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Stefan Stahl
Seituoda Taskforce Command
590
|
Posted - 2014.06.16 20:21:00 -
[1] - Quote
Hey,
soooo, STD dropships. Have you seen one being used in a useful manner lately (after the first 60 seconds of a match, that is)? I sure haven't.
At one point their inertia was increased to ludicrous levels and then everyone decided to forget about them completely. Not a good thing, if you ask me.
So, suggestion time! Scenario A: The non-combat ADS - Copy thrust and inertia from the ADS - Keep the current CPU/PG --> The std DS now moves swift enough to quickly pick people up and get out of trouble.
Scenario B: The flying freight train: - Keep the current thrust and inertia. - Increase CPU/PG by ~15 percent. --> The std DS moves like flying snail but tanks a fair amount of damage before going down. (The STD dropship can now also be a bit of a slow moving gunship if it sacrifices it's tank for offensive capabilities. Awesome!) (For reference: My currently tankiest Myron fitting has 6600 ehp with two running enhanced hardeners. Things shouldn't get much tankier than that.)
Personally, I'd love to see scenario B happen. There'd be a slow moving flying tortoise that's being hunted by an hostile ADS while limping back into range of a friendly HAV, with the ADS being able to fly circles around the STD DS to avoid the fire from the gunners.
However, for a hotfix I guess scenario A is much more suitable. It's guaranteed to improve gameplay while being extremely easy to implement while having no real downsides that I can imagine.
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MINA Longstrike
872
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Posted - 2014.06.16 20:25:00 -
[2] - Quote
Scenario A just leads to dropship ramming.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Bojo The Mighty
Spaceman Drug Cartel-Uno
3841
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Posted - 2014.06.17 05:29:00 -
[3] - Quote
Nah you see the problem is they ****** up 20GJ blasters and the modules are a whole new ball game. Armor plates are suicide to fit nowadays it's all about hardeners and I would love to see dropships return agility but it would take more than that.
CCP had dropships frickin down in chromosome. The handling and control sensitivity on dropships went down the shitter in Uprising and with the new insane movement modifiers on plates there is no point in the tanky dropships of yesterday they are far too vulnerable.
CCP needs to bring back the wealth of small turrets of yesterday (but keep the current railguns of course) and not make them so damn penalizing.
A better armed DS and a better handling DS could go the distance. Of course the threat of OP looms on every buff but hell DS aren't a single manned boat like the ADS.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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Vitharr Foebane
Terminal Courtesy
1428
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Posted - 2014.06.17 05:31:00 -
[4] - Quote
I say up the WP for transport assists to a noticable level and give WP for MCRU spawn as its pretty much a built in uplink and it should reward you like one
Amarr: Sentinel V Scout V Assault IV Commando IV Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Stefan Stahl
Seituoda Taskforce Command
590
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Posted - 2014.06.17 14:48:00 -
[5] - Quote
MINA Longstrike wrote:Scenario A just leads to dropship ramming. That's a valid point. However I'm not talking about MLT dropships. Though I still have to see a reason as to why an ADS hull costs over 7 times more than a STD DS... A useful STD DS should definitely become more expensive. Around the 100k mark for the hull, I think.
Vitharr Foebane wrote:I say up the WP for transport assists to a noticable level and give WP for MCRU spawn as its pretty much a built in uplink and it should reward you like one Those are sound suggestions and I support them both, but personally I'd just continue to use an ADS with a mCRU instead of a standard DS. Any suggestion towards improving the utility of STD dropships?
Bojo The Mighty wrote:CCP had dropships frickin down in chromosome. I shed a tear every time I think back of the handling back then... At least I knew where the thrusters were pointing without looking at them...
Bojo The Mighty wrote:A better armed DS and a better handling DS could go the distance. Is that a suggestion towards a specific change? In that case, please elaborate. Should the handling be equal to an ADS? Or noticeably worse? Should their defensive or offensive powers be boosted? |
Bojo The Mighty
Spaceman Drug Cartel-Uno
3847
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Posted - 2014.06.17 18:06:00 -
[6] - Quote
Stefan Stahl wrote:Bojo The Mighty wrote:A better armed DS and a better handling DS could go the distance. Is that a suggestion towards a specific change? In that case, please elaborate. Should the handling be equal to an ADS? Or noticeably worse? Should their defensive or offensive powers be boosted? I want to make the DS as agile as its ADS counterpart but that would entail issues because the ADS has less health. However I don't believe that it would be the kill all because a DS, in order to make use of it's turrets has to be still because it's at least a two-man boat. So the vulnerability of the DS lies in how it must operate.
The problem with current DS is too obvious. It's too immobile to the point where remaining in one location too long is dangerous because it can't bug out quick enough. My beef is that the ADS can hover in the sky better than a regular DS and is better at moving people. The DS has nothing going for it by comparison when it's extra HP is a burden.
I'm saying that the extra HP should not come at such a burden when it is the regular DS and that we need better turrets. Remember in Chrome when dual scattered blasters could eat the entire game? I used to pilot a 5200 shielded Myron that was agile as a cat and had teeth twice as big. I think my record was a sum of 47 kills from my gunners.
Yet I wasn't invincible, no where near. Forges were and still are the bane of the standard DS. (also rails). However I will admit certain things were messed up about Chrome DS (like afterburners were too good: The magic frog jump)
However we couldn't get Dropships anywhere near chrome again because the modules are too ****** up.
So TLDR: Better handling, near par of the ADS Cohesive alternate turret options (missiles are the most viable) for better around defenses Module movement penalties play too heavy a hand on the mobility of a Grimsnes and shield HP ceiling is not high enough to make Myrons worth their current speed anyways.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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Stefan Stahl
Seituoda Taskforce Command
602
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Posted - 2014.06.20 23:26:00 -
[7] - Quote
Here's my current verdict:
Standard dropships are actually viable under the current stats, with some annoyances keeping them from being popular. So I'll redact my statements from before and conclude that no direct buff is necessary at all. Changes are required though, so please read on. First, concerning tanking here's the fitting I used most of the time on my Myron: - 1x Basic Afterburner - 1x Enhanced Heavy Shield Extender - 2x Complex Shield Hardener - 2x Complex Powergrid - No turrets
In fair weather conditions the hardeners can by cycled. That's 5600 ehp for 60 seconds and 15 seconds cool down. When AV is present activate both hardeners whenever picking up people. That's 8000 ehp for 30 seconds at a 45 second cool down. This means that, concerning ehp, this fit can easily stand up to a full clip from a IAFG or 4 shots from a particle cannon without going down. On the other hand this fitting has no offensive capabilities at all. Seems balanced.
If you want to add a protoype missile launcher to the above fitting you have to downgrade to a basic Heavy Shield Extender. This puts the fitting at 4700 ehp with cycled hardeners or 6700 ehp with both active. This will still stand up to 4 shots from a standard railgun or advanced forgegun, but the operation time is severely limited (30 seconds for descend, attack and disengagement). Consider that using an afterburner to get out of range takes the full 10 seconds of boost that the basic one applies. Standard dropships really are that slow.
My verdict is that these numbers make standard (shield) dropships very viable, if you only look at the effective hitpoints that can be achieved.
Now as to why I wouldn't suggest anyone to actually use a standard DS: Knockback The fitting without turrets has so far not been destroyed once on the basis of damage applied, but countless times due to being flipped over. Swarms and railguns can both be very difficult to handle when you're close to the ground, such as it happens when you try to pick up people. A barrage from a missile HAV once turned my dropship right on its back when I was looking to see how well my fitting would stand up to an attack from a missile HAV. Turned out I crashed into the ground at ~80% shields intact. Right now I'd say picking up people isn't viable until knockback is reduced drastically.
There are countless other gripes I have about standard dropships, but I don't want to take away from what I think is the main problem right now. I'm now firmly in the "increase transport assist ratio"-camp though. |
Kallas Hallytyr
Skullbreakers
501
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Posted - 2014.06.24 18:55:00 -
[8] - Quote
Stefan Stahl wrote:Right now I'd say picking up people isn't viable until knockback is reduced drastically.
I'm now firmly in the "increase transport assist ratio"-camp though.
Knock back is not just a standard DS concern, my ADSs have been flipped by individual Swarm missiles before, its infuriating.
I'm all for increased transport assist ratio: I'd love to be ableto break out a Myron again. |
Kurai-Ronin
Onikanabo Brigade Caldari State
2
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Posted - 2014.06.24 19:18:00 -
[9] - Quote
All dropships weren't really made to actually attack they were made for transport. Read the dropship description. |
Kallas Hallytyr
Skullbreakers
520
|
Posted - 2014.06.25 17:05:00 -
[10] - Quote
Kurai-Ronin wrote:All dropships weren't really made to actually attack they were made for transport. Read the dropship description.
And that means they should be flipped every time a missile looks at them funny...? |
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Stefan Stahl
Seituoda Taskforce Command
621
|
Posted - 2014.06.25 17:07:00 -
[11] - Quote
Kurai-Ronin wrote:All dropships weren't really made to actually attack they were made for transport. Read the dropship description. If there was less knockback and a better transport assist ratio we'd actually have a chance of seeing dropships being used for transportation. |
Kurai-Ronin
Onikanabo Brigade Caldari State
3
|
Posted - 2014.06.25 19:41:00 -
[12] - Quote
Stefan Stahl wrote:Kurai-Ronin wrote:All dropships weren't really made to actually attack they were made for transport. Read the dropship description. If there was less knockback and a better transport assist ratio we'd actually have a chance of seeing dropships being used for transportation. The WP you get sucks because its mostly used by logistics to put uplinks on roofs :P |
Kurai-Ronin
Onikanabo Brigade Caldari State
3
|
Posted - 2014.06.25 19:41:00 -
[13] - Quote
Kallas Hallytyr wrote:Kurai-Ronin wrote:All dropships weren't really made to actually attack they were made for transport. Read the dropship description. And that means they should be flipped every time a missile looks at them funny...? Yes |
OP FOTM
Commando Perkone Caldari State
46
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Posted - 2014.06.25 20:19:00 -
[14] - Quote
They need to just basically get rid of damage done by vehicles colliding.
This would solve JLAVs, JDS, and I really don't think the Tank roadkill is important. Dropships scraping people off towers is ridiculous as well.
I would miss the LAV roadkill but it's not necessary. |
Tonka Legacy
Molon Labe. General Tso's Alliance
117
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Posted - 2014.06.26 11:06:00 -
[15] - Quote
yah know your right, dropships aren't being used like they should. To get to high places yes, but to sacrifice your ship in the process for the places you cant land is ridiculously stupid of the pilot in my eyes. So I think they should add a hover feature for dropships where if activated, your ship with remain where it is in the sky and the driver can then switch seats or exit the ship without falling to its doom. This would not be unfair in anyway at all, because if it was hit by a forgegun, who will be in the drivers seat to regain control of the blow? I like this idea, I think i'll make a new topic of it at some point...or someone else do it, i'm lazy.
Sentinel: I am heavy weapons guy...
Commando: I got a RR and a CR, Im so good.
Logi: In it 4 the points and points only.
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Pvt Numnutz
Watchdoge Explosives
1567
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Posted - 2014.06.26 11:20:00 -
[16] - Quote
Kurai-Ronin wrote:Kallas Hallytyr wrote:Kurai-Ronin wrote:All dropships weren't really made to actually attack they were made for transport. Read the dropship description. And that means they should be flipped every time a missile looks at them funny...? Yes Well that wouldn't make sense if we are going off the description. "The dropship is designed and equipped to ferry troops into and out of the thick of battle" or something along those lines is mentioned. (I'd look it up but no ps3) so no, no they shouldnt.
Also I believe after the std dropship description there is a reffernce to the "assaulting" or "attacking" or "offensive" capabilities of the assault dropship. Meaning they were intended to actually attack. |
Kurai-Ronin
Very Dangerous F'kn People
9
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Posted - 2014.06.26 11:24:00 -
[17] - Quote
Pvt Numnutz wrote:Kurai-Ronin wrote:Kallas Hallytyr wrote:Kurai-Ronin wrote:All dropships weren't really made to actually attack they were made for transport. Read the dropship description. And that means they should be flipped every time a missile looks at them funny...? Yes Well that wouldn't make sense if we are going off the description. "The dropship is designed and equipped to ferry troops into and out of the thick of battle" or something along those lines is mentioned. (I'd look it up but no ps3) so no, no they shouldnt. Also I believe after the std dropship description there is a reffernce to the "assaulting" or "attacking" or "offensive" capabilities of the assault dropship. Meaning they were intended to actually attack. Yes but they're suppose to hover while attacking |
Kallas Hallytyr
Skullbreakers
530
|
Posted - 2014.06.26 14:17:00 -
[18] - Quote
@Kurai, the thing is even stationary/hovering a dropship can get inverted by just one AV hit. That's an enormous issue! Especially when you're as lumbering as the STD dropships are. So either quit trolling or understand why its an issue, or just get out. |
Kurai-Ronin
Very Dangerous F'kn People
9
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Posted - 2014.06.26 19:27:00 -
[19] - Quote
Kallas Hallytyr wrote:@Kurai, the thing is even stationary/hovering a dropship can get inverted by just one AV hit. That's an enormous issue! Especially when you're as lumbering as the STD dropships are. So either quit trolling or understand why its an issue, or just get out. DS are already strong so I don't care if you want this. Just get good. |
Stefan Stahl
Seituoda Taskforce Command
720
|
Posted - 2014.09.09 16:14:00 -
[20] - Quote
I've finally specced into the Grimsnes and given that a try. So here are my thoughts on it's relation to the Myron:
The thing is much more useful in a public setting than a Myron. It can fit a good passive tank (5600 hp) while having an afterburner, a CRU and two turrets. With STD level armament the package comes in at just shy of 120k, so in terms of DS that's cheap as chips. Downside is that I didn't fit a repper. The train of thought was: If there's AV I need all the buffer tank I can get. If there's no AV I don't need a repper. This is because with a slow boat like the Grimsnes you will always eat a minimum of 3 FG shells once somebody starts to shoot at you. Since with NDSs the gun operator is separate from the pilot you will also need to hover comparatively slowly. There is thus quite simply no evasion going to happen in that flying brick. I just fit a repairer on my pilot suit and stop by the safest supply depot once in a while. If Rattati's hp-buff goes through I will likely fit a repper while keeping total hp about the same as it is right now.
The fact that the tank is passive is very valuable. As long as no AV is present I can linger all I want. While I linger people can spawn at my CRU and exit to cap points or use the turrets to apply covering fire (a favorite among people in MLT suits due to the comparative safety of the DS hull). The Myron in comparison is much better at straight up delivery-missions (at 8800 ehp for 30 seconds without armament), but can't linger like the Grimsnes can. Also it's extremely difficult to fit a CRU to a Myron due to the fact that CRUs are high-slot items. Thus for me the Grimsnes is much better at transporting people and being a gunboat in pubs. Against competitive AV I would choose the Myron though. Especially after the likely hp buff a ~8k ehp platform for an XT missile launcher is going to be very useful. An IAFG will not protect you. An Incubus will, though.
The transport assist WP rewards are still very poor. How come you earn 70% of the WP for a vehicle kill assist but only 15% for a transport assist? I'd still suggest raising the quota to 25%. Bring it back down if NDSs become too popular, though I don't see that happening. |
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The-Errorist
SVER True Blood
822
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Posted - 2014.09.09 20:24:00 -
[21] - Quote
What's needed is just the proposed HP & turret tweaks from Delta, PG/CPU increases, and lower mCRU fitting costs.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2043
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Posted - 2014.09.09 22:51:00 -
[22] - Quote
I completely agree with The-Errorist
I have to disagree with people on the handling however. I have no trouble doing maneuvers that I would do in my ADS in my DS, albeit a bit slower. Afterburners help substantially (and should be fitted on any and every DS). It's really just a sluggish ADS. |
Monkey MAC
Rough Riders..
3484
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Posted - 2014.09.09 23:40:00 -
[23] - Quote
How to make NDS useful.
1) Increase Stability Currently an NDS rolls around a lot especially when under fire, increasing stability allows the NDS to be more confident with low altitude actions, even when under fire.
This should be a big draw for the NDS, because your troops are infinitely more effective if they don't need to activate the inertia dampener.
2) Improve Transport based WP Currently the NDS has the lowest WP/min of any role, which results in lower personal payouts and SP gain. This puts off a lot of people from this kind of role.
Increase Transport Assist Commission to 25% of the transported players WP earned every minute the player strays no more than 100m from his drop point.
Example: You drop 3 troops at one null cannon and 3 at another, within the first minute they achieve 300 WP between the 6 of them, currently you recieve about 30 WP in transport assist. But they could then equally pull out 700 WP each min for the next 3 mins defending these points. Provided they do not leave the point, you would now instead recieve 75 WP in the first min, then 175WP for the next 3.
3) Give WP for mCRU spawns This is a big thing, why bother putting these on your fit, if all they do is spawn idiots in your dropship. It should have at least the same WP gain as an uplink.
4) Hotfix in additional 'teamplay' modules that benifit deployed infantry. We are talking unlimited nanite supplies for people within 20m of your dropship. Active Triage Fields that give every suit in its radius 20-30 Armour Repair per Second for a short period of time.
5) Give WP for extractions Not only do transport WP need to be improved, we need to reward a successful extraction for someone under intense fire. Give 15 WP for picking up someone with less than 50% eHP (EXTRACTION) Give 25 WP for picking up someone with less than 20% eHP (EXFILTRATION) Give 40 WP for picking up someone who has been revived within the last 10 seconds (CASEVAC)
6) Make the NDS more durable
7) Nerf uplinks, so the NDS is the preferred method of troop insertion
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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CCP Rattati
C C P C C P Alliance
6869
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Posted - 2014.09.09 23:50:00 -
[24] - Quote
The-Errorist wrote:What's needed is just the proposed HP & turret tweaks from Delta, PG/CPU increases, and lower mCRU fitting costs.
We are already cutting mCRU down, and increasing PG/CPU by 10%, eHP around 1000.
I see from the data that the Myrons is unpopular and worse performing than the Python. Anything simple and smart to boost it a little?
We also want to buff the transport WP.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Monkey MAC
Rough Riders..
3484
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Posted - 2014.09.09 23:55:00 -
[25] - Quote
CCP Rattati wrote:The-Errorist wrote:What's needed is just the proposed HP & turret tweaks from Delta, PG/CPU increases, and lower mCRU fitting costs. We are already cutting mCRU down, and increasing PG/CPU by 10%, eHP around 1000. I see from the data that the Myrons is unpopular and worse performing than the Python. Anything simple and smart to boost it a little? We also want to buff the transport WP.
More Stability, Shield Based Dropships have a tendency to be whacked around a lot more than armour. Make it so the Myron and Gorgon will barely flinch, to a swarm launcher.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2043
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Posted - 2014.09.10 00:17:00 -
[26] - Quote
CCP Rattati wrote:The-Errorist wrote:What's needed is just the proposed HP & turret tweaks from Delta, PG/CPU increases, and lower mCRU fitting costs. We are already cutting mCRU down, and increasing PG/CPU by 10%, eHP around 1000. I see from the data that the Myrons is unpopular and worse performing than the Python. Anything simple and smart to boost it a little? We also want to buff the transport WP. Honestly if you buff the PG (CPU isn't too much of a problem) and base shield HP enough to only require 2 shield mods (the other highs are for an AB, even basic, and a now low-cost MCRU), it should be fine.
(This is with 2 ADV turrets fitted btw) Say, 800 more shield, that's now at 2.5k, and with a hardener that puts it at about 4.1k shield ehp. Now that's on par with active tanked Pythons, but we still have another slot for a defensive mod (remember, one slot should always be for an AB and after that there should be no fitting room for another high tier shield mod, though hopefully an MCRU would fit nicely). That could be used for another low tier hardener, light extender or booster, putting it over a Python.
Also, as a personal favor, reduce the PG on the MCRU enough I can fit it on my. Python with a complex heavy shield extender, basic AB, and proto turret. Increase the CPU of you must limit its fitting. Even if I need a few turret fitting skills, because right now it's impossible and I really want to see how it fares in PC.
Now, about the Saga... (Basically more fitting space as well) |
Stefan Stahl
Seituoda Taskforce Command
723
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Posted - 2014.09.10 13:34:00 -
[27] - Quote
CCP Rattati wrote:We are already cutting mCRU down, and increasing PG/CPU by 10%, eHP around 1000. I feel very strongly about this: Don't overbuff NDSs.
I remember a time where NDSs were straight up invinceable to the point where a full team of AV (16 people with swarms and FGs) would be driven to their redline by a single Myron. I don't want to repeat that.
Right now I think NDSs are underappreciated for what they can actually do. If you buff their hp a proficient squad will be able to use them to devastating effect. If you proceed to buff them even more they may dominate pubs.
I'm particularly opposed to buffing CPU/PG or reducing small turret fitting requirements. Right now an NDS has to choose carefully between armament and tank. If you grant free raw hp and PG on top we will see ~8k hp platforms with PRO turrets. A PRO missile launcher one-shots MLT suits from 150 meters away with splash only. A FGer can tank 3 damage modded small railgun shots, that's 1.5 seconds after the gunner has put his sights on the heavy. All that on a platform that takes about 15 seconds to kill with an IAFG. Save the CPU/PG buff for later. There will always be a next hotfix, I hope. (The numbers are estimates for what might happen based on my experience and numbers from protofits.com - I'm not being conservative though to show the possibilities.)
I specifically agreed to the raw hp buff because I prefer it over the CPU/PG buff. Don't do both.
CCP Rattati wrote:I see from the data that the Myrons is unpopular and worse performing than the Python. Anything simple and smart to boost it a little? The Myron in a nutshell: - Can't fit a CRU because of highslot. - Fares very badly during "fair weather" conditions because it has to preemptively cycle hardeners and retreat when hardeners are down, even if no AV is present. - Fares very well during "bad weather" conditions because it basically laughs at AV while hardeners are up.
This is very fair, if you ask me. However it isn't a very useful set of traits for pubs. Reevaluate after the hp buff. With 1000 hp more in the shields a Myron may cycle hardeners and be able to stay in the field for much longer.
Apart from that the Myron would over-proportionally benefit from a buff to agility (not straight line speed). With shield tanks you want to evade as much as possible so you can regenerate quickly. This sounds like a good avenue to buff the Myron without buffing it's offensive capabilities, if proven necessary.
CCP Rattati wrote:We also want to buff the transport WP. Thumbs up from me. 25% is my suggestion and also upper limit.
[Edit] I realize that these days my position on how to proceed with NDSs is directly opposed to what I thought 3 months ago. I think you can see in my posts though that this change of opinion is based on actual experience. Sorry for the confusion to anyone who decided to only read the first post. |
Soraya Xel
Abandoned Privilege Top Men.
3363
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Posted - 2014.09.10 14:23:00 -
[28] - Quote
I'm not sure the standard DS needs any downsides added to compensate for a buff. I feel it's underpowered. I'd love to see the DS tankier than it is now, transport WPs way up, and ideally, a bigger incentive for MCRU use. Standard DSes need to be more appealing than they are now.
I think the standard DS is more balanced in design than the HAV or the ADS: It's more powerful than infantry, but it requires teamwork (a second player) if you want to shoot things with it. I am 100% comfortable with DS buffs.
Also, bear in mind, part of the HP buff is to compensate for buffing swarms as well.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Stefan Stahl
Seituoda Taskforce Command
726
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Posted - 2014.09.10 16:26:00 -
[29] - Quote
Soraya Xel wrote:I'm not sure the standard DS needs any downsides added to compensate for a buff. I feel it's underpowered. I'd love to see the DS tankier than it is now, transport WPs way up, and ideally, a bigger incentive for MCRU use. Standard DSes need to be more appealing than they are now.
I think the standard DS is more balanced in design than the HAV or the ADS: It's more powerful than infantry, but it requires teamwork (a second player) if you want to shoot things with it. I am 100% comfortable with DS buffs.
Also, bear in mind, part of the HP buff is to compensate for buffing swarms as well. I got around to adding up the numbers: With the 1k hp buff alone my Myron will have ~9200 ehp while hardened with a PRO missile turret and an afterburner equipped. Remember that an IAFG only has 6000 damage in a clip (before damage mods and skills). Even with the hardeners cycled that's not enough to kill it (well, barely ). Add 10% CPU/PG and I'll add a railgun too so that we can fend off an incoming Incubus.
I'm not saying that there's no counter to that. I am saying however that after those changes a NDS will be very far from underpowered. I'd prefer to get there in two steps rather than one big leap. So I stand by my assertion that only one thing should be buffed at a time, preferably the raw hp since those are guaranteed not to have negative side-effects like triple-hardeners repping through damage (remember when that was possible on HAVs? Lots of fun...). |
Derpty Derp
Dead Man's Game
444
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Posted - 2014.09.10 17:30:00 -
[30] - Quote
Standard dropship with small blasters... Surprisingly effective on some of the larger maps... But yeah more pg/cpu would be nice to actually make it tankier than an ads while having the turrets fitted.
But don't boost the price of my Gorgon... That is one useful piece of equipment, suicide bomb the roof of av, they got no chance, but if it costs 100k a time, I'm just gonna leave them to it. |
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Stefan Stahl
Seituoda Taskforce Command
726
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Posted - 2014.09.10 18:37:00 -
[31] - Quote
A quick additional feature request:
Enhanced and complex mCRUs with reduced spawn timers please. Look at drop uplinks for stats. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
547
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Posted - 2014.09.10 19:26:00 -
[32] - Quote
I like the idea of Std dropshisp with extreme tank :) Seeing the fact that I have to go into a hot zone, extract soldiers while fending off enemy fire, drop links and ammo, rep up, and keep spawning people, I would like a strong ship.
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
I Hate Sh** talkers
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2049
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Posted - 2014.09.10 23:28:00 -
[33] - Quote
Also, I think any buffs should only be for STD dropships, not MLT. |
Stefan Stahl
Seituoda Taskforce Command
750
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Posted - 2014.09.24 19:31:00 -
[34] - Quote
Hey,
so I gave the changes of hotfix delta a quick go: - I can construct an armed Myron that tops out at ~11k ehp for 30 seconds. Even an IAFG takes an estimated 25 seconds to chew through that. I wonder if anyone can recruit a squad to utilize these. - I will be using the Grimsnes a lot more. mCRU, two guns, cpx AB, cpx reps, 6500 hp passive. Takes a dmg-modded max-skilled IAFG to kill in one clip.
BTW, next random feature request: Make the Kaalakiota Recon Dropship a Myron instead of a Viper. I don't think many people want to buy a MLT dropship at 220 AUR. Even if it looks absolutely stunning. Better yet, sell an unfitted version of it for ~120 AUR. People will want to fit it themselves anyway. (BTW, at that price the conversion rate of AUR to ISK would be about the same as for unfitted 'Neo' proto suits.) A similarly awesome looking Grimsnes would be welcome as well. |
ADAM-OF-EVE
Dead Man's Game
1634
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Posted - 2014.09.24 21:33:00 -
[35] - Quote
normal dropship should be very slow but with insane ehp and bonus to resists so it can drop off and pick up players during combat
they should remove the turret from the ADS and increase its speed dramatically but at the expense of ehp.
dropships should be taken back to their role of dropping off players not being frontline combat ships. the "frontline" role of a dropship should be in the troops you drop off not in being able to kill things by yourself
All Hail Legion
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a brackers
Molon Labe. General Tso's Alliance
53
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Posted - 2014.09.24 22:09:00 -
[36] - Quote
Stefan Stahl wrote:Hey,
soooo, STD dropships. Have you seen one being used in a useful manner lately (after the first 60 seconds of a match, that is)? I sure haven't.
At one point their inertia was increased to ludicrous levels and then everyone decided to forget about them completely. Not a good thing, if you ask me.
So, suggestion time! Scenario A: The non-combat ADS - Copy thrust and inertia from the ADS - Keep the current CPU/PG --> The std DS now moves swift enough to quickly pick people up and get out of trouble.
Scenario B: The flying freight train: - Keep the current thrust and inertia. - Increase CPU/PG by ~15 percent. --> The std DS moves like flying snail but tanks a fair amount of damage before going down. (The STD dropship can now also be a bit of a slow moving gunship if it sacrifices it's tank for offensive capabilities. Awesome!) (For reference: My currently tankiest Myron fitting has 6600 ehp with two running enhanced hardeners. Things shouldn't get much tankier than that.)
Personally, I'd love to see scenario B happen. There'd be a slow moving flying tortoise that's being hunted by an hostile ADS while limping back into range of a friendly HAV, with the ADS being able to fly circles around the STD DS to avoid the fire from the gunners.
However, for a hotfix I guess scenario A is much more suitable. It's guaranteed to improve gameplay while being extremely easy to implement while having no real downsides that I can imagine.
Why not do both. Bring back the logi dropships and then give the maneuverability buff to the std ds (while removing the 1000ehp buff). You get both and the devs are happy as it shouldnt need a client update. I've heard all the vehicles we lost are still in the game files, just hidden
Proto dropship pilot
The sandbox shooter
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