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Apocalyptic Destroyer
L.O.T.I.S.
441
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Posted - 2015.04.27 02:23:00 -
[1] - Quote
I've seen this post appear elsewhere on the forums but I have to fully agree on the topic concerning the ADS desperately needing a Role Bonus. Maybe it can be applied to the Actual Skill for the ADS which unlocks the Gallente Dropship and Caldari Dropship skill tree.
* I propose the Role Bonus can be fitting a optimization for other turrets ? Such as 2% or 3% Fitting for Small Turrets per level ?
or
* I also propose giving the both the Python and Incubus either More PG and CPU or Giving the Incubus 1 more High and Python 1 Low.
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Apocalyptic Destroyer
L.O.T.I.S.
444
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Posted - 2015.04.27 07:08:00 -
[2] - Quote
Dead Cavino wrote:Ima just repost this. perhaps this thread could be more constructive. Maybe Dead Cavino wrote:I too think ADS needs a buff, but nothing too extravagant, there was a time where missile pythons ruled like gods.
What about giving that dropship command skill a bonus? Not sure what that bonus should be,
Or more CPU/PG? Or a fitting reduction to turrets much like the assault dropsuit. This is my favorite cause i cant stand people jumping into my ADS and being like "what? no side turret? **** this nonsense"
More module slots? Sometimes i Feel its silly that the std dropships have more slots than ADS.
More base hp? Sometimes i think its silly that the STD dropships have a noticebly larger HP pool.
Just throwing ideas out there. I sorta feel frustrated that it only takes about a week to skill into swarms that can take DS down with nearly zero effort, while it takes several weeks to get a decent proto DS fit that doesnt really hold up. I mean a single swarmer seems to render many ds useless.
Sorry lol this was before I took the nap
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.27 22:42:00 -
[3] - Quote
I fixed my first initial post to the homie Dead Cavino. I have an idea ! What if we separate the two Dropships.
As in the Standard Dropship is just for transport so it can keep it's current state where it's slow and sluggish speed but it's not too slow to where it can't get the he'll out of there. So we can keep that, have that dropship only receive transport points given the seating. Maybe or maybe not remove the guns.
As for the ADS, remove any transport points, increase slots, increase speed slightly due to abused Swarm launchers, and finally I think to remove the two extra seats.
The ADS I fixed above should fit it's purpose successfully. That purpose I feel is basically assistance in the battlefield. Whether it would be Assisting Tanks, or helping the infantry kill and gain another objective, I feel this ADS cab get the job done.
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.28 02:15:00 -
[4] - Quote
Well what would you change about it ? Excluding both proposals ?
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.28 04:39:00 -
[5] - Quote
I never said they were mine.
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.28 16:45:00 -
[6] - Quote
Vulpes Dolosus wrote:Dropship survivability is fine when properly fitted and flown. They can withstand enough to escape and have good regen to be back in action in the time an afterburner is recharged.
The biggest problem with ADSs is identifying threats early and engaging them. If an ADS knows exactly where as swarmer is, they can have a close fight. However, the biggest problem is identifying who and where the swarmer is, especially approaching from a good distance.
There are two changes that will help this: 1) Improved rendering when an ADS is approaching, 2) An early warning system: my idea is giving a unique chevron to nearby (<100m), aggressing (locking swarm/charging PLC/FG) AV players to the PILOT ONLY. This will give pilots a slight heads up, as well as identify where nearby threats are coming from and how many there are.
And how long do you think it takes to make and skill into a properly fitted ADS? Longer than it takes to receive Advanced swarms.
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