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Apothecary Za'ki
Biomass Positive
1336
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Posted - 2014.10.24 04:58:00 -
[1] - Quote
here is a short list of why we dont us mcru's
- slow spawn time
- people get road killed for spawning on them (FW only, maybe PC too)
- random noobs spawn on you and steal your ride when you get out for a moment to repair or drop an uplink
vehicles need to be locked to the player who summoned them for at-least 30 seconds to 1 minute when the person gets out of them, exception to the rule is if they are in your squad.
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Joel II X
Molon Labe. General Tso's Alliance
4017
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Posted - 2014.10.24 05:02:00 -
[2] - Quote
I use them...
Yay for points in 1.9! |
Kallas Hallytyr
Skullbreakers
838
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Posted - 2014.10.24 05:03:00 -
[3] - Quote
An Apothecary Za'ki post I agree with? Hell must be pretty chilly...
Agreed though, there needs to be a way to prevent someone stealing your vehicle when you're trying to do something constructive.
Alt of Halla Murr. Sentinel.
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Apothecary Za'ki
Biomass Positive
1336
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Posted - 2014.10.24 05:09:00 -
[4] - Quote
Joel II X wrote:I use them...
Yay for points in 1.9! i try to.. but people keep stealing my ride, or i dont even get points cause those noobs get killed before they go kill something..
i mean +15 per kill per person you drop is great but most will die to proto stompers and FOTM scouts meaning 0 points for you..
however if we had +25 points for "spawning" them.. and then the +15 IF/when they get a kill it would be worth while
risk vs reward the risks are being road killed when you spawn (Friend fire so FW and/or PC) being very vulnerable to AV weaponry if there is any AV players on field being cannon fodder when you spawn/drop down
reward its a mobile CRU War points per "transport kill assist" (when a player you transported kills another player) war points for when a player spawns on your vehicle(hopfully in echo or 1.9)
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Apothecary Za'ki
Biomass Positive
1336
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Posted - 2014.10.24 05:11:00 -
[5] - Quote
Kallas Hallytyr wrote:An Apothecary Za'ki post I agree with? Hell must be pretty chilly...
Agreed though, there needs to be a way to prevent someone stealing your vehicle when you're trying to do something constructive. hey most of my posts are good but sadly go over the heads of people because of how i formatted it.
and FU in the eye :P you were proto stomping just a few minutes ago in pub contracts on your main!
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Lupus Wolf
Minmatar Republic
6
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Posted - 2014.10.24 05:13:00 -
[6] - Quote
Apothecary Za'ki wrote: vehicles need to be locked to the player who summoned them for at-least 30 seconds to 1 minute when the person gets out of them, exception to the rule is if they are in your squad.
A simple eject button would work wonders.
Gunnlogis with BLASTERS!?! BLASPHEMY!!! #MissilesFoLyfe
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Apothecary Za'ki
Biomass Positive
1336
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Posted - 2014.10.24 05:17:00 -
[7] - Quote
Lupus Wolf wrote:Apothecary Za'ki wrote: vehicles need to be locked to the player who summoned them for at-least 30 seconds to 1 minute when the person gets out of them, exception to the rule is if they are in your squad.
A simple eject button would work wonders. or maybe just the driver seat is == owner/squad only till 30sec(solo)-1 minute(in a squad) has elapsed
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Sgt Kirk
Fatal Absolution
8098
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Posted - 2014.10.24 05:22:00 -
[8] - Quote
Because Uplinks are far too convenient and spammable
CCP holds the Caldari's hand so this doesn't happen again.
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Apothecary Za'ki
Biomass Positive
1336
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Posted - 2014.10.24 05:25:00 -
[9] - Quote
Sgt Kirk wrote:Because Uplinks are far too convenient and spammable yes that too but i was tryign to focus on MCRU's
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Gabriella Grey
THE HANDS OF DEATH RUST415
199
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Posted - 2014.10.24 05:46:00 -
[10] - Quote
Apothecary Za'ki wrote:here is a short list of why we dont us mcru's
- slow spawn time
- people get road killed for spawning on them (FW only, maybe PC too)
- random noobs spawn on you and steal your ride when you get out for a moment to repair or drop an uplink
vehicles need to be locked to the player who summoned them for at-least 30 seconds(solo) to 1 minute(squad) when the person gets out of them, Before a random-berry can take your vehicle, Exception is if its a hostile hacking your vehicle to take it
I think the biggest issue with them is that the moment you die you can't spawn. It forces you to bleed out before you can spawn on the mobile cru. Perhaps if CCP removed this they would be used more. I understand that they did this in purpose to it not being abused, but Uplinks can and are far more abused than what a dropship can be as it stands now.
Always Grey Skies
Leader of the Alpaca Commandos
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medomai grey
WarRavens Capital Punishment.
1047
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Posted - 2014.10.24 05:47:00 -
[11] - Quote
I used to have the problem of people never ever getting out. Then I removed all the turrets I had for self defense and them blueberries couldn't wait to jump out. :D
How to balance cloaks.
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Apothecary Za'ki
Biomass Positive
1337
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Posted - 2014.10.24 05:49:00 -
[12] - Quote
medomai grey wrote:I used to have the problem of people never ever getting out. Then I removed all the turrets I had for self defense and them blueberries couldn't wait to jump out. :D however i dont think we CAN remove turrets now can we? just checked.. i cannot remove the default weapons on the MLT dropships
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2122
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Posted - 2014.10.24 07:26:00 -
[13] - Quote
Stick one on an LAV and go cruising...... play some music and do some laps!
Dicklord says - "BUT HOW DOES THAT WIN GAMES??!?!"
Answer - who gives a damn, I play to have fun. I've been through so many games where half of my team is no where to be found that I honestly stopped caring in those kind of matches.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
121
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Posted - 2014.10.24 07:36:00 -
[14] - Quote
MCRU's could be much improved by activating them like a module - Turn them on people can spawn (durational limit). Turn them off people cant spawn anymore.
Weep not poor children, For life is this way, Murdering beauty and passion.
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Apothecary Za'ki
Biomass Positive
1342
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Posted - 2014.10.24 08:39:00 -
[15] - Quote
Malleus Malificorum wrote:MCRU's could be much improved by activating them like a module - Turn them on people can spawn (durational limit). Turn them off people cant spawn anymore. since it would be an "active" modual maybe it should have faster spawn time because it has more available power then a beacon
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Jack Boost
Zarena Family
472
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Posted - 2014.10.24 08:57:00 -
[16] - Quote
Since it is vehicle module - activating it just deploy 10 uses instalation in place (even i the air ;) for short time.
Not much time left...
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Blueprint For Murder
Immortal Guides
166
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Posted - 2014.10.24 09:03:00 -
[17] - Quote
I use them also I agree with the people stealing my ride and would like to add it is buggy and sometimes will not allow people to spawn in.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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The Master Race
Immortal Guides
166
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Posted - 2014.10.24 09:03:00 -
[18] - Quote
I use them also I agree with the people stealing my ride and would like to add it is buggy and sometimes will not allow people to spawn in.
The miracle food of high-energy plankton gathered from the oceans of the world.Wizard Talk
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medomai grey
WarRavens Capital Punishment.
1048
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Posted - 2014.10.24 10:43:00 -
[19] - Quote
Apothecary Za'ki wrote:medomai grey wrote:I used to have the problem of people never ever getting out. Then I removed all the turrets I had for self defense and them blueberries couldn't wait to jump out. :D however i dont think we CAN remove turrets now can we? just checked.. i cannot remove the default weapons on the MLT dropships You can remove turrets on std. dropships.
How to balance cloaks.
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NextDark Knight
Molon Labe. General Tso's Alliance
506
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Posted - 2014.10.24 11:18:00 -
[20] - Quote
Mobile CRU don't show up all the time on the map. 90% of the time my squad can't see my mCRU until 30 seconds after I'm active with it.
Over 50 Million SP and almost full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/4
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Operative 1125 Lokaas
True Companion Planetary Requisitions
524
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Posted - 2014.10.24 11:24:00 -
[21] - Quote
medomai grey wrote:Apothecary Za'ki wrote:medomai grey wrote:I used to have the problem of people never ever getting out. Then I removed all the turrets I had for self defense and them blueberries couldn't wait to jump out. :D however i dont think we CAN remove turrets now can we? just checked.. i cannot remove the default weapons on the MLT dropships You can remove turrets on std. dropships.
Just add basic rail turrets to replace the mil ones prefitted. They'll jump out real fast too.
THIS IS THE VOICE OF RÁN
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Horizon Limit
Nexus Balusa Horizon
95
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Posted - 2014.10.24 12:55:00 -
[22] - Quote
Apothecary Za'ki wrote:here is a short list of why we dont us mcru's
- slow spawn time
- people get road killed for spawning on them (FW only, maybe PC too)
- random noobs spawn on you and steal your ride when you get out for a moment to repair or drop an uplink
vehicles need to be locked to the player who summoned them for at-least 30 seconds(solo) to 1 minute(squad) when the person gets out of them, Before a random-berry can take your vehicle, Exception is if its a hostile hacking your vehicle to take it
- true
- true
- possible, but more than this they never drop
- Don't name random-redberry in vain
BTW, driver seat should be perma locked until the death of the owner of the vehicle.
Cal scout vs Cal scout
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Lupus Wolf
Minmatar Republic
7
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Posted - 2014.10.24 16:28:00 -
[23] - Quote
Apothecary Za'ki wrote:medomai grey wrote:I used to have the problem of people never ever getting out. Then I removed all the turrets I had for self defense and them blueberries couldn't wait to jump out. :D however i dont think we CAN remove turrets now can we? just checked.. i cannot remove the default weapons on the MLT dropships Why would you use militia when STD dropships are way better?
Also what you can do is fly into the aerial redline, so the blueberries jump out, and land deep in the ground redline
Gunnlogis with BLASTERS!?! BLASPHEMY!!! #MissilesFoLyfe
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Bahirae Serugiusu
Vendetta Reactionary Force
209
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Posted - 2014.10.24 16:37:00 -
[24] - Quote
Heres why I use them. 1. Because spawning in a Viper is the only spawnpoint that isn't in a perpetual death trap 2. Its helpful for getting to the rear points in Skirmish that everyone ignores 3. And being able to ambush an enemy is pretty nice.
Theres always money in the banana stand.
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Leadfoot10
Molon Labe. General Tso's Alliance
1822
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Posted - 2014.10.24 16:42:00 -
[25] - Quote
Blueprint For Murder wrote: it is buggy and sometimes will not allow people to spawn in.
This is why we went away from them in PCs. |
Aiwha Bait
Demonic Cowboys
13
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Posted - 2014.10.24 16:48:00 -
[26] - Quote
Apothecary Za'ki wrote:here is a short list of why we dont us mcru's
- slow spawn time
- people get road killed for spawning on them (FW only, maybe PC too)
- random noobs spawn on you and steal your ride when you get out for a moment to repair or drop an uplink
vehicles need to be locked to the player who summoned them for at-least 30 seconds(solo) to 1 minute(squad) when the person gets out of them, Before a random-berry can take your vehicle, Exception is if its a hostile hacking your vehicle to take it
I'd like to add a fourth reason; People don't know how to f*cking pilot a dropship. I personally think the idea of a M-CRU on a dropship/tank is a brilliant idea. I try to avoid them on dropships because blueberries call in their dropships for sh*ts and giggles, and "fly" them around. https://www.youtube.com/watch?v=kkr4hYGVKO8 (that's how I picture them as they "fly" around) By the time i spawn into the M-CRU, their ship has exploded and I'm down one less suit.
Check out https://player.me/. :) If you sign up, use invite code aiwhabait
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2340
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Posted - 2014.10.24 17:06:00 -
[27] - Quote
1. They take up too much space. And not just PG/CPU. Having to waste a slot for something other than ehp mods is difficult, especially if that mod takes up PG/CPU as well. Personally, I think the mCRU should be a native mod to all dropships (minus ADS and probably MLT), provided the caveats I list below are met (but also as a mod for other non-DS vehicles).
2. Skill bonus that reduces spawn time. Currently the skill is worthless. Instead of giving higher tiered mCRUs, I think it would be a better idea to reduce the spawn timer per level (-10%, lvl5 makes it 5s, as good as the best links; applies to both the mod and native-mod to DSs).
3. Toggle-ability. Let us, at any time, without cool down or duration, turn the mod on and off. This will help alleviate burdensome blueberries.
That should do for now.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Stefan Stahl
Seituoda Taskforce Command
805
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Posted - 2014.10.24 17:06:00 -
[28] - Quote
Aiwha Bait wrote:I'd like to add a fourth reason; People don't know how to f*cking pilot a dropship. I personally think the idea of a M-CRU on a dropship/tank is a brilliant idea. I try to avoid them on dropships because blueberries call in their dropships for sh*ts and giggles, and "fly" them around. https://www.youtube.com/watch?v=kkr4hYGVKO8 (that's how I picture them as they "fly" around) By the time i spawn into the M-CRU, their ship has exploded and I'm down one less suit. I've been trying to work against this on my vehicle alt. But as soon as your dropship starts looking like a safe place people start getting comfy on the flying couch.
Well, I don't worry too much about it. Better they go 0/0 in my DS than 0/10 out in the open. Right?
Also - once a competent gunner spawns I don't care how many people watch from the back seats. |
Aiwha Bait
Demonic Cowboys
13
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Posted - 2014.10.24 17:17:00 -
[29] - Quote
Stefan Stahl wrote:Aiwha Bait wrote:I'd like to add a fourth reason; People don't know how to f*cking pilot a dropship. I personally think the idea of a M-CRU on a dropship/tank is a brilliant idea. I try to avoid them on dropships because blueberries call in their dropships for sh*ts and giggles, and "fly" them around. https://www.youtube.com/watch?v=kkr4hYGVKO8 (that's how I picture them as they "fly" around) By the time i spawn into the M-CRU, their ship has exploded and I'm down one less suit. I've been trying to work against this on my vehicle alt. But as soon as your dropship starts looking like a safe place people start getting comfy on the flying couch. Well, I don't worry too much about it. Better they go 0/0 in my DS than 0/10 out in the open. Right? Also - once a competent gunner spawns I don't care how many people watch from the back seats.
Addressing the "0/0 in the DS an 0/10 out in the open"; Uhm...noooo. I'd rather them go 0/10 in the open, because that makes me feel as if they're at least trying to do something. I'd hate to be a free ride around the map and somebody go 0/0.
I agree and disagree on your point about the gunner bit. Yes, once a decent gunner or two spawns, I'm happy. I dont like people just sitting there and farming WP from vehicle kill assists by sitting in the other 4? spots.
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Victor Moody Stahl
Amarr Templars Amarr Empire
49
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Posted - 2014.10.24 17:32:00 -
[30] - Quote
Malleus Malificorum wrote:MCRU's could be much improved by activating them like a module - Turn them on people can spawn (durational limit). Turn them off people cant spawn anymore.
To build on this, the MCRU should have a very long active duration- like 10 or 15 minutes, and a similarly short cooldown- like 5-10 seconds.
This allows a pilot to sort of "toggle-and-forget" the mod; they turn it on, it keeps on running, they don't really have to pay too much attention to it. At the same time, turning it off means you probably want to eventually turn it back on again, and you probably don't want to have to wait very long to do so.
medomai grey wrote:Apothecary Za'ki wrote:medomai grey wrote:I used to have the problem of people never ever getting out. Then I removed all the turrets I had for self defense and them blueberries couldn't wait to jump out. :D however i dont think we CAN remove turrets now can we? just checked.. i cannot remove the default weapons on the MLT dropships You can remove turrets on std. dropships.
Two things:
@Za'ki-
Stop using militia derpships if you want to be legitimately useful to your team. That is all.
@medomai grey-
Halfway correct. STD level vehicles do not generally come with a turret pre-fitted, allowing you to generally ignore turret slots. It's also worth noting that dropships do not lose seats for not fitting turret mods, unlike L/HAVs.
Buff Logis | Nerf Goldfish
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