|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.10 23:04:00 -
[1] - Quote
And it was terrible.
It was even a logistics dropship, and it was worthless as a transport. If it tried hovering over a certain point, it would get hit; if people tried jumping out while it was moving, they would fly out at an angle (pretty good physics) into an area they can't predict- not to mention you can't see where you're trying to jump out at.
I think it's a major problem if dropships are a better assault vehicle than an actual transport- which is what they're meant to do.
Any ideas how to fix this?'
EDIT: My main idea so far, along with giving dropships countermeasures (already a planned feature), is to make it so that turrets can only fire when the doors of the dropship are open. That way, the dropship only fires when the troops inside of it are vulnerable- if the pilot opens the doors for any time except dropping off troops, sure they'll be able to fire, but the gunners and passengers will die very easily. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.10 23:08:00 -
[2] - Quote
Ops Fox wrote:slow em down give more armor and make them more stable keep in mind dropships are light vehicles- so they should pretty much be flying LAVs |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.10 23:32:00 -
[3] - Quote
Shiro Mokuzan wrote:Scheneighnay McBob wrote:Ops Fox wrote:slow em down give more armor and make them more stable keep in mind dropships are light vehicles- so they should pretty much be flying LAVs No, they're medium according to their icons.
Now that's a problem- there's medium armor, but not medium shields |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 00:57:00 -
[4] - Quote
Zat Earthshatter wrote:What I find weird is that the popular suggestion for making dropships better transports is to SLOW THEM DOWN!?!?!?!? I sense a very slight lapse in logic...
I think the first problem here is that there aren't any other air vehicles to fly alongside the dropship as escorts - that's right, my first suggestion is for fighters. Once we have a bona fide assault vehicle, the enemy is far more likely to focus on them than the transports.
As for the ships themselves, they should be somewhat quick and somewhat agile, yet have some measure of defeating attacks. How about EVE's Electronic Warfare?
An ECM burst module would break missile locks immediately, yet mess up friendlies that are too close as a balancing device.
Target jammers would be controlled by the passengers (focus on flying!), and would jam (with diminishing returns) whatever enemy you point it at.
Lastly, there's the ECCM, which takes the form of a comms dish that interlinks with allies, boosting their resistance to offensive jamming. I envision this defense would be most useful as a series of communication installations, as vulnerable to attack and hacking as any other. As an EVE veteran would expect, these towers would be priority #1 in an assault. I like it- another solution to add to this would be to put the turrets INSIDE the doors of the dropship (in a position where nobody can fire when the doors are closed, ofc)-
gunners would only be able to fire when the pilot manually opens the doors, or when they automatically open (when they get close to the ground); these doors really need to be looked at more closely. The only advantage to having them open now is if you either are letting someone in, or if you for some reason don't want to protect your passengers. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 02:15:00 -
[5] - Quote
Noc Tempre wrote:How about maps that promote a need to move infantry and demote bombing by having facilities that actually provide cover? On the same note, perhaps have landing pads that "snap" the ship onto the pad without damage turning them into strategic points? The plateaus district (the one with every map in it except ashland) has a massive plateau (thus the name) that I doubt infantry would have an easy time getting to the top of. Dropships would be extremely useful there. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 16:57:00 -
[6] - Quote
On top of my idea with making the turrets only operable when the doors are open- give dropships cloaking devices along with that. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 17:30:00 -
[7] - Quote
Garrett Blacknova wrote:Knightshade Belladonna wrote:idea: DS pilot equips CRU, once inside ship pilot begins to gain a set amount of wp per minute while in flight. This forces them to use a cru so troops can spawn and jump, and gives them wp without shooting a gun. Have a cap set for whatever the wp would be in 15 min. Reduce assist points gained for pilot from gunner. I still prefer the idea of rewarding the vehicle's owner (whoever called it onto the battlefield, NOT necessarily the driver/pilot) for every player who spawns on the vehicle's CRU. It shouldn't be any different from using a Drop Uplink, really. Someone has to be driving for people to be able to spawn, anyway. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 22:30:00 -
[8] - Quote
ugg reset wrote:Scheneighnay McBob wrote:On top of my idea with making the turrets only operable when the doors are open- give dropships cloaking devices along with that. yay to the door idea. nay to Invisible DS idea. Why not? If they start firing, or are detected somehow, their cloaks are gone for good. This just allows them to accurately drop off infantry without immediately being blown apart. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.13 22:42:00 -
[9] - Quote
Bhor Derri wrote:You are missing the big picture blasters aren't supposed to be weak it is the broken nature of balance that makes people (like me) QQ . So far few of the things that are imbalanced are: armor is broken but shields are OP hybrids are meh but missiles are OP I'm for adding a skill to increase turret range- right after we cut down the range of missile turrets (supposedly, it isn't infinite- just very far) |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.15 00:15:00 -
[10] - Quote
Bigbonedunicorn wrote:to the op have they joined up the maps yet? I'm not sure what you're asking.
If you're asking if the maps are connected- they have been for months, it's just that we're still forced to stay in isolated sections of the district (or 2?) that we have. |
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.15 01:11:00 -
[11] - Quote
ugg reset wrote:KAGEHOSHI Horned Wolf wrote:Cloaked dropships with CRUs would be grat for transport, I imagine when cloaking is added that dropships would become much better transport vehicles. I agree that they should have more durable, and less deadly. There needs to be options to take off turrets for more PG/CPU which can then be used to improve durability. not looking forward to cloaked kamikazes. Less deadly? it's a brick with rockets strapped to the sides?! Now I'll be the first to point out that missile turrets need to be looked at, but if you ask me Hybrid turrets need to be amped up in a major way. And enough of he "it's a transport" crap. give us weapons that can deal damage back (lazer turrets or calling in large installations) and it will work itself out. All for being able to remove a turret(s). I like having options. I'm saying to limit the use of turrets- when they're out, anyone inside the dropship will be much easier to be picked off by snipers, and others.
As for hybrid turrets- railguns are fine where they are right now, but blasters desperately need a range boost. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.15 02:59:00 -
[12] - Quote
ugg reset wrote:Scheneighnay McBob wrote:ugg reset wrote:KAGEHOSHI Horned Wolf wrote:Cloaked dropships with CRUs would be grat for transport, I imagine when cloaking is added that dropships would become much better transport vehicles. I agree that they should have more durable, and less deadly. There needs to be options to take off turrets for more PG/CPU which can then be used to improve durability. not looking forward to cloaked kamikazes. Less deadly? it's a brick with rockets strapped to the sides?! Now I'll be the first to point out that missile turrets need to be looked at, but if you ask me Hybrid turrets need to be amped up in a major way. And enough of he "it's a transport" crap. give us weapons that can deal damage back (lazer turrets or calling in large installations) and it will work itself out. All for being able to remove a turret(s). I like having options. I'm saying to limit the use of turrets- when they're out, anyone inside the dropship will be much easier to be picked off by snipers, and others. As for hybrid turrets- railguns are fine where they are right now, but blasters desperately need a range boost. rails need infinite range. right now there range is a little more than blasters with no way to extend. I'm with you on that one- they at least need a big boost to range.
I found out, however (haven't tried with blasters), that advanced (small) railguns have almost double the range of standard (small) railguns |
|
|
|