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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 20:24:00 -
[31] - 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 -
[32] - 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. |
Reout Karaal
Doomheim
85
|
Posted - 2012.10.20 22:19:00 -
[33] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 22:25:00 -
[34] - 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. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.10.20 22:54:00 -
[35] - Quote
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 |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.20 23:54:00 -
[36] - 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 |
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
|
Posted - 2012.10.21 00:27:00 -
[37] - Quote
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.
Use a forge gun. Suck less. |
MyLAV FEEDSon yourTEARS
7
|
Posted - 2012.10.21 00:35:00 -
[38] - Quote
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.
what do I get as a LAV pilot ... nothing
Your a Transport viechle not a gun ship |
N'Rante
CrimeWave Syndicate
5
|
Posted - 2012.10.21 00:41:00 -
[39] - Quote
As an experienced forge gunner, I can say this, Dropships are perfect the way they are right now. it is not like alst build where the forge gun did alot more damage where you could actually downa dropship with 1-2 shots regardless of what level dropship it was.
With the reduced damage output compared to last build, it takes a bit more skill to down a dropship or HAV BUT keep in mind because of the current nerfs that have happened for vehicals last build the HAVs and dropships do soemtimes get infantry support to help them out as I have been hunted down by the same squad over and over again durring this when I do actively hunt HAVs and dropships. by match end I will have downed the Dropship and/or HAV and multiple LAVs and will lose a good 20 dropsuits because of the support squad trying their best to protect the vehical(s)
I will admit I do get a little irked when I get a dropship or HAV with in a hairs breath of being destroyed and it runs to go repair in private and safety or the red zone or deep with in the safe area of their base hiding behind buildings/ structures obsuring a kill shot from my forge gun. Dont knock them for using tactics and trying their best to save their invested assest on the field. I did that last build when I was still using HAVs fora time. I loved using my Suyra and would do everything i could to keep it from getting Slagged. When it comes to the Militia vehicals I dotn have that much respect for them and will do my best to mercilessly put it out of its misery. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.10.21 04:46:00 -
[40] - Quote
Scheneighnay McBob wrote: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
Yeh, alot of them do run into the red zone if I'm not fast enough. It sucks, but it's about the only cover they got so I don't rage to much about it, though it is irksome at times when you get really close to finishing them off. |
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Riot Ruckus
Doomheim
56
|
Posted - 2012.10.21 08:14:00 -
[41] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.21 21:00:00 -
[42] - 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. |
Roy Ventus
Foxhound Corporation
172
|
Posted - 2012.10.21 22:58:00 -
[43] - 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.
Yesterday, the day before that, the day before that, so on, and probably tonight. For tanks to be "weak" they sure do kick people arses and maintain a survivability. >.> There were all types of AVs on our team and the tanks were still doing and well and Hell...one time they spawn camp the MCC.
I believe the Dropships are cool as they are though. If I can't kill them quickly with my militia Swarm Launcher then they're doing well. They can quickly transport people from the red zone to the battlefield and lay down good suppressive fire in heated battles without falling out of the sky all of the times...if piloted correctly. |
nakaya indigene
ZionTCD Legacy Rising
41
|
Posted - 2012.10.21 23:12:00 -
[44] - Quote
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.
ur mad bro.. this is a game where skill is more important.. if you cant hit em, get in range to hit them.. plus when you swam them constantly the dropship is running away most of the time, instead of killing your teammates.. enough QQ |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.21 23:18:00 -
[45] - Quote
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) |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.21 23:21:00 -
[46] - Quote
Governor Odius wrote:You should try flying in this build. The pathing on swarms is different. by that you mean the pathing of swarms is broken. it also seems deliberate. the missiles love to travel around some obstacles but not others. if a tank driver drives behind a mountain, it will hit the mountain. if they drive behind something as it locks than they will go around it.
on drop ships the missiles see the front of the vehicle as an obstacle and will travel around it. this means that if the pilot keeps moving the missiles will never hit the vehicle, as long as it keeps moving the missiles will never make contact.
so if you fire a kitten launcher right in the path of a dropship it will just zoom around to the back allowing the drop ship to get a lead.
i say this is deliberate because drop ship pilots would just moan to high heaven if the missiles had proper locking and paths. the pilots would make their dumb little circles while their gunners shoot instant killing rockets down on the ground from above while missiles continue to follow them and you make a bee line to where the drop ship pilot will be headed and you lock on it ahead of time and fire the missiles would make contact because the pilot is headed strait into the missiles and then there would be tears. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.22 01:15:00 -
[47] - 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 |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.10.22 01:24:00 -
[48] - Quote
Bring in Webifier. Soon. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.22 01:37:00 -
[49] - 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. |
Tinodi
Doomheim
39
|
Posted - 2012.10.22 15:24:00 -
[50] - Quote
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. |
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Tinodi
Doomheim
39
|
Posted - 2012.10.22 15:29:00 -
[51] - Quote
Reout Karaal wrote: 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.
So... nothing is ever an exploit, since by definition it was designed that way? |
coldfire reborn
ZionTCD Legacy Rising
63
|
Posted - 2012.10.22 22:54:00 -
[52] - Quote
Scheneighnay McBob wrote: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.
wan you fly the red zone gets abit bigger than if you were on foot so it not an exploit if CCP made it that way try flying in a dropship find the red zone and hop out of your dropship on the safe side you will be inside the red zone but if you hop back in the dropship you will see the red zone get wider wan your flying nx time do some tasting befor calling it an exploit |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.10.23 00:07:00 -
[53] - 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 |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.23 00:12:00 -
[54] - Quote
Scheneighnay McBob wrote: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.
Dunno if ya'll gunned me down, I lost about 5 dropships in one match fighting. I didn't get all that extra ISK, soz. |
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