Pvt Numnutz
Black Phoenix Mercenaries
416
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Posted - 2013.12.11 10:07:00 -
[1] - Quote
lets get this out of the way first, this is my first impressions on Uprising 1.7, many things I say may be liable to change as this is only the first day that 1.7 has been out. This is mostly for CCP to read over as feed back on the update, however if you are a new pilot wondering weather or not to put sp back into dropships give this a read. now,
Loving all the little things that you (CCP) have put into 1.7. The new point feed is really great and gives me such nostalgia of eve. The new hit direction marker, some have called it blood or cool-aid, is nice. I think its how a futuristic HUD would probably display damage taken. New moods and map environments are cool, i saw the volcano and the caldari city, both were very nice! I have to keep reminding myself that i cant just keep flying towards them or my ship will explode! You get extra brownie points for making my thrusters actually show the thrust when i push L1, that was really cool and has been very enlightening. May help when teaching some new pilots. Thank you for the added info in stats, really helps for fitting. THANK YOU SO MUCH FOR ADDING BACK THE ABILITY TO LOOK AROUND IN DROPSHIPS! Seriously it means more than you might think! +1 THANK YOU FOR THE PRICE REDUCTION TO THE CHASSIS! This will really help make the grind less severe, my fit only costs 707k now, which i think is manageable, i might even start making a living! +1
Oh and i take back what i said about the camera change, you guys didn't change it as much as i thought you would. I thank you for that and apologize for freaking out. Though it does basically look like the 1.3 camera
The python itself handles like a champ, took me a couple games to adjust to the new max airspeed. The natural shield repair is amazing, really lends to the hit and run idea behind the python get in, get the job done, get out, fast. The whole idea being don't let your shields break, which as a caldari pilot i can get behind! With the new active shield hardener I am eager to try extracting troops from hot LZ's (something which has been next to impossible in Uprising) so when the hordes of mercs come to kill you on the 18th i can give a few of you a lift outta there!
The missile turrets are a little hard to judge right now, don't get me wrong they are amazing, I'm just a little afraid of them being too good. Though i have only seen them in the hands of skilled gunners, i remain a bit skeptical for now. only time will tell for this one. Ammo is probably the correct balance to this which you guys did good on.
The ammo system is awesome, gives me something to do while my hardener is down, makes engagements more challenging, still allows me to kill turrets in one clip at prototype level so long as i don't miss, gives reds a chance to flee and find cover if i miss, it really makes skill at handling and shooting the guns on a python more player skill based which i am all for! Very caldari doctrine too, rewarding good accuracy, missiles aren't cheap!
There was only one part of this patch that i found lacking, and that was the actual fitting of the python. I understand why you took off one H and one L, that's not what i was disappointed about. Originally when i was reading about all the new skills and slot removal i was thinking about all the different fits i would try out and the new roles it might make among the python pilot community. However i missed the part where all the fitting skills were removed and the mods fitting requirements went up. The way I see it the python really only has about two fits without sacrificing the side guns which is something i would never do for obvious reasons. one of the most interesting aspects of dropships and its pilot community is that we could talk fits all day. Each pilot would run something different due to skills or experimentation or what have you. I was exceptionally proud of the fit i created (RIP doombringer) because I used all of the 493 PG and almost all of my CPU, I felt as though I had found the perfect fit for how i flew. Which took hundreds of dropships to perfect (and i mean hundreds) This aspect feels lost in 1.7 which is a real shame. I do have hope though since this is just the start of balancing and re implementing vehicles. I've been flying pythons for a long time and there should never just be one fit fits all, a pythons fit should reflect the pilots style of flying, there should be room for experimenting with niche roles. this would be my only concern with 1.7, but i think i can see your reasoning and hope we can get some fitting skills back soon.
All in all this is the best dropships have ever been, it still takes considerable skill to operate these sky sharks yet they do not feel over powered. although it has only been a day i feel as though they have reached a pretty good balance, and that gives me a warm fuzzy feeling. As CCP Wolfman said, vehicle balance is tricky, too much and it destroys too easy, too weak and it cant be used effectively, its all about finding that sweet spot. well Wolfman, I think you have found a good spot for dropships and this is a much welcomed handshake to pilots. thank you for the good work and ill see you on the 18th!
(p.s) who is CCP's best pilot? I'd very much like to have a dog fight with him/her! |