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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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Godin Thekiller
Negative-Feedback. Negative-Feedback
3137
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Posted - 2015.04.27 05:13:00 -
[2] - Quote
I think that they, and DS's in general can use more health, so maybe a hull health buff? The slot count can stay as is, as they are TII vehicles after all. a turret optimization would be nice on top of that though, seeing as looking at their progression, they should be able to fit stuff like a proto DS's (therefore a full proto fit, or close to it).
They still are effective at keeping HAV's from shooting them down for the most part still (but AV's very effective against them) and needs to be adjusted still.
Lastly, again, they are still poor at supporting infantry, in which vehicles should be sorta designed around imo, not simply just killing them, unless the specific vehicle is purely designed to kill vehicles, or at least a hull type of vehicle (like Enforcers). ADS's are not one of those vehicles imo, seeing as it is clearly designed to support infantry due to still having seats, and being fitted with small turrets. They need to be better at it, in which I shown here
Top lel
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Dead Cavino
Sebiestor Field Sappers Minmatar Republic
33
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Posted - 2015.04.27 06:59:00 -
[3] - Quote
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. |
Apocalyptic Destroyer
L.O.T.I.S.
444
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Posted - 2015.04.27 07:08:00 -
[4] - 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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Dead Cavino
Sebiestor Field Sappers Minmatar Republic
33
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Posted - 2015.04.27 07:10:00 -
[5] - Quote
I know that the blaster incubus is basiclly the laughing stock of pilots, but ive been using it a bit and think the aiming circle is WAY TOO large, i mean i know the blaster has some crazy dispersion, but its not that crazy, |
Jammeh McJam
Escrow Removal and Acquisition
253
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Posted - 2015.04.27 15:41:00 -
[6] - Quote
TBH I would be happy with the ROF bonus back to how it was before, then at least it will be easier to actually kill things. If this happens then i couldn't care less about buffing anything else about the ADS
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1995
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Posted - 2015.04.27 19:53:00 -
[7] - Quote
Yeah , bring back easy mode .. we all want that not really .
Doubts are like flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
387
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Posted - 2015.04.27 20:30:00 -
[8] - Quote
Godin Thekiller wrote:I think that they, and DS's in general can use more health, so maybe a hull health buff? The slot count can stay as is, as they are TII vehicles after all. a turret optimization would be nice on top of that though, seeing as looking at their progression, they should be able to fit stuff like a proto DS's (therefore a full proto fit, or close to it). They still are effective at keeping HAV's from shooting them down for the most part still (but AV's very effective against them) and needs to be adjusted still. Lastly, again, they are still poor at supporting infantry, in which vehicles should be sorta designed around imo, not simply just killing them, unless the specific vehicle is purely designed to kill vehicles, or at least a hull type of vehicle (like Enforcers). ADS's are not one of those vehicles imo, seeing as it is clearly designed to support infantry due to still having seats, and being fitted with small turrets. They need to be better at it, in which I shown here +1
Generally, only special fits are good enough for troop transport (E. G triple harden pythons, full bricked out incubi, etc) while being rendered useless or partly effective in other situations.
However, due to restrictive resources and slots, why should i make a 250-300k floating coffin? If we had some more resources firstly, i can fit gunner seats. Secondly, if I had more slots I could make more diverse fits.
Things like these need to happen, but we all need to accept that the ADS will not often be used for transport... It's not rewarding enough.
The ADS tourney! Join today!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3142
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Posted - 2015.04.27 21:17:00 -
[9] - Quote
Shamarskii Simon wrote:Godin Thekiller wrote:I think that they, and DS's in general can use more health, so maybe a hull health buff? The slot count can stay as is, as they are TII vehicles after all. a turret optimization would be nice on top of that though, seeing as looking at their progression, they should be able to fit stuff like a proto DS's (therefore a full proto fit, or close to it). They still are effective at keeping HAV's from shooting them down for the most part still (but AV's very effective against them) and needs to be adjusted still. Lastly, again, they are still poor at supporting infantry, in which vehicles should be sorta designed around imo, not simply just killing them, unless the specific vehicle is purely designed to kill vehicles, or at least a hull type of vehicle (like Enforcers). ADS's are not one of those vehicles imo, seeing as it is clearly designed to support infantry due to still having seats, and being fitted with small turrets. They need to be better at it, in which I shown here +1 Generally, only special fits are good enough for troop transport (E. G triple harden pythons, full bricked out incubi, etc) while being rendered useless or partly effective in other situations. However, due to restrictive resources and slots, why should i make a 250-300k floating coffin? If we had some more resources firstly, i can fit gunner seats. Secondly, if I had more slots I could make more diverse fits. Things like these need to happen, but we all need to accept that the ADS will not often be used for transport... It's not rewarding enough.
While all of this is true, I wasn't necessarily saying that it should be built specifically for transporting (that's more of the LDS's job), more so it should be a platform that's designed to shoot at smaller targets, and damage/distract larger ones for your team, especially for those you dropped off. The transport is more of a secondary function tbh, but something the ADS definitely should go for.
Top lel
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.27 22:42:00 -
[10] - 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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Godin Thekiller
Negative-Feedback. Negative-Feedback
3142
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Posted - 2015.04.28 02:04:00 -
[11] - Quote
Apocalyptic Destroyer wrote: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.
Then it wouldn't be a DS anymore, and it's giving up a **** ton (4 seats) for very little (a turret).
Top lel
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.28 02:15:00 -
[12] - Quote
Well what would you change about it ? Excluding both proposals ?
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3142
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Posted - 2015.04.28 03:22:00 -
[13] - Quote
Apocalyptic Destroyer wrote:Well what would you change about it ? Excluding both proposals ?
What do you mean excluding both proposals? Your proposals? If so, my first post.
Top lel
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.28 04:39:00 -
[14] - Quote
I never said they were mine.
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Dead Cavino
Sebiestor Field Sappers Minmatar Republic
42
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Posted - 2015.04.28 04:48:00 -
[15] - Quote
The ADS already has less seats than the STD DS. And since not fitting a turret on one the seats renders it obsolete, an ads can only carry 2 passengers as is. |
Vulpes Dolosus
Molon Labe. RUST415
3253
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Posted - 2015.04.28 12:34:00 -
[16] - Quote
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.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Apocalyptic Destroyer
L.O.T.I.S.
446
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Posted - 2015.04.28 16:45:00 -
[17] - 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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