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[Veteran_Nova Knife]
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Posted - 2012.05.15 18:19:00 -
[1] - Quote
New handling is excellent, it no longer feels like I am flying a hovering brick.
Like:
-Handling is much better, ship is much faster and more responsive. - Collisions are better, much less viable to fly in enclosed spaces - Roadkilling is possible & much easier than in previous build. - No silly hit markers from all directions when landed - Gunner physics much better
Dislike:
- Much like the LAV, lack of option to reverse camera. Suggest making the unused R1 button a 'camera modifier' so that the right stick controls the camera direction instead of turning the ship while it is held. This makes it much easier to give your gunners a good shot as you currently have no idea what they are shooting at if they are directly to your left, right, or rear. - Clunky aiming for logistics modules. If the reticule moved with the camera along with the above suggestion, it would be perfect. - Inability to teamkill with roadkills. I found it very easy to 'assist' a teammate in a firefight by simply landing my ship on both of them, and my teammate did not die. This seems wrong to me. Friendly fire being on would fix this, and I urge CCP to make this happen. - Not enough collision damage. Being able to use the ship as a projectile to kill people is nice, but if I am deliberately crashing my ship into someone it should take a bit more than 3% shield damage from the impact. Hitting things as a pilot is bad and should be discouraged. - Helpless passengers. I said it in the old forums too, I definitely think people not in gunner seats should be able to use their weapons but be unable to deploy equipment. Under no circumstances should anyone be able to repair a vehicle they are currently a passenger in. |
[Veteran_Nova Knife]
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Posted - 2012.05.18 02:03:00 -
[2] - Quote
I am liking that dropships are much more useful now, but I need to reiterate that collision damage needs to be much higher. If I want to run around crashing my ship into people, it should do more than 1-3% shield each time I hit something at full speed. A full speed collision should take 10-15% of the shield even if heavily tanked. It is blatantly unfair atm to essentially run your dropship off of walls like a bumper car killing people with reckless abandon. Right now it is far to easy to bounce around on the ground roadkilling people. Roadkilling without damaging your ride should be incredibly trickey and take finesse. You shouldn't be able to just bounce around on the ground until you finally get them!
As for ease of killing them, they are pretty fine where they are. Two forge gun shots will take out even a heavily tanked dropship, and swarms are very effective with their lock-ons. Installations absolutely eat the dropship for breakfast, which is nice to see them actually useful for something!
However, my main qualm right now after testing hte logistics in a bit further detail, is the aiming and range of these modules. You have to be within around 15 ft of something to remote repair it, and pretty much be looking at them the entire time. I'd be fine with the requiring constant 'in sights' lock, but the way the aiming is done it's next to impossible to actually maintain reps for the entire pulse interval. The range for these needs to be bumped to about 50-75m and the aiming needs to be massively improved.
I'm still of the mind that using R1 as a 'camera modifier' instead of module activation (Use square or X for module activation instead maybe?) that while held makes the right stick move the camera instead of the nose direction of the dropship. This would allow for much smoother aiming And make it much easier to provide good shots for your gunners.
Non-Gunner passengers should definitely be able to shoot their guns. However, I am not sold on heavy suits being able to use their heavy weapons from a dropship. Definitely not forge guns, but possibly HMGs as they are a bit weaker than the small blaster turrets available to the dropship gunners. If you've ever tried the blaster turrets in a dropship, they are pretty awful to aim unless the dropship is standing still, which usually gets the gunner shot out! |
[Veteran_Nova Knife]
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Posted - 2012.05.19 03:08:00 -
[3] - Quote
- Logistics dropship pilots do not recieve the same spawn assist points that are gained when someone spawns at a drop uplink. This seems like the pilot should get some points. - Pilots should gain 50 points for every gunner kill along with the gunner himself, and passengers still recieve 25. Reasoning behind this is that pilots should be discouraged to divebomb and encouraged to think of their gunners first. - Local Shield boosters/armor reps could stand to be a little more effective. repping 500 HP over the course of 5 second with a 30s cooldown or so doesn't really help much when a vehicle is has 2000+ hitpoints. Increasing the number of pulses or decreasing the cooldown would make it pretty much fine. Maybe a small boost (25-50 per pulse) to the amount reparied. -Shield and armor transport modules should have both a vehicle and an infantry variant. A logi pilot should be able to choice between supporting teammate vehicles or infantry, but not both unless they make fitting sacrifices to accomdate both types of modules. As mentioned above, remote modules should have a large increase to their effective range. Current range is 15-20m which essentially means you are crushing whatever you are trying to fix, moving it up to 75 meters or so (Maybe 125 for logistics dropships!) would allow you to maintain altitude but still be a fairly stationary target for swarms + forge guns. |
[Veteran_Benidict Dauphine]
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Posted - 2012.05.19 04:22:00 -
[4] - Quote
Will there be bigger maps released where a dropship can be more useful as a way to ferry troops to the front lines?
With the abundance of spawn points most people prefer to walk! |
[Veteran_Nova Knife]
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Posted - 2012.05.29 12:41:00 -
[5] - Quote
I'd like to reiterate the that blaster and railgun turrets seem almost useless on dropships, as the wonky movement physics make the weapons near impossible to aim unless the dropship is standing still or flying perfectly straight. Missiles suffer from this too, but the splash damage can offset it to a degree that they are bearable.
Pilots definitely need to get a shared kill and 50 points with their gunners when the gunner kills someone. More point options for this support role will ensure it remains a support role, and that the pilot is not encouraged to go on a crushing spree simply because it gives them better stats and SP gain than actually caring if their gunner has a good shot. Pilots should always be thinking of their gunners first, and the points will help ensure that. I had a round the other day where between both my gunners I had 25 assists, and 6 vehicle destroy assists, and I still earned more SP the next round just by crushing people and ignoring my gunners. This is definitely wrong. I am sort of repeating myself in this post, but I feel this is something that needs to be re-iterated.
"Dropship riding" also needs to be looked at. Not riding as a passenger, but on top of the ship itself. Both teammates and enemies can do this, and barring wild maneuvers they can remain on top of the ship while it is moving indefinitely until they decide to jump off. Enemies have a high chance of being roadkilled during some direction changes, but an ally can remain on top forever. I've had heavy suits sitting on top of my ship shooting down at people, and this is totally broken and needs some attention. |
[Veteran_Noc Tempre]
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Posted - 2012.05.29 13:25:00 -
[6] - Quote
Nova Knife wrote:I'd like to reiterate the that blaster and railgun turrets seem almost useless on dropships, as the wonky movement physics make the weapons near impossible to aim unless the dropship is standing still or flying perfectly straight. Missiles suffer from this too, but the splash damage can offset it to a degree that they are bearable.
Pilots definitely need to get a shared kill and 50 points with their gunners when the gunner kills someone. More point options for this support role will ensure it remains a support role, and that the pilot is not encouraged to go on a crushing spree simply because it gives them better stats and SP gain than actually caring if their gunner has a good shot. Pilots should always be thinking of their gunners first, and the points will help ensure that. I had a round the other day where between both my gunners I had 25 assists, and 6 vehicle destroy assists, and I still earned more SP the next round just by crushing people and ignoring my gunners. This is definitely wrong. I am sort of repeating myself in this post, but I feel this is something that needs to be re-iterated.
"Dropship riding" also needs to be looked at. Not riding as a passenger, but on top of the ship itself. Both teammates and enemies can do this, and barring wild maneuvers they can remain on top of the ship while it is moving indefinitely until they decide to jump off. Enemies have a high chance of being roadkilled during some direction changes, but an ally can remain on top forever. I've had heavy suits sitting on top of my ship shooting down at people, and this is totally broken and needs some attention.
Two word fix for your last point: Barrel Roll. CCP devs make it so! (Please) |
[Veteran_Benidict Dauphine]
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Posted - 2012.05.29 13:46:00 -
[7] - Quote
Pilots need points for piloting skill as well.
Keeping drop ship alive for entire mission (having taken damage)
Successfully transporting troops to an objective. Perhaps with extra bonus for getting behind enemy lines.
Perhaps getting a reward for picking up troops who request it.
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[Veteran_Albert Starlight]
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Posted - 2012.05.29 14:22:00 -
[8] - Quote
Benidict Dauphine wrote:Pilots need points for piloting skill as well.
Keeping drop ship alive for entire mission (having taken damage)
Successfully transporting troops to an objective. Perhaps with extra bonus for getting behind enemy lines.
Perhaps getting a reward for picking up troops who request it.
+1 |
[Veteran_Benidict Dauphine]
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Posted - 2012.05.29 17:59:00 -
[9] - Quote
Albert Starlight wrote:Benidict Dauphine wrote:Pilots need points for piloting skill as well.
Keeping drop ship alive for entire mission (having taken damage)
Successfully transporting troops to an objective. Perhaps with extra bonus for getting behind enemy lines.
Perhaps getting a reward for picking up troops who request it.
+1
+1 to the +1 |
[Veteran_Cong Zilla]
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Posted - 2012.05.29 18:14:00 -
[10] - Quote
Benidict Dauphine wrote:Pilots need points for piloting skill as well.
Keeping drop ship alive for entire mission (having taken damage)
Successfully transporting troops to an objective. Perhaps with extra bonus for getting behind enemy lines.
Perhaps getting a reward for picking up troops who request it.
LAV drivers need these too. So many people just using them as a personal mobile turret right now. |
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[Veteran_Donal Donovan]
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Posted - 2012.05.29 18:16:00 -
[11] - Quote
+2
More dropships is always better |
[Veteran_Tor Kallon]
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Posted - 2012.05.29 18:54:00 -
[12] - Quote
+1 |
[Veteran_ConfidingBullet]
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Posted - 2012.05.29 18:56:00 -
[13] - Quote
Why do I feel like ramming a vehicle into the ground from the sky should damage the vehicle?
I don't think you should be able to roadkill people with a dropship without damaging it somehow.. |
[Veteran_Gullegumman]
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Posted - 2012.05.29 19:41:00 -
[14] - Quote
Is it just me or should there also be a wider range of aim for the mounted guns? If they're mounted on little pylons they should go full forward, fairly high up, straight down and near full rear. |
[Veteran_Gullegumman]
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Posted - 2012.05.29 19:46:00 -
[15] - Quote
Oh and I say this because currently it seems near impossible to use the Grimsnes for light air support. I'm not saying it should pop tanks, but it should make very short order of a bunched up group of infantrymen. |
[Veteran_Relyt Fekefer]
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Posted - 2012.06.09 03:43:00 -
[16] - Quote
i definitely agree spawn dropships should get points for people spawning on them |
[Veteran_Alliria Seedspawns]
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Posted - 2012.06.09 05:34:00 -
[17] - Quote
The sound of the drop ship gives me a headache. I have to take my headphones off anytime I want to fly them. I would also like to see their controls simulate the BF3 controls. Takes some practice to be able to fly them properly. Easy to crash and burn if you panic. |
[Veteran_RPGio]
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Posted - 2012.06.09 06:24:00 -
[18] - Quote
I flew my first dropships last night. like all the vehicles I have used so far they still need some love to improve the controls and the physics. |
[Veteran_Sorry Accident]
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Posted - 2012.06.09 11:41:00 -
[19] - Quote
Benidict Dauphine wrote:Pilots need points for piloting skill as well.
Keeping drop ship alive for entire mission (having taken damage)
Successfully transporting troops to an objective. Perhaps with extra bonus for getting behind enemy lines.
Perhaps getting a reward for picking up troops who request it.
+1 Yes, yes, yes. More team-based points is ALWAYS a good thing. |
[Veteran_Asimov Black]
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Posted - 2012.06.09 13:25:00 -
[20] - Quote
Benidict Dauphine wrote:Albert Starlight wrote:Benidict Dauphine wrote:Pilots need points for piloting skill as well.
Keeping drop ship alive for entire mission (having taken damage)
Successfully transporting troops to an objective. Perhaps with extra bonus for getting behind enemy lines.
Perhaps getting a reward for picking up troops who request it.
+1 +1 to the +1
And my axe!(+1) |
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[Veteran_Lucas Kincaid]
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Posted - 2012.06.09 20:40:00 -
[21] - Quote
It would be nice to see some kind of method for a dropship to shake swarm launcher locks. As it stands now a few people with em just need to look up and fire and call it a day and the dropship is thoroughly screwed as is anybody who happens to be riding in it. Could be something as simple as a mod that throws chaff out, or maybe even an ECM system to break the lock.
It would also be nice for the turrets on them to actually be able to aim down. Right now you need to hang really far back to draw a bead on a target. |
[Veteran_Jaxx Blake]
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Posted - 2012.06.09 20:49:00 -
[22] - Quote
Dropships need:
a) Threat Detection - ie. Warning tone on Lock-On from Swarm Launcher. Or 'target tone' when an installation is pointed at you.
b) Countermeasures - ie. Flares,. chaff etc. To shake any 'locked; projectile on them. Even our 'primitive' aircraft of today have these...
These should be default, not modules. |
[Veteran_Gene Dravon]
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Posted - 2012.06.18 10:17:00 -
[23] - Quote
I was thinking something along the lines of Sensor Dampeners, which would increase the lock on time of enemy swarm launchers. Since they are the most obvious choice to take down dropships, having some sort of countermeasure would be nice. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.06.29 18:40:00 -
[24] - Quote
Woo. Thread necromancy!
-New handling (Deja vu!) - Dropships are much faster, and definitely have a feel of momentum to them. Better overall handling, however it is very difficult to manage altitude effectively!
- Gunner radius is much better and easier to track and hit targets
Collision - We're on the right track, but this is still in need of a lot of love. The main reason we pushed for this is because it was possible to 'bump around' off of objects or slide along the ground dragging people until they were roadkilled. Right now its still easily possible to do this without taking damage. On top of that, the collision damage itself is inconsistent and generally far too high. Crushing full speed into something is generally 50/50 if you'll instantly die or not. Sometimes you 'crash' even from the slightest of impacts at low speeds. It's a crap shoot at best.
-Pilot points. This still needs to be address. I'm still of the mind that a pilot should get shared credit for every kill his gunner makes. (Both Pilot and gunner should get +50 points and a kill on their stats). It's still too attractive to just run around crushing people and ignoring your gunners. Spawning in the dropship still gives no points either.
- Remote repair modules. These are still impossible to use in any practical circumstance. The range is laughable (15m or so) combined with the lack of motion on the camera (You can only go up and down in the direction you are facing) makes it difficult beyond description to keep a lock on something that is in motion. Being close enough to essentially crush the thing you are trying to repair does not help much either. Range for these modules needs to be -at minimum- between 30 and 50 meters, maybe with a boost to range on the logistics dropship. |
Aighun
Zumari Force Projection Caldari State
666
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Posted - 2012.07.01 14:32:00 -
[25] - Quote
Since you asked...
Dropship crushing is fine. It should not be removed from the game and it is great fun to do.
However, currently there is no risk to this tactic, since you can spawn infinite militia drop ships and just go around smashing them into the ground.
Possible Fixes:
- A handling penalty, to go along with the collision damage. So that when you hit the ground you lose control to some degree. This could have a cool down timer based on a pilot's skill. If a pilot wants to train to use a drop ship as an infantry smasher they should have to invest time and effort to be able to do so.
- Make the ships expensive? Wasn't that the idea all along? Isn't this going to happen anyway? I remember a fan-fest demo vid where someone crash landed their drop after bailing out. and one of the CCP folks said that would be a bad idea in the real game because it would be so expensive.... |
Sin3 DeusNomine
Doomheim
142
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Posted - 2012.07.01 15:49:00 -
[26] - Quote
Yes I love the improvements made on the drop ship just great.
I do not mind the handling. It is working pretty well. Back up camera might be nice.
Gunners can actually gun now wihtout you haveing to be in a easy to see easy to swarm position to have them kill.
My biggest problem now. I am getting into drop ship flying I am loving it when I get 2 people with mikes on board. Last match/2nd match of the day. My gunners got 30 kills in total and 10 vehicle kills mostly being tanks. And I got 15 kills. and only pulled 30k SP Just seems like It is impossible to pull the SP that a good tank driver gets when you are preforming just as well as him.
Which makes it harder for dropship pilots keep up with everyone. |
Jogho
2
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Posted - 2012.07.02 18:12:00 -
[27] - Quote
Assumption: Dropships primary role is a "battlefield taxi" and the incentive should be there to conduct that role
Improves: +Spawn points for pilot +Shared kill points for pilot +Essentially shared points for pilot on any positive activity performed by anyone in the craft up to and including personal hygiene +Heavy penalties for Dropship Crushing. It should be a desperate, last-ditch maneuver not a viable tactic (remember what happened to kamikazes when they pulled the same stunt?) +Crash damage (i.e. if you are dumb enough to shoot it down while it's hovering over you....) +Resupply/Healing modules (if they don't already exist - have not dug through all the market categories yet) +Ability for passengers to fire some personal weapons from doorway (some heavy weapons should be restricted, e.g. anything with a back-splash - fellow passengers HATE that.). |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
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Posted - 2012.07.02 22:12:00 -
[28] - Quote
Nova Knife wrote:Woo. Thread necromancy!
-Pilot points. This still needs to be address. I'm still of the mind that a pilot should get shared credit for every kill his gunner makes. (Both Pilot and gunner should get +50 points and a kill on their stats). It's still too attractive to just run around crushing people and ignoring your gunners. Spawning in the dropship still gives no points either. .
This + 1
As a dropship pilot I want to see more collision dmg. Thats way good dropship pilots are really worth somthing. Its way too easy atm. |
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