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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
1589
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Posted - 2014.12.13 05:41:00 -
[1] - Quote
Now, I've only been flying these things for a short time and I'm still a rather crap pilot, but one thing I've noticed about the ADS is the inability to perform strafing runs. This isn't because of the speed or tanking ability of dropships, but because of the turrets. As it stands, the ADS requires you to hover over/around a target, firing off missiles or rails or even lolblasters until the target dies. Not only is this terribly ineffective due to the current camera angles, but it's also a tad boring giving how much fun dropships can be to fly.
What I'd like to propose isn't a buff to HP or the turrets, but a new turret entirely, something designed specifically for the ADS. We're currently stuck with one of three turrets, all of which force you to hover over a target and none of which allow for any variation in gameplay style. I'd like to point towards a similar gunship, the attack helicopters from Battlefield 3 for a demonstration.
https://www.youtube.com/watch?v=5HWqzYB2QhI
For you ADS pilots out there, the way attack choppers handle in Battlefield may look familiar. These use similar controls, though a bit more intuitive. The major difference is the method of actual attack. As I've mentioned, Dust gives you three options in turrets, all of which are short range, slow rate of fire launchers suitable only for hovering. The attack helicopters in Battlefield, however, have rocket pods, similar to the missile launcher in Dust in terms of splash radius and damage, but with a much higher rate of fire. These mounted pods allow the helicopters to perform proper strafing runs on a target, though the option is still available to hover over a target if desired, allowing the gunner to get a better line of sight in the process.
For a further example in combat...
https://www.youtube.com/watch?v=6orm0-RicwE
Moving on to the actual idea, these turrets could be high ROF, low damage, high capacity launchers capable of dealing out a fair sum of damage given the dropship be lined up properly. Perhaps around the 200-300 damage range, with relatively low splash damage or radius. In terms of balancing, these shouldn't be desirable on other vehicles such as tanks, likely becoming overpowered on such a platform, so I propose that like scouts, heavies, assaults and logi suits, the ADS skill be changed from the current fire rate bonus to a bonus allowing the easier fitting of these turrets, eventually making them easier to fit on a maxed out ADS than a regular turret of equal meta level.
These turrets could, of course, use existing models, a few stat tweaks would be all that would be needed to implement them I believe. Increasing range, ROF, and capacity while lowering damage and splash radius perhaps would allow them to remain balanced, as well as making the fitting cost much higher to prevent abuse by tanks and even LAV's or other dropships without a fair amount of sacrifice.
Thoughts? Ideas?
I want to punch.
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Kallas Hallytyr
Skullbreakers
1102
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Posted - 2014.12.13 07:34:00 -
[2] - Quote
I'm actually in the process of writing up numbers for a turret like this and one for AV usage
Alt of Halla Murr. Sentinel.
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Sir Dukey
Murphys-Law General Tso's Alliance
1311
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Posted - 2014.12.13 15:06:00 -
[3] - Quote
Crimson ShieId wrote:Now, I've only been flying these things for a short time and I'm still a rather crap pilot, but one thing I've noticed about the ADS is the inability to perform strafing runs. This isn't because of the speed or tanking ability of dropships, but because of the turrets. As it stands, the ADS requires you to hover over/around a target, firing off missiles or rails or even lolblasters until the target dies. Not only is this terribly ineffective due to the current camera angles, but it's also a tad boring giving how much fun dropships can be to fly. What I'd like to propose isn't a buff to HP or the turrets, but a new turret entirely, something designed specifically for the ADS. We're currently stuck with one of three turrets, all of which force you to hover over a target and none of which allow for any variation in gameplay style. I'd like to point towards a similar gunship, the attack helicopters from Battlefield 3 for a demonstration. https://www.youtube.com/watch?v=5HWqzYB2QhIFor you ADS pilots out there, the way attack choppers handle in Battlefield may look familiar. These use similar controls, though a bit more intuitive. The major difference is the method of actual attack. As I've mentioned, Dust gives you three options in turrets, all of which are short range, slow rate of fire launchers suitable only for hovering. The attack helicopters in Battlefield, however, have rocket pods, similar to the missile launcher in Dust in terms of splash radius and damage, but with a much higher rate of fire. These mounted pods allow the helicopters to perform proper strafing runs on a target, though the option is still available to hover over a target if desired, allowing the gunner to get a better line of sight in the process. For a further example in combat... https://www.youtube.com/watch?v=6orm0-RicwEMoving on to the actual idea, these turrets could be high ROF, low damage, high capacity launchers capable of dealing out a fair sum of damage given the dropship be lined up properly. Perhaps around the 200-300 damage range, with relatively low splash damage or radius. In terms of balancing, these shouldn't be desirable on other vehicles such as tanks, likely becoming overpowered on such a platform, so I propose that like scouts, heavies, assaults and logi suits, the ADS skill be changed from the current fire rate bonus to a bonus allowing the easier fitting of these turrets, eventually making them easier to fit on a maxed out ADS than a regular turret of equal meta level. These turrets could, of course, use existing models, a few stat tweaks would be all that would be needed to implement them I believe. Increasing range, ROF, and capacity while lowering damage and splash radius perhaps would allow them to remain balanced, as well as making the fitting cost much higher to prevent abuse by tanks and even LAV's or other dropships without a fair amount of sacrifice. Thoughts? Ideas?
Dropships in dust are really unresponsive. That is one of the main problems I face as an ADS pilot and STD dropship pilot. It's like flying a brick with barley any horsepower. The have great momentum but terrible brakes, terrible turns and almost everything is risky because of their instability, especially the STD.
When you hit an object, it's like you become glued to it. It's an awful mechanic, the fact that railgun turrets in redline also making the job of a pilot 800% harder. Not only does it take two minutes of constant shooting to kill a turret in the redline, it takes 25% of my maxed out ammo and you have to go in and out of redline.
P.S. #1 killed of ADS and Dropships is probably the swarm and the map. One swarm can literally put a STD dropship in an angle it can never recover from.
Anyway, I would give the ADS back the rof, it was the only thing that made them good, now all they are, are expensive uplink destroyers.
Acquire Currency, Disregard Female Canis lupus familiaris
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
1590
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Posted - 2014.12.13 16:41:00 -
[4] - Quote
Kallas Hallytyr wrote:I'm actually in the process of writing up numbers for a turret like this and one for AV usage
That would be awesome to see! I'm really hoping Rattati takes some interest in adding something like this to really give the ADS a roll outside of uplink destruction and mild harassment.
I want to punch.
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Crimson ShieId
Sinq Laison Gendarmes Gallente Federation
1591
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Posted - 2014.12.13 17:04:00 -
[5] - Quote
@Sir Dukey
Can't say I agree on the responsiveness, at least when it comes to the ADS. The things handle like you'd expect a rocket propelled piece of steel with no aerodynamics whatsoever to handle. They do rather feel like the helicopters in Battlefield there, the main difference being that they have the afterburner that allows for a quick burst.
Collision mechanics though... ugh... I hear you there, but that one isn't likely to be fixed until they completely rework the engine, sadly...
Swarms still don't bother me all that much, the difficulty comes when trying to get kills while a swarmer is present. The ADS just doesn't have the HP to tank generally, but I don't really believe it should. It's a fast attack craft and ought to be named the Scout Dropship given the way it performs and the stats, but with the way the turrets work, it forces it into a roll it really can't do well with. A turret that allowed strafing runs would fix this as it would keep the craft from having to hover over a target and allow for greater damage with a skilled pilot.
I want to punch.
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a brackers
Molon Labe. General Tso's Alliance
88
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Posted - 2014.12.13 21:35:00 -
[6] - Quote
I also cant agree on the responsiveness. However I do find swarms to be a massive problem. Almost every swarmer seems to be a commando now, so they can get off the 4 shots required to kill me almost before the first shot hits. Once four shots are in the air in dead whatever. I really don't like the swarms having really low turning so they go around buildings with ease, but then turn 180-¦ instantly when they're close to me so I can't do a last minute dodge.
But yh ages ago I suggested something similar to this with numbers, but it was ignored. Also I would suggest the ads gets a bonus to the ammo in the clip and rof so basically increasing the max damage it can output in a strafing run.
Proto dropship pilot
The sandbox shooter
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emm kay
G0DS AM0NG MEN
232
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Posted - 2014.12.13 22:49:00 -
[7] - Quote
Kallas Hallytyr wrote:I'm actually in the process of writing up numbers for a turret like this and one for AV usage son, we call that a Rail turret.
There is a reason you never see me in battle.
it's because I see you first.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
123
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Posted - 2014.12.14 02:55:00 -
[8] - Quote
What if you could actually keep your current turret and use the side turrets as forwards aiming rocket pods? I'd really like the fact that they would act as current attack choppers. I want a blaster on the front and my middle pods.
48th Special Operations Force.
"As a team or alone, I dominate the battlefield."
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Kallas Hallytyr
Skullbreakers
1107
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Posted - 2014.12.14 04:01:00 -
[9] - Quote
emm kay wrote:Kallas Hallytyr wrote:I'm actually in the process of writing up numbers for a turret like this and one for AV usage son, we call that a Rail turret. Well, more to the point, Hybrid AV is a railgun and Hybrid AP is a Blaster (well, would be if it was any use on a dropship.) Missiles are too (in/)effective at both and so Rattati asked for numbers and feedback on AV and AP split missile turrets. So there's that
Alt of Halla Murr. Sentinel.
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
23
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Posted - 2014.12.14 04:32:00 -
[10] - Quote
Can we give them more of a resistance to collision ? Would that be possible ? |
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Kallas Hallytyr
Skullbreakers
1109
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Posted - 2014.12.14 08:32:00 -
[11] - Quote
Hey fellas, just cross pollinating my thread: read it here. Hope that's alright Crimson
Alt of Halla Murr. Sentinel.
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Finn Colman
Immortal Guides Learning Alliance
97
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Posted - 2014.12.14 13:06:00 -
[12] - Quote
Kallas Hallytyr wrote:Hey fellas, just cross pollinating my thread: read it here. Hope that's alright Crimson If only we could fix the blasters...
PSA: Tell players to terminate in order to access mCRUs.
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Kallas Hallytyr
Skullbreakers
1115
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Posted - 2014.12.14 14:37:00 -
[13] - Quote
Finn Colman wrote:Kallas Hallytyr wrote:Hey fellas, just cross pollinating my thread: read it here. Hope that's alright Crimson If only we could fix the blasters... They were good at one point. I honestly think they just need a big damage jump to go with the proposed dispersion buff (as Rattati has said he wants to do in HF Echo) - like, double the damage per shot. With the current dispersion it's hard enough to land half of your shots on target when they're running predictably and you're stationary; add in any other factor and you're probably only killing people by chance.
Tighten the dispersion so more than half your shots land and then crank up the damage. That'll mean it does a metric fuckton of damage when all of its shots are landing (say, against vehicles) but they'd still not break vehicle shield regen (threshold being around 100) except maybe PRO turrets. And it would mean that you wouldn't need to land every shot to be deadly.
And frankly, small blasters should rip infantry to shreds.
Alt of Halla Murr. Sentinel.
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