Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Chankk Saotome
CrimeWave Syndicate
170
|
Posted - 2012.11.06 09:55:00 -
[1] - Quote
This is not an issue of swarms, though they shouldn't avoid ships coming straight at you to take up position behind them for certain.
Their speed is certainly not an issue. Swarms should not catch a DS flying away at high-speed.
The issue is not that DS's are overpowered in their own sense.
The issue is ridiculously high-powered missile turrets with a 20ft splash radius that do enough to 1-shot a proto heavy, much less anyone else.
Solution: Limit Dropships to blasters.
While I agree that swarm pathing needs to be fixed, I don't see an issue with their speed if they simply go for their target rather than where their target was at the point of firing (what's the purpose in lock-on if that's how it works? Also, why can't we dumbfire anymore?) the issue is dropships loading up accelerated missile turrets and having gunners with a few levels of turret operations.
By limiting dropships to blasters they have to move slower and lower to the ground to be used as attack vehicles which is not their intent, but they could still defend themselves when coming in to land to drop off or pick up troopers.
As I've said a few times before: Dropships should be DUST's Huey choppers, not Apache Arrowheads (which I think we're expecting from the light attack ships later to come).
TL;DR: Limit dropships to blasters only Fix swarm pathing, not speed Possibly re-institute dumb-fire |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.06 10:10:00 -
[2] - Quote
Chankk Saotome wrote:This is not an issue of swarms, though they shouldn't avoid ships coming straight at you to take up position behind them for certain.
Their speed is certainly not an issue. Swarms should not catch a DS flying away at high-speed.
The issue is not that DS's are overpowered in their own sense.
The issue is ridiculously high-powered missile turrets with a 20ft splash radius that do enough to 1-shot a proto heavy, much less anyone else.
Solution: Limit Dropships to blasters.
While I agree that swarm pathing needs to be fixed, I don't see an issue with their speed if they simply go for their target rather than where their target was at the point of firing (what's the purpose in lock-on if that's how it works? Also, why can't we dumbfire anymore?) the issue is dropships loading up accelerated missile turrets and having gunners with a few levels of turret operations.
By limiting dropships to blasters they have to move slower and lower to the ground to be used as attack vehicles which is not their intent, but they could still defend themselves when coming in to land to drop off or pick up troopers.
As I've said a few times before: Dropships should be DUST's Huey choppers, not Apache Arrowheads (which I think we're expecting from the light attack ships later to come).
TL;DR: Limit dropships to blasters only Fix swarm pathing, not speed Possibly re-institute dumb-fire
I wouldnt go so far. Simply Reduce massively damage, and splash damage of light missile turrets. Add a major recoil for using missile turret, especially light. That will avoid spam. Add some sort of effect from firing range.
Dropship will then still be able to launch missile and hurt infantry. But they shouldnt get the ability to rain death... Same goes with LAV that will otherwise become the next best thing with massive shield tank and going around firing missile at its feets etc..
Light missile should be good to create panic and hurt a group of infantry to help its teamates take an edge in battle. Forcing ennemy to disband. Not OSing them .... And if you have no anti-air mesure, you should be killed eventually by a dropship using missiles. |
Gauder Berwyck
Deadly Blue Dots RISE of LEGION
217
|
Posted - 2012.11.06 10:11:00 -
[3] - Quote
Agreed with your three points. Just to nitpick, missiles generally fly faster than bigger things because of a more efficient aeurodynamic properties. So realistically, I think they should fly faster, although it's not given that a missile will always be faster than a DS. Initial velocity, gravity, wind resistance... everything will play in.
http://answers.yahoo.com/question/index?qid=20110318195132AALdAo0
See there for a bit more discussion on it.
As for the DS being a Huey, not an Apache, yes!!! It's how it was intended, no? |
Chankk Saotome
CrimeWave Syndicate
170
|
Posted - 2012.11.06 10:27:00 -
[4] - Quote
Laurent Cazaderon wrote: I wouldnt go so far. Simply Reduce massively damage, and splash damage of light missile turrets. Add a major recoil for using missile turret, especially light. That will avoid spam. Add some sort of effect from firing range.
Dropship will then still be able to launch missile and hurt infantry. But they shouldnt get the ability to rain death... Same goes with LAV that will otherwise become the next best thing with massive shield tank and going around firing missile at its feets etc..
Light missile should be good to create panic and hurt a group of infantry to help its teamates take an edge in battle. Forcing ennemy to disband. Not OSing them .... And if you have no anti-air mesure, you should be killed eventually by a dropship using missiles.
Good points and another very viable solution.
Again, the real issue is that a DS can just fly in circles around the battlefield and unleash pin-point accurate missile barrage over every inch of ground it covers. Even if not, with enough splash damage it only needs to hit in the general vicinity to wipe out half a squad of people moving to cap an objective.
Put in recoil to throw off the targeting or even a capacitor to limit the speed at which it can fire in the first place.
My issue with adding speed to swarms directly rather than just fixing their pathing is that this will allow one guy in a free suit to wipe out a two week's SP investment and half a mil in ISK on the part of the guy flying DS. Even if he's a good pilot, if he's unable to outrun or out manouver swarms coming at him from behind while he's moving off at top speed he's screwed by a dude in a throwaway suit. I like the speed of swarms actually, even when I'm being dominated by a DS myself. The problem is that when it's coming right at me and I lock on and fire, I've literally watched my swarms head straight for the DS, then swerve around it to avoid the it before reaching where they were locked on and turning around to give chase. That is a huge problem. |
Kamiya Musume
Suffer Inc.
63
|
Posted - 2012.11.06 10:54:00 -
[5] - Quote
I had a conversation with another player about this after both of us got hammered by missile spamming DS's. Agree with all points, Blasters only on DS's, anything else just turns them into a mechanised death machine, which is not their intended purpose. |
Gunner Needed
The Southern Legion
111
|
Posted - 2012.11.06 12:38:00 -
[6] - Quote
Another duplicate thread. stop clogging the Forums |
Chankk Saotome
CrimeWave Syndicate
170
|
Posted - 2012.11.06 13:17:00 -
[7] - Quote
Gunner Needed wrote:Another duplicate thread. stop clogging the Forums
I've fought against and with you so I won't insult you as I aspire to be as competent pilot as you are, but please read the actual post.
This isn't an attack on Dropships whatsoever, and as such not a duplicate thread of any kind.
I love dropships, even when going up against them in combat. I'm just saying there's a serious issue with how their being used as high-speed missile platforms rather than... you know... dropships.
I'd rather the issue with their offensive capabilities be adjusted than have their mobility or defensive capacity nerfed completely into uselessness thus ruining the investment of time and money players like yourself have put into them.
If you'd taken more than 5 seconds to scroll down and post your quick reply you would see I'm actually trying to save the style of gameplay you excel at rather than strip you of skill mechanics you've learned and mastered. Unless of course you'd rather CCP just let freebie swarm kiddies just butcher your wallet, as they keep crying for, every time you try to take to the unfriendly skies.
So many people whine and complain about Dropships being overpowered when that isn't the issue at all, but if theirs is the voice loudest heard CCP will respond to that because they will eventually have to fold to the majority to make a game that appeals to as many people as possible rather than the limited few who play a certain way.
What we're all here to do, hopefully as we've clearly all read the agreements and contracts we signed up for, is to actually be willing to ponder the issues and make constructive feedback for them to consider. That's all I'm trying to do here, and in such a way that rather than hurting someone's gameplay experience it balances things for people on all sides of the argument.
If there are more actual constructive suggestions from anyone we should get them out so CCP can actually take note of them rather than people being childish whiners and naysayers. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
|
Posted - 2012.11.06 13:35:00 -
[8] - Quote
A better solution would be to NERF THE GODDAMNED MISSILES and to give dropships a range bonus to blasters. The reason noone is using blaster or rai turrets is that missiles are too good, they have good ROF, huge explosion radius, huge damage and don't overheat. I would greately reduce missile splash damage and/or make them have to reload after a few shots, like overheating.
Dropships also need WP FOR SPAWNING AND FERRYING PEOPLE, it's stupid that pilots don't get points for what they are supposed to do. |
Chankk Saotome
CrimeWave Syndicate
170
|
Posted - 2012.11.06 13:51:00 -
[9] - Quote
Martin0 Brancaleone wrote:A better solution would be to NERF THE GODDAMNED MISSILES and to give dropships a range bonus to blasters. The reason noone is using blaster or rai turrets is that missiles are too good, they have good ROF, huge explosion radius, huge damage and don't overheat. I would greately reduce missile splash damage and/or make them have to reload after a few shots, like overheating.
Dropships also need WP FOR SPAWNING AND FERRYING PEOPLE, it's stupid that pilots don't get points for what they are supposed to do.
Again, Martin, please read the original posts. This is the whole idea behind this thread (a commentary on missile turrets really, not so much dropships themselves as they've already gone from a rapid transport in the last build to flying bricks, as if that wasn't enough suffering for pilots to endure) but I'd rather it be a constructive work with well thought out arguments and support rather than people just spewing words.
I like the idea of dropship CRU giving spawn WP. That's something that I think we can all get behind. |
Badly Owned
xOne Man Armyx
49
|
Posted - 2012.11.06 14:15:00 -
[10] - Quote
Or do like the logistic lavs and give turrets equipped -50 damage. |
|
Gunner Needed
The Southern Legion
111
|
Posted - 2012.11.06 14:41:00 -
[11] - Quote
Chankk Saotome wrote:Gunner Needed wrote:Another duplicate thread. stop clogging the Forums I've fought against and with you so I won't insult you as I aspire to be as competent pilot as you are, but please read the actual post. This isn't an attack on Dropships whatsoever, and as such not a duplicate thread of any kind. I love dropships, even when going up against them in combat. I'm just saying there's a serious issue with how their being used as high-speed missile platforms rather than... you know... dropships. I'd rather the issue with their offensive capabilities be adjusted than have their mobility or defensive capacity nerfed completely into uselessness thus ruining the investment of time and money players like yourself have put into them. If you'd taken more than 5 seconds to scroll down and post your quick reply you would see I'm actually trying to save the style of gameplay you excel at rather than strip you of skill mechanics you've learned and mastered. Unless of course you'd rather CCP just let freebie swarm kiddies just butcher your wallet, as they keep crying for, every time you try to take to the unfriendly skies. So many people whine and complain about Dropships being overpowered when that isn't the issue at all, but if theirs is the voice loudest heard CCP will respond to that because they will eventually have to fold to the majority to make a game that appeals to as many people as possible rather than the limited few who play a certain way. What we're all here to do, hopefully as we've clearly all read the agreements and contracts we signed up for, is to actually be willing to ponder the issues and make constructive feedback for them to consider. That's all I'm trying to do here, and in such a way that rather than hurting someone's gameplay experience it balances things for people on all sides of the argument. If there are more actual constructive suggestions from anyone we should get them out so CCP can actually take note of them rather than people being childish whiners and naysayers.
|
Gunner Needed
The Southern Legion
111
|
Posted - 2012.11.06 14:57:00 -
[12] - Quote
my fricken wall of text reply didnt show up heres a brief version coz FUDGE WRITING THAT AGAIN
did read post theres already 3 or 4 missile turrets are OP threads
no way would anyone bother with dropships if they cant clear the area before drop off (blasters just wont cut it)
forge already deadly so having to linger a few seconds more is doom. even a random militia swarm may flip you on your back.
to get missile turrets as deadly as you say costs MEGA sp and its all from the pilot. the gunners turret level has no impact
I dont mind if they improve swarms, advanced at least more damage/tracking less flipping upside down
dont judge anything from public battles, I was in TT and a organized team (Zion) will have my flying tank (over 7000 hp) in flames within seconds, or hiding at bass for half the match
plus with the pathetic rewards for a pilot at the moment the kills from gunners are my bread and butter
I know it may seem hopeless but if even 2 guys with militia swarms stay on it then he wont be doing much stomping at all. I think a better solution thn NO MISSILE TURRETS would be to limit ammo, making the dropship have to return to base and rearm |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.06 15:44:00 -
[13] - Quote
Keeping all else the same, limiting ammo woud change things a bit.
Gunners would conserve ammo and there would be less spam. Restocking time would also reduce the attack time.
The restock area would have to be safe however, as dropships can't linger anywhere visible to an enemy with a swarm launcher. You can bet that someone would camp out the resupply with a launcher or forge gun in every match.
That would also limit the roving range of tanks unless there were a new class of vehicles to resupply them.
I'm not sure that would appease anyone who did get killed by a missile though, as OP tends to be "Whatever killed me last". |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2012.11.06 15:54:00 -
[14] - Quote
Wots dis? Another thread of whiners whining when they can't adapt? EVE and certainly Dust are all about emergent gameplay. You can't demand that dropships get a super nerf just so you can stroke your epeen by getting kills that are 100% guaranteed with what you are asking for. |
Stile451
Red Star.
76
|
Posted - 2012.11.06 16:01:00 -
[15] - Quote
Gunner Needed wrote:I know it may seem hopeless but if even 2 guys with militia swarms stay on it then he wont be doing much stomping at all. I think a better solution thn NO MISSILE TURRETS would be to limit ammo, making the dropship have to return to base and rearm I don't know about that, I've seen 4 swarms fired at a dropship continuously but not one hit it as the pilot was doing the "circle the map at high speed raining death at whatever it can" thing. I had a lot of difficulty hitting it with a forge gun because whenever I lined up a shot I was killed by a missile(sometimes not even being able to get a shot off).
Myself and another forge gunner were finally able to destroy it but only because we both hit it at the exact same time, but the match was lost as we couldn't form a cohesive offense as the dropship destroyed any attempt at forming up. By the time it was down our MCC was at 1/3 of it's armor(it doesn't take long when the enemy has all 5 null cannons from the start of the match(was the map Ashland - the one with the space ship in the middle).
With that said something needs to be changed.
The addition of webifiers would probably solve this.
Maybe the range on missile turrets should be equal to the range of a forge gun.
Maybe give the missile turrets a charge up time for every shot(as it stands you can fire a shot every half second if you time it right).
The speed of swarms should be increased by the swarm launcher operation or proficiency skill(a freebie shouldn't be able to hit a good pilot). The tracking is fine as is if there is the option of a speed increase.
Maybe the spawn area should be given an anti-air only turret that does a lot of damage when a ship is in range(it should also be nearly invincible like CRUs are). Maybe a webifier turret would work just as well. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2012.11.07 01:31:00 -
[16] - Quote
I don't really see why people are jumping all over Drop Ships all of a sudden. The only two I've seen this week both got popped out of the sky within minutes, one by yours truly.
Just point a forge gun at them and pull the trigger, it ain't hard. |
Chankk Saotome
CrimeWave Syndicate
170
|
Posted - 2012.11.07 11:48:00 -
[17] - Quote
Paran Tadec wrote:Wots dis? Another thread of whiners whining when they can't adapt? EVE and certainly Dust are all about emergent gameplay. You can't demand that dropships get a super nerf just so you can stroke your epeen by getting kills that are 100% guaranteed with what you are asking for.
I don't think anyone's really whining, though there are some more... agitated? posts in here.
Personally I have no desire to see dropships weakened whatsoever. In fact I miss their flight mechanics from the previous build as I've stated before and to anyone who I've ever talked to about that "flight controls tweak" and would really like to see their defenses increased myself. Maybe others here and on forums want "nerfs" to dropships themselves but I certainly don't. I just want to see them put to the role their name claims, not high-speed missile platforms which means an adjustment to their turret capabilities.
I'm not arguing to boost swarm capabilities either I'm totally against any changes to their speed for certain, though their tracking is a bit wonky when they literally swerve to avoid the dropship coming head-on to take up chase position behind it.
I'd rather see a tweak to their offensive capacity because if players don't try to make and express thought out arguments to defend something, which is what I'm actually doing if you'd like to take note, then CCP will only listen to said whiners and do exactly what we fear to give the majority their way, ruining hundreds of thousands of SP and millions of ISK invested by players interested in taking up the particular role of dropship pilots.
Another note: I see your point as well Gunner Needed and there need to be more benefits to dropship pilots other than being SL and getting defend order commission and vehicle kill assists for WP gains. CRU spawns (though most people using dropships as flying missile platforms are loaded up on shields and boosters rather than making the sacrifice to carry one of these) should give at least Team Spawn gains, if not more. Possibly passive gains for dropping off squaddies into combat areas or near rally points. |
Ziero01
KILL-EM-QUICK RISE of LEGION
11
|
Posted - 2012.11.07 14:11:00 -
[18] - Quote
Stile451 wrote:The speed of swarms should be increased by the swarm launcher operation or proficiency skill(a freebie shouldn't be able to hit a good pilot). The tracking is fine as is if there is the option of a speed increase.
That's a suggestion I was thinking of as well as currently these skills only enhance splash damage iirc (may be confusing them with Mass Drivers). If the Swarm Skills enhanced speed rather then damage, then it would mean you would have to dump a lot of SP to make the Swarms really effective. This would mean cheap, militia swarm users would be nothing more then a slight nuisance while skilled Swarmers will be an actual threat to drop ships. Especially if combined with a fix to the pathing issues (firing a round of swarms dead on at the nose of a DS shouldn't have the missiles go around and chase it's tail.)
And I also agree that spawner Vehicles (LAVs can use the mobile CRU thing too) should provide points to the driver of the craft much like Drop Uplinks do. Drop ships are clearly meant to be more of a main transport rather then an attack craft so pilots using DS as spawners should be rewarded as such. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.07 14:42:00 -
[19] - Quote
I am not wishing them to go extinct nor anyone else, as they are a cool feature to this game. Yet that does not mean they should have the ability to traverse the skies with little to no threat while being the biggest threat out there. Minimise the power it has in the air , fix the flight physics of the dropsships and the swarm launcher pathing. A complete overhaul on missile turrets would make tanks on the ground a little less protected , as it stands their missiles are not a huge problem like the dropship as the tank isnt firing from above except on certain maps where they are still stationary and exposed. And since to many people seem to not like the idea of removing missile turrets from dropships, I am now suggesting that dropships should have passive bonuses and penalties tied them along the lines of reduced turret damage output while increasing base resistance and shields ( make it kinda like a drake in eve ) example : -25% turret damage , +5% resist per lvl of whatever the skill is to get a better dropship, and 2% more shield per lvl of same skill.
( reply I made in another similar thread) |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.07 19:09:00 -
[20] - Quote
Oh and definatly need reloads and ammo capacity for all vehicles, and fkn capacitor, why is there no gd capacitor yet ccp lol |
|
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.11.07 19:25:00 -
[21] - Quote
I think the problem is two-fold.
1) Bad swarm pathing.
2) Not enough closed facilities.
Swarm pathing can be fixed. I like the way dropships work now, but there is nowhere to hide on most maps. Dropships should be for moving troops long distances and guarding open ground against infantry and vehicles. As it stand, they can shoot into facilities and lock down everything on the map. This game needs more facilities with roofs. |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2012.11.07 20:24:00 -
[22] - Quote
it's not easy to hit with the missle turret unless the DS is at a hover in that case the DS is very vulnerable. not every gunner can hit consistenly with DS missle turrets while in motion tho many can.. if DS is 1shotting you that bad then get a suit with more HP on and take cover until someone forge guns it.. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.08 17:50:00 -
[23] - Quote
Sobriety Denied wrote:it's not easy to hit with the missle turret unless the DS is at a hover in that case the DS is very vulnerable. not every gunner can hit consistenly with DS missle turrets while in motion tho many can.. if DS is 1shotting you that bad then get a suit with more HP on and take cover until someone forge guns it..
a suit with more hp? beefed up missile turrets rain down 400+ dmg just from splash |
Jariel Manton
SVER True Blood Unclaimed.
210
|
Posted - 2012.11.08 18:13:00 -
[24] - Quote
This game is so broken, There are 0 ways to take a dropship out. Your going to say use a forge gun, well eat a big hairy one because they have a range so i can only hit when they are right on top of me. They run around swarms all day long and if it takes me 4 shots to take out a drop ship there is no way to charge the forge that many times before i die or he is out of range. Completely broken. /endrant |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2012.11.09 05:47:00 -
[25] - Quote
Jariel Manton wrote:This game is so broken, There are 0 ways to take a dropship out. Your going to say use a forge gun, well eat a big hairy one because they have a range so i can only hit when they are right on top of me. They run around swarms all day long and if it takes me 4 shots to take out a drop ship there is no way to charge the forge that many times before i die or he is out of range. Completely broken. /endrant Yes, Forge Guns do have range. It's approximately the distance between the two red lines on Ashland, because I can one-shot LAVs being dropped behind the A-side redzone all the way from point D's blaster installation.
Hell, I was at Manus Peak's A-side supply depot and blew up an LAV being dropped down beneath point B.
I was also able to nail an enemy drop ship on Manus Peak from the same position while he was flying over that little group of buildings beneath B, so I'm pretty sure Forge Guns have plenty range.
Just gotta lead your shots. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.09 13:27:00 -
[26] - Quote
Jariel Manton wrote:if it takes me 4 shots to take out a drop ship If it takes you 4 shots to take out a Dropship, you're doing it wrong.
Most tanks die easier than that. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.09 13:34:00 -
[27] - Quote
Jotun Hiem wrote:Jariel Manton wrote:This game is so broken, There are 0 ways to take a dropship out. Your going to say use a forge gun, well eat a big hairy one because they have a range so i can only hit when they are right on top of me. They run around swarms all day long and if it takes me 4 shots to take out a drop ship there is no way to charge the forge that many times before i die or he is out of range. Completely broken. /endrant Yes, Forge Guns do have range. It's approximately the distance between the two red lines on Ashland, because I can one-shot LAVs being dropped behind the A-side redzone all the way from point D's blaster installation. Hell, I was at Manus Peak's A-side supply depot and blew up an LAV being dropped down beneath point B. I was also able to nail an enemy drop ship on Manus Peak from the same position while he was flying over that little group of buildings beneath B, so I'm pretty sure Forge Guns have plenty range. Just gotta lead your shots.
lead your shots from redline to redline...gtfo, u crazy :p |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2012.11.10 01:03:00 -
[28] - Quote
Knightshade Belladonna wrote:
lead your shots from redline to redline...gtfo, u crazy :p
Well, depends what you want to hit. You won't hit a drop ship or manned LAV at that distance, but it isn't terribly hard to hit an LAV that's about to be dropped in.
And Ashland has relatively close redlines. I don't think it would be as easy on a map like Manus Peak. |
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.10 01:22:00 -
[29] - Quote
reduce splash and longer times inbetween fireing maybe only one turret atleast keep missle launcher until there is something that can replace it there needs to be firepower in the sky. its a valuble game component. but yes i do belive it needs to be nerfed and maybe figure out a way for ds pilots to get wp. maybe pickup and dropoff wp 5 per but to where it cant be exploited. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.10 04:42:00 -
[30] - Quote
Wako 75 wrote:reduce splash and longer times inbetween fireing maybe only one turret atleast keep missle launcher until there is something that can replace it there needs to be firepower in the sky. its a valuble game component. but yes i do belive it needs to be nerfed and maybe figure out a way for ds pilots to get wp. maybe pickup and dropoff wp 5 per but to where it cant be exploited.
The best thing I can think of to keep exploiting out of equation for pilot wp on a DS , is that while having a CRU equipped to a dropship the pilot gains 25-50 wp per minute of flight. This will give them a max of 375 -750 possible wp in ambush, it could be higher in a skirmish match, or possibly cause higher rates to be achieved in 1 v 1 or solo ****** battlefinder match. So I would make it have the cap of 750. With all the assist wp earned from kills it might make the pilot rack up more wp than what would seem reasonable, so at same time of having this feature the rate of wp earned for gunner assist should be halfed. So in the end a decent dropship pilot could net 1k+ easily wp per match.
Thoughts? |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |