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Leonid Tybalt
DIOS EX. General Tso's Alliance
7
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Posted - 2013.12.21 22:33:00 -
[1] - Quote
No they are not. If anything is broken it's your dropships.
I hate how they are now (near unkillable) and with no propper anti-aircraft weaponry. If railtanks can fill that niche now then I applaude it. |
Leonid Tybalt
DIOS EX. General Tso's Alliance
7
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Posted - 2013.12.22 00:02:00 -
[2] - Quote
Ninjanomyx wrote:Sooooooo......we're now complaining about the only Skillshot Weapon Systems left in DUST??? Derpships simply want no Counter...........they already got rid of Swarms. The PLC & AV Nades don't even reach you FFS!!!! with Hardeners & Overboost a ***SKILLED*** Dropship Pilot is essentially Invincible..... Flight Ceiling Abuse + Speed + Free Range of Motion/Maneuverability + Cover = Invulnerable Spawn Point or.....in the case of ADS, a Distraction with the ability to DPS. But no......FG & Rails need to go This is why I H8 DUST..... It's a Cespool Spawn Point for the worst type of Gamer..... PS: As an Armor Tanker who wants a Swarm Buff (GASP!!! Did he just say that??? ) I'd have to say the problem is YOU!!!!! ALL OF YOU ARE F**KING TRASH SCUM WHINY INCONSIDERATE SH*TSTAINS ON THE TITLE OF "GAMER"!!!! F**K DUST....& F**K ALL OF YOU!!!!!
Aside from the profanity-ridden rant, I agree.
Too many players in dust want to rely on their skillpoints and when they realize that their invested skillpoints don't help too much against skilled PLAYERS (i.e people who practice, people who use tactics, people who focus more on mastering the game controls rather than the "click to buy this skill option"-solution to every problem), they come here and whine to CCP about how "broken" this or that is.
Like some people in this thread have already pointed out: hitting a dropship in flight at a long distance is not an easy feat. The raikgun has a considerable travel time to it's target, as does the forge gun. It takes skill to hit something in motion far away. And even if you hit, it's no guarantee that you can take the dropship down because the pilot can just activate hardeners, boosters etc. And just pull up and away out of harms way.
But theres just no satisfying you dropship pilots. You seem to demand that you should be invincible in the air and be able to pick off ground targets at your lesiure without the slightest risk of being shot down. And your motivation to this? "Why I spent sooo many skillpoints at flying dropships so its only "fair" that I should be utterly invincible in the air!"
Complaining that railtanks are OP because they can shoot down dropships from far away is equal to saying that sniper rifles are OP because they can insta-kill infantry from far away (maybe). With emphasis on "CAN", because you still have to be a skilled player to pull it off. |
Leonid Tybalt
DIOS EX. General Tso's Alliance
7
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Posted - 2013.12.22 00:13:00 -
[3] - Quote
Borne Velvalor wrote:Leonid Tybalt wrote:No they are not. If anything is broken it's your dropships.
I hate how they are now (near unkillable) and with no propper anti-aircraft weaponry. If railtanks can fill that niche now then I applaude it. Because having RGs popping Dropships in 2 shots from the redline being the primary defense is obviously balanced. How about making other options worth using?
No, but it's a start. The redline is what needs to go if anything (serves no purpose anyway). Not the railtanks.
Also, you can be thankful that dust514 is a pretty retar-ded version of future warfare. Because in the real world there are man-portable fire-and-forget missile launchers (akin to the swarm launcher) that can pop pretty much any kind of aircraft with one shot.
The fact that you have to have skill in aiming and timing to even have a hope of popping a drop ship in flight from far away was something they had to do back in WW2 ffs. |
Leonid Tybalt
DIOS EX. General Tso's Alliance
8
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Posted - 2013.12.22 13:44:00 -
[4] - Quote
Michael Arck wrote:It reads as if people just want the game adjusted to them...all the time. dust 514 witch hunts. Now the issue is recall? Now we should remove redlines?
Are people thinking about the whole scope or the narrow view of what affects their gameplay??
Im thinking about the scope in regards to redlines. Ask yourself: what point are the redlines supposed to serve? Does it have something to do with insuring that both teams are supposed to have "safe" spawnpoints regardless of how bad they perform in the match?
If so we can confirm that it doesn't work, because there have been plenty of matches (especially on the smaller maps with only 3 null cannons) where one team gets completely pushed back and have no hope of being able to leave their start spawnpoints without getting slaughtered, and any attempt att bringing in a vehicle fail because av-weaponry is waiting on the redline to pop them before the RDV has even been able to drop them on the ground.
If the game incorporated more starting spawnpoints at the edges of each map for each team however, and just did away with the redlines, then players would be able to engage ALL targets, redline-abusing railtanks wouldn't be possible, and no team no matter how badly they perform would get "boxed in" at their starting spawnpoints because ideally there would be too many, too far apart for 16 players to cover.
This would also help towards ending boring redline-matches for the winning team, because honestly it's not very fun when the opposing team is reduced to completely hiding behind the redlines and it makes it harder f+Śr everyone on the winning team to earn more warpoints because no enemy is able to hack objectives that can be hacked back.
TL;DR remove the redlines, bring in more alternative starting spawnpoints and spread them out far apart on the edges of each map. |
Leonid Tybalt
DIOS EX. General Tso's Alliance
8
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Posted - 2013.12.22 13:56:00 -
[5] - Quote
Harpyja wrote:Driver Cole wrote:Harpyja wrote:Why not remove the redline altogether for aircraft? Then give MCCs a form of AA that activates within a certain range to prevent dropships from farming kills (enough to discourage them from sitting there for extended periods of time, but not enough to allow to finish off a redline tank that retreated to the MCC) Can't completely remove it because infantry can't out run a DS with missiles. Well the idea is to remove the redline while adding in AA. I like how BF3 did it where you had indestructible player operated AA turrets in the 'redline' with a view of the 'redline' zone only. Allowed aircraft to engage within the redline, but it can become a hostile environment for aircraft. I think what could be done is to add player controlled blaster turrets (or equivalents of) with terminals inside the MCC. Short range such that it only creates a hostile environment where the redline used to be. Edit: I don't see why these turrets couldn't all be the same from a neutral faction, such as ORE or Sisters of EVE, or even CONCORD. This way the MCCs aren't limited to their faction's turrets and provide imbalances between the MCCs.
Using the MCC as deterents to enemy spawncamping is also a great idea. Although a more viable weapon in my opinion would be that the MCC is equipped with some kind of over-powered swarm launcher turrets that can be manned by players inside.
It would sort of make sense for a vessel as large as the MCC (it has the same size as some frigates in EVE) to have guided weaponry like guided missiles.
The downside being that the guided missiles have a really finite range of operation (i.e the MCC weapons can only be used within the teams "readline")
I welcome any idea that brings more interactivity to the MCC, after all they're just "sitting there" atm.
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