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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 01:53:00 -
[1] - Quote
The problem is that dropships can just fly over a hill into the redzone whenever they get hit to regen their shields.
last match, there was a dropship; we didn't have the problem of not being able to hit it with swarms- we shot the **** out of it. But whenever we hit it, it would just fly over a hill into the red zone for a little while, then fly back with full shields.
My suggestion would be to speed up the red zone timer- 5 seconds at most. Also shrink the red zone in some areas- a few of them, there's a hill that only dropships can get over with a good deal of it outside of the red zone. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 02:22:00 -
[2] - Quote
Governor Odius wrote:See, now you're talking about making dropships unable to survive anything ever. This is what we did with HAVs. When was the last time you saw a HAV make any meaningful contribution to a fight? The focus needs to be on putting dropships back in their role, not on nerfing them into oblivion.
dropships are meant to be transports; they should be fast, but with a damage penalty- just like how logistics LAVs have a damage penalty. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 16:08:00 -
[3] - Quote
Shijima Kuraimaru wrote:Icy Tiger wrote:Swarms are the problem. Enough said. Nah. Drop ships scrub my swarm packs all the time by either outpacing them or leading them into terrain. I haven't seen swarms be much of a problem for drop ships in any matches I've played. Now my assault forge gun on the other hand... I have no problem hitting dropships with swarms. Just get them when they're flying TOWARDS you. Sure, they can avoid swarms by flying in circles, but eventually they have to come back around; and I know from my piloting experience last build that their momentum will send them into your swarm.
Reout Karaal wrote:Ghost-33 wrote:Remove dropship weapons or only have them fit the first tier weapons, there, now they are transport with some defense like current day transport choppers. Save the gunship duties for the upcoming air vehicles.
Edit: if dropships don't pose such a threat to ground forces then they will survive longer, as it is now they reign supreme so when they go up, everyone with AV whips it out. What would be the incentive to fly? Right now the pilot gets no frags, just some percentage of WP as assists to kills that his/hers gunners make. If you think I will invest few millions SP and 500k-1M ISK in a ship that will give me no benefit whatsoever then think again. Tanks were nerfed now so they can only hide behind their infantry or between tight buildings and count on their enemies inability to spam AV nades everywhere. They can still get kills though, OHK everything two-legged. DS pilots could never get frags and would be effectively eliminated from the game if your change was to be implemented. To summarise: Your idea is bad and you should feel bad. it's a DROPSHIP not a gunship.
Chankk Saotome wrote:Even as someone who wants to pilot ships I'll agree with pathing being an issue but you should also concur that 2 swarms should not be able to kill a dropship or flip it on it's head, nor should they be able to track and turn full 180 mid-air.
I completely agree with this- but after we hit it at least 3 times in a row, it still had shields left to run away and regenerate. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 16:13:00 -
[4] - Quote
Governor Odius wrote:You should try flying in this build. The pathing on swarms is different. I was a pilot last build- when the maps didn't cater to dropships. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 16:33:00 -
[5] - Quote
Chankk Saotome wrote: Quit asking for nerfs on this or that, ask for boosts to weapon types that balance the game rather than grinding everything else into the dirt. Or better yet, learn better tactics than running and jumping like a jackkitten out in the open and get better at the game.
Improving swarms won't work- otherwise firing at an LAV might as well be insta-kill
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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 18:38:00 -
[6] - Quote
Tinodi wrote:[quote=Reout Karaal]Maybe troops dropped off from your transport give you hack or kill assists for a certain time afterwards?
I believe a dev said last build that they're working on that. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 19:34:00 -
[7] - Quote
I can NOT wait for fighters to come out.
Not only will they be a hellofa good time to fly, but dropships will be where they need to be without a nerf.
Btw: the whole point of this thread seems to be ignored. My main suggestion was to fix a redlining exploit, not to directly nerf dropships. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 20:24:00 -
[8] - Quote
Reout Karaal wrote:Scheneighnay McBob wrote:it's a DROPSHIP not a gunship. How do I spec into Gunships? Where do I find them in the market? Oh, there are no gunships? Only dropships with guns that are no gunships. I see. When gunships are here let me know, will stop using Dropships wrong. Scheneighnay McBob wrote:Btw: the whole point of this thread seems to be ignored. My main suggestion was to fix a redlining exploit, not to directly nerf dropships. It's not an exploit if it was designed that way. Some normal red zones are too small to even make a turn, that's why dropships have wider area. It's tiring to read how clueless people want to "fix" the game all the time. You make CCP nerf everything. Honestly -- I had some good tank kills last build and I had some DS kills this build, both from the ground and airborne (as pilot). This game will be stupified to the ground in 1 or 2 builds. Thanks a lot. tanks weren't nerfed, dumbass |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 21:58:00 -
[9] - Quote
hey, we finally took one down in a skirmish!
The dropship literally had to have 4 or 5 different people with swarm launchers, then another 3 of us sitting in our red zone firing at it with railguns and missile launchers before we took it down; if it was an ambush, like dropships usually stay in, we wouldn't have stood a chance. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 22:25:00 -
[10] - Quote
Reout Karaal wrote:Scheneighnay McBob wrote:hey, we finally took one down in a skirmish!
The dropship literally had to have 4 or 5 different people with swarm launchers, then another 3 of us sitting in our red zone firing at it with railguns and missile launchers before we took it down; if it was an ambush, like dropships usually stay in, we wouldn't have stood a chance. And let me guess, the question was: "how many special needs dust players does it take to kill a DS?" Some of us kill them regularly, but we spend less time QQing here, than actually playing. This was the first time I ever saw a dropship get shot down this build, so I'm calling bullkitten on your claim. |
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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 23:54:00 -
[11] - Quote
Knightshade Belladonna wrote:Scheneighnay McBob wrote:Reout Karaal wrote:Scheneighnay McBob wrote:hey, we finally took one down in a skirmish!
The dropship literally had to have 4 or 5 different people with swarm launchers, then another 3 of us sitting in our red zone firing at it with railguns and missile launchers before we took it down; if it was an ambush, like dropships usually stay in, we wouldn't have stood a chance. And let me guess, the question was: "how many special needs dust players does it take to kill a DS?" Some of us kill them regularly, but we spend less time QQing here, than actually playing. This was the first time I ever saw a dropship get shot down this build, so I'm calling bullkitten on your claim. lol, I have killed several myself solo. But in the process of killing those several I lost about 60+ forge suits from them stupid missiles on a transport. And to clarify, by solo I do not mean one shot poof down goes a DS.. I had to work my ass off for a few of them.. 2 of them were owned by some guy who I am guessing was just learning to use them, he flew low and slow and just hung around in one spot to much. Plus I think he couldnt even fit a full tank on it yet. 1st shot ate 3/4 of his tank 2nd was the finisher. The others I had to pop off about 4-5 shots Sounds great that someone else can manage to hit one.
Were the ones you shot down flying into the red zone? Because the only ones I have a problem with (if people would actually read this thread instead of acting like it's just another nerf dropships thread) are the ones that hide in the red zones while they let their shields/armor rep.
To clarify: I don't mean hiding in the red zone that their team can freely move in- I mean the red zone that's supposed to kill anyone |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.21 21:00:00 -
[12] - Quote
Riot Ruckus wrote:Scheneighnay McBob wrote:The problem is that dropships can just fly over a hill into the redzone whenever they get hit to regen their shields.
last match, there was a dropship; we didn't have the problem of not being able to hit it with swarms- we shot the **** out of it. But whenever we hit it, it would just fly over a hill into the red zone for a little while, then fly back with full shields.
My suggestion would be to speed up the red zone timer- 5 seconds at most. Also shrink the red zone in some areas- a few of them, there's a hill that only dropships can get over with a good deal of it outside of the red zone. Apparently you have never flown in a dropship. While in a dropship the rezone is no longer in play. I was a dropship pilot for the majority of the last build. I know how they work. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.22 01:15:00 -
[13] - Quote
Jason Pearson wrote:Scheneighnay McBob wrote:Riot Ruckus wrote:Scheneighnay McBob wrote:The problem is that dropships can just fly over a hill into the redzone whenever they get hit to regen their shields.
last match, there was a dropship; we didn't have the problem of not being able to hit it with swarms- we shot the **** out of it. But whenever we hit it, it would just fly over a hill into the red zone for a little while, then fly back with full shields.
My suggestion would be to speed up the red zone timer- 5 seconds at most. Also shrink the red zone in some areas- a few of them, there's a hill that only dropships can get over with a good deal of it outside of the red zone. Apparently you have never flown in a dropship. While in a dropship the rezone is no longer in play. I was a dropship pilot for the majority of the last build. I know how they work. Gonna point something out: "I was a dropship pilot for the majority of the last build." That means **** all, last build is not this build, we now have a low ceiling (which means we get pummeled by Forge Guns) but have a larger airspace (Red Zone is separate for Ground and Air units) I think you have it backwards- when you fly low and fast, instead of staying way in the air, forge guns will completely miss you |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.22 01:37:00 -
[14] - Quote
TiMeSpLiT--TeR wrote:Bring in Webifier. Soon. You are COMPLETELY correct in what I think you're trying to tell me-
Once we have everything that's intended to come out, such as webifiers, fighters, and heavy lasers, dropships will be 150% balanced. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.23 00:07:00 -
[15] - Quote
Tinodi wrote:Scheneighnay McBob wrote:hey, we finally took one down in a skirmish!
The dropship literally had to have 4 or 5 different people with swarm launchers, then another 3 of us sitting in our red zone firing at it with railguns and missile launchers before we took it down; if it was an ambush, like dropships usually stay in, we wouldn't have stood a chance. *shrug* I took one down with another merc, both in militia anti-armor starter fits. I'm not a terribly good player... usually middle of the pack. Sadly, we can no longer test anti-dropship strategies because of the recent ISK transfer exploit (a dev is the one to call it an exploit)- now, any random idiot can get a dropship, and people aren't worried about keeping one up.
People are getting so careless with dropships now that in one game, myself and 1 or 2 other people shot 3 down in a row- they just hovered near the ground, moving slowly and catching every swarm and forge round there was.
EDIT: awesome! just heard it's reset! But people probably already have tons of ships stored |
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