Vulpes Dolosus
Molon Labe. General Tso's Alliance
1933
|
Posted - 2014.08.29 04:20:00 -
[1] - Quote
The DS and Blaster are incompatible just because of their conflicting natures:
The Dropship (specifically ADS but others apply, albeit with a caveat) is fragile and needs to be able to keep moving and keep a safe distance(especially with the ground), which the blaster needs the opposite of. The increased elevation of the dropships also make missile ideal because it's easier to target the splash damage against the ground; this can make blasters difficult because now the target can move up and down and left and right, making it more difficult to keep the stream of plasma on target, compared to an LAV or tank where movement is strictly horizontal.
Most people are wanting buffs mainly for using blasters as an Incubus forward turret. However, not only do I think this is a impractical because of the above reasons, but I think this could instead be a great opportunity to buff SDT dropships. I honestly could only see blasters used on STD dropships to support landing troops, but DSs are very difficult to fit and use effectively. If you want to do this, I might suggest the following changes:
Rebalance (read: buff) STD dropship CPU/PG. The Grimsnes is ok-ish, I can fit a somewhat decent tank but it requires 2cplx PG mods and one ADV turret (and I have armor fitting 3) and has about as much ehp and reps as my Incubus but is significantly slower thus takes more damage. The Myron needs serious help, I have shields fitting 4 and 2cplx PG mods and I still cannot fit an acceptable tank, even without turrets. Making DSs more defensive would increase their appeal for serious use.
Add a small shield to the front of turrets. Just enough to cover the upper body, but still leaves the legs and head exposed, especially from the side. Just a little more gunner defense for up close.
Fix hot dropping. For those who don't know: hot dropping is having several people in your dropship jump out at the same time into a combat area. Right now it is impossible in PC and FW and is difficult in pubs because when passengers are ejected, they are splattered (if TKing is on) or carried off by the dropship (otherwise). Fixing this will encourage use of dropships (I could see dropping 4 infantry and circling back around with a side gunner for support and intel).
Reworking the MCRU. This has to be the least used module in the game (in fact, I might put ISK down that it is, categorically). Three things need done: 1) Togglibility. It should be able to be turned on and off whenever with no cooldown or duration, just to keep blueberries from incessantly spawning when you want teammates. 2) Skill bonus. Without the advent of ADV and PRO variants (or even with them with some changes), the skill is a waste after lvl1. A 10% decrease in spawn time per level (max -50% or 5 sec) would be better than new mods and make the skill actually worth a darn. 3) Reduction on fitting costs. Just to make it more appealing.
The blasters themselves I think are fine. I've only really tried MLT but had little difficulty killing even armor heavies. On a DS, the blaster should be used for infantry SUPPORT (not necessarily as a main/solo weapon for killing scrubs in pubs) and I feel that it is capable of such a role, it's just that the DSs need to catch up and the players actually have to use it for such purposes. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1934
|
Posted - 2014.08.29 14:04:00 -
[2] - Quote
CCP Rattati wrote:Excellent, I am seeing blast radius as the simplest way really lay the hurt on infantry, it as you said, needs to be better than the HMG you are carrying to not just jump out.
I like and agree with the normal dropship, it should be tougher than the ADS, and be able to fit a little more, however, it's difficult because then pilots will just "all" migrate to the perceived stronger platform.
Myron is UP, for sure and needs a bigger buff.
Last comment, would fixing Small Blasters to the std dropships be too draconian as to say, this is the intended role? I don't think pilots will all migrate and abandon the ADS if balanced properly. The DS needs teamwork to work well and has a specific role as transport. The ADS's massive firepower and maneuverability, not to mention the pilot retaining control of turrets, will still ensure it see use. That's also not to mention the the ADS will serve as arguably the best counter to other DSs.
As for blasters on the sides, I wouldn't mind free turrets, as long as you incorporate their fitting cost to the DS base stats as to not trouble fitting other mods (especially since the blasters are heavy on PG).
Thanks for looking into the Myron. While you're at it, could you also consider looking at LAVs? The swarm buff really hurt them and the Saga has been need of rebalance since the hardener nerf.
Thanks for listening! |