Foxhound Elite
Seraphim Initiative. CRONOS.
34
|
Posted - 2012.11.27 01:16:00 -
[1] - Quote
Well guys!
Now, I don't mean to sound big-headed here but from my personal experience in the game, I'm one of the few dedicated dropship pilots that have specified most of their skillpoints into boosting the dropship itself. I'm not here to cry about the whole 'missile nerf' thing, because I totally understand the reason behind it. I'm here to talk about rewarding pilots, corporation battle input, and of course, the actual dropship vehicle itself.
First of all, before the missile nerf, my gunners were getting on average, about 25-30 kills a game, peak games 45 or so. My Dropship, (the Myron 'Arbiter' as I like to call it) has; 4384 shield HP + 1199 armour HP 27.05 shield recharge rate but with 0.00 armour repair rate but if I'm going down or after taken bad damage, one of my gunners or myself hop out and use our repair tools, granted it doesn't always work. It's got 10.00 movement speed also, so it's a big heavy mother of a dropship with turrets that used to pack 400 direct damage. This all costs about 754,000 ISK but right now it's only costing me 652,320 ISK because i'm using XT- 1 Fragmented Missile Turrets, as opposed to my previous XT-1 Accelerated, which were great for an accurate gunner to pinpoint-kill enemies. (by the way if any of you want to know my dropships modules, ask ahead.)
After spending so many skillpoints into my dropship, not to mention the millions of ISK it cost to buy them over time, I'm still seriously disappointed by the lack of WP the pilot receives, after all the money we spend. I know I get 25 or so WP a kill, which is decent, but now my gunners can't get as much kills. If you guys at CCP could give us pilots WP's either over time per person inside the dropship, or spawn WP's (like the drop-uplinks). A big issue right now is the forgegunners picking us out of the sky in a few shots. If you either nerfed the forgeguns overall or increased the health of a dropship to withstand more than 4 or 5 forgegun shots, that would be excellent, because we can't fly in to a hot-zone, deploy or extract infantry, without getting shot down like a pheasant. Swarm missiles are tolerable, to a certain extent, provided they don't flip over the dropship like crazy, but that's not as bad with the last up-date. If you guys gave us some sort of return on our dropships, we wouldn't have to turn them into the "gunships" that people are always complaining about. A) we wouldn't be as big of a threat, therefore people wouldn't be so quick to get their swarm launchers and forgeguns out and B-Z) we'd actually make ISK, SP and WP from it.
The whole point of a dropship is to actually be able to deploy & extract units succesfully, fly off, pick up more or provide support fire, not dominate the battlefield by gunning down every single scrub in the field.
I know you guys at CCP are probably already working hard to fix this, but i'm just giving some feedback here from a guy who's been flying dropships since I started months ago.
Thanks for reading. |
Foxhound Elite
Seraphim Initiative. CRONOS.
34
|
Posted - 2012.11.27 01:45:00 -
[2] - Quote
Icy Tiger wrote:Put a CRU on, and CCP please give points for CRU spawns. Problem finished.
We have a CRU module alright, which I'd rather than the Myron AND the Eryx have built-in CRU's. But to give the Myron a CRU would be terrible, because I don't want random blueberries spawning in and sitting inside or hogging the turrets.
But yeah, give the CRU WP's for the pilot, like the drop-uplink I mentioned, and bam. we have something! |
Foxhound Elite
Seraphim Initiative. CRONOS.
34
|
Posted - 2012.11.28 19:59:00 -
[4] - Quote
Skihids wrote:843 pano wrote:Let me guess your myron setup:
3 azitropic shield extenders 1 clarity shield booster 2 PG+ mods (forget what they're called but they have the + sign) SImple math shows your high slots should be filled with three Azitropic Shield Extenders and one Clarity Ward Shield Booster. It's the max effective shield you can get. Lows are more a matter of preference, but is usually two 20% Damage Mods for small missiles.
I actually use the C3-L Shield Booster, 1 Vehicle Power Diagnositcs system and a 20% damage mod. I'd rather the extra -5 second cooldown for the shield booster, rather than the extra 6 extra shield recharge per pulse. 5 seconds can make a big difference. |