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Vyzion Eyri
WarRavens
2568
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Posted - 2015.03.19 05:16:00 -
[1] - Quote
Currently, no one fears enemies dropping from the sky into the middle of their forces, because not only do the skydivers make a whole lot of noise on their way down, but the few seconds it takes for them to 'get up' after they hit the ground is enough for anyone with a brain and gun to kill them without fear of retaliation.
I suggest we change that. Suppose inertial dampeners were in the soles of our boots. We drop from heights feet first, and perhaps land crouched, weapon ready.
I thought of this when I remembered a dropship passenger once tell me about his experiences deploying into or even near groups of enemies. It is currently too risky to do so, and perhaps that is why we see lots of people start roof camping when a few up links are placed on them; jumping down is too risky unless the area is totally clear.
Adding a smoother transition from fall to readiness would go a long way in bringing the rooftops closer to the ground, encouraging mercs to use rooftop links as a safe place to jump down from, as opposed to a safe place to camp and plink at enemies.
Also, it'd mean dropship passengers aren't as doubtful to jump out over a point, which would be nice, but that requires a bit more than better dampeners.
Thoughts and criticisms welcome.
> Quis custodiet ipsos custodes?
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Vyzion Eyri
WarRavens
2568
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Posted - 2015.03.19 05:44:00 -
[2] - Quote
Terry Webber wrote:I always imagined squads dropping down to a defended point from the sky and shooting anyone within range. Severely reducing or removing the recovery time from a drop might make this happen.
Yep, how I see it, if you're watching and listening for people dropping that's more than enough warning to prepare yourselves. If someone that just fell next to you surprises you, you should be dead, not give a chance to shoot his face as he gets up.
> Quis custodiet ipsos custodes?
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Vyzion Eyri
WarRavens
2568
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Posted - 2015.03.19 07:30:00 -
[3] - Quote
Himiko Kuronaga wrote:Would be awesome if Inertia damps caused kinetic splash damage.
Though I imagine it'd have to be disabled for friendly fire like melee is, otherwise everyone jumping out of the MCC would gank each other.
Fun to consider, implementation-wise keeping it simple would make it more likely to happen tbh, all I'm asking is for the recovery time to be shortened or removed, anything more like additional modules or splash damage is an added bonus.
It seems no one has any counters to this proposal as yet?
> Quis custodiet ipsos custodes?
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Vyzion Eyri
WarRavens
2634
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Posted - 2015.03.21 23:36:00 -
[4] - Quote
Another interesting point I've thought of: removing fall recovery time would let dropship pilots deploy AV on top of a tank without the tank being able to simply run away or shoot down the AV quickly.
This could be a glorious teamwork counter to the tank meta right now, hovering until we're certain hardener are down then dropping in. Tankers might not like this but remember that players in dropships aren't doing much to win games; their tank isn't guaranteed to be killed by the dropship, indeed the DS could be shot down before it even got to the tank, but the tank just by being on the field has caused 3-4 players to have to reset fits to deal with it. Not to mention when there are 3 or more tanks on the field.
> Quis custodiet ipsos custodes?
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Vyzion Eyri
WarRavens
2634
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Posted - 2015.03.21 23:54:00 -
[5] - Quote
Stormblade Green wrote:Not a wise idea......at least for some suits...
Let's pretend we are in that city map with 3 points and the tower above C where most people put uplinks.
Fighting down below, one team secures the rooftop, and people start jumping down.
Currently, if a scout jumps, he is instablapped if sighted.
An assault jumps, maybe he gets away if sighted but most likely also killed.
A logistics suit, same deal.
A heavy suit might get away.
With my proposal, the lighter suits upon landing and being seen have a chance of survival.
Scouts can cloak up (although they could cloak before the fall, however this is impossible from a dropship).
Assaults and logistics can start running quickly.
Heavies can also start moving faster and maybe kill any enemies he landed near, which is fair enough. Usually jumping from a height high enough to activate dampeners means you're unsure of what you're falling into, not having a to recover from it (hell why do we need to recover in our enhanced exoskeleton suits) gives you precious seconds to gain your bearings.
> Quis custodiet ipsos custodes?
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Vyzion Eyri
WarRavens
2635
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Posted - 2015.03.22 00:13:00 -
[6] - Quote
Talos Vagheitan wrote:Disagree
It's a good trade off for being able to jump from any height.
Besides, you always have the option to just take the fall damage and start shooting instantly.
Hard to say whether it is a good tradeoff or not. When you activate the dampeners it makes a hell of a noise, alerting everyone that you're falling from the sky.
I would daresay most people that dampen a fall into enemy territory/use their fall aggressively will see much more failure than success right now, so the tradeoff isn't exactly equal for the ability to drop from high above.
I did propose landing in a crouched position, that would be much more reasonable.
Also, the option to take fall damage I have rarely seen if ever in my time playing DUST. Granted I haven't played for as long as most people (35m SP never used a booster) but I doubt that tradeoff is even considered when falling from heights into enemy ground.
> Quis custodiet ipsos custodes?
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