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Thread Statistics | Show CCP posts - 4 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7651
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Posted - 2015.03.17 19:32:00 -
[91] - 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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CommanderBolt
KILL-EM-QUICK
3236
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Posted - 2015.03.17 19:39:00 -
[92] - Quote
Rakr'Dashia Rah wrote:A Python camped our spawn last night, 4 people pulled out swarms. A few Plasma Cannons, not to mention a missle turret and blaster. We all lit the thing up, it turned flew around a building and popped back out, full shields and armor and continued to destroy us. I think the guy went 20 odd/ and 4.
Im not saying dropships are in a good place or they shouldnt be looked at, but give it some time.
The way I see it any buff for assault dropships would make them op to infantry, technically you're not supposed to be able to kill a proto tank with an ASSAULT(lightwieght low health/ hit and run tactic) dropship. If a tank killer is what you want, wait for CCP to release heavy dropships.
Impossible! One shot from a PLC user will make a python GTFO or pull range. Even a standard PLC is dealing substantial shield damage right now. I don't use the python often but I know from past experience that around 3k shields give or take is what most have. One shot of the PLC is nearly half that, hit them in the sweet spot on their thrusters and its even more damage (Before hardeners of course, if they even fit them now?)
On top of that you say you had 4 people firing with swarms, a missile turret and blaster........ that's enough damage to kill it outright on the first salvo isnt it!? lol
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
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wiseguy12
Y.A.M.A.H
102
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Posted - 2015.03.17 20:47:00 -
[93] - Quote
I suggest a whole new variant of modules that only affect drop ships. They'll have the old module fittings with current performance.
Pro Caldari assault and Amarr sentinel.
Proto SMG, sniper, HMG, Scrambler and Assault Rifle
Onuoto Uakan
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Velvet Overkill
SI6MA Learning Alliance
142
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Posted - 2015.03.17 21:23:00 -
[94] - Quote
I have a new thread about DS vs AV.
Using this account until The-Errorist is unbanned on April 10th.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2984
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Posted - 2015.03.17 22:04:00 -
[95] - Quote
Denchlad 7 wrote:I think the real issue is none of us really know how to balance Dropships.
Numbers, yeah, we could probably establish that. But with the issues every pilot has with Swarms, I highly doubt it would work. I think we need to modify Swarms so that they make us pilots rage less but are still effective. Then, potential balance changes.
Make them faster, but turn slower. Then they can be dodgable, and can crash into **** easier, not hit dime turns.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2984
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Posted - 2015.03.17 22:07:00 -
[96] - Quote
Breakin Stuff wrote: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.
I actually had a moment earlier, where several PLC's were shot at me like RPG's in some military flick.
click me
Blup Blub Bloop. Translation: Die -_-
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Kallas Hallytyr
Skullbreakers
1410
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Posted - 2015.03.17 22:12:00 -
[97] - Quote
Godin Thekiller wrote:I actually had a moment earlier, where several PLC's were shot at me like RPG's in some military flick. GalComs can put up a worrisome flak field, but PLCs are just bad at AA duty. Projectile speed plus drop makes it hard to nail such a mobile target.
Alt of Halla Murr. Sentinel.
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Francois Sanchez
Prima Gallicus
343
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Posted - 2015.03.17 22:27:00 -
[98] - Quote
I'd like you guys to check this and tell me what you think : https://forums.dust514.com/default.aspx?g=posts&t=196627&find=unread |
a brackers
Molon Labe. General Tso's Alliance
94
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Posted - 2015.03.17 22:45:00 -
[99] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote: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. I love that this thread gets a Blue Tag while several other reasonable threads about Swarm and/or ADS balance get ignored. I especially love that the Blue Tag is essentially, "lol be quiet and do the things you've already done so I can ignore them again." Love, Bittervet. I love the assumption of "ignored". Where is the consolidated ADS thread with numbers so I can feast my eyes on it?
I've created a large post with lots of numbers where I did exactly what CCP did for tanks to all types of dropships (looked at how much pg and cpu each bit of equipment uses and based the pg and cpu values off them) It is right here
Proto dropship pilot
The sandbox shooter
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Skybladev2
LUX AETERNA INT RUST415
174
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Posted - 2015.03.18 12:37:00 -
[100] - Quote
I always wonder how devs tell about Vehicles and AV weapons balancing meaning only tanks and leaving behind Dropships and LAVs. And every time they pass one part of the equation they seem to ignore other parts.
As a reminder: 1. HAV vs HAV can not be balanced without HAV vs DS and HAV vs LAV as well. 2. Vehicle vs AV means HAV + DS + LAV. Not HAV vs AV. Not DS vs AV. Not LAV vs AV. 3. Vehicle vs Vehicle can not be balanced without Vehicle vs Infantry (this means turrets balance mostly). 4. Mixed AV weapons (Plasma Cannon, Forgeguns) must be balanced against Infantry + Vehicles = Infantry + HAV + LAV + DS. Not Infantry + HAV. Not HAV + LAV. All 4 types of targets.
<[^_^]>
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1941
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Posted - 2015.03.18 12:56:00 -
[101] - Quote
CCP Rattati wrote:The Final Fantasy wrote: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 Not gonna lie last time we tried to explain how to balance ads with av you chose to listen to Av over actual pilots and the result now is the almost never escaping swarms that can 2~3 shot us. Well at least xeno what his face isn't here going on about how every ads is going 80/0 You really want to bring that up as "ads pilots being the victims" . The result is actually not terribly OP dropships that still have a place in PC, and good pilots can easily go 20 KDR in pubs.
I can have a 50/0 KD/R in pubs too when playing noobs. What you fail to realize is that we only pull out ADS when there is no threat. It's just like when people pull out officer gear in pubs because there is no threat. I can easily go 30+ Kills in a match with 20+ KDR in a 50k isk Amarr Assault whereas trying to get even 20 kills in an ADS and not even dying once can only be achieved when playing incompetent players. Not to mention, I can die 7 times in my ADV suit compared to once in my ADS.
Acquire Currency, Disregard Female Canis lupus familiaris
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Greiv Rabbah
M.T.A.C Assault Operations Command
266
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Posted - 2015.03.18 19:02:00 -
[102] - Quote
CELESTA AUNGM wrote:GǪGǪGǪ.. GǪGǪGǪ. GǪGǪGǪ.. How many pages was the dev-thread for HAV Progression? 100+ pages? I didn't read through much of it, but I can imagine the discussion was as heated as Rattati hinted it was. I still think, right now is a little too early for individual players (ANY of us) to stand up and post "facts" about the Dropship's quality and things it deserves. It's always a bad idea to (and too easy to) fall into the impression that you're representing the views of your fellow vehicle-players. Especially when it comes to the DS. I get a feeling that, if we trace Dust 514 back far enough, we'll find that DS players (yep, I will count myself as guilty too) were the first players to get nipple-fixation over their Dust toy, and, wellGǪum, we are guilty of letting our cocky idea of flying get in the way of: --Agreeing on some fundamentals that we like about the fitting-slots and module-stacking, which can help the devs toward creating a Progression the way they've established for HAVs. --Getting CCP a consensus set of "jobs" or functions for the DS, which had begun being debated back in 2013, but repeatedly gets derailed in a gasoline fire. Hey --Earning much healthy social-cooperation or gameplay respect from the players who drive OTHER vehicles or who happen to do OTHER jobs in this infantry-game besides "Dropship Piloting". I personally don't think these player-authored threads will survive any better than the 2013 threadsGǪ not until Rattati starts his own official Dropship-Progression thread. And even then, pleaseGǪ. we're gonna have to swallow a LOT of humble pie amongst ourselves in order to help the devs keep the thread viable. Let the Devs handle the cpu/pg reworking, and perhaps let them handle the modules and Skilling rework too. Take a breather and lay off the AVers a bit (they aren't as big an enemy to us as we have been to ourselves). I know we've often felt ignored before,GǪ but this time finally the devs DO want to start discussing the DS; maybe let's let Rattati choose which parts they want to discuss and how. (ugh, I'm sounding like Gandhi, or something ) It's just that, if HAV-Progression took 100 pages to debate, I just don't want our chance at restoring DS to end up 500+ pages and a Dev-failure due to too much of our own,GǪ.well, "pilot righteousness".
This is an incredibly well put post. The last time drop ship pilots came together and agreed on something, they kept the ads from getting removed from the game. None of the other pilots managed to do the same and more vehicles got taken out than what was announced. Now for over a year we've had practically no vehicle variation while ads pilots kept their ships, bickering and crying all the way. If pilots come together and form a united consensus about whats needed for dropship piloting, everyone can get their way. Its been proven already so get with the program here
Sebiestor scout, MTAC pilot, Merc w/ a face
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Kallas Hallytyr
Skullbreakers
1418
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Posted - 2015.03.18 19:05:00 -
[103] - Quote
Greiv, maybe you missed the rash of vehicle and specifically dropship related threads that have popped up over the last few days
Alt of Halla Murr. Sentinel.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2987
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Posted - 2015.03.19 01:20:00 -
[104] - Quote
Kallas Hallytyr wrote:Godin Thekiller wrote:I actually had a moment earlier, where several PLC's were shot at me like RPG's in some military flick. GalComs can put up a worrisome flak field, but PLCs are just bad at AA duty. Projectile speed plus drop makes it hard to nail such a mobile target.
Obvious, but
1: It was still badass
2: Flak fields are scary.
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
Negative-Feedback. Negative-Feedback
2987
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Posted - 2015.03.19 01:21:00 -
[105] - Quote
Skybladev2 wrote:I always wonder how devs tell about Vehicles and AV weapons balancing meaning only tanks and leaving behind Dropships and LAVs. And every time they pass one part of the equation they seem to ignore other parts.
As a reminder: 1. HAV vs HAV can not be balanced without HAV vs DS and HAV vs LAV as well. 2. Vehicle vs AV means HAV + DS + LAV. Not HAV vs AV. Not DS vs AV. Not LAV vs AV. 3. Vehicle vs Vehicle can not be balanced without Vehicle vs Infantry (this means turrets balance mostly). 4. Mixed AV weapons (Plasma Cannon, Forgeguns) must be balanced against Infantry + Vehicles = Infantry + HAV + LAV + DS. Not Infantry + HAV. Not HAV + LAV. All 4 types of targets.
So basically what I've been everything: Everything should be balanced against everything.
click me
Blup Blub Bloop. Translation: Die -_-
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WeapondigitX V7
The Exemplars
293
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Posted - 2015.03.19 01:47:00 -
[106] - Quote
I got a alt that has assault dropships.
I noticed that every time I tried to aim down with the Assault Drop ship, the camera cursor/aim reticle would automatically push itself up again. This made it very hard to aim and defend myself with my front missile turret against other vehicles and infantry.
I find the feature of the camera auto centering constantly to the horizontal plane very irritating. Please remove/disable that camera feature to help ADS pilots use there vehicles to there highest potential.
In summary, I would like my Assault dropships 3rd person camera to stay still without user input (after I have adjusted the cursor position downward by a certain amount) and not 'autonomously move' up until it is parallel to the horizontal axis with reference to the map. |
Kallas Hallytyr
Skullbreakers
1426
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Posted - 2015.03.19 09:13:00 -
[107] - Quote
Godin Thekiller wrote:Kallas Hallytyr wrote:Godin Thekiller wrote:I actually had a moment earlier, where several PLC's were shot at me like RPG's in some military flick. GalComs can put up a worrisome flak field, but PLCs are just bad at AA duty. Projectile speed plus drop makes it hard to nail such a mobile target. Obvious, but 1: It was still badass 2: Flak fields are scary.
As it like this? https://scifiinterfaces.files.wordpress.com/2014/12/vlcsnap-2014-12-09-21h15m14s193.png?w=545&h=307
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7662
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Posted - 2015.03.19 09:59:00 -
[108] - 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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Kallas Hallytyr
Skullbreakers
1428
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Posted - 2015.03.19 12:07:00 -
[109] - Quote
Breakin Stuff wrote: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.
While I agree with almost everything, I have to point out that nonnumerical changes are incredibly hard to express, interpret and provide feedback on. We, the players, don't see the mechanics and inner workings of the game and thus cannot necessarily provide informed input and even if we could, there's so much involved with movement and mechanics that certain changes might just not help.
It's one of those grey areas where we just can't help CCP as much as anyone might want to. At the same time, and no slight intended towards Rattati, but we need him to get in a ship and fly. Quite frankly, it's almost impossible to fully understand how the game plays as a pilot unless you fly. Essentially, we need the guy driving the actual changes to understand what he's talking about because numbers dont fully express pilot experience since flying is so vastly different to ground play (even vehicle ground play.)
Not trying to disassemble your point, I'm perfectly happy to help and try and contribute, but I felt that it was necessary to point out how incredibly different flying is and how the mechanics involved are opaque, compared to simple number tweaking of HP/Damage.
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7667
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Posted - 2015.03.19 12:14:00 -
[110] - 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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Derpty Derp
Dead Man's Game
930
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Posted - 2015.03.19 12:32:00 -
[111] - Quote
WeapondigitX V7 wrote:I got a alt that has assault dropships. I noticed that every time I tried to aim down with the Assault Drop ship, the camera cursor/aim reticle would automatically push itself up again. This made it very hard to aim and defend myself with my front missile turret against other vehicles and infantry. I find the feature of the camera auto centering constantly to the horizontal plane very irritating. Please remove/disable that camera feature to help ADS pilots use there vehicles to there highest potential. In summary, I would like my Assault dropships 3rd person camera to stay still without user input (after I have adjusted the cursor position downward by a certain amount) and not 'autonomously move' up until it is parallel to the horizontal axis with reference to the map.
Oh god no... No camera tweaks... We've had that mess before. Time and time again you'd load up a patch just to find the camera in some new awkward position.
I vote we leave the camera alone... Better the evil you know. |
Balistyc Farshot
The Exemplars
106
|
Posted - 2015.03.19 15:31:00 -
[112] - Quote
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?
Now to start shotgunning and REing again, everyone will love this play style. Face Palm!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7669
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Posted - 2015.03.19 15:36:00 -
[113] - 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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Kallas Hallytyr
Skullbreakers
1429
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Posted - 2015.03.19 15:40:00 -
[114] - Quote
Breakin Stuff wrote: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. Agreed. That said, I would love to see a variant that worked that way for both HAVs and DSs!
Alt of Halla Murr. Sentinel.
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Derpty Derp
Dead Man's Game
935
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Posted - 2015.03.19 15:48:00 -
[115] - Quote
Kallas Hallytyr wrote:Breakin Stuff wrote: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. Agreed. That said, I would love to see a variant that worked that way for both HAVs and DSs!
This ^ ^
A vehicle designed to require 2 people to operate, would surely be allowed the survivability to require 2 people to take it out with AV.
A lot of people wanted that & currently if you are screwing around with a co-gunner, your fit is totally gimped. |
Maiden selena MORTIMOR
Amarr Templars Amarr Empire
337
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Posted - 2015.03.19 15:52:00 -
[116] - Quote
Shamarskii Simon wrote: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 Ratt, i wish it was that easy. We aren't at the bottom with you but with everyone else? It's just "IT FLIES? KILL IT WITH FIRE!" Imagine the uproar that comes with someone asking for a buff to ADS of any kind. Whether it be fair or not, people just don't like us. That's what I mean by our rights being trashed by the majority. If you know what i mean. So, i just think it's simply human nature to not try something (with good intentions) that's just going to attract negative attention. Some nerf swarm threads are reasonable, have good explanations, and other things of the ilk; but, there's a reason why it gets out of hand. One person comes with some pitch forks, and starts handing them out to their friends. Then, the same on the other side and BOOM. No more reason. It happens so often we just don't do it anymore, we don't want to travel down that path again to see more forks Yknow? Now that doesn't justify anything, but i hope you understand how we feel. Maybe you do, maybe you don't. I don't know, but I'll just call it how I see it. Minmando av here ..Both style dropships got incredibly weak with the patch any drop ship that comes close to my minmando swarms dies. ..it's a problem someone propose changes for them to Rattati that brings them back as atm they are swatted out of the skies like a fly I don't fly so I could say what's wrong but from an av perspective durp ships are weak
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
337
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Posted - 2015.03.19 15:54:00 -
[117] - Quote
Derpty Derp wrote:Kallas Hallytyr wrote:Breakin Stuff wrote: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. Agreed. That said, I would love to see a variant that worked that way for both HAVs and DSs! This ^ ^ A vehicle designed to require 2 people to operate, would surely be allowed the survivability to require 2 people to take it out with AV. A lot of people wanted that & currently if you are screwing around with a co-gunner, your fit is totally gimped. Logistics dropships and tanks ..common. ccp bring back spider tanking
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Balistyc Farshot
The Exemplars
106
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Posted - 2015.03.19 15:54:00 -
[118] - Quote
Breakin Stuff wrote: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.
This was the best post I have seen from Breakin. Wow! Watch that last line because the more antagonistic you get the more we stop reading what you type.
He has some great points here. The controls are awful and could be reworked or allow us to set them. The shields piece would be nice to apply to all vehicles. I have lately blown up twice taking an LAV at full speed up a ramp, hit the lip due to a load lag making the curb higher than the tires go up and I blow up. Same with light posts in a DS has happened to me before.
ADS hitting a sentinel, I have a different opinion which is apply LAV mechanics to the ADS/DS and Tanks. You get a small turret or preferably anti vehicle weapons as the pilot. Everything else needs a crew to fire, then buff the guns because there is the skill, getting a good gunner and committing 2 mercs to a rolling/flying vulnerability. Pilots fire chaffs, check the scans, monitor the EHP. If we commit the ADS a 1 man vehicle like the tanks, then give the pilot 2 small guns equivalent to Light weapons, improve maneuverability, and make it a flying LAV. Done, no one would complain because a single AV grenade or 2 swarms would eat it, but it would maneuver like a humming bird. The scout ADS (I am stealing this spec from other good vehicle based games).
I like where swarms are. I think the DS should get a module that lets it know when a lockon is even being started and track missiles. Then provide them with counter measures as a separate module (ADS/DS should not have hardeners IMO). The DS could use a speed buff because it is fairly slow or improve the AB.
Now to start shotgunning and REing again, everyone will love this play style. Face Palm!
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
337
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Posted - 2015.03.19 15:56:00 -
[119] - 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? That would ruin tanks lol who wants to do nothing but drive a tank can't shoot or operate any if the guns
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Derpty Derp
Dead Man's Game
937
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Posted - 2015.03.19 15:59:00 -
[120] - Quote
Maiden selena MORTIMOR wrote:Minmando av here ..Both style dropships got incredibly weak with the patch any drop ship that comes close to my minmando swarms dies. ..it's a problem someone propose changes for them to Rattati that brings them back as atm they are swatted out of the skies like a fly I don't fly so I could say what's wrong but from an av perspective durp ships are weak
As a pilot myself (who is doing more flying now than before Echo) I would say the Bus is better, simply because of the hardener buff. I could see myself forgoing armour reps in favour of more armour, just because I know 1 swarmer can't blow me out of the air without a reload... And frankly if you have to reload (no matter how fast) I've had ample time to blow you up.
It's like the good old days, people have been pulling out forge guns and having a few duels with me.
As for the Python, the long overdue PG increase (or just making light shield extenders worthwhile) would do it wonders, but without any shield AV worth firing at them, they're still in perfectly good shape.
Maybe lowering the knockback would help, as they do have a tendency to flip upside down when they get shot. |
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