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vermacht Doe
93
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Posted - 2012.08.01 05:02:00 -
[1] - Quote
What if everyone in the dropship was exposed slightly( the pilot less than everyone else) to make it more dangerous to attempt to crush someone and instead of two limited turn turrets, one under the drop ship with 360 coverage to prevent them from shooting from the towers?
Think about it, they cost about the same as lavs but with more sp required |
vermacht Doe
93
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Posted - 2012.08.01 05:07:00 -
[2] - Quote
Debacle Nano wrote:Dropship crushing is fine they just need to tone it down a bit.
I take a guess you fly a dropship |
vermacht Doe
93
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Posted - 2012.08.01 05:08:00 -
[3] - Quote
Stephiano Daphiti wrote:once milita vehicles are removed again this problem will fix itself :)
But what about one 360 turret instead of two 180 |
vermacht Doe
93
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Posted - 2012.08.01 05:10:00 -
[4] - Quote
Debacle Nano wrote:vermacht Doe wrote:Debacle Nano wrote:Dropship crushing is fine they just need to tone it down a bit. I take a guess you fly a dropship No I pilot a HAV.
Im not talking about getting rid of it, just making it qs dangerous is trying to run someone over with a lav |
vermacht Doe
93
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Posted - 2012.08.01 05:11:00 -
[5] - Quote
Debo Galaxy wrote:when you see a beam of light on the ground around you , like a UFO is landing on you, get outta the way!
Hard to get out of the way if that thing is larger than a tank |
vermacht Doe
93
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Posted - 2012.08.01 05:13:00 -
[6] - Quote
Veigar Mordekaiser wrote:Dropship crushing is a perfectly viable tactic. Think about it, if a helicopter pilot is good enough to land smoothly on your head, you're boned. They don't need to make it impossible to crush people, they just need to make it so that dropships take a reasonable amount of damage from nose-diving into the ground, this way, only the Best-of-the-Best will be parking on your head, and it might even look cool when they do it ;)
Im not talking about getting rid of it just making it more dangerous |
vermacht Doe
93
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Posted - 2012.08.01 05:21:00 -
[7] - Quote
Debacle Nano wrote:vermacht Doe wrote:Veigar Mordekaiser wrote:Dropship crushing is a perfectly viable tactic. Think about it, if a helicopter pilot is good enough to land smoothly on your head, you're boned. They don't need to make it impossible to crush people, they just need to make it so that dropships take a reasonable amount of damage from nose-diving into the ground, this way, only the Best-of-the-Best will be parking on your head, and it might even look cool when they do it ;) Im not talking about getting rid of it just making it more dangerous Its already dangerous. I take them down easily if they come in my aim.
Those must be militia or you run av |
vermacht Doe
93
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Posted - 2012.08.01 05:36:00 -
[8] - Quote
Debacle Nano wrote:No, I run a HAV and they're not always militia.
You don't even have to worry about dropship crushing and i thought you meant on foot
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vermacht Doe
93
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Posted - 2012.08.01 05:39:00 -
[9] - Quote
Garrett Blacknova wrote:There are a few reasons why Dropship crushing is so prevalent in the current build:
1. Free militia vehicles - NOT going to happen in later builds, or post-release. 2. Lack of coordinated teamwork means that you're not being backed up by AV guys against the dropship, AND means that the pilot's struggling to find willing gunners. 3. Wonky turret mechanics mean it's hard to fire where you're actually aiming while in motion, and keeping up movement is important to avoid AV fire.
When these LEGITIMATE issues are fixed, Dropship crushing will be less of a problem.
And a VERY definite NO to the 360-Ü turret idea. That would negate the possibility of landing, which is kind of an important thing for Dropships to be doing.
What about those armor stilts that protect the infantry while flying pushing it up and landing is redundant because of inertial dampeners |
vermacht Doe
93
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Posted - 2012.08.01 05:45:00 -
[10] - Quote
Lurchasaurus wrote:vermacht Doe wrote:Stephiano Daphiti wrote:once milita vehicles are removed again this problem will fix itself :) But what about one 360 turret instead of two 180 why, you havent even seen what a fighter can do
Dropships seem more of a ground attack vehicles than fighters( just a guess) and a single 360 turret seems more efficient because the current turrets don't cover the front or back |
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vermacht Doe
93
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Posted - 2012.08.01 05:46:00 -
[11] - Quote
Debacle Nano wrote:vermacht Doe wrote:Debacle Nano wrote:No, I run a HAV and they're not always militia. You don't even have to worry about dropship crushing and i thought you meant on foot I don't, but my team does. And I'm a team player.
Good to hear. Add me on psn because you seem like q valuable asset in a match |
vermacht Doe
93
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Posted - 2012.08.01 06:07:00 -
[12] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:Lurchasaurus wrote:vermacht Doe wrote:Stephiano Daphiti wrote:once milita vehicles are removed again this problem will fix itself :) But what about one 360 turret instead of two 180 why, you havent even seen what a fighter can do Dropships seem more of a ground attack vehicles than fighters( just a guess) and a single 360 turret seems more efficient because the current turrets don't cover the front or back In my experience (getting attacked by Dropships AND as a gunner for one), you can hit targets in front and behind well enough. And as I mentioned, a 360-Ü turret would either be useless on top or get in the way of landing. And as an added bonus, it would make teamwork less important. Also, Dropships are troop transports, NOT ground attack weapons. Inertial dampeners don't negate the requirement to land when the pilot is getting out, by the way.
The pilots also have ID's, the armor that functions as landing stilts would keep it from getting in the way, it already doesn't have much of a vertical turn radius, and i didn't mean it as something to dominate the groung just what it already is, something to take out light armoured targets (infantry and lavs)
Also why would they need to get out other than bailing |
vermacht Doe
93
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Posted - 2012.08.01 06:49:00 -
[13] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:The pilots also have ID's, the armor that functions as landing stilts would keep it from getting in the way, it already doesn't have much of a vertical turn radius, and i didn't mean it as something to dominate the groung just what it already is, something to take out light armoured targets (infantry and lavs)
Also why would they need to get out other than bailing No idea how pilot ID means a thing in relation to what I was saying. Please explain. And those "landing stilts" aren't large enough to cover a turret. And Dropships can already dominate ground targets if they're flown well, but this would reduce the skill requirement to achieve it. And why would they need to get out? Maybe to let someone else take over piloting, or to switch vehicles (leaving it in the background), or to repair it with a repair tool if there's no armour repper, or it's on cooldown, or if you've lost your gunners and need to capture something, or if you want to speed up the capture process on a critical objective. Not to mention under-belly turrets on transport helicopters is a stupid design decision and there's plenty of good reasons not to do it in the real world as well. Your gunner would be even more vulnerable than the gunners are now, for one.
Inertial dampeners (ID)
Making it large enough to cover the gun while keeping the gunner near the same spot or next to the pilot since the turrets are controlled by an electronic system
If they have crus people should spawn on them or they should return to the spawn to ferry allies which takes a couple seconds in a militia. Also leaving any vehicle is a bad idea if you're the driver/ person who payed for it because that leaves it vulnerable to hacking.
Underbelly turrets aren't a bad idea. Look at most modern gunships. Also the Mi24 hind is a transport helicopter that has an underbelly turret that has more or less become the ak 47 of helicopters( cheap but gets the job done) |
vermacht Doe
93
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Posted - 2012.08.01 07:31:00 -
[14] - Quote
I didn't say pilot controlled it would still be separately controlled by a gunner next to the rest of the infantry. What else could i have meant by underbelly turrets. If anything it would limit the combat ability because of less firepower |
vermacht Doe
93
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Posted - 2012.08.01 07:41:00 -
[15] - Quote
They CAN be controlled by pilots but they are usually controlled by GUNNERS |
vermacht Doe
93
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Posted - 2012.08.01 07:58:00 -
[16] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:They CAN be controlled by pilots but they are usually controlled by GUNNERS And the turrets in this game CAN'T be controlled by pilots and are MANNED by gunners, not controlled from inside the cockpit, which would alter the dynamic and reduce the vulnerabilities of the vehicle by a significant margin, further emphasising the lack of support for teamwork in your suggestion.
What if the gunner stayed in the same spot? |
vermacht Doe
93
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Posted - 2012.08.01 08:24:00 -
[17] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:What if the gunner stayed in the same spot? If the gunner stayed in the same spot, we're back to the overly-vulnerable, lack of teamwork, and not practical for real-world consideration arguments. Door gunners on transport helicopters make sense. A gunner underneath the same transport helicopter wouldn't be practical, which is why nobody does it. Door gunners on Dropships make sense for the same reason, and gunners on the bottom of the Dropship make less sense for the same reason.
I mean the gun on the bottom but not the gunner and if door gunners made the most sense they would also be on attack helicopters |
vermacht Doe
93
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Posted - 2012.08.01 08:40:00 -
[18] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:I mean the gun on the bottom but not the gunner and if door gunners made the most sense they would also be on attack helicopters They make the most sense for a transport, which is why we have them. Fighters and other combat fliers aren't implemented in DUST yet, which is why that's not relevant. And that gun on the bottom doesn't usually have a full 360-Ü firing arc on attack helicopters OR the transports which have them.
That is because of a usually lack of a mounted camera/ line of sight system , the landing skids in the way, and a forward placement all of which can be fixed in this game |
vermacht Doe
93
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Posted - 2012.08.01 10:17:00 -
[19] - Quote
What about a gun on top and bottom, both with 360 controls and the landing skids already retract |
vermacht Doe
93
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Posted - 2012.08.01 10:29:00 -
[20] - Quote
Dewie Cheecham wrote:Debacle Nano wrote:Dropship crushing is fine they just need to tone it down a bit. Drop Ships need to take more damage from hitting the ground, and other items, and to answer the OP, just as the CRU is disabled on a Drop Ship sitting on the ground, you could to the same for the guns.
You should work for ccp +1 |
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vermacht Doe
93
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Posted - 2012.08.01 10:50:00 -
[21] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:What about a gun on top and bottom, both with 360 controls and the landing skids already retract That would make one weapon only viable for anti-air, and the other only useful for anti-ground, and that would be quite interesting. I don't think it suits for Dropships though, and redesigning everything just to redesign things seems wasteful, but this would be nice on a "Bomber" type aircraft with a large main turret on the bottom and a light turret on top, with a fixed forward-firing light weapon under the pilot's control.
Good point but i was looking for a way to make one gunner as good as two, increasing on ground infantry |
vermacht Doe
93
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Posted - 2012.08.01 11:04:00 -
[22] - Quote
Garrett Blacknova wrote:vermacht Doe wrote:Good point but i was looking for a way to make one gunner as good as two, increasing on ground infantry And that's exactly why I have a problem with the idea when it comes to Dropships.
Explain what you mean |
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