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DUST Fiend
Molon Labe. General Tso's Alliance
15765
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Posted - 2015.02.14 15:48:00 -
[31] - Quote
Large missiles are great anti DS turrets as is. Any more elevation without lowering damage or RoF will be an overbuff.
Missile tanks with skilled pilots are a serious threat to dropships, even pythons
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
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Posted - 2015.02.14 15:52:00 -
[32] - Quote
Godin while I appreciate your desire to be considerate I want to see HAVs picking off tower forges in Line Harvest.
AV
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 15:53:00 -
[33] - Quote
Jammeh McJam wrote:Godin Thekiller wrote:Jammeh McJam wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. This I support, it would increase the teamwork involved in using vehicles and deal with the apparent 'problem' If you want to force teamwork for one, force teamwork for all. I personally don't want forced teamwork anywhere. Optional teamwork works better. There is teamwork for all, vehicles are a support role, which involved working with a team, just like logis, they're a support role and you don't find them not working with the team.
See, here's the difference between what you just said, and what my problem is:
Logi's can protect themselves easily against most targets, or run from them if need be. In the situation I'm pointing out, HAV's simply can't vs. a ADS.
Also, ADS's are not acting in a support role at all as of current, more like a assaulting platform and nothing else (to be fair, that's about the same with the HAV, which I've said many times, but that's a problem with there being nothing to really shoot at, while ADS's does have a role that can be made for it, it's just not done well).
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
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Posted - 2015.02.14 15:53:00 -
[34] - Quote
DUST Fiend wrote:Large missiles are great anti DS turrets as is. Any more elevation without lowering damage or RoF will be an overbuff.
Missile tanks with skilled pilots are a serious threat to dropships, even pythons The missile turrets are getting toned down. No more missile vomit from the looks of rattatis spreadsheet.
No more 3000+ DPS shotgun.
AV
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 15:55:00 -
[35] - Quote
Breakin Stuff wrote:Godin while I appreciate your desire to be considerate I want to see HAVs picking off tower forges in Line Harvest.
I do understand that. I want to see that too, that's another thing around as bad as this. I also don't want HAV's easily shooting back at ADS's or even easily assaulting DS's. I want engagements to be reasonable.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 15:56:00 -
[36] - Quote
DUST Fiend wrote:Large missiles are great anti DS turrets as is. Any more elevation without lowering damage or RoF will be an overbuff.
Missile tanks with skilled pilots are a serious threat to dropships, even pythons
They're going to have around 25% their current DPS at the release of the HAV rebalance. Good enough for you?
To put it in perspective, that's less than current rail DPS (I think).
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
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Posted - 2015.02.14 15:58:00 -
[37] - Quote
Godin Thekiller wrote:Breakin Stuff wrote:Godin while I appreciate your desire to be considerate I want to see HAVs picking off tower forges in Line Harvest. I do understand that. I want to see that too, that's another thing around as bad as this. I also don't want HAV's easily shooting back at ADS's or even easily assaulting DS's. I want engagements to be reasonable. Fair cop.
I would still love a reliable method for torching them.
I do the tower bombing occasionally in line harvest.
Boring-ass EZ mode for risk-averse tools.
AV
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DUST Fiend
Molon Labe. General Tso's Alliance
15765
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Posted - 2015.02.14 15:59:00 -
[38] - Quote
Godin Thekiller wrote:
Also, ADS's are not acting in a support role at all as of current, more like a assaulting platform and nothing else (to be fair, that's about the same with the HAV, which I've said many times, but that's a problem with there being nothing to really shoot at, while ADS's does have a role that can be made for it, it's just not done well).
I dont think ill ever understand your crusade to make the ASSAULT drop ship bad at assaulting. Its already god aweful at unit extraction thanks to low tank, and cant fit a cru without lowering said tank further still. I think your problem is you dont want to admit that ADS IS the Gunship of DUST.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
|
Posted - 2015.02.14 15:59:00 -
[39] - Quote
Missile and blaster DPS will be normalized around 1000-1100 each with missiles being single fire.
The rail baselines at 870 DPS at proto. So it sucked a nerf too.
AV
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DUST Fiend
Molon Labe. General Tso's Alliance
15765
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Posted - 2015.02.14 16:03:00 -
[40] - Quote
Breakin Stuff wrote:Missile and blaster DPS will be normalized around 1000-1100 each with missiles being single fire.
The rail baselines at 870 DPS at proto. So it sucked a nerf too. What is each turrets current DPS?
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 16:03:00 -
[41] - Quote
Breakin Stuff wrote:Godin Thekiller wrote:Breakin Stuff wrote:Godin while I appreciate your desire to be considerate I want to see HAVs picking off tower forges in Line Harvest. I do understand that. I want to see that too, that's another thing around as bad as this. I also don't want HAV's easily shooting back at ADS's or even easily assaulting DS's. I want engagements to be reasonable. Fair cop. I would still love a reliable method for torching them. I do the tower bombing occasionally in line harvest. Boring-ass EZ mode for risk-averse tools.
And that's completely fair.
Thinking about it though, naturally HAV's won't be good at hitting them due to being low to the ground, and they can easily just walk back. This still needs to be made a thing, but that regardless would be the case (but I bet they will be peeking a lot more ). However, ADS's don't have this issue, which gave me an idea. What if ADS's were able to get a shoot command on the high points like that from other pilots, and the ADS can fly up there and kill the AV?
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 16:07:00 -
[42] - Quote
DUST Fiend wrote:Godin Thekiller wrote:
Also, ADS's are not acting in a support role at all as of current, more like a assaulting platform and nothing else (to be fair, that's about the same with the HAV, which I've said many times, but that's a problem with there being nothing to really shoot at, while ADS's does have a role that can be made for it, it's just not done well).
I dont think ill ever understand your crusade to make the ASSAULT drop ship bad at assaulting. Its already god aweful at unit extraction thanks to low tank, and cant fit a cru without lowering said tank further still. I think your problem is you dont want to admit that ADS IS the Gunship of DUST.
As I've already said, DS eHP in general does feel low, and needs buffing. I'd also say that landings need to be able to be a lot faster for ADS's, seeing as they have to be in and out.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 16:07:00 -
[43] - Quote
DUST Fiend wrote:Breakin Stuff wrote:Missile and blaster DPS will be normalized around 1000-1100 each with missiles being single fire.
The rail baselines at 870 DPS at proto. So it sucked a nerf too. What is each turrets current DPS?
Not sure, and that won't matter.
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DUST Fiend
Molon Labe. General Tso's Alliance
15766
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Posted - 2015.02.14 16:10:00 -
[44] - Quote
Godin Thekiller wrote:DUST Fiend wrote:Godin Thekiller wrote:
Also, ADS's are not acting in a support role at all as of current, more like a assaulting platform and nothing else (to be fair, that's about the same with the HAV, which I've said many times, but that's a problem with there being nothing to really shoot at, while ADS's does have a role that can be made for it, it's just not done well).
I dont think ill ever understand your crusade to make the ASSAULT drop ship bad at assaulting. Its already god aweful at unit extraction thanks to low tank, and cant fit a cru without lowering said tank further still. I think your problem is you dont want to admit that ADS IS the Gunship of DUST. As I've already said, DS eHP in general does feel low, and needs buffing. I'd also say that landings need to be able to be a lot faster for ADS's, seeing as they have to be in and out. Except that they dont have to be in and out, since troop transport is a secondary role to their primary role of assaulting
Troop transport is for standard and logistics ships, killing things is for assault ships.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
|
Posted - 2015.02.14 16:13:00 -
[45] - Quote
DUST Fiend wrote:Breakin Stuff wrote:Missile and blaster DPS will be normalized around 1000-1100 each with missiles being single fire.
The rail baselines at 870 DPS at proto. So it sucked a nerf too. What is each turrets current DPS?
Rails are like 975, missiles can hit for 3597 ish shotgun bursts. Blasters float at 870. Do the blaster is literally the worst in every conceivable way.
New proposal:
Blaster 1125 DPS
Missile 1080 DPS
Rsil 870 DPS
This is, of course, unmodified by skills or mods at proto.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
|
Posted - 2015.02.14 16:15:00 -
[46] - Quote
DUST Fiend wrote:Godin Thekiller wrote:DUST Fiend wrote:Godin Thekiller wrote:
Also, ADS's are not acting in a support role at all as of current, more like a assaulting platform and nothing else (to be fair, that's about the same with the HAV, which I've said many times, but that's a problem with there being nothing to really shoot at, while ADS's does have a role that can be made for it, it's just not done well).
I dont think ill ever understand your crusade to make the ASSAULT drop ship bad at assaulting. Its already god aweful at unit extraction thanks to low tank, and cant fit a cru without lowering said tank further still. I think your problem is you dont want to admit that ADS IS the Gunship of DUST. As I've already said, DS eHP in general does feel low, and needs buffing. I'd also say that landings need to be able to be a lot faster for ADS's, seeing as they have to be in and out. Except that they dont have to be in and out, since troop transport is a secondary role to their primary role of assaulting Troop transport is for standard and logistics ships, killing things is for assault ships. They should put two more passenger smalls on it and remove the spare seats.
Make it like puff the magic dragon. The C-130 modification they showed off in the first transformers movie that gutted Scorpinok.
AV
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DUST Fiend
Molon Labe. General Tso's Alliance
15766
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Posted - 2015.02.14 16:18:00 -
[47] - Quote
Breakin Stuff wrote:DUST Fiend wrote:Breakin Stuff wrote:Missile and blaster DPS will be normalized around 1000-1100 each with missiles being single fire.
The rail baselines at 870 DPS at proto. So it sucked a nerf too. What is each turrets current DPS? Rails are like 975, missiles can hit for 3597 ish shotgun bursts. Blasters float at 870. Do the blaster is literally the worst in every conceivable way. New proposal: Blaster 1125 DPS Missile 1080 DPS Rsil 870 DPS This is, of course, unmodified by skills or mods at proto. Is railgun getting anything to compensate for lower DPS? Right now railguns are only a real threat when paired with AV, or stacking damage mods. The stacked damage makes for lame 2 shot engagements, but at the same time I dont want rails being useless. Perhaps give them slightly better tracking and maybe even a small RoF boos to compensate?
Blasters should be fine so long as their optimal isnt too high. They should be funny at range and fierce up close.
Missiles....ill have to actually see that myself. With lower damage and rof, perhaps missile turrets could recieve higher elevation to become the go to anti DS turret.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Godin Thekiller
The Corporate Raiders
2919
|
Posted - 2015.02.14 16:20:00 -
[48] - Quote
Jammeh McJam wrote:Godin Thekiller wrote:Jammeh McJam wrote:Godin Thekiller wrote:Atiim wrote:This won't accomplish your goal but I think it would also be nice if the elevation limit on the upper-Small Turret was removed, that way the gunner would be able to kill DSs hovering over it. Yes it will. I don't think you understand what I'm trying to do (but you usually don't, so meh). Godin I have to say this... You are by far the most butthurt noob I have EVER seen complaining about vehicles A noob would imply that I'm new. I've played far before you probably even knew about Dust. A noob to vehicles, because you sound like you have no idea what your proposed 'changes' will do to the game
I was one of the first Pilots to max out all vehicles, I driven every vehicle in every patch. I've used every veicle module as well. I have made 357 fits since the beginning of my career as a merc.
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DUST Fiend
Molon Labe. General Tso's Alliance
15766
|
Posted - 2015.02.14 16:20:00 -
[49] - Quote
Breakin Stuff wrote:DUST Fiend wrote:Godin Thekiller wrote:DUST Fiend wrote:Godin Thekiller wrote:
Also, ADS's are not acting in a support role at all as of current, more like a assaulting platform and nothing else (to be fair, that's about the same with the HAV, which I've said many times, but that's a problem with there being nothing to really shoot at, while ADS's does have a role that can be made for it, it's just not done well).
I dont think ill ever understand your crusade to make the ASSAULT drop ship bad at assaulting. Its already god aweful at unit extraction thanks to low tank, and cant fit a cru without lowering said tank further still. I think your problem is you dont want to admit that ADS IS the Gunship of DUST. As I've already said, DS eHP in general does feel low, and needs buffing. I'd also say that landings need to be able to be a lot faster for ADS's, seeing as they have to be in and out. Except that they dont have to be in and out, since troop transport is a secondary role to their primary role of assaulting Troop transport is for standard and logistics ships, killing things is for assault ships. They should put two more passenger smalls on it and remove the spare seats. Make it like puff the magic dragon. The C-130 modification they showed off in the first transformers movie that gutted Scorpinok. I always felt the ADS should only have two passenger seats, none if both guns are fit. Its an assault craft, so only needs its gunners or a couple specialized units to drop. Its always stepped on the heels of transport ships, something an assault craft shouldn't be doing.
My YouTube (currently inactive)
Homeless Dropship Enthusiast
"See You Space Cowboy"
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Godin Thekiller
The Corporate Raiders
2919
|
Posted - 2015.02.14 16:25:00 -
[50] - Quote
DUST Fiend wrote:Breakin Stuff wrote:DUST Fiend wrote:Breakin Stuff wrote:Missile and blaster DPS will be normalized around 1000-1100 each with missiles being single fire.
The rail baselines at 870 DPS at proto. So it sucked a nerf too. What is each turrets current DPS? Rails are like 975, missiles can hit for 3597 ish shotgun bursts. Blasters float at 870. Do the blaster is literally the worst in every conceivable way. New proposal: Blaster 1125 DPS Missile 1080 DPS Rsil 870 DPS This is, of course, unmodified by skills or mods at proto. Is railgun getting anything to compensate for lower DPS? Right now railguns are only a real threat when paired with AV, or stacking damage mods. The stacked damage makes for lame 2 shot engagements, but at the same time I dont want rails being useless. Perhaps give them slightly better tracking and maybe even a small RoF boos to compensate? Blasters should be fine so long as their optimal isnt too high. They should be funny at range and fierce up close. Missiles....ill have to actually see that myself. With lower damage and rof, perhaps missile turrets could recieve higher elevation to become the go to anti DS turret.
I three shotted a Sica the other day, asked what the fit was, and it was pretty much all passive tank. I don't believe that.
And the whole "go to" thing is what we're getting rid of with the balance pass. All the turrets would be the best within their optimals and playstyles. That's why Blasters will be the king of CQ fighting, as they were back in the day.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 16:27:00 -
[51] - Quote
DUST Fiend wrote: I always felt the ADS should only have two passenger seats, none if both guns are fit. Its an assault craft, so only needs its gunners or a couple specialized units to drop. Its always stepped on the heels of transport ships, something an assault craft shouldn't be doing.
I always felt that the gunner seats should be crewed at all times, but it never works out that way, because the team sizes don't facilitate the crewing of all the slots full time.
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Derpty Derp
Dead Man's Game
781
|
Posted - 2015.02.14 17:08:00 -
[52] - Quote
Breakin Stuff wrote: But as far as elevatuon goes Godin is right, there needs to be a fight back option for HAVs Vs. The ADS. Once you get within a cerrtain range the tank has tito hide ubunder a building or be annihilated.
Annihilated very slowly... Interesting story, I scared off a multi-turret incubus yesterday... With a militia fit Sica... Out on a road.
I didn't even have to use one of the shield boosters.
So no, you don't have to hide or be annihilated, unless you lack a brain. Some of us enjoy these fights with dropships and don't want it made easier. The same as some of us don't want jihad jeeps removed, because they are entertaining to deal with. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7192
|
Posted - 2015.02.14 17:10:00 -
[53] - Quote
Derpty Derp wrote:Breakin Stuff wrote: But as far as elevatuon goes Godin is right, there needs to be a fight back option for HAVs Vs. The ADS. Once you get within a cerrtain range the tank has tito hide ubunder a building or be annihilated.
Annihilated very slowly... Interesting story, I scared off a multi-turret incubus yesterday... With a militia fit Sica... Out on a road. I didn't even have to use one of the shield boosters. So no, you don't have to hide or be annihilated, unless you lack a brain. Some of us enjoy these fights with dropships and don't want it made easier. The same as some of us don't want jihad jeeps removed, because they are entertaining to deal with. you don't always see them, and if they're above you, they cannot be hit by your turrets.
AV
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Foundation Seldon
Heaven's Lost Property
856
|
Posted - 2015.02.14 17:11:00 -
[54] - Quote
We've tried the lower flight ceiling in earlier iterations of the game, it sucks. It makes the already hilariously fragile Dropship more fragile. This entire initiative of yours is trying to find a solution to a problem that doesn't exist. If you want to better engage enemy dropships then fit turrets and run with gunners or pack a sentinel suit and run a forge. Alternatively use the natural cover around the map (Redline, Buildings) to keep yourself safe. Dropship gets bored, flies away, and you can find a better spot to engage it.
Until we get to a point where maps are designed to be much larger, or to where individual infantry can request transport and delivery areas, or to where you can't just teleport anywhere on the map anyway with an uplink, or to where I can't just call in an Onikuma to get my transport needs done much more easily there will almost never be a "need" for a transport focused role in this game. This is why you can count on one hand the number of Myrons or Grimsnes you'll see on any given day. If the ADS is acting like a Gunship this is because it IS a gunship and was DESIGNED to be a gunship. Accept it.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 17:28:00 -
[55] - Quote
Foundation Seldon wrote:We've tried the lower flight ceiling in earlier iterations of the game, it sucks. It makes the already hilariously fragile Dropship more fragile. This entire initiative of yours is trying to find a solution to a problem that doesn't exist. If you want to better engage enemy dropships then fit turrets and run with gunners or pack a sentinel suit and run a forge. Alternatively use the natural cover around the map (Redline, Buildings) to keep yourself safe. Dropship gets bored, flies away, and you can find a better spot to engage it.
Until we get to a point where maps are designed to be much larger, or to where individual infantry can request transport and delivery areas, or to where you can't just teleport anywhere on the map anyway with an uplink, or to where I can't just call in an Onikuma to get my transport needs done much more easily there will almost never be a "need" for a transport focused role in this game. This is why you can count on one hand the number of Myrons or Grimsnes you'll see on any given day. If the ADS is acting like a Gunship this is because it IS a gunship and was DESIGNED to be a gunship. Accept it.
I've already covered why those things don't work in a balanced situation, and I'm not ******* doing it again.
Maps balance is a thing to be addressed, that is true. That still doesn't Justify the ADS acting as a Gunship.
Broken **** doesn't call for broken **** to balance it. That just leads to more broken ****. Are you saying that broken **** needs to stay in the game?
And lastly, I've pretty much suggested all of these things, and it's primary function is to transport. You deal with it..
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Derpty Derp
Dead Man's Game
781
|
Posted - 2015.02.14 17:33:00 -
[56] - Quote
Breakin Stuff wrote: you don't always see them, and if they're above you, they cannot be hit by your turrets.
You see them if you keep your eyes open... You see them on the radar when they're close enough to do anything... You see your health slowly drop and the sound of the small turret hitting your tank... You have ample amounts of time to react.
If you sit still, yes the dropship has it easy, if you move erratically the dropship has no idea where you're doing if it's directly above, because all it can see is it's own hull and a dot that turns red when ON the tartet, which is useles for a moving target as you have to fire in the direction it's moving... Unless you're so low that simply reversing the tank (which the dropship wont see until too late) has the dropship very much in your sights.
Yes if you pilot the tank like a nonce, the dropship has it easy... But then if the guy in the dropship pilots like a nonce you've got an even easier time of it in the tank.
Looking at the opposite perspective, if a tank sneaks up on an ads (doesn't have to actually get that close, so doesn't show on the radar) then the ads is dead unless the tanker is a bad shot. |
Tesfa Alem
Death by Disassociation
845
|
Posted - 2015.02.14 17:38:00 -
[57] - Quote
Didn't read anything in your proposal that claries anyhing.
Your still hooked up on semantics.
You still believe ADS are not gunships and shouldn't go after Tanks.
But. Tanks by the same vien are not mobile Anti Air Platforms.
Since Tanks are not Anti Air Platforms, then they shouldn't be going after Dropships.
Redline for Thee, but no Redline for Me.
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Foundation Seldon
Heaven's Lost Property
857
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Posted - 2015.02.14 17:43:00 -
[58] - Quote
Godin Thekiller wrote:Foundation Seldon wrote:We've tried the lower flight ceiling in earlier iterations of the game, it sucks. It makes the already hilariously fragile Dropship more fragile. This entire initiative of yours is trying to find a solution to a problem that doesn't exist. If you want to better engage enemy dropships then fit turrets and run with gunners or pack a sentinel suit and run a forge. Alternatively use the natural cover around the map (Redline, Buildings) to keep yourself safe. Dropship gets bored, flies away, and you can find a better spot to engage it.
Until we get to a point where maps are designed to be much larger, or to where individual infantry can request transport and delivery areas, or to where you can't just teleport anywhere on the map anyway with an uplink, or to where I can't just call in an Onikuma to get my transport needs done much more easily there will almost never be a "need" for a transport focused role in this game. This is why you can count on one hand the number of Myrons or Grimsnes you'll see on any given day. If the ADS is acting like a Gunship this is because it IS a gunship and was DESIGNED to be a gunship. Accept it. I've already covered why those things don't work in a balanced situation, and I'm not ******* doing it again. Maps balance is a thing to be addressed, that is true. That still doesn't Justify the ADS acting as a Gunship. Broken **** doesn't call for broken **** to balance it. That just leads to more broken ****. Are you saying that broken **** needs to stay in the game? And lastly, I've pretty much suggested all of these things, and it's primary function is to transport. You deal with it..
To "address" map balance you'd have to redesign the majority of the maps in the game. It's not a feasible solution to the overarching problem the game has with transport roles or transport centered vehicles being pointless. There's nothing wrong or inherently broken about an ADS being a Gunship.
And as I said to you in the last thread, the primary function of the Assault Dropship is not something that's up to you to decide and if the in game description of the ADS is anything to go by ...
"The Assault Class (Dropship) is a low level aerial attack craft. Its light frame makes it highly maneuverable while the front mounted pilot controlled turret gives it a significant advantage in aerial engagements"
They're provably NOT intended to be a primarily transport focused vehicle. They are meant to kill people, they have a bonus to the power of their turret in order to kill people better. That is what they accomplish.
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 18:05:00 -
[59] - Quote
Foundation Seldon wrote:Godin Thekiller wrote:Foundation Seldon wrote:We've tried the lower flight ceiling in earlier iterations of the game, it sucks. It makes the already hilariously fragile Dropship more fragile. This entire initiative of yours is trying to find a solution to a problem that doesn't exist. If you want to better engage enemy dropships then fit turrets and run with gunners or pack a sentinel suit and run a forge. Alternatively use the natural cover around the map (Redline, Buildings) to keep yourself safe. Dropship gets bored, flies away, and you can find a better spot to engage it.
Until we get to a point where maps are designed to be much larger, or to where individual infantry can request transport and delivery areas, or to where you can't just teleport anywhere on the map anyway with an uplink, or to where I can't just call in an Onikuma to get my transport needs done much more easily there will almost never be a "need" for a transport focused role in this game. This is why you can count on one hand the number of Myrons or Grimsnes you'll see on any given day. If the ADS is acting like a Gunship this is because it IS a gunship and was DESIGNED to be a gunship. Accept it. I've already covered why those things don't work in a balanced situation, and I'm not ******* doing it again. Maps balance is a thing to be addressed, that is true. That still doesn't Justify the ADS acting as a Gunship. Broken **** doesn't call for broken **** to balance it. That just leads to more broken ****. Are you saying that broken **** needs to stay in the game? And lastly, I've pretty much suggested all of these things, and it's primary function is to transport. You deal with it.. To "address" map balance you'd have to redesign the majority of the maps in the game. It's not a feasible solution to the overarching problem the game has with transport roles or transport centered vehicles being pointless. There's nothing wrong or inherently broken about an ADS being a Gunship. And as I said to you in the last thread, the primary function of the Assault Dropship is not something that's up to you to decide and if the in game description of the ADS is anything to go by ... "The Assault Class (Dropship) is a low level aerial attack craft. Its light frame makes it highly maneuverable while the front mounted pilot controlled turret gives it a significant advantage in aerial engagements" They're provably NOT intended to be a primarily transport focused vehicle. They are meant to kill people, they have a bonus to the power of their turret in order to kill people better. That is what they accomplish.
Yes it is. A Dropship is made for TRANSPORT. If it's preforming like a Gunship, and nothing like a DS, then it's broken. You are focusing WAY too much on the word Assault.
None of the descriptions are something to go by. Gal Logis by that logic would have repping bonuses.
Also, I see nothing in that about easily attacking HAV's. That desc. has zip to do with being a Gunship, more so being a pseudo fighter.
Also, the hing was intended to be made as a what I suggested: DS that can give support fire after dropping off a smaller passenger size.
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Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
The Corporate Raiders
2919
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Posted - 2015.02.14 18:11:00 -
[60] - Quote
Tesfa Alem wrote:Didn't read anything in your proposal that claries anyhing. Your still hooked up on semantics. You still believe ADS are not gunships and shouldn't go after Tanks. But. Tanks by the same vien are not mobile Anti Air Platforms. Since Tanks are not Anti Air Platforms, then they shouldn't be going after Dropships.
No, not actively they shouldn't. They aren't ******* Gunships.
No, they are not. They wouldn't be able to hi them outside their optimals, and there's no turret specifically made for shooting at targets. Using that same logic however, AV aren't AA weapons either, and therefore shouldn't be able to shoot down an air targets.
And I never said they would be made to be able to easily kill a DS. In fact, I clearly said, about 6 times now that DS's should get a BUFF to eHP so they can escape, or at least survive for the first 3-5 seconds or fire.
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Blup Blub Bloop. Translation: Die -_-
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