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XxGhazbaranxX
Eternal Beings Proficiency V.
1699
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Posted - 2014.08.22 21:53:00 -
[1] - Quote
Hello
Based on this post that demonstrates CCPs willingness to look into re-introducing old vehicles such as the Logistics dropship I would like to suggest some ideas on what the bonuses these ships could have to help in the support role.
CCP Rattati wrote:Thanks, I do remember them because I have played since pre-Alpha, even if I wasn't working directly on Dust until recently. This is definitely something we are interested in, and the plan was always to bring them back piecemeal, and balanced. My personal preferences would be some of these playstyles, regardless of the old roles... ..Non weapon logistics dropships with more ehp, maybe fixed small blasters as in infantry dropoff support - Hueys I'm just having some fun with this, jetlagged at 6 am, not slept a minute
LOGISTIC DROPSHIP BONUSES IDEAS
logistics dropship: 15% reduction to mobile clone reanimation unit spawn time per level and 20% bonus to turret (blaster for gallente missile for caldari) for ammo capacity and clip size per level. Can fit support class turrets
Reasoning: While being a support oriented craft the bonuses should be focused on support.
Mobile crew bonus: By decreasing spawn time by 75% (2.5 seconds minimum spawn time) a fully skilled pilot will be able to support a team in a much better way than simply applying firepower by helping the team stay on point. Having a shorter (.5 seconds less) spawn time than what is possible with an Amarr logistic suit justifies the price tag compared to the suit.
turret bonuses:
Gallente: The blaster turret, which is what CCP rattati thinks it should have, has two very distinct downsides that prevent it from being a very good support oriented weapon. Those downside are ammo capacity and clip size. By ncreasing both, we can increase the support aspect of the turret since it's efficiency from a standard dropship (no RoF bonuses) is mediocre at best. This would ensure that the weapon has enough bullets to create cover fire while not increasing it's lethality and making it overpowered.
Caldari: Even though the missile turret is by far the easiest to use, being only boosted on a caldari ship is a good drawback in itself. These ships have much less survivability than the gallente counterparts.
STATS SUGGESTIONS
These ships should each come with an extra low (gallente) and an extra high (caldari) from their standard versions. The CPU and PWGD should be augmented by the same amount necessary to fit a proto turret. This would leave the PWGD and CPU for more tank to act as a landing platform under heavy fire. By not increasing the PWGD and CPU by a significant amount we also make it more difficult to take advantage of that extra slot.
STOCK FITTINGS
Both: The logistics dropship main attribute was always the mobile CRU already built into the craft. I personally think that it should stay that way. Keeping this mechanic maintains the niche of not having to burden one of it's slot for its role.
Gallente: An obvious choice for the gallente would be the blaster turret but, the small blaster turret a range that is too short for it to be useful on a dropship. I suggest reintroducing the stabilized version of the blaster turret that has less damage but more range so it can effectively support from the skies but not destroy (think cover fire but not death from above). The Blaster turret should come pre-installed and should be the std version. If the pilot decides they want to use proto then they have to pony up the cash and install it themselves.
Caldari: The cakdaru ship, the same as the gallente, should come equipped with a missile turret. For this one I also suggest reintroducing another turret that was retired when the vehicle changes came in and that is the cycled missile launcher. Couple with a damage reduction I think this turret would be perfect as a support weapon yet be tame enough not to be a WMD. A note I guess I could include is to think of the damage as that of a mass driver instead of a missile launcher.
OTHER THOUGHTS
The reintroduction of the logistics dropship would be a nice addition to the game. In addition, the introduction to small turrets with emphasis on support instead of destruction, could make for some interesting "cover fire" mechanics that could be enough to weaken the targets but not kill them. Also, the reintroduced turrets should be classified as a support group and should only be able to be fit on support class dropships and support class vehicles.
Plasma Cannon Advocate
Dust 514 Survivor
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1897
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Posted - 2014.08.22 22:26:00 -
[2] - Quote
I like the mCRU bonus but don't think it should get a turret bonus. I would rather the role bonus be the mCRU bonus and the racial bonus be a resistance bonus or base hp bonus along with a vehicle repair mod range and amount bonus. |
I-Shayz-I
I----------I
4661
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Posted - 2014.08.22 22:31:00 -
[3] - Quote
I would like to see the reintroduction of logistics vehicles as sudo-MAVs
In other words, slow moving, medium HP vehicles with high resists that are focused on troop movement and support. mCRU is a MUST. Unfortunately it would probably be impossible to add things like ammo resupply modules to vehicles, but if I was going to choose any one vehicle to put skill points into...this would be it.
As for your dropship idea, I like everything aside from the blasters. One thing I hate is for a blueberry to spawn in the dropship and take up the turret spot just to sit in there and not do anything helpful. Without the turrets, players are more likely to jump out as just sitting in a dropship isn't going to be very fun.
I would rather have the logistics dropship focus on defense than try and use it to also support the team with gunfire.
With that in mind, the thing that needs to be fixed FIRST before any of this is the transport assist. That needs to be increased to something like 25%, and also include players who spawn into the dropship rather than just those who fly more than 100 meters in one.
Remote repair would also be nice to see, but should be more of a secondary goal than anything.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
757
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Posted - 2014.08.22 22:44:00 -
[4] - Quote
i like most of this idea, i dont want to loose the turrets at all, if u dont want turrets dont fit them. as for the turret variants being specificly forced to fit on only one class of vehicle i dont like that, turret hard-points should be able to fit any turret and any variants of said turrets. the only limiting factor to fitting should be cpu and pg alonv with the slot config. |
XxGhazbaranxX
Eternal Beings Proficiency V.
1700
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Posted - 2014.08.23 00:20:00 -
[5] - Quote
Alabastor 'TheBlaster' Alcar wrote:i like most of this idea, i dont want to loose the turrets at all, if u dont want turrets dont fit them. as for the turret variants being specificly forced to fit on only one class of vehicle i dont like that, turret hard-points should be able to fit any turret and any variants of said turrets. the only limiting factor to fitting should be cpu and pg alonv with the slot config.
I agree the idea is so you cant fit those specific turrets on assault vehicles... Imagine a cycled missile turret on a level 5 python; it wouldn't b pretty at all, it would be completely broken
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1700
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Posted - 2014.08.23 00:22:00 -
[6] - Quote
I-Shayz-I wrote:I would like to see the reintroduction of logistics vehicles as sudo-MAVs
In other words, slow moving, medium HP vehicles with high resists that are focused on troop movement and support. mCRU is a MUST. Unfortunately it would probably be impossible to add things like ammo resupply modules to vehicles, but if I was going to choose any one vehicle to put skill points into...this would be it.
As for your dropship idea, I like everything aside from the blasters. One thing I hate is for a blueberry to spawn in the dropship and take up the turret spot just to sit in there and not do anything helpful. Without the turrets, players are more likely to jump out as just sitting in a dropship isn't going to be very fun.
I would rather have the logistics dropship focus on defense than try and use it to also support the team with gunfire.
With that in mind, the thing that needs to be fixed FIRST before any of this is the transport assist. That needs to be increased to something like 25%, and also include players who spawn into the dropship rather than just those who fly more than 100 meters in one.
Remote repair would also be nice to see, but should be more of a secondary goal than anything.
Right; as for the blueberry aspect, I usually ride with a dedicated gunner and we also have to take into consideration that blueberries not getting out of the ship is something that will happen whether there is a turret or not. Some people just like laying back and making other peoples game hell. But yes maybe not enforce the turret
Plasma Cannon Advocate
Dust 514 Survivor
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Soulja Ghostface
2628
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Posted - 2014.08.23 03:00:00 -
[7] - Quote
I-Shayz-I wrote:I would like to see the reintroduction of logistics vehicles as sudo-MAVs
In other words, slow moving, medium HP vehicles with high resists that are focused on troop movement and support. mCRU is a MUST. Unfortunately it would probably be impossible to add things like ammo resupply modules to vehicles, but if I was going to choose any one vehicle to put skill points into...this would be it. They should not be slow moving, Unlike the dirt cheap basic dropships these play a tactical role role in field operations much like it's assault counterpart. Making them slow moving only turns them into a wp pinata for HAV's, AV, and Assault Dropships. Militia and standard ds do this perfectly
They need to handle like assault dropships and move SLIGHTLY slower than ads as they have done in the past. This way if an ads comes to harass it, We actually have a chance to save our asset and continue helping our team after we repair.
Bring These Back
Tanker Turned Ads Pilot
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1586
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Posted - 2014.08.23 03:31:00 -
[8] - Quote
Honestly, I'd like to drop the built in mCRU. I'd rather have a giant built in nanohive that resupplies both vehicles and infantry alike. Then return remote vehicle reppers with actual decent range, like 150m or so. So that logi dropships can rep multiple targets without having to hump them.
Rest in peace, oh Captain, my Captain.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1897
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Posted - 2014.08.23 05:05:00 -
[9] - Quote
Alena Ventrallis wrote:Honestly, I'd like to drop the built in mCRU. I'd rather have a giant built in nanohive that resupplies both vehicles and infantry alike. Then return remote vehicle reppers with actual decent range, like 150m or so. So that logi dropships can rep multiple targets without having to hump them. I think the nano hive mod would be best suited for the LLAV. I had the idea of the mod working like a triage module in Eve, basically making the vehicles immobile but greatly increasing it defenses while providing crucial support (also working as a supply depot where people could change suits, etc.).
Dropships main roles are a troop transport and, I guess, aerial vehicle triage.
For the first, the built in mCRU makes the most sense, though I can see it being annoying especially in pubs. I would like the ability to toggle it (activate and deactivate the same as other mods but no duration or cool down) and that one of the skills reduces the spawn time of it.
On the note of triage, I think the LDSs should get a base #x the base distance triage mods get as well as a leveled up amount bonus (so at level 1 they all have the same range but higher leveled players are more effective). Personally, I think the triage mods should be turret based so that another player has to manually target and control them, making it much easier than the mods of olde and giving an excuse to actually make the very very good.
Lastly, and thinking really outside the box here, I think LDSs should have a built-in bubble shield mod that projects an impenetrable bubble (in or out) around the LDS. The shield will have a large amount of HP (so it cannot easily be broken, but potentially still can be), but a short duration (20-30sec) with a long cooldown (1.5min-ish) along with having its maneuverability and speed severely penalized.
This could be used in severely ways: first is as troop transport protection. Having landed, it can project its shield around the troops it was carrying, allowing them to set up safely before it has to bug out. Second is as protection for itself as it preforms triage on tanks. As its floating there, completely focused on the tanks it's repairing, it is very vulnerable, so having this mod protect it makes it more feasible to do so. It's kept balanced by the lose of maneuverability and susceptibleness to concentrated fire. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
757
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Posted - 2014.08.23 15:41:00 -
[10] - Quote
XxGhazbaranxX wrote:Alabastor 'TheBlaster' Alcar wrote:i like most of this idea, i dont want to loose the turrets at all, if u dont want turrets dont fit them. as for the turret variants being specificly forced to fit on only one class of vehicle i dont like that, turret hard-points should be able to fit any turret and any variants of said turrets. the only limiting factor to fitting should be cpu and pg alonv with the slot config. I agree the idea is so you cant fit those specific turrets on assault vehicles... Imagine a cycled missile turret on a level 5 python; it wouldn't b pretty at all, it would be completely broken i dont see anything wrong with ADS fitting turret variants like a cycled launcher, as long as its a challange fitting it. but we are talkig specificly about logi ships and it shouldnt matter what type of turrets it has fitted. maby the turret variants could have high cpu and power fitting requierments to limit them or something like that. |
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ImIvan
8
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Posted - 2014.08.24 03:58:00 -
[11] - Quote
No turrets on a Logi dropship plz.
Why must you use prototypes?
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