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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. |
Ops Fox
ZionTCD Legacy Rising
197
|
Posted - 2012.11.10 23:05:00 -
[2] - Quote
slow em down give more armor and make them more stable |
Dreylor Thunderfall
Conspiratus Immortalis
44
|
Posted - 2012.11.10 23:06:00 -
[3] - Quote
we use the momentum of our droppers and plan ahead and tell our squads when to jump... it gives us a good advantage.
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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.10 23:08:00 -
[4] - 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 |
Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
|
Posted - 2012.11.10 23:11:00 -
[5] - Quote
You can predict where they'll land out of a moving dropship. Like anything else, it takes practice.
Even if you want to stop over the insertion point, it only takes a split second if you have a coordinated team on comms. |
Shiro Mokuzan
GunFall Mobilization Covert Intervention
106
|
Posted - 2012.11.10 23:11:00 -
[6] - Quote
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. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.10 23:17:00 -
[7] - Quote
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
They're medium. And they shouldn't be "Flying LAVs" unless you knock the price down a shitload like an LAV. Scrap it being a Light or Medium vehicle, I can easily fix this.
- Make them Heavy Vehicles - Massively increase their Armor/Shields - Make them less Agile - Lower their top speed
Seperate Issues: - Fix Turrets - Reduce Swarm Knockback by a ton
Oh look, a perfectly viable Dropship used for Transport instead of getting smashed up immediately
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.10 23:32:00 -
[8] - 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 |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.11.11 00:48:00 -
[9] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 00:57:00 -
[10] - 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. |
|
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.11 01:01:00 -
[11] - 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...
Not really a "lapse in logic" but a different look at Dropships completely Suggesting Fast ones means they shouldn't be that strong, considering they would be a lot harder to hit
Personally, I see Dropships as Heavy transport vehicles that move slowly through the air due to it being heavily armored (to protect passengers) and assure it gets there. I'd like to see a Dropship with more Armor and Shielding than an RDV (A lot more) but with less offensive capability. So, sure, my Ship will be very hard to kill but it won't be fire down at you and ohk you (Perhaps a Weaponless Variant?) |
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 01:06:00 -
[12] - Quote
until we have other air vehicles we cant just nerf dropships to transports with blasters only. im sure ccp is trying to figure out a way to balance it to where it is still a viable way of air support (firepower and pickup/dropoff). until the day we have bombers,fighters,and other air vehicles they should not nerf them to transports only. ccp im sure is working on this now they dont need to be reminded every 30 min that ds are op i think they know by now. yes i know this thread wasnt calling them op im refering to the other 100 threads about it lol. Thanks |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.11 01:07:00 -
[13] - Quote
Jason Pearson wrote: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...
Not really a "lapse in logic" but a different look at Dropships completely Suggesting Fast ones means they shouldn't be that strong, considering they would be a lot harder to hit Personally, I see Dropships as Heavy transport vehicles that move slowly through the air due to it being heavily armored (to protect passengers) and assure it gets there. I'd like to see a Dropship with more Armor and Shielding than an RDV (A lot more) but with less offensive capability. So, sure, my Ship will be very hard to kill but it won't be fire down at you and ohk you (Perhaps a Weaponless Variant?)
for those who don't know, we already have a large, slow, armored transport ship, and It is called a MCC. |
Tsuke Thirteen
Royal Uhlans Amarr Empire
24
|
Posted - 2012.11.11 01:09:00 -
[14] - Quote
Bump armor enough to support a safe landing ------ reduce guns
Dropship =/= Gunship
96.7% of Dropships are being used as flying tanks. Remove missile turrets, blasters can defend when the ship touches down or provide crowd control as it evacs.
|
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.11 01:10:00 -
[15] - Quote
ugg reset wrote:Jason Pearson wrote: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...
Not really a "lapse in logic" but a different look at Dropships completely Suggesting Fast ones means they shouldn't be that strong, considering they would be a lot harder to hit Personally, I see Dropships as Heavy transport vehicles that move slowly through the air due to it being heavily armored (to protect passengers) and assure it gets there. I'd like to see a Dropship with more Armor and Shielding than an RDV (A lot more) but with less offensive capability. So, sure, my Ship will be very hard to kill but it won't be fire down at you and ohk you (Perhaps a Weaponless Variant?) for those who don't know, we already have a large, slow, armored transport ship, and It is called a MCC.
Mobile Command Centre really sounds like a Transport Dropship, Thanks for clearing that up fella. -_- |
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 01:10:00 -
[16] - Quote
good idea mcbob |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.11 01:14:00 -
[17] - Quote
Tsuke Thirteen wrote: blasters can defend when the ship touches down or provide crowd control as it evacs.
Ahahahahahaha such a great joke mate.. Oh, you're serious? LOL Are you dizzy blud? Anything with Small Blasters is pretty much useless, especially Dropships. Honestly, just removing weapons completely and giving Dropships massive HP buffs would be a lot nice than using blasters.. lol small blasters -_- |
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 01:17:00 -
[18] - Quote
Tsuke Thirteen wrote:Bump armor enough to support a safe landing ------ reduce guns
Dropship =/= Gunship
96.7% of Dropships are being used as flying tanks. Remove missile turrets, blasters can defend when the ship touches down or provide crowd control as it evacs.
please explain the wp blaters are pretty hard to kill with while moving and if you arent moveing then your dead. people start thinking would you want to fly a ds if you got 200 wp in a match and even better question would you want to gun one? until ccp finds a way to give wp to pilots and reduce the firepower they shouldnt make it fit only blasters.
it still doesnt matter if they have super armor and sheilds if it doesnt give you wp why would you want to fly it |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.11 01:20:00 -
[19] - Quote
Wako 75 wrote:Tsuke Thirteen wrote:Bump armor enough to support a safe landing ------ reduce guns
Dropship =/= Gunship
96.7% of Dropships are being used as flying tanks. Remove missile turrets, blasters can defend when the ship touches down or provide crowd control as it evacs.
please explain the wp blaters are pretty hard to kill with while moving and if you arent moveing then your dead. people start thinking would you want to fly a ds if you got 200 wp in a match and even better question would you want to gun one? until ccp finds a way to give wp to pilots and reduce the firepower they shouldnt make it fit only blasters. it still doesnt matter if they have super armor and sheilds if it doesnt give you wp why would you want to fly it
Some Pilots don't think about themselves gaining WP in a match (especially corp matches and stuff), and are more focused on winning. We do our jobs by dropping people off at Objectives and giving good mobile spawn locations, If we had buffed HP it would be a lot nicer. |
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 01:34:00 -
[20] - Quote
i could see in a corp match but you should still make wp in any match no matter what you do i would like someone to come up with ideas for a way for ds pilots to make wp without killing people and a way to where it cant be exploited |
|
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.11 01:50:00 -
[21] - Quote
Wako 75 wrote:i could see in a corp match but you should still make wp in any match no matter what you do i would like someone to come up with ideas for a way for ds pilots to make wp without killing people and a way to where it cant be exploited I remember someone bring up the idea of Vehicles rearming and/or repping people riding inside them.
just a thought.
|
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 01:53:00 -
[22] - Quote
ugg reset wrote:Wako 75 wrote:i could see in a corp match but you should still make wp in any match no matter what you do i would like someone to come up with ideas for a way for ds pilots to make wp without killing people and a way to where it cant be exploited I remember someone bring up the idea of Vehicles rearming and/or repping people riding inside them. just a thought.
rearming? as in giveing ammo |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.11 01:58:00 -
[23] - Quote
Wako 75 wrote:ugg reset wrote:Wako 75 wrote:i could see in a corp match but you should still make wp in any match no matter what you do i would like someone to come up with ideas for a way for ds pilots to make wp without killing people and a way to where it cant be exploited I remember someone bring up the idea of Vehicles rearming and/or repping people riding inside them. just a thought. rearming? as in giveing ammo
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. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 02:00:00 -
[24] - Quote
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? |
Tyrus Four
128
|
Posted - 2012.11.11 02:10:00 -
[25] - Quote
Whats the issue with low-altitude drops? I'm asking honestly because I don't use or ride in dropships for the most part.
imo, as big as the maps are, they are still too small for dropships to be needed anyway.
that said, dropships should be able to rapidly descend to a very low altitude, while still hovering, drop troops off, and then rapidly ascend away from infantry fire.
and for pickups, obviously, Infantry's job is to ensure that the LZ is clear and dropships are not getting fired on when they drop in. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.11 02:12:00 -
[26] - 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?
Drop ships can now touch the ground without taking dammage and you can be very surgical if you know how.
Quote:rearming? as in giveing ammo
rearming: provide with new supplies of weapons.
ya, pretty much |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 02:15:00 -
[27] - 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. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 02:16:00 -
[28] - Quote
ugg reset wrote: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? Drop ships can now touch the ground without taking dammage and you can be very surgical if you know how. Quote:rearming? as in giveing ammo rearming: provide with new supplies of weapons. ya, pretty much
Landing without taking 500+ damage requires coming to a dead, level halt. Not something that can be done reliably in less than 15 seconds (which is the maximum time a transport can expect to survive hovering still by the ground). |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.11.11 02:18:00 -
[29] - Quote
Tyrus Four wrote:Whats the issue with low-altitude drops? I'm asking honestly because I don't use or ride in dropships for the most part.
imo, as big as the maps are, they are still too small for dropships to be needed anyway.
that said, dropships should be able to rapidly descend to a very low altitude, while still hovering, drop troops off, and then rapidly ascend away from infantry fire.
and for pickups, obviously, Infantry's job is to ensure that the LZ is clear and dropships are not getting fired on when they drop in.
Ever seen a Dropship get flipped by Swarms? If you have, picture it getting flipped but closer to the ground/or buildings, which will usually mean instant death. Once Swarm Knockback isn't ********, we might be able to do that a lot easier. At the same time, staying in one place for more than a few seconds is a bad idea due to two things: Forge Guns (And their godly range and damage) and Swarms (Being able to literally lock on from miles away). Gotta keep moving, so a Dropship will rarely ever go in to pick up troops (I've tried, taken off from base in Skirmish, got chased by about 5 batches of swarms, gone in to pick up squad mates, been flipped and blown up on said squad mates) |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.11.11 02:28:00 -
[30] - 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?
|
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Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 02:38:00 -
[31] - Quote
the problem with the cru is passive wp is that someone could equip and sit in spawn. but yea maybe 50 per spawn and maybe like it has 100 resupplies and every time they resupply it auto bails them with new dropsuit and thats 5 wp. good idea? |
Wako 75
SVER True Blood Unclaimed.
76
|
Posted - 2012.11.11 02:45:00 -
[32] - Quote
and i want urban maps that you can still fly on and also the landing pad would resupply the resupply the resupplies (if that makes any sense) lol reduce resupplies to ten to encorage landing maybe landing pads drop could be a thing dropped by battle commander. it would be pretty cool and it would also instanly give you your ds instaed of waiting 20 sec. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 16:57:00 -
[33] - Quote
On top of my idea with making the turrets only operable when the doors are open- give dropships cloaking devices along with that. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.11 17:23:00 -
[34] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 17:30:00 -
[35] - 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. |
NewOldMan
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2012.11.11 17:46:00 -
[36] - Quote
All it takes to master dropping of troops is practice. You don't need to slow dropships down or anything, in fact if you slow them down anymore you might as well just have them blow up 10 seconds after launch. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.11 17:53:00 -
[37] - 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.
If they go with this, they will need a limit to how often wp is awarded no matter the amount of spawns. Like how the nanohive only gives you points for one guy every 30 sec or whatever it is |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.11 18:18:00 -
[38] - Quote
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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.11 18:21:00 -
[39] - Quote
Knightshade Belladonna wrote: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. If they go with this, they will need a limit to how often wp is awarded no matter the amount of spawns. Like how the nanohive only gives you points for one guy every 30 sec or whatever it is No they won't.
The limited space in the vehicle and the limit on how many players can exist on your team and the time limit on respawning should be enough. And with Nanohives, if your entire team cram themselves into the space of one Nanohive, you still get an insane amount of WP really quickly. |
Richard Sebire
Osmon Surveillance Caldari State
7
|
Posted - 2012.11.11 19:03:00 -
[40] - Quote
I'm actually looking forward to the pilots suit and some balancing on top of the MMC again, shooting down at you all. It will probably only take me a couple of months to get there again. |
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Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.11 20:16:00 -
[41] - Quote
Garrett Blacknova wrote:Knightshade Belladonna wrote: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. If they go with this, they will need a limit to how often wp is awarded no matter the amount of spawns. Like how the nanohive only gives you points for one guy every 30 sec or whatever it is No they won't. The limited space in the vehicle and the limit on how many players can exist on your team and the time limit on respawning should be enough. And with Nanohives, if your entire team cram themselves into the space of one Nanohive, you still get an insane amount of WP really quickly.
Nano hives don't work that way anymore. You drop one and 10 guys run through it, you only get 1 ressuply wp bonus for a set time. Probably because people were doing exactly like what you just said. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.11 20:26:00 -
[42] - Quote
Knightshade Belladonna wrote:Nano hives don't work that way anymore. You drop one and 10 guys run through it, you only get 1 ressuply wp bonus for a set time. Probably because people were doing exactly like what you just said. Pretty sure I've had multiple ticks for multiple people running through a Nanohive before. It's possible I had another hive still active that I forgot about, but I had just put one down, still had one to deploy, and when two players rushed to it, I got 2 ticks for resupplying them. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.11.11 20:30:00 -
[43] - Quote
Garrett Blacknova wrote:Knightshade Belladonna wrote:Nano hives don't work that way anymore. You drop one and 10 guys run through it, you only get 1 ressuply wp bonus for a set time. Probably because people were doing exactly like what you just said. Pretty sure I've had multiple ticks for multiple people running through a Nanohive before. It's possible I had another hive still active that I forgot about, but I had just put one down, still had one to deploy, and when two players rushed to it, I got 2 ticks for resupplying them.
Interesting.. and this was more recently? When I drop one down I get the wp for first guy and watch the others run through it, and then 30 seconds or so later I get another if someone runs across it. It used to continuously give me wp per guy who ran in it and got ammo, I want to say just before or just after Codex they made the change. Maybe they upped it to 2 people every so often , I don't know.. but it certainly doesn't give what it used to, on top of the wp points being reduced ( which I think was a punishment because of the abusers)
Trying to find the notes where they made the change, all I can find is the initial Codex report :( |
Obama DAT
Doomheim
389
|
Posted - 2012.11.11 22:08:00 -
[44] - Quote
Pic or didn't happen. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.11 22:30:00 -
[45] - 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. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.11 23:02:00 -
[46] - Quote
Dropships can be slow and clumsy if they are lumbering gunships of death.
If you want them to be effectve transports they should be fast and nimble. I have flown both standard and areobatic aircraft and I know which I would prefer for getting into and out of a hot spot. Hell, I know which I prefer for fun flying in general.
Ship handling needs to go back to the sensitivity and responsivness of the Precursor build. Yes that makes them more difficult to master, but it also makes them far more useful and fun to fly. Keep them as they are now and you won't see a single one in the sky as soon as gunships and fighters are introduced.
If on the other hand they are given a real mission and the capacity to carry it out you will continue to see pilots specing into them. There is very little call for transport now, so even with a WP schedule for transport activities you probably won't see much. Pilots may offer their services, but infantry will ignore them as they ignore drop uplinks today.
If gunships have a pilot controlled turret as tanks do today they will attract the lions share of pilots. In fact you will probably see more people becoming pilots just for gunships. Then you will forget how much you were complaining about dropships. |
Tsuke Thirteen
Royal Uhlans Amarr Empire
24
|
Posted - 2012.11.12 06:08:00 -
[47] - Quote
Jason Pearson wrote:Wako 75 wrote:Tsuke Thirteen wrote:Bump armor enough to support a safe landing ------ reduce guns
Dropship =/= Gunship
96.7% of Dropships are being used as flying tanks. Remove missile turrets, blasters can defend when the ship touches down or provide crowd control as it evacs.
please explain the wp blaters are pretty hard to kill with while moving and if you arent moveing then your dead. people start thinking would you want to fly a ds if you got 200 wp in a match and even better question would you want to gun one? until ccp finds a way to give wp to pilots and reduce the firepower they shouldnt make it fit only blasters. it still doesnt matter if they have super armor and sheilds if it doesnt give you wp why would you want to fly it Some Pilots don't think about themselves gaining WP in a match (especially corp matches and stuff), and are more focused on winning. We do our jobs by dropping people off at Objectives and giving good mobile spawn locations, If we had buffed HP it would be a lot nicer.
Everyone's still thinking small term.
Eventually we'll be deploying to capture objectives that matter, and will be the main objective of the game. So when you squad leader/battle commander says, spawn a DS and start moving troops to take objective, you'll be doing that. Your concern will not be where it is now. "But what about ME? Where is MY reward, I don't earn any WP from this!!" "Why would they fly it if that cannot get Wp" You'll be earning your keep within your Corp. Winning missions. Providing and piloting an asset that helped secure victory.
I still stand with DROPship =/= Gunship.
"please explain the wp blaters are pretty hard to kill with while moving" Thats' the point. You land, protect yourself and take off. You're not a flying tank. Random idea that I don't really even like; blasters could shoot swarm missiles to protect drop ship.
The CRU ideas would be deadly if coordinated which I've yet to see done. Timed drops of 6 mercs into vital locations. Next controlled respawn to CRU. Rinse repeat. No traveling over terrain and getting sniped, runover, ambushed. |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.11.13 11:20:00 -
[48] - Quote
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 |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.13 22:42:00 -
[49] - 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) |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 22:49:00 -
[50] - 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 don't think shields are OP, personally.
Armour is terribly broken, and needs a lot of work, but shields seem reasonable to me.
Also, Missiles are OP, and the other turrets need a very minor buff. I think buffing the hybrid turrets SLIGHTLY first would be good, then nerfing the Missiles until they're in line with the turrets that are where they should be. |
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fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2012.11.13 23:01:00 -
[51] - Quote
Wako 75 wrote:
it still doesnt matter if they have super armor and sheilds if it doesnt give you wp why would you want to fly it
Because this is DUST. It's not always going to be about personal stats. Ask the logi's running around repping people why they do it. Because they're playing to win in a team game. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.14 00:13:00 -
[52] - Quote
fahrenheitM wrote:Wako 75 wrote:
it still doesnt matter if they have super armor and sheilds if it doesnt give you wp why would you want to fly it
Because this is DUST. It's not always going to be about personal stats. Ask the logi's running around repping people why they do it. Because they're playing to win in a team game.
Some of us will fly despite any lack of reward, and that may well be a large enough population for corp battles. It does dramatically delay skilling though as it becomes a hobby rather than a paying job. Those who kill into infantry get paid to practice their craft, but pilots have to run around with subpar infantry skills attempting to earn enough to get a dropship which puts them well behind.
That won't be a big issue if you choose to skill into vehicles only after you get a full infantry build. That may be the best way to go at release, but given the short build/wipe cycles we've had so far it's impractical.
I'm a corporate pilot and I'll fly whenever it will help my team. |
Bigbonedunicorn
8
|
Posted - 2012.11.14 00:14:00 -
[53] - Quote
to the op have they joined up the maps yet? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 01:01:00 -
[54] - Quote
Knightshade Belladonna wrote:Garrett Blacknova wrote:Knightshade Belladonna wrote:Nano hives don't work that way anymore. You drop one and 10 guys run through it, you only get 1 ressuply wp bonus for a set time. Probably because people were doing exactly like what you just said. Pretty sure I've had multiple ticks for multiple people running through a Nanohive before. It's possible I had another hive still active that I forgot about, but I had just put one down, still had one to deploy, and when two players rushed to it, I got 2 ticks for resupplying them. Interesting.. and this was more recently? When I drop one down I get the wp for first guy and watch the others run through it, and then 30 seconds or so later I get another if someone runs across it. It used to continuously give me wp per guy who ran in it and got ammo, I want to say just before or just after Codex they made the change. Maybe they upped it to 2 people every so often , I don't know.. but it certainly doesn't give what it used to, on top of the wp points being reduced ( which I think was a punishment because of the abusers) Trying to find the notes where they made the change, all I can find is the initial Codex report :( Earlier today I had several perfect opportunities to test this.
Tossed a Militia Nanohive into a group of friendlies, all of whom had low ammo, one was completely empty. I got 5 ticks in less than 10 seconds. The hive was burned out before I got another tick.
A few matches later I had a similar situation with 3 teammates, but they weren't as low on ammo. I tossed it out so they'd see it, and one guy ran through to refill, got me some WP, then the others popped out to shoot or throw grenades, then back to reload. I was getting several ticks at a time, then waiting out the cooldown before getting more WP.
So it definitely works on an individual PLAYER basis, not per Nanohive. Had several other matches where I've seen the same pattern confirmed with 2 players at once. |
RedZer0 MK1
Opus Arcana Orion Empire
1
|
Posted - 2012.11.14 04:17:00 -
[55] - Quote
I play as Logi, and also tried ds for awhile. I played with choppers in bf3, so ds weren't hard to pick up. If they are supposed to be used for transport, give incentives for spawning there. Not to just the pilot, but to who ever spawns there and maybe the gunner(s) too. Perhaps have faster respawn time for ds versus the other options, not a lot though. Back to the reward thing, maybe wp bonus for just being dropped near an objective. The closer to the center the higher the bonus. Also assist points for the ds crew if someone who spawns from there completes an objective, with in a reasonable time frame of course. |
bandar sharqi
Villore Sec Ops Gallente Federation
2
|
Posted - 2012.11.14 22:18:00 -
[56] - Quote
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
so basically LAVs then... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 23:52:00 -
[57] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.15 00:15:00 -
[58] - 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. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.15 00:29:00 -
[59] - Quote
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.
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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.15 01:11:00 -
[60] - 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. |
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ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.11.15 02:42:00 -
[61] - Quote
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. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.15 02:59:00 -
[62] - 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 |
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