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Foxhound Elite
Seraphim Initiative. CRONOS.
34
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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. |
xMarauder
Doomheim
139
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Posted - 2012.11.27 01:24:00 -
[2] - Quote
Foxhound Elite wrote: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
I like the second approach (increasing health) a lot more than.... That.. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
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Posted - 2012.11.27 01:32:00 -
[3] - Quote
xMarauder wrote:Foxhound Elite wrote: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 I like the second approach (increasing health) a lot more than.... That..
Yeah... forge gun doesn't need nerf. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2012.11.27 01:42:00 -
[4] - Quote
Put a CRU on, and CCP please give points for CRU spawns. Problem finished. |
Foxhound Elite
Seraphim Initiative. CRONOS.
34
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Posted - 2012.11.27 01:45:00 -
[5] - 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! |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.11.27 06:46:00 -
[6] - Quote
Foxhound Elite wrote:
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.
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,
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.
These three are fantastic points that everyone should take a good look at and consider. Now that CCP has time to get a good hard look at how Dropships work without a variety of broken mechanics, the points here are the ones that need delving into. I'll admit that the WP "problem" isn't as emphatic as the others, but even so spawning WP only makes sense. |
Shadows Maker
Seituoda Taskforce Command Caldari State
129
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Posted - 2012.11.27 09:54:00 -
[7] - Quote
+1, lots of valid points hope CCP is reading the constructive posts around here |
BestNameEva
Royal Uhlans Amarr Empire
86
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Posted - 2012.11.27 10:19:00 -
[8] - Quote
4 or 5 forge gun hits? what super dropship do you have? |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.11.27 10:53:00 -
[9] - Quote
WP for spawns is certainly needed ... but the main reason I don't spawn on vehicles is I have no idea if it's about to go pop an with dropships is mostly the lack of view below ... I used to be able to jump out in flight and land on the rooftop I wanted, but without the minimap displaying terrain anymore and no visibility from passenger seats I could be dropping into the middle of a road or a group of reds not showing on radar or anything. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.27 10:59:00 -
[10] - Quote
Well if you want to get rid off blueberrys hugging the turrets then put small railguns or blasters on them and you will see how every 1 will jump out off your dropship like if it had some STD. |
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.27 11:22:00 -
[11] - Quote
Foxhound Elite wrote: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.
Thanks for reading.
i mostly agree with you. Honestly, the problem with FG is not so much the damage than their range. Imo, it is way too big even without skilling that much in heavy sharpshooter. Now, getting hit 4/5 times by a FG should blow up your DS tbh.
Now, i agree fully with the lack of love shown to pilot. There's a thread in feedback section regarding suggestion made to change this. Mine is that every soldier deployed by a DS should reward commissions to the pilot for a short perdio of time. Say you drop 6 soldiers and they kill 10 ennemies in the following minute, you'd get commission on those skills for dropping them there.
Could be a nice way to promote dropship. |
Foxhound Elite
Seraphim Initiative. CRONOS.
34
|
Posted - 2012.11.27 18:21:00 -
[12] - Quote
BestNameEva wrote:4 or 5 forge gun hits? what super dropship do you have? well that's with a basic forge gun. with the likes of the prototypes, it'll only take 3 or so shots, til I go down in a blaze of headset-screaming glory along with my squadmates.
again, i'll post my modules if any of you dropship pilots want to boost your babies. |
843 pano
843 Boot Camp
200
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Posted - 2012.11.27 19:27:00 -
[13] - Quote
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) I use the BPO ones, I see that you might be using the advanced or proto ones seeing your ship is costing you 750K. At a cost of 150 HP of shield or so, you could be saving 200K isk per ship by using the BPO ones. My myron costs 550K and has 4250 shields and about 1000 armor. I'll take the small decrease of HP's for a savings of 200K ISK. And yes, I'm running proto missiles. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.27 19:45:00 -
[14] - Quote
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. |
Foxhound Elite
Seraphim Initiative. CRONOS.
34
|
Posted - 2012.11.28 19:59:00 -
[15] - 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. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.28 20:07:00 -
[16] - Quote
Foxhound Elite wrote: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.
OK, there is room for personal choice among the top two Shield Boosters. But the base of the best extenders and a booster still stands.
There is more room for personal choice when it comes to the lows. Stacked damage mods if you want your turrets to be effective, nanos if you are all about transport, Power Diagnostic Units if you absolutely must tank every possible HP, etc. |
Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
48
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Posted - 2012.11.28 21:54:00 -
[17] - Quote
Now that missiles don't rain death from miles away how about we start asking for the OLD Flight ceiling back?
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.28 22:17:00 -
[18] - Quote
The old flight ceiling, the old agility, real propulsion mods meant for dropships, flight instrumentation, terrain on the mini-map, proxy chat onboard, eWar modules, cabin locks, WP's, ... |
Foxhound Elite
Seraphim Initiative. CRONOS.
34
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Posted - 2013.01.26 21:49:00 -
[19] - Quote
I find the Afterburner I module is no essential for dropships. I suggest spec into it guys! |
Sobriety Denied
Universal Allies Inc.
432
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Posted - 2013.01.26 21:57:00 -
[20] - Quote
The dark cloud wrote:Well if you want to get rid off blueberrys hugging the turrets then put small railguns or blasters on them and you will see how every 1 will jump out off your dropship like if it had some STD.
i had some blues get a few kills with my default rails on a gorgon.. i could tell they were new because they were taking random shots like at the MCC and stuff. when my corp logs out i install a CRU and fly gorgons. all the newberries rush to board it when i land. it feels pretty good shuttling them around knowing for some it might be there first flight so i dont mind them staying on board, there not farming much points because the railgun kills are few and far between. and i dont care because it's just a pub match anyway. some of them are smart enough to get out on the rooftops i land on. it's funner than camping the MCC. |
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