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Thread Statistics | Show CCP posts - 4 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7639
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Posted - 2015.03.16 06:51:00 -
[1] - Quote
CCP Rattati wrote:Why don't you instead of complain that you are the bottom of the barrel (which is untrue) just propose numbers. This dropships +X, this Dropship +Y, swam launcher range - X. 2 pages of feeling sorry for yourselves is not going to help at all.
For example:
This Shield Hardener cost really messed up my fittings as I rely on them to tank 3 shots with X. Is it possible to increas PG by 10 because the nerf was meant for triple hardened Gunnlogis.
Thanks, Smart player
Hang on, i really have nothing to add to the conversation, i simply find this post hilarious and amazing.
Please carry on with the waaaaahmbulance ride.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
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Posted - 2015.03.17 09:58:00 -
[2] - Quote
manboar thunder fist wrote:The recent changes to AV, just going to throw this out there...
WHAT Changes to AV have affected dropships?
The only thing that has changed is the AV nade count.
Not trolling when I say if that has seriously affected the utility of dropships, there's a pilot error problem.
Because there has been no other change to AV. So your thesis statement confuses me.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
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Posted - 2015.03.17 10:02:00 -
[3] - Quote
CCP Rattati wrote:Why don't you instead of complain that you are the bottom of the barrel (which is untrue) just propose numbers. This dropships +X, this Dropship +Y, swam launcher range - X. 2 pages of feeling sorry for yourselves is not going to help at all.
For example:
This Shield Hardener cost really messed up my fittings as I rely on them to tank 3 shots with X. Is it possible to increas PG by 10 because the nerf was meant for triple hardened Gunnlogis.
Thanks, Smart player
The shield hardener cost really messed up a lot of dropship fittings. Can dropship resources please be adjusted to allow pilots to utilize their standard fittings please?
God help us all when I'm the one who has to do the right thing rather than trying to cuss out the guy who has the power to delete dropship classes from the game.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7651
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Posted - 2015.03.17 19:32:00 -
[4] - Quote
MINA Longstrike wrote:Breakin Stuff wrote:manboar thunder fist wrote:The recent changes to AV, just going to throw this out there... WHAT Changes to AV have affected dropships? The only thing that has changed is the AV nade count. Not trolling when I say if that has seriously affected the utility of dropships, there's a pilot error problem. Because there has been no other change to AV. So your thesis statement confuses me. Well there's been changes to hardeners, so obviously that's an AV buff!!!.... Oh and PLC's got stronger too! I also don't understand the thesis statement. I have had a lot of my fits invalidated though by the changes to resource costs and prior to this patch it was practically impossible to use dropships anyways due to how powerful swarms were. Considering how often that the PLC is effective against dropships it's hard to remember they exist in the context of the topic.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7662
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Posted - 2015.03.19 09:59:00 -
[5] - Quote
Let's be blunt. AV is going to need to be adjusted to deal with HAVs (excluding swarm launchers). This is a simple fact.
This means in turn that dropships will need to be adjusted so they do not become relegated to the scrap heap. This is another simple fact.
If the discussion can remain civil (something woefully lacking in the past, on all sides) we might actually get some progress.
Generally the argument sticking point is that certain pilots want to have the EHP of an HAV and civility usually takes a sharp turn for the worse.
But buffs can include things like intuitive controls and better shooting mechanics. If you can actually reliably land shots on a forge sent, you can kill him faster than he can kill you.
But the problems with dropships are vastly more involved than simple EHP. Most of the problems result from poor fitting, which has been acknowledged in multiple places and clunky controls which are the opposite of intuitive.
Yes I realize some pilots can be amazing maneuvering. But there needs to be simpler control options for beginners. A "novice" mode as it were.
There needs to be more reliable shooting mechanics. It's too easy to have someone in a sentinel suit avoid fire when you are RIGHT ON TOP OF HIM.
I'm also of the opinion that collision damage should be set to zero while shields are online. Armor on armor impact only For collisions. Not because I think crashes are unfair. But because shield dropships explode when a five year old flings a ffistful of gravel at them even when they take a damn railgun shot to the face and keeps going.
There's a lot of options for fixing dropships and keeping them viable even with buffed AV in play. I am More than happy to offer suggestions and do math to assist. The more constructive you guys are the more I'm interested in helping.
The more righteous outrage I have to deal with the more interested I am in outright antagonism.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7667
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Posted - 2015.03.19 12:14:00 -
[6] - Quote
I actually have an idea.
Remember I fight dropships routinely.
I don't feel under threat by them (even ADS) routinely. A close quarter duel between my calsent and MrShooter01 while he had me dead to rights resulted in me kicking his ass even though he could drop the six proto missile splashes to kill me much faster than I can charge and fire three forge shots To drop him. I still only got hit twice.
This is hardly an uncommon occurrence.
Plus whenever I fly them I crash.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7669
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Posted - 2015.03.19 15:36:00 -
[7] - Quote
Balistyc Farshot wrote:I can't find the thread, but the best ADS fix I saw was removing the pilot's ability to fire at all and make a gunner seat that fires the nose turret. Then the ADS is not a cobra helicopter but instead a black hawk which needs a second gunner to really leverage the flying platforms. Then all the additions and buffs can be added because it is in the spirit of a cooperative vehicle.
I think the thread got down to creating the only ADS weapon as wing mounted swarms for AV. Everything else was up to the crew.
This could be applied to tanks as well. The driver does not fire the main cannon in that situation, it is the main gunner and you can even make the skills of the gunner add to the vehicle performance (In the Tanks Dev Thread).
Then being a pilot is being a pilot. You are here to fly or drive. Don't expect to be a one man killing machine inside your vehicle. Even an LAV can't drive and shoot without help, so why not apply the same mechanic to tanks and ADS?
I have issue with this solution for the same reason I object to it for tanks.
The entire financial burden for the vehicle rests upon the pilot.
Yet he must be dependent upon someone else to operate his equipment and not be a dumbass. Or to at least have the courtesy of having skilled appropriately.
This is asking a lot, to the point of being unreasonable.
AV
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