats from the assault so long as this corresponds with an increase in available ammo for the turrets (once ammo is implemented). I think a good analogy of most peoples view of the dropships is: Transport = American Huey, Logistics = American Blackhawk, and Assault = Russian Hind. But I don't think we've actually come that far in the design stage. Instead, I think a better analogy is to look at the current lineup of DS as variants of a single type: The Bell UH-1 Iroquois or 'Huey' Transport = UH-1H edit:(basic transport) Logistics = UH-1P edit:(special ops and attack ops use) Assault = UH-1M edit:(gunship) Keeping this analogy in mind, I hope you can see where my line of reasoning is going. I think the differentiation between Dropships should focus more on differing stat bonuses combined with differing racial bonuses and less on making each DS its own beast. I think we need to nail down the interrelationship between racial variants and role variants before we start throwing in truly different models of Dropship that will increase that complexity by a wide margin, a complexity I only welcome if it doesn't break my Dropships or the game.
I like your pilot suit ideas, it's the only reason that makes sense to have pilot specific suits. And you're spot on with your analogy of DS being a Huey. The racial attributes probably should take prececence over actual new craft. I also think your idea of equipment transport is intriguing. It would give some customization to a battle field, most people will probably worry about the ease of abuse though, imagine a squad on a roof overlooking an objective with a supply depot at hand.
I think what both of us are envisioning for a realistic change is tweaking the existing roles to more clearly define them rather than reinventing them. If we can make suggestions with precedent in the current game mechanics CCP should be able to more easily incorporate them.
As for the nose turret on a transport, sorry, I was just being a jack*** with that suggestion, door guns make complete sense for it. And as for fixing the side turrets forward when not manned, I have to say, a week or so ago when Judge mentioned that idea to me I was initially resistant...but the more I think about it the more it makes sense.
Not new, just new to you.
|
|
|
|