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Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.12.04 18:06:00 -
[1] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=418304#post418304
Well looks like there is a chance for some dropship love in the future. :)
Now just to reinstate precursor controls/mechanics back to dropships for flying them and I will be one happy pilot.
Well pilots I say lets spam for precursor controls now and see if we can gain back some more love. It could be a bright future for us. |
843 pano
843 Boot Camp
200
|
Posted - 2012.12.04 18:15:00 -
[2] - Quote
It will be nice to have the higher ceiling and to get rewards for transporting but the problem is, when you transport blueberry's to attack an objective, they all stay in. I'd vote for the controls back, but would like to vote for a deploy all passengers button too.
I wonder how CCP will combat reward farmers who just get a full load in their ship and fly around in safe battle zones... we all know where those zones are... |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2012.12.04 18:23:00 -
[3] - Quote
I like the current controls and physics but am dieing under the current flight ceiling, it's contrary and artificial not too mention completely unnecessary now that missiles do not have infinite flight time |
Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2012.12.04 18:24:00 -
[4] - Quote
If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
|
843 pano
843 Boot Camp
200
|
Posted - 2012.12.04 18:28:00 -
[5] - Quote
I believe the ceiling was lowered to stop people like me from camping towers. So, I could see them raising the ceiling on the maps that don't have the towers and keeping the low ceiling with them on it. But then again, with the missile nerf, it won't matter. No one will camp with gimped missiles. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2012.12.04 18:30:00 -
[6] - Quote
Yeah sure that would be good to have, why leave the synchronization up to the squad. people leap at the wrong time and they can be flung far past were they wanted to be. Not to mention the Pilot has a better view of his positioning over a target than any passenger. an eject button would allow for more surgical deployments, on buildings, behind cover, or whatever.
I also really miss the high altitude deployment from drop ship CRU's from last build. |
843 pano
843 Boot Camp
200
|
Posted - 2012.12.04 18:33:00 -
[7] - Quote
Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
DS are now good for only one thing, transporting... and of course the occasional sniper squish. To be able to deploy 6 fighters on top of an objective at one time would decimate the enemy. But, the blueberry's never deploy when you're over the objective. They need a friendly push into battle. |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2012.12.04 18:33:00 -
[8] - Quote
Back when we were all getting major ISK from the Eve side, I was throwin' millions into learning DS flying. While I was I noticed blueberries loved to hop aboard, then go AFK the entire match inside my ship as I'm learning to dodge and out-maneuver militia swarms.
I'd love for DS pilots to have an "Eject all" button. Or better known as "GTFO and do something" button. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.04 18:35:00 -
[9] - Quote
I don't want the old flight characteristics. People kept using the drop ships to literally drop the ship on top of a group of mercs. Effectively using them as battering rams rather than an actual troop transport. |
843 pano
843 Boot Camp
200
|
Posted - 2012.12.04 18:38:00 -
[10] - Quote
Precursor flight controls where the hardest to learn, you really needed skill to fly. I liked this. There was just a hand full of us flying pretty much the entire build. |
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Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.12.04 20:20:00 -
[11] - Quote
Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
Cyn yes eject button would be nice because bad gunners AKA shoot your ship when flying. Means you want to get rid of them right away. and also if you fly sometimes you end up with 6 guys sitting in your eryx it would be nice to eject them in a strategic location instead of them just sitting there wondering where they need to drop. It is easier for the Dropship pilot to pick great locations instead of the passengers.
And sometimes you deal with randoms that just never leave and never do anything at all. I would like a mass eject button and also the ability to do controlled ejects. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.12.04 20:34:00 -
[12] - Quote
Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do.
And in Precursor there was a actually a difference between armor and shield tanking AKA shield you where faster but little more rocky aka making it harder to gun where armor you where slower but alot more stable and easier to gun from. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2012.12.04 20:35:00 -
[13] - Quote
Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
I honestly see that being open to some heavy griefing, considering there's an extended safe zone for aerial vehicles, people can be dumped easily into a red zone for the lulz. |
Washlee
UnReaL.
131
|
Posted - 2012.12.04 21:23:00 -
[14] - Quote
When Gunships come into play Dropships are just going to be a rare species xD |
MassiveNine
Pink Fluffy Bounty Hunterz RISE of LEGION
100
|
Posted - 2012.12.04 21:38:00 -
[15] - Quote
Tiel Syysch wrote:Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
I honestly see that being open to some heavy griefing, considering there's an extended safe zone for aerial vehicles, people can be dumped easily into a red zone for the lulz.
I'm sure that it could be made so that you couldn't eject them in extended zones. |
Tiel Syysch
Imperfects Negative-Feedback
633
|
Posted - 2012.12.04 21:44:00 -
[16] - Quote
MassiveNine wrote:Tiel Syysch wrote:Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
I honestly see that being open to some heavy griefing, considering there's an extended safe zone for aerial vehicles, people can be dumped easily into a red zone for the lulz. I'm sure that it could be made so that you couldn't eject them in extended zones.
Still, though, B on Manus Peak, you could easily hurl people out into the red zone via momentum. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2012.12.04 21:46:00 -
[17] - Quote
Washlee wrote:When Gunships come into play Dropships are just going to be a rare species xD
And I can't wait for that day to come. |
OgTheEnigma
Seraphim Initiative. CRONOS.
90
|
Posted - 2012.12.04 21:48:00 -
[18] - Quote
Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
Something along the lines of an indicator to tell passengers the right moment to get out. I'm not asking for an eject button because it's far too likely to be abused (eg. flinging blueberrys into the red zone). |
Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.12.04 21:50:00 -
[19] - Quote
Tiel Syysch wrote:MassiveNine wrote:Tiel Syysch wrote:Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
I honestly see that being open to some heavy griefing, considering there's an extended safe zone for aerial vehicles, people can be dumped easily into a red zone for the lulz. I'm sure that it could be made so that you couldn't eject them in extended zones. Still, though, B on Manus Peak, you could easily hurl people out into the red zone via momentum.
That encourages people to be more social and join corps. Knowing and trusting who you're fighting with should be just as important here as it is in Eve. |
SickJ
French unchained corporation
48
|
Posted - 2012.12.04 21:59:00 -
[20] - Quote
Tiel Syysch wrote:Cyn Bruin wrote: If you pilots could have it, would you want an "eject" button for passengers and why? Besides getting the bad gunner out of your ship that is...
Serious question.
I honestly see that being open to some heavy griefing, considering there's an extended safe zone for aerial vehicles, people can be dumped easily into a red zone for the lulz.
That's one of the risks that come with getting into an aircraft with someone else at the controls. Just grab your cheapest fitting and pray. |
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Reout Karaal
Doomheim
85
|
Posted - 2012.12.04 22:00:00 -
[21] - Quote
Caeli SineDeo wrote:Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do.
You mean the build when people spawning on your DS or hitting it with your own SM would flip it over into a death plunge? Yeah, that was so great and "rewarding". I hate this bullshit about how much more demanding it was -- it was just borked to the point of being unusable and everybody who tried it knew that it will not last. "You got hit by anything and somebody spawned on board at the same time? You're now belly up and this pain is the planet breaking your back." That flight model made me play infantry until end of the build.
Caeli SineDeo wrote:And in Precursor there was a actually a difference between armor and shield tanking AKA shield you where faster but little more rocky aka making it harder to gun where armor you where slower but alot more stable and easier to gun from.
Currently I have built a lovely Myron and added some nanofiber chasis mods -- I would dig that difference again if there was anything that I could use a flying speedcar for. Current WP system combined with map size gives me exactly 0 motivation to take my baby out for a ride. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.04 22:05:00 -
[22] - Quote
Reout Karaal wrote:Caeli SineDeo wrote:Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do. You mean the build when people spawning on your DS or hitting it with your own SM would flip it over into a death plunge? Yeah, that was so great and "rewarding". I hate this bullshit about how much more demanding it was -- it was just borked to the point of being unusable and everybody who tried it knew that it will not last. "You got hit by anything and somebody spawned on board at the same time? You're now belly up and this pain is the planet breaking your back." That flight model made me play infantry until end of the build. Caeli SineDeo wrote:And in Precursor there was a actually a difference between armor and shield tanking AKA shield you where faster but little more rocky aka making it harder to gun where armor you where slower but alot more stable and easier to gun from. Currently I have built a lovely Myron and added some nanofiber chasis mods -- I would dig that difference again if there was anything that I could use a flying speedcar for. Current WP system combined with map size gives me exactly 0 motivation to take my baby out for a ride.
Never had that issue in Precursor, you sure that wasn't the previous build (never played the one before precursor). Last build felt like it was a lot more nimble, this one feels heavy and slow, unless I got some extra armor/shields for that I'd like to go back to the previous builds Dropship flying ability. |
EternalRMG
ZionTCD Legacy Rising
234
|
Posted - 2012.12.04 23:10:00 -
[23] - Quote
i dont think a release button will work because some people might use it to drrop you on the red zone , on a tank, on a bunch of enemies ready to kil
i think a "Jump" warning would do you just press one of the un used buttons and it displays a "Jump" message in the passengers screens (like when it says orbital strike availible) *passengers are the ones that have no turret on the ds |
843 pano
843 Boot Camp
200
|
Posted - 2012.12.04 23:27:00 -
[24] - Quote
I second the ability to eject gunners that repeatedly hit the edge of the DS.
I could see it working like squad orders, hold down R2 and click R3 brings up a wheel with seven eject options to select, 6 for each seat and one for an "all eject".
Regarding redline ejection griefing, have it done once to you, shame on the pilot, have it done twice to you in the same ship, shame on you. You'll soon learn which pilot's are a kitten and which one means to win the battle. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
|
Posted - 2012.12.05 00:15:00 -
[25] - Quote
843 pano wrote:I second the ability to eject gunners that repeatedly hit the edge of the DS.
I could see it working like squad orders, hold down R2 and click R3 brings up a wheel with seven eject options to select, 6 for each seat and one for an "all eject".
Regarding redline ejection griefing, have it done once to you, shame on the pilot, have it done twice to you in the same ship, shame on you. You'll soon learn which pilot's are a kitten and which one means to win the battle.
Only need two options eject passengers and eject all, or maybe three eject passengers, eject left/right gunner. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.12.05 00:21:00 -
[26] - Quote
I don't mind the flight ceiling, though a minimum hight off the ground would be nice where the ground and hight limit intersect. |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.12.05 00:23:00 -
[27] - Quote
The ejection is a completely separate thread way to take over.
Yes I do feel the promise of next build as being DS friendly because supposedly battles are going to hold more players, and that means bigger map, which means that the long ovalous loops shall come to an end. It also means that more players will ride in your DS because point A and B are so far away its more time efficient.
LOGIC YO! |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.05 00:27:00 -
[28] - Quote
843 pano wrote:It will be nice to have the higher ceiling and to get rewards for transporting but the problem is, when you transport blueberry's to attack an objective, they all stay in. I'd vote for the controls back, but would like to vote for a deploy all passengers button too.
I wonder how CCP will combat reward farmers who just get a full load in their ship and fly around in safe battle zones... we all know where those zones are...
boot passengers and lock vehicle would be awesome functions for pub matches. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.05 00:38:00 -
[29] - Quote
Caeli SineDeo wrote:Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do.
And in Precursor there was a actually a difference between armor and shield tanking AKA shield you where faster but little more rocky aka making it harder to gun where armor you where slower but alot more stable and easier to gun from.
Oh. Ok. I see what you meant. Yeah the precursor flight model was very doable after I realized that the DS handled like a helicopter. Before that, during the E3 build, the flight model was not only comical but also an annoyance. But nothing annoyed me more than seeing someone else's RDV appear out of nowhere and crash into me on a cliff. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.05 00:39:00 -
[30] - Quote
Caeli SineDeo wrote:Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do.
And in Precursor there was a actually a difference between armor and shield tanking AKA shield you where faster but little more rocky aka making it harder to gun where armor you where slower but alot more stable and easier to gun from.
After spending about 1M isk just learning to fly the damn DS in this build, I have to agree these ships are way more rewarding to fly then the E3 build. its like the difference between flying an ardrone
[url]http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&ved=0CGYQFjAB&url=http%3A%2F%2Fardrone2.parrot.com%2F&ei=4Ja-UNSqEbG30AGakYGoBw&usg=AFQjCNGjuJHweCHI-fiHhR0nMNvOCNPrNQ&sig2=PlPmNXhGGx1SIPJmU7G_QA[/url]
vs a real model quad copter(automatic vs stick if you perfer). If the precursor build DS are as you say they were I would love to go back to that. |
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Second Cerberus
Villore Sec Ops Gallente Federation
38
|
Posted - 2012.12.05 00:43:00 -
[31] - Quote
Reout Karaal wrote:Caeli SineDeo wrote:Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do. You mean the build when people spawning on your DS or hitting it with your own SM would flip it over into a death plunge? Yeah, that was so great and "rewarding". I hate this bullshit about how much more demanding it was -- it was just borked to the point of being unusable and everybody who tried it knew that it will not last. "You got hit by anything and somebody spawned on board at the same time? You're now belly up and this pain is the planet breaking your back." That flight model made me play infantry until end of the build.
Agree that the Precursor flight model wasn't as good as some people seem to remember. Combined with the horrendous impact physics it was a LOLFEST of smashing into objects and doing slo-mo backflips to your death. I have flown every build since the E3 build and the controls this build are at least tolerable. I'm not sure if anyone noticed but this is not a vehicle driving or flight simulator. I'm not looking for broken mechanics excused by claiming they are challenging. The model should permit most to fly and the few willing to put in the time to be excellent. It shouldn't kill most pilots within 30 seconds on their first flight. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.12.05 00:44:00 -
[32] - Quote
Reout Karaal wrote:Caeli SineDeo wrote:Maken I am not talking about E3 flight controls. Which you are clearly have in mind.
I am talking about Precursor. These where some of the hardest flight controls in the game. But with there difficulty came rewards.
Once you mastered them you could pull off maneuvers and a master at controls could control there dropship far better in Precursor then this build. I could actually avoid forge shots to a extent because I was not forced to fly in predictable flight patterns. Currently I feel these codex build flight mechanics limit the great pilots at the expense of letting everyone feel they can fly a dropship. You should not do that with air vehicles. These should be hard to master but rewarding to those that do. You mean the build when people spawning on your DS or hitting it with your own SM would flip it over into a death plunge? Yeah, that was so great and "rewarding". I hate this bullshit about how much more demanding it was -- it was just borked to the point of being unusable and everybody who tried it knew that it will not last. "You got hit by anything and somebody spawned on board at the same time? You're now belly up and this pain is the planet breaking your back." That flight model made me play infantry until end of the build. Caeli SineDeo wrote:And in Precursor there was a actually a difference between armor and shield tanking AKA shield you where faster but little more rocky aka making it harder to gun where armor you where slower but alot more stable and easier to gun from. Currently I have built a lovely Myron and added some nanofiber chasis mods -- I would dig that difference again if there was anything that I could use a flying speedcar for. Current WP system combined with map size gives me exactly 0 motivation to take my baby out for a ride.
I am not talking about swarms. And really I did not mind swarms knocking the dropship around. It made things challengeing. :)
But I am talking about the toughness of flying a dropship and how rewarding it could be when you got things down. I was able to do some pretty awesome flying with them after I got use to it.
Now for nano fibers they are useless this build. They suck this build. If you used them last build you would know why. I have tested them this build and they do so little it is not worth it. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.05 00:56:00 -
[33] - Quote
Mix the nimbleness of the Precursor controls with the lower fragility of Codex and throw in reduced knockback from swarms and it will be perfect. |
843 pano
843 Boot Camp
200
|
Posted - 2012.12.05 00:59:00 -
[34] - Quote
Skihids wrote:Mix the nimbleness of the Precursor controls with the lower fragility of Codex and throw in reduced knockback from swarms and it will be perfect.
I could roll with that, sounds good. CCP, make it so. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.12.05 01:03:00 -
[35] - Quote
If you love dropships so much, why don't you just marry one? |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.12.05 01:06:00 -
[36] - Quote
Super Cargo wrote:If you love dropships so much, why don't you just marry one? Cause The damn dropship said no to me. |
Super Cargo
Osmon Surveillance Caldari State
428
|
Posted - 2012.12.05 01:08:00 -
[37] - Quote
Caeli SineDeo wrote:Super Cargo wrote:If you love dropships so much, why don't you just marry one? Cause The damn dropship said no to me.
Me too They're mean.
That's why I'm going gay and marrying my assault rifle. GEKs know just how I like it. |
Crm234
Wraith Shadow Guards
166
|
Posted - 2012.12.05 02:27:00 -
[38] - Quote
As a non pilot I cant speak from the flight controls , but almost every time ive been in a drop ship its usually a disaster.
gunners shouldn't be able to shoot their own ship , its over looked coding that really needs to be fixed. I believe that helicopter guns are mounted on gyroscopes stands that are configured to stop movement if the angle will hurt the craft and dust is in the future.
Ive probable rode on a drop ship longer than I should of for the fact that every time ive jump out timing a jump ive went flying into the red zone or 100`s of feet away from where I should of. Also the universal sign of get out in a transport ship is the vehicle stops Im sure if drop ship pilots didn't try to use the ship like a halo jumping spawn point and peeled into a objective point low and fast and hovered people would jump out like a Vietnam huey.
Right now drop ship pilots get no love is because instead of using the ship like a transport they are flying in circles like a c130 gunship pelting one area like artillery and getting mad because people want you to transport them instead.
instead of a light or a auto kick function , maybe when the drop ship is safe enough to be jumped out of the doors open or if that coding is to complex for processing power a blue shield is active when not safe and disappears when safe to jump. |
BestNameEva
Royal Uhlans Amarr Empire
86
|
Posted - 2012.12.05 02:41:00 -
[39] - Quote
Caeli SineDeo wrote:https://forums.dust514.com/default.aspx?g=posts&m=418304#post418304
Well looks like there is a chance for some dropship love in the future. :)
Now just to reinstate precursor controls/mechanics back to dropships for flying them and I will be one happy pilot.
Well pilots I say lets spam for precursor controls now and see if we can gain back some more love. It could be a bright future for us.
But the new controls are awesome. actual skill required. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.05 04:21:00 -
[40] - Quote
Crm234 wrote:gunners shouldn't be able to shoot their own ship , its over looked coding that really needs to be fixed. I believe that helicopter guns are mounted on gyroscopes stands that are configured to stop movement if the angle will hurt the craft and dust is in the future. This is almost exclusively a problem with Missile Turrets, which have known issues when firing from turning vehicles or while moving on strange angles. Devs are working on a fix for that.
Quote:Also the universal sign of get out in a transport ship is the vehicle stops Im sure if drop ship pilots didn't try to use the ship like a halo jumping spawn point and peeled into a objective point low and fast and hovered people would jump out like a Vietnam huey. Good luck convincing a Dropship pilot to hover above an objective with Swarm Launcher guys defending it...
Quote:Right now drop ship pilots get no love is because instead of using the ship like a transport they are flying in circles like a c130 gunship pelting one area like artillery and getting mad because people want you to transport them instead. No, right now Dropships get no love because there's NO INCENTIVE to treat them as anything but a gunship because other actions AREN'T REWARDED. |
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fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.12.05 04:49:00 -
[41] - Quote
Skihids wrote:Mix the nimbleness of the Precursor controls with the lower fragility of Codex and throw in reduced knockback from swarms and it will be perfect.
agreed, and its not that its rewarding because its hard, its rewarding because while the increase in control is hard once mastered allows you to do much more with the craft. |
Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
48
|
Posted - 2012.12.05 05:09:00 -
[42] - Quote
I agree the controls from precursor where great once you got adjusted from the previous Arcade style controls(from the previous build)
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Reout Karaal
Doomheim
85
|
Posted - 2012.12.05 12:00:00 -
[43] - Quote
Caeli SineDeo wrote:Reout Karaal wrote: Currently I have built a lovely Myron and added some nanofiber chasis mods -- I would dig that difference again if there was anything that I could use a flying speedcar for. Current WP system combined with map size gives me exactly 0 motivation to take my baby out for a ride.
Now for nano fibers they are useless this build. They suck this build. If you used them last build you would know why. I have tested them this build and they do so little it is not worth it.
Yeah, so... that was exactly my point -- (1) I would love to be able to actually have a light-fast ship this build (I did last build and this is why I went with shield ships this build and then tried to make them even lighter). And (2) that even then I would get no reward for flying it in this build, because CCP doesn't seem to care about pilots before pilot suits are here.
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Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2012.12.06 16:06:00 -
[44] - Quote
BestNameEva wrote:Caeli SineDeo wrote:https://forums.dust514.com/default.aspx?g=posts&m=418304#post418304
Well looks like there is a chance for some dropship love in the future. :)
Now just to reinstate precursor controls/mechanics back to dropships for flying them and I will be one happy pilot.
Well pilots I say lets spam for precursor controls now and see if we can gain back some more love. It could be a bright future for us. But the new controls are awesome. actual skill required.
I have a feeling you are thinking the E3. Precusor actually required more skill to fly in then this build alot more. But with that as most people say once you mastered Precusors controls you where rewarded for it. Unlike this build I am not rewarded for learning these controls. It is easy to fly this build and none rewarding mechanics.
Glad to see alot of pilots are in support of bringing back precusor flight mechanics. :)
And yes I miss my nano fiber myron. hope they fix the interaction between dropships and Nanofibers. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.06 17:13:00 -
[45] - Quote
The difference between a Precursor Myron with dual nano fibre chassis mods and a Codex Myron is the difference between a Pitts and Cessna 172. One is a responsive aerobatic ship and the other a more humble people mover.
The latter will be easier to learn to fly, but it won't do half of what the former can do. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.06 17:49:00 -
[46] - Quote
Codex sucked most of the joy out of flying. Dropships are easier to learn to fly, but at the expense of being turned into flying pigs. When I pulled my last nano fiber to fit a second damage module I felt so frustrated about the poor performance that I just wanted to get out and push. It is extremely obvious if you mastered flying in Precursor.
Add the absurdly low flight ceiling and you find yourself struggling to make it over the crest of a relatively tiny hill (one your merc can run up in less than 30 seconds).
Flying in circles wasn't much fun, but it was the only thing to do. With the missile nerf we have no mission left.
Now I see SAM turrets in one of the new map modes. I'm not sure what commander genius decided he needed so much protection against a now defunct threat, but I'd fire him if he were in my corp. |
TEBOW BAGGINS
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
549
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Posted - 2012.12.06 21:49:00 -
[47] - Quote
been considering a railgun fit DS since thats what missiles have become now except they're slower |
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CCP Cmdr Wang
C C P C C P Alliance
1876
|
Posted - 2012.12.07 05:34:00 -
[48] - Quote
One of the things demoed during yesterday was improved lag compensation which allowed better placement of missiles' launch point. Now there's much less deviation. |
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Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2012.12.07 10:49:00 -
[49] - Quote
Crm234 wrote:As a non pilot I cant speak from the flight controls , but almost every time ive been in a drop ship its usually a disaster.
gunners shouldn't be able to shoot their own ship , its over looked coding that really needs to be fixed. I believe that helicopter guns are mounted on gyroscopes stands that are configured to stop movement if the angle will hurt the craft and dust is in the future.
Ive probable rode on a drop ship longer than I should of for the fact that every time ive jump out timing a jump ive went flying into the red zone or 100`s of feet away from where I should of. Also the universal sign of get out in a transport ship is the vehicle stops Im sure if drop ship pilots didn't try to use the ship like a halo jumping spawn point and peeled into a objective point low and fast and hovered people would jump out like a Vietnam huey.
Right now drop ship pilots get no love is because instead of using the ship like a transport they are flying in circles like a c130 gunship pelting one area like artillery and getting mad because people want you to transport them instead.
instead of a light or a auto kick function , maybe when the drop ship is safe enough to be jumped out of the doors open or if that coding is to complex for processing power a blue shield is active when not safe and disappears when safe to jump.
I'm just gonna say I've tried being helpful as a DS Pilot. I've flown into a hotspot to pick bluedots up who are surrounded. They run away from me and die. I've had blue dots in my ship and I've hovered next to an Objective. All 6 refused to get out, with one gunner just shooting the Objective.
In the end I wasted 800k because I refused to fly these assholes around whilst the rest of our team was losing. I dropped them into the redzone, ship and all. There is no reason to use a Dropship over an LAV tbqh. In a Dropship you just get random blue dots who refuse to be helpful at all.
That said, I'll try it again today, I'll get my ship out and see if I can't get some Blueberries to do something useful. If not, I'll be chucking another 800k into the redzone.
CCP Cmdr Wang wrote:One of the things demoed during yesterday was improved lag compensation which allowed better placement of missiles' launch point. Now there's much less deviation.
And do Dropships themselves get any love? I highly doubt it. |
Agnoeo
Jedi Knights.
35
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Posted - 2012.12.07 13:01:00 -
[50] - Quote
Here are a couple discussions on DS. I couldn't get the URLs to work. But if you do a search for
Dropship Natural Expansion: Co-Pilots
and
[Request] Dropships - Instant Dropship Pods (IDPs)
You'll find the details and request.
I do understand the issue with "Red Zone Drops" and team killing, but with my suggestion using a ready up (Like the square button as someone else suggested) button to ready up. That gives that mercs being transported a choice or not, yet still gives the pilot control over his ship. In the EVE universe. If there was someone on board your ship, and they wouldn't follow orders. They would be ejected or killed. As much as I would love to eject players who are useless. It would be overly abused by players I feel. |
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Governor Odius
Doomheim
177
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Posted - 2012.12.07 13:04:00 -
[51] - Quote
Jason Pearson wrote:CCP Cmdr Wang wrote:One of the things demoed during yesterday was improved lag compensation which allowed better placement of missiles' launch point. Now there's much less deviation. And do Dropships themselves get any love? I highly doubt it. They've got a whole freaking game to make, you can't expect them to focus on the troop transports when a lot of the core game mechanics are still missing.
I'm keepin' the faith. CCP will deliver. |
Iron Wolf Saber
BetaMax.
2866
|
Posted - 2012.12.07 17:20:00 -
[52] - Quote
I think the dropships are still top heavy and needs to be more center heavy.
I like the current controls now though its learning. |
Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.12.08 02:23:00 -
[53] - Quote
The increase of cost and the less than 60 second average lifespan of my new fancy dropships (post E3) did a double-tap killing blow to my interest in dropship piloting. No rewards for spawns, the lions share of the Warpoints going to my random gunner who may or may not suck, and the SP investment and ISK loss was simply too much.
Give me control of a gun, or warpoints worthy of a top player to tote people around (as they argue dropships shouldn't have guns) and I may pick it up more than a passing thing.
Skill or no skill.. if I can't profit by playing a dropship pilot, you've already cut the legs off any ambition I have to do it. Dropships are fun when they do well, but so is Real Life and it's far less demanding. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.08 19:34:00 -
[54] - Quote
Governor Odius wrote:Jason Pearson wrote:CCP Cmdr Wang wrote:One of the things demoed during yesterday was improved lag compensation which allowed better placement of missiles' launch point. Now there's much less deviation. And do Dropships themselves get any love? I highly doubt it. They've got a whole freaking game to make, you can't expect them to focus on the troop transports when a lot of the core game mechanics are still missing. I'm keepin' the faith. CCP will deliver.
I expect to see things being worked on and balancing taking place. I don't care about missiles, real DS pilots don't. What we care about is the fact our entire playstyle is gone. Don't treat it as just "Troop Transport", It matters to us that our 800k ships can be smashed in one shot, that we can't help our team win because of lack of mechanics (or other players common sense). We've been asking for various Dropship help, and we get a response "DW GUISE WE MIGHTVE FIXED THE MISSILES!".
I just find it very annoying, especially after we have to put so much SP into being Pilots (And it was my intention just to ferry people about), to gain no reward for my effort (not so bad) and then be shot outta the sky instantly. (That's my major problem right now)
You know what would be nice to hear instead of crap about missiles? "Alright, we took a look at the Dropships CPU and PG and realized they could barely do anything with them, so we've adjusted the values so you won't be one hitted anymore." That'd be nice. |
Card Drunook
DoC Deck of Contractors
79
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Posted - 2012.12.09 11:43:00 -
[55] - Quote
For those that think the whole "randoms don't get out" is because of flying I've repeatedly LANDED next to objectives and watched as people just sit in the dropship.
It's part of the reason you'll rarely see me use a dropship anymore unless I'm in a squad. Without the ability to kick people out a dropship with a CRU (in a random match) is more likely to harm the team by taking half of it out of play.
The only time I've ever seen people actually use the dropship as a spawnpoint that they got out of was when a swarm had caused me to end up crashed upside down in the middle of a base. And even then some people would try to use the guns before they bailed out. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.09 14:10:00 -
[56] - Quote
Card Drunook wrote:For those that think the whole "randoms don't get out" is because of flying I've repeatedly LANDED next to objectives and watched as people just sit in the dropship.
It's part of the reason you'll rarely see me use a dropship anymore unless I'm in a squad. Without the ability to kick people out a dropship with a CRU (in a random match) is more likely to harm the team by taking half of it out of play.
The only time I've ever seen people actually use the dropship as a spawnpoint that they got out of was when a swarm had caused me to end up crashed upside down in the middle of a base. And even then some people would try to use the guns before they bailed out.
It's a massive problem, I end up flying them into the redzone. I mean, you can land on an Objective, you can hover above it, you can do flybys but none of them want to get out. It's like they think we're invincible. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.12.09 14:21:00 -
[57] - Quote
After using more dropships in E3 and precursor, I prefer this Codex DS flight model. The small amount which I've flown now seems pretty balanced, so this is a 'vote' for current flight model. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.09 14:23:00 -
[58] - Quote
Jason Pearson wrote:Card Drunook wrote:For those that think the whole "randoms don't get out" is because of flying I've repeatedly LANDED next to objectives and watched as people just sit in the dropship.
It's part of the reason you'll rarely see me use a dropship anymore unless I'm in a squad. Without the ability to kick people out a dropship with a CRU (in a random match) is more likely to harm the team by taking half of it out of play.
The only time I've ever seen people actually use the dropship as a spawnpoint that they got out of was when a swarm had caused me to end up crashed upside down in the middle of a base. And even then some people would try to use the guns before they bailed out. It's a massive problem, I end up flying them into the redzone. I mean, you can land on an Objective, you can hover above it, you can do flybys but none of them want to get out. It's like they think we're invincible.
honestly ur gonna get that from randoms happens when i bring out my tank as well clear out some red dots on a pt and my gunners just wont hop out just to initiate the hack
dropships need love passive dmg skills need to be changed to something else so turrets arent so stupidly strong need to also give dropships more cpu and pg especially the logistics ones to make ppl want to skill up into them |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.12.10 23:29:00 -
[59] - Quote
Iron Wolf Saber wrote:I think the dropships are still top heavy and needs to be more center heavy.
I like the current controls now though its learning. Have you tried Gallente dropships? They're more center heavy,
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