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Evan Gotabor
Prima Gallicus
92
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Posted - 2014.09.25 09:46:00 -
[1] - Quote
I have play a bit as a transport pilot yesterday, and here is my first game as a transport pilot While the game itself is not really interesting and the map is my kryptonite, there are a few things interesting on the dropship itself.
First of all, I was impressed by the blaster turret ; it was hard for my gunners at the begenning, but once they have it in hand, it become effective. I didn't expected a single gunner to obtain six kills in the first test. But I guess that's because ducks are exceptionnals gamers . The Grimsnes fitting capability is quite awesome now. It's a real pleasure to fly a tanky dropship that can survive WITHOUT afterburner (even if that damn thing is still too precious).
However, transport need some love on the WP side in order to make them more rewarding than logis full of uplinks in militia dropships. I suggest to add at least these WP bonuses : - Push the current 10% reward of the transport mechanic to 20% (but don't touch the current mechanic which is perfect, and one of the rare thing that work well in vehicles) - Give WP to everyone in the dropship when a gunner do a kill assist, let's say 5 WP in normal time and 6 when the defense order is on the dropship. - 25 WP when people spawn on your mobile CRU
Talking about witches, I have noticed that sometime people, including myself can't appear in the dropship ; the mCRU is not counted as a spawning point while it is present in the dropship and we are only 2 or 3 in it. This is an old bug, but now it is a real problem when your only job is the transport.
Transport is on a very good way now, keep the good job on it !
I will try to release a comparative video on the before/after Incubus, but I need more video sample to do so. So I guess it will be for this week-end.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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CCP Rattati
C C P C C P Alliance
7982
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Posted - 2014.09.25 11:30:00 -
[2] - Quote
Evan Gotabor wrote:I have play a bit as a transport pilot yesterday, and here is my first game. While the game itself is not really interesting and the map is my kryptonite, there are a few things interesting on the dropship itself. First of all, I was impressed by the blaster turret ; it was hard for my gunners at the begenning, but once they have it in hand, it become effective. I didn't expected a single gunner to obtain six kills in the first test. But I guess that's because ducks are exceptionnals gamers . The Grimsnes fitting capability is quite awesome now. It's a real pleasure to fly a tanky dropship that can survive WITHOUT afterburner (even if that damn thing is still too precious). However, transport need some love on the WP side in order to make them more rewarding than logis full of uplinks in militia dropships. I suggest to add at least these WP bonuses : - Push the current 10% reward of the transport mechanic to 20% (but don't touch the current mechanic which is perfect, and one of the rare thing that work well in vehicles) - Give WP to everyone in the dropship when a gunner do a kill assist, let's say 5 WP in normal time and 6 when the defense order is on the dropship. - 25 WP when people spawn on your mobile CRU Talking about witches, I have noticed that sometime people, including myself can't appear in the dropship ; the mCRU is not counted as a spawning point while it is present in the dropship and we are only 2 or 3 in it. This is an old bug, but now it is a real problem when your only job is the transport. Transport is on a very good way now, keep the good job on it ! I will try to release a comparative video on the before/after Incubus, but I need more video sample to do so. So I guess it will be for this week-end.
Sounds great! Just the kind of playstyle we were hoping for with the normal Dropship, additional transport WP definitely on the table, but as I have explained, we can not due due restrictions give WP for mCRU spawns.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Devadander
Woodgrain Atari
112
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Posted - 2014.09.25 11:46:00 -
[3] - Quote
Getting on to make me a mock Prometheus as we type
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2133
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Posted - 2014.09.25 11:47:00 -
[4] - Quote
I would still swap out the mCRU (and probably the scanner) for an AB. It's just such a hassle to deal with those stubborn blueberries, much less than it is to just fly somewhere and pick up a squad mate. It's fitting is still way too much to use over a defensive mod, especially on the Myron. What could fix this is a skill bonus to spawn time, highly reduced fitting, and toggelabilty (turn on and off without cooldown or duration).
Good to see the DSs are in better shape, at least the Grimsness. I haven't had a chance to fit up my Myron but I tried a few fits on protofits and they weren't looking too promising.
Dust was real! I was there!
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Evan Gotabor
Prima Gallicus
92
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Posted - 2014.09.25 12:25:00 -
[5] - Quote
CCP Rattati wrote:Evan Gotabor wrote:I have play a bit as a transport pilot yesterday, and here is my first game. While the game itself is not really interesting and the map is my kryptonite, there are a few things interesting on the dropship itself. First of all, I was impressed by the blaster turret ; it was hard for my gunners at the begenning, but once they have it in hand, it become effective. I didn't expected a single gunner to obtain six kills in the first test. But I guess that's because ducks are exceptionnals gamers . The Grimsnes fitting capability is quite awesome now. It's a real pleasure to fly a tanky dropship that can survive WITHOUT afterburner (even if that damn thing is still too precious). However, transport need some love on the WP side in order to make them more rewarding than logis full of uplinks in militia dropships. I suggest to add at least these WP bonuses : - Push the current 10% reward of the transport mechanic to 20% (but don't touch the current mechanic which is perfect, and one of the rare thing that work well in vehicles) - Give WP to everyone in the dropship when a gunner do a kill assist, let's say 5 WP in normal time and 6 when the defense order is on the dropship. - 25 WP when people spawn on your mobile CRU Talking about witches, I have noticed that sometime people, including myself can't appear in the dropship ; the mCRU is not counted as a spawning point while it is present in the dropship and we are only 2 or 3 in it. This is an old bug, but now it is a real problem when your only job is the transport. Transport is on a very good way now, keep the good job on it ! I will try to release a comparative video on the before/after Incubus, but I need more video sample to do so. So I guess it will be for this week-end. Sounds great! Just the kind of playstyle we were hoping for with the normal Dropship, additional transport WP definitely on the table, but as I have explained, we can not due due restrictions give WP for mCRU spawns.
Ok, so in this case, we will have to get much more WP for transport. We could even think of something else. As an exemple, we could get a WP multiplier (pilot only) that is related to the dropship actions. This is just a proposal / theory, I don't know if it could be viable or even if this can be apply with server-side modifications only. Let's take as a basis that the pilot perceive a 10% bonus each minute he stay in his dropship (limited to 50%, and reinitialise once the pilot leave his dropship) In that case, the WP gain would be with the current 10% bonus for transport :
Kills from gunners less than 1 minute : 35 WP beetween 1 and 2 minutes : 38,5 WP beetween 2 and 3 minutes : 42 WP beetween 3 and 4 minutes : 45,5 WP beetween 4 and 5 minutes : 49 WP 5 minutes : 52,5 WP
Transport rewards coming from deployed mercs
Hack of null cannons less than 1 minute : 10 WP beetween 1 and 2 minutes : 11 WP beetween 2 and 3 minutes : 12 WP beetween 3 and 4 minutes : 13 WP beetween 4 and 5 minutes : 14 WP 5 minutes : 15 WP
Hack of CRU, supply depot and kills less than 1 minute : 5 WP beetween 1 and 2 minutes : 5,5 WP beetween 2 and 3 minutes : 6 WP beetween 3 and 4 minutes : 6,5 WP beetween 4 and 5 minutes : 7 WP 5 minutes : 7,5 WP
Kill assist less than 1 minute : 2,5 WP beetween 1 and 2 minutes : 2,75 WP beetween 2 and 3 minutes : 3 WP beetween 3 and 4 minutes : 3,25 WP beetween 4 and 5 minutes : 3,50 WP 5 minutes : 3,75 WP
I don't know what rules you apply for decimals numbers, that's why I put them, you know, in case .
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Brush Master
Onslaught Inc RISE of LEGION
1304
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Posted - 2014.09.25 14:00:00 -
[6] - Quote
Evan Gotabor wrote:I have play a bit as a transport pilot yesterday, and here is my first game. While the game itself is not really interesting and the map is my kryptonite, there are a few things interesting on the dropship itself. First of all, I was impressed by the blaster turret ; it was hard for my gunners at the begenning, but once they have it in hand, it become effective. I didn't expected a single gunner to obtain six kills in the first test. But I guess that's because ducks are exceptionnals gamers . The Grimsnes fitting capability is quite awesome now. It's a real pleasure to fly a tanky dropship that can survive WITHOUT afterburner (even if that damn thing is still too precious). However, transport need some love on the WP side in order to make them more rewarding than logis full of uplinks in militia dropships. I suggest to add at least these WP bonuses : - Push the current 10% reward of the transport mechanic to 20% (but don't touch the current mechanic which is perfect, and one of the rare thing that work well in vehicles) - Give WP to everyone in the dropship when a gunner do a kill assist, let's say 5 WP in normal time and 6 when the defense order is on the dropship. - 25 WP when people spawn on your mobile CRU Talking about witches, I have noticed that sometime people, including myself can't appear in the dropship ; the mCRU is not counted as a spawning point while it is present in the dropship and we are only 2 or 3 in it. This is an old bug, but now it is a real problem when your only job is the transport. Transport is on a very good way now, keep the good job on it ! I will try to release a comparative video on the before/after Incubus, but I need more video sample to do so. So I guess it will be for this week-end.
Good to hear, hopefully I can get on soon to fly the new build. The bugs in the mCRU have always been around, you have to let your team know they have to wait for bleedout timer before your ship will appear on spawn list, this happens whether you force bleed out or not. Like Rattati said, mCRU are hacked together so bad, they can only work around it by buffing up the transport points and hopefully they can put someone on task to build a new mCRU the right way.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
574
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Posted - 2014.09.25 14:01:00 -
[7] - Quote
The primary issue I see with this is the fact that I can't boot out people from my dropship, even when i hover over a hotspot or point to hack. This basically shuts down my idea as a roving platform
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
Friendships are forged by war
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
280
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Posted - 2014.09.25 14:11:00 -
[8] - Quote
Transporting and Immediate infantry-support cover are the sole reasons why I was enticed to the DS career (....plus the fact that I could manage it with a low death-rate than trying to walk on the ground, when I was a novice).
So I am always happy to see tweaks in the game that further sustain transport activities. But I'd like to leave room for some progression in Dropships, and so NOT reward players TOO lovingly for simply having a player spawn in her vehicle, or for successfully killing reds from one of her small turrets, or for delivering a loose player who randomly hacks an asset. Ewan you've given great ideas (and I'd be a fool to turn down gift WP)! But "transport" is already rewarded for most of what I've listed above, and I think it's right to keep those rewards at their current "tight-wad" amounts. At least for the STANDARD-dropship level of player use and SP. This leaves room to create some sort of "Logistics-like" progression for players.
My original reasons for dumping so much of my SP into DS-related skills was to access the native Logi and add-on Logi devices that allowed my vehcile to do EVEN MORE than just transport and give covering-fire. ....Reward a player TOO lovingly for transporting, and there's little reason to ever help your team beyond harvesting transport points.
(Okay, YAAH, we have transport capability now,... but it's only the start of what some Dropships were capable of doing, back when we had Logistic modules and Logistic vehicles. I'd like to stay a little ambitious, believe in a future expansion or reintroduction of DS roles, and pay-out more WP rewards ONLY when the devs can attach them to some Logi tiers we can climb up to) .
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Vell0cet
Vengeance Unbound Dark Taboo
2278
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Posted - 2014.09.25 14:45:00 -
[9] - Quote
501st Headstrong wrote:The primary issue I see with this is the fact that I can't boot out people from my dropship, even when i hover over a hotspot or point to hack. This basically shuts down my idea as a roving platform You know people would abuse this to boot blueberries deep into the redline, or into acid pits, etc...
Best PvE idea ever!
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Adipem Nothi
Nos Nothi
5206
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Posted - 2014.09.25 14:53:00 -
[10] - Quote
Vell0cet wrote:501st Headstrong wrote:The primary issue I see with this is the fact that I can't boot out people from my dropship, even when i hover over a hotspot or point to hack. This basically shuts down my idea as a roving platform You know people would abuse this to boot blueberries deep into the redline, or into acid pits, etc...
Who would ever climb into a dropship without knowing the pilot? I'm of the opinion that "eject passenger" buttons should be installed on all vehicles.
Shoot scout with yes.
- Ripley Riley
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Evan Gotabor
Prima Gallicus
95
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Posted - 2014.09.25 15:06:00 -
[11] - Quote
CELESTA AUNGM wrote: Transporting and Immediate infantry-support cover are the sole reasons why I was enticed to the DS career (....plus the fact that I could manage it with a low death-rate than trying to walk on the ground, when I was a novice ). So I am always happy to see tweaks in the game that further sustain transport activities. But I'd like to leave room for some progression in Dropships, and so NOT reward players TOO lovingly for simply having a player spawn in her vehicle, or for successfully killing reds from one of her small turrets, or for delivering a loose player who randomly hacks an asset. Ewan you've given great ideas (and I'd be a fool to turn down gift WP)! But "transport" is already rewarded for most of what I've listed above, and I think it's right to keep those rewards at their current "tight-wad" amounts. At least for the STANDARD-dropship level of player use and SP. This leaves room to create some sort of "Logistics-like" progression for players. My original reasons for dumping so much of my SP into DS-related skills was to access the native Logi and add-on Logi devices that allowed my vehcile to do EVEN MORE than just transport and give covering-fire. ....Reward a player TOO lovingly for transporting, and there's little reason to ever help your team beyond harvesting transport points. (Okay, YAAH, we have transport capability now,... but it's only the start of what some Dropships were capable of doing, back when we had Logistic modules and Logistic vehicles. I'd like to stay a little ambitious, believe in a future expansion or reintroduction of DS roles, and pay-out more WP rewards ONLY when the devs can attach them to some Logi tiers we can climb up to) .
Completely agree with you. However, if a pilot can't and shouldn't hope to be among the top 5 at the end of the game in term of WP ; he should be in the 10 first players and should gain at least 150.000 isk. In the game I play in the vid, I end 10 on 16. Which in fact is not that bad. But the game wasn't really interesting, and the guys beetween the 12 and 16 position have less than 200 WP so...
Plus, I just counted the WP I obtain in the video : 245 WP for 7 gunner kills (I'm pretty sure there are 8 kills, but or I'm tired, or one of them isn't count) 75 WP for 5 scan assist 57 WP for transport
In that case, I agree that I didn't transport a lot of people because we were most of the time 2 to 3 capping and the map is small enough for players to go on foot. But I still think that to push the transport from 10% to 20% is not going to give to much WP. In fact, you gain the 20% bonus when you put an order on a player or on an objective when you are squad leader. My little multiplicator thing was just a theory, something that could replace the lack of WP for CRU. But once again, that's a theory. I'm still confident in the Dust devs to set something up that will make transport more viable and attractive while not OP.
As for the logistic dropship and everything that come with it. I still miss my beloved Prometheus ; but I don't think we'll see them back in Dust unless CCP prepare and test the vehicles of Legion in Dust. However, I think this is also tightly related to the question of respec and to the introduction of the Legion skill tree in Dust. So, wait and see
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Stefan Stahl
Seituoda Taskforce Command
751
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Posted - 2014.09.25 16:59:00 -
[12] - Quote
Evan Gotabor wrote: But I still think that to push the transport from 10% to 20% is not going to give to much WP. Transport assist ratio currently is at 15%.
I assume that is because 15% is almost exactly 1/6th of the earned WP. It is designed to that if you drop 6 people you get their average WP as transport assist. Whether that is a realistic scenario I will leave to you to judge.
There are a few options to improve this: - Establish 100% transport assist ratio but have it capped at 25 WP per passenger. - Establish 25% transport assist ratio but limit the maximum WP/s like we do with the reptool.
Random feature request: When you enter a transport dropship your ammo is restocked. +10 ammo supply WP per customer. |
Omega Black Zero
Condotta Rouvenor Gallente Federation
122
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Posted - 2014.09.26 00:18:00 -
[13] - Quote
Stefan Stahl wrote: Random feature request: When you enter a transport dropship your ammo is restocked. +10 ammo supply WP per customer.
Makes sense to me. |
Ronan Elsword
Opus Arcana Covert Intervention
295
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Posted - 2014.09.26 00:36:00 -
[14] - Quote
Omega Black Zero wrote:Stefan Stahl wrote: Random feature request: When you enter a transport dropship your ammo is restocked. +10 ammo supply WP per customer.
Makes sense to me. I always thought that the non gunner seats in a logistics dropship should repair them slowly as well as maybe modules to carry ammo like a mobile supply depot that needs to be "reloaded" or something. Although they took away logistics dropships so yeah. I think the Std dropship is where it should be, and should be given no more (Other than maybe a little extra wp)
It's not like it's an advanced ship or proto. It's a cheap std ship
Ode to the days before AA Hipfire was better than ads
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CCP Rattati
C C P C C P Alliance
8017
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Posted - 2014.09.26 01:55:00 -
[15] - Quote
Adipem Nothi wrote:Vell0cet wrote:501st Headstrong wrote:The primary issue I see with this is the fact that I can't boot out people from my dropship, even when i hover over a hotspot or point to hack. This basically shuts down my idea as a roving platform You know people would abuse this to boot blueberries deep into the redline, or into acid pits, etc... Who would ever climb into a dropship without knowing the pilot? I'm of the opinion that "eject passenger" buttons should be installed on all vehicles.
I jump into Dropships any time I get the chance, spare me the walking and then I just hotdrop whenever I see a red dot
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2147
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Posted - 2014.09.26 02:34:00 -
[16] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Vell0cet wrote:501st Headstrong wrote:The primary issue I see with this is the fact that I can't boot out people from my dropship, even when i hover over a hotspot or point to hack. This basically shuts down my idea as a roving platform You know people would abuse this to boot blueberries deep into the redline, or into acid pits, etc... Who would ever climb into a dropship without knowing the pilot? I'm of the opinion that "eject passenger" buttons should be installed on all vehicles. I jump into Dropships any time I get the chance, spare me the walking and then I just hotdrop whenever I see a red dot Have you considered any form of special communication passengers can have with pilots? I'm pretty sure this stuff could only be for Legion, but it's worth considering now, I guess.
I know Judge has some good ideas. I was also thinking that when a passenger opens their overview/map, they could place a squad movement-like beacon somewhere on the map that only the pilot could see and when the pilot flew over and the passenger jumped out, the pilot would receive some WP (capping out eventually, similar to repair tools).
Then there's also my idea for the Sky Hook extraction device. Perhaps other vehicle related equipment could be considered as well.
Also my ideas for Logi Vehicles.
Ugh, so much I want to happen!
One of these days.
Dust was real! I was there!
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Stefan Stahl
Seituoda Taskforce Command
754
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Posted - 2014.09.26 16:02:00 -
[17] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:I jump into Dropships any time I get the chance, spare me the walking and then I just hotdrop whenever I see a red dot Have you considered any form of special communication passengers can have with pilots? I'm pretty sure this stuff could only be for Legion, but it's worth considering now, I guess. Here's another idea that may be easier to implement: Dropships always share scans with passengers, whether squaded or not.
[Edit] By the way I think most people that don't want to leave their spot in an NDS are typically MLT blueberries that would otherwise go 0/15. I guess it's better for them to go 0/0 while trying to kill the enemy MCC with a blaster. |
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