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Kaminoikari
Wrath of Omnipotent Beings
16
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Posted - 2012.09.14 21:40:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:Don't nerf AV Buff dropships and LAVs The one thing I've disliked about this game is how fast I get show down in a dropship. I can understand taking out an LAV easily, but for fucks sake, a tank should NOT be able to shoot down a dropship even with the railgun mounted. I've dumped plenty of SP and ISK into dropships and the weapons/modules only to have my **** blown out of the sky by a single set of swarm missiles. I understand that a droship is troop transport but really.
1)Dropships A) 1 heavy with a militia swarm launcher will take my buffed (shield or armor wise) dropship to critical with one set of missiles if not completely wipe it out. B) A tank can easily shoot a dropship out of the sky with it's ++ber high vertical look.
2) Communication A) Unless you have your squad gunning the turrets on a dropship, there is absolutely no communication with people. Some people will sit there in my dropship when I'm hovering over an objective and they won't drop out. Which ten gets me shot down. B) There should be a boot option to force people out of the vehicles
3) Countermeasures A) As of now, dropships are like flying points waiting to be seized by the enemies since they can be shot down easier than an LAV. Dropships have no countermeasures to swarm missiles, what try need is a mobile EMP designed to neutralize incoming missiles or something similar that way dropships can actually SURVIVE an attack.
4) Cost A) It takes a lot (not as much as tanks) of ISK to restock 1supped up dropship. Being 4-500k. I make 150k average if that every game so I essentially have to wait several games to get one dropship back fully equipped. B) SP - takes a lot to get non-militia dropships and to even get it to level 3. The cost of SP versus the amount of ISK spent to keep a stock of dropship is ridiculous. They get shot down unbelievably easily.
I don't know if it's just me, but honestly, when I use a dropshipi get shot down ridiculously fast and easy even though I pilot pretty damn well. When I've used a militia swarm launcher to attack other dropships, one set doesn't even eliminate the shields let alone take it down halfway.
I think what should happen is that swarm launchers should have a maximum lock on range for arial vehicles and the missiles should be needed when attacking dropships unless the swarm launcher is specifically tuned for taking them out. This would allow dropship users to spend less money as well as remain airborne longer, given they get countermeasures.
1)LAVs A) LAVs are the second fastest vehicle in the game... But they get destroyed almost as fast ad a dropship if not faster. The armor and shielding is horrible for any AV weapons coming at you. B) Driving around is hard enough without spinning out, they could use a better handling system because I have to go snail pace so I don't spin out when turning.
2)Gunning A)When you're the gunner you're absolutely exposed and are most likely the first to die. I understand being exposed but the turret rotation speed is so ******* slow that you get killed before you can really kill anyone. B) Accuracy is horrible when on the move (also understandable) but should be improved for the LAV. C) when using a blaster, which is usually the standard turret, is complete crap. The gun it only applicable when the vehicle is motionless and completely exposedand when te targets are within 50 meters.
Is there anything else I missed on these topics? If so then please do add. |
Kaminoikari
Wrath of Omnipotent Beings
16
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Posted - 2012.09.15 00:23:00 -
[2] - Quote
Bumping. Not gonna let this die. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.09.15 01:35:00 -
[3] - Quote
Good points. +1 |
Kaminoikari
Wrath of Omnipotent Beings
16
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Posted - 2012.09.15 11:52:00 -
[4] - Quote
*Sigh* Yet another bump to a thread that's probably going to die. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.09.17 06:52:00 -
[5] - Quote
I agree. Me and my gunner encountered the problem with turning speed making it VERY difficult to hit anything with the current problem with hit detection for small turrets (esspecially missile splash damage). People just used to hop or strafe and the splash didn't hit them. Now they can just take a walk and make it VERY difficult to be hit by a missile launcher, not to mention a blaster, even on a standing LAV. When it comes to driving and shooting it has just become impossible to allow the gunner to hit anything even with frag rockets.
Missiles spawn offset from the launcher, travel quite slow and in the case of dropship turrets even at odd angles or hit the vehicle (which also happens on LAVs occasionally).
The current small turret needs special gunner skills or a pilot suit that allows to increase turning speed and FOV by skill and suit modules. Oh and DON'T DARE to make the pilot suit equal to Scout suits. My current LAV driver suit is a heavy suit, which allows me to survive as long as my ride and not getting killed by splash damage of blasters or av grenades. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.17 07:03:00 -
[6] - Quote
+1 Dropships and LAVs need a serious HP buff or something. Also, it would be cool to have dropship and LAV variants with extra HP in exchange for having no turrets. Would really be great for safe durable troop transport, and wouldn't be overpowered since it wouldn't have guns to rain down death on people. Yay I am quoted :D |
madd mudd
41
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Posted - 2012.09.17 07:18:00 -
[7] - Quote
Personally I feel that the turret turn radius should be a bit more natural on a LAV I mean if the vehicle turns and i'm looking at the front of the vehicle then it should stay at the front not keep staring at some random spot the cross hair is directed at... there should be a natural "swing" to the turret when the vehicle turns... that should help compensate for the slow turn time that shouldn't be on an LAV IMO |
Jotun Hiem
24
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Posted - 2012.09.17 11:42:00 -
[8] - Quote
I don't really have a lot of experience when it comes to the Drop Ship, but I will say that turret tracking needs to be fixed pronto. Half the time in my last Drop Ship was spent trying to get the cross-hair off the engine while the driver made a turn.
It's not quite as bad in the LAV, since the turret gets a full 360 degree field of fire, but it's a pretty big issue on the Drop Ship. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.17 13:01:00 -
[9] - Quote
A troop transport should be able to protect its troops I would think a slight increase to hp and a sizeable bonus to resistance modules for dropship would be good. But if you increase the ehp you should slow them down and give them flight mechanics suited to a transport.
As for lavs maybe a few more points but...
The real issue is swarms themselfs a 20% increase was to much and should be brought down but if you lower the damage of swarms should be more avoidable this would tie into the flight path I think swarms should be speed up with less turning ability(or provide variation that have different speeds and mobilitys) and they should have better smarter flight paths |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.09.17 13:47:00 -
[10] - Quote
Avenger 245 wrote:A troop transport should be able to protect its troops I would think a slight increase to hp and a sizeable bonus to resistance modules for dropship would be good. But if you increase the ehp you should slow them down and give them flight mechanics suited to a transport.
As for lavs maybe a few more points but...
The real issue is swarms themselfs a 20% increase was to much and should be brought down but if you lower the damage of swarms should be more avoidable this would tie into the flight path I think swarms should be speed up with less turning ability(or provide variation that have different speeds and mobilitys) and they should have better smarter flight paths
Dropships DO have flight mechanics of a transport right now. They are wingless lunar lander type craft with no real agility.
What exactly are you proposing to alter? |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.27 14:21:00 -
[11] - Quote
Hopefully the new build addressed LAV and dropship current weakness. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.27 14:28:00 -
[12] - Quote
Skihids wrote:Avenger 245 wrote:A troop transport should be able to protect its troops I would think a slight increase to hp and a sizeable bonus to resistance modules for dropship would be good. But if you increase the ehp you should slow them down and give them flight mechanics suited to a transport.
As for lavs maybe a few more points but...
The real issue is swarms themselfs a 20% increase was to much and should be brought down but if you lower the damage of swarms should be more avoidable this would tie into the flight path I think swarms should be speed up with less turning ability(or provide variation that have different speeds and mobilitys) and they should have better smarter flight paths Dropships DO have flight mechanics of a transport right now. They are wingless lunar lander type craft with no real agility. What exactly are you proposing to alter?
they are extemely difficult to land and impossible to land precisely making them a poor infantry transport, they shouldnt melt from swarms and should hae more HP and bonuses for resistance modules, 5%+ per level, if they get proper armor on them then they should slow down a bit. as for the flgiht mechanic its self the problem is how unstable the dropship is its far to easy to flip a vheicle that should all ways be alligned with the ground. the blimp like mechanics are a poor way to control a ship meant to land precisly and quickly for rapid deployment and pick up, something more similar to the last build would be better if not qutie as perfect and easy as the last build. |
Sees-Too-Much
332
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Posted - 2012.09.27 15:16:00 -
[13] - Quote
Avenger 245 wrote: they are extemely difficult to land and impossible to land precisely
Don't lump the rest of us pilots in with you. I can land my dropship just fine.
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Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.09.27 17:27:00 -
[14] - Quote
Sees-Too-Much wrote:Avenger 245 wrote: they are extemely difficult to land and impossible to land precisely
Don't lump the rest of us pilots in with you. I can land my dropship just fine.
This. Go practice, you'll get it eventually ;) |
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
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Posted - 2012.09.27 18:39:00 -
[15] - Quote
Sees-Too-Much wrote:Avenger 245 wrote: they are extemely difficult to land and impossible to land precisely
Don't lump the rest of us pilots in with you. I can land my dropship just fine.
Highly doubt it considering you always take damage no matter how soft you land. |
Sees-Too-Much
332
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Posted - 2012.09.28 03:20:00 -
[16] - Quote
False. |
Sin3 DeusNomine
Doomheim
142
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Posted - 2012.09.28 03:37:00 -
[17] - Quote
I will agree that swarms are op against drop ships and forges have also seemed to become a problem after the range has been raised. sometimes they are more of a pain then swarms for me. Proto swarms can really mess up a drop ship fast. A little too fast. But I think CCP is working on fixes for all this and I hope to see them next build. It will decide if I dedicate to a pilot suit and just fly drop ships. If they actually make the reward system worth while on them of coarse.
Now for landing the drop ship I have no trouble myself and the damage I take is usually 3% of my shield maybe on my myron. sometimes more when I slam down on the r2 button and put her in for a hard landing. lol. But never lost over 25% even when I make her land hard to stick. 95% of my landings are loosing 3% shields or less. |
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