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DUST Fiend
Immobile Infantry
1900
|
Posted - 2012.12.24 07:51:00 -
[1] - Quote
If you're a dropship pilot, you know what I'm talking about. Unlike HAVs and LAVs, you need some degree of skill to make a dropship do anything other than explode. It's dangerous to fly those coffins, yet we do it anyways. If something about flying irritates you, share it here.
For me, I hate hate HATE landing in a dropship. It is far too easy to come in just a hair too fast and deal a huge amount of damage to your ship, and I often have trouble telling just how far I am from the ground. I run a passive armor tank on my dropship, so I need to do emergency landings to hop out and rep the ship myself, yet I always end up losing my ship because I take forever trying to keep the ship from drifting, because if the nose or the ass or the belly bump the ground just a tiny bit too hard, there goes 500k ISK. Most common for me is not landing completely, and the tiny bit of fall explodes the ship.
Figure out a way to keep us from squishing, and please give us a break with landing at least =_= |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.12.24 08:11:00 -
[2] - Quote
It does seem odd that a vehicle built for war that can withstand swarms and forge guns can't handle a little bump on the ground. I guess the started making them out of paper mache instead of old soda cans like the last build. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
|
Posted - 2012.12.24 08:14:00 -
[3] - Quote
I'm not a dropship pilot, but it's obvious that since they fixed the missile turrets, it's time to make the Dropships actually able to take a few shots. The current state of the dropship was always a very real concern. They need to be able to live through a few shots without being blown to smithereens, but also not be so tanky as to be invincible. I'd think making it so that at the very least they can survive two shots from a prototype tank railgun would be a good place. |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.12.24 08:33:00 -
[4] - Quote
It's easy to land imo hit me up in game , I'm a battlefield vet and could teach you how to land without screwing up If anyone is having problems with the dropship don't be shy bhor's here to help :D |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.24 08:38:00 -
[5] - Quote
My big problem with flying Dropships is the way every time I've tried, I manage to crash in a new and interesting way I've never seen before, but which results in the Dropship being stuck on an angle where not only can I not get myself off the ground, but I also can't get back in after exiting the Dropship.
I'm not good at Dropships, that's why my vehicle alt very quickly changed from being a Dropship alt to being all about HAVs. |
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GM Vegas
Game Masters C C P Alliance
298
|
Posted - 2012.12.24 09:23:00 -
[6] - Quote
Cleaned up this thread. Please keep the posts as constructive as possible in the future. |
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Baal Roo
Subdreddit Test Alliance Please Ignore
809
|
Posted - 2012.12.24 09:39:00 -
[7] - Quote
I wish the HUD for the pilot had a plumb line, it's sometimes tough to tell if you're level, which leads to much of the difficulty with landing. |
Reout Karaal
Doomheim
85
|
Posted - 2012.12.24 10:04:00 -
[8] - Quote
I loved the idea of lightly armed dropships.
It doesn't matter what we, the pilots, say -- griefers already broke DSes beyond repair. This build dropships are even more clunky than previously -- my shielded myron turning capabilities make me cringe. There is nothing working for DSes now. They're slow to accelerate and turn, plus harmless -- your passengers can be picked up by ARs during fly-through, but can not respond with blaster fire because... lack of range. Tanks can outrun them! Forges and railguns can OHK them (5k shield/ 1k armor), but there are also walls, barely visible wires, the ground, RDVs and probably even hitting a dropsuit falling from the MCC would make me crash and burn. You get literally nothing for flying, but sometimes get negative WPs for getting shot down -- it's pathetic, few hundred thousand ISK sink with no reward whatsoever. For anybody who's thinking about it this build -- don't bother. Try out militias, then just consider speccing into DSes a serious loss of SP. Get a LAV instead.
Also people who never play dropships are responsible for the nerf, like that slick auto-fire tactical rifle user above, who said we should stop QQing, because balance was achieved. Nothing to do or see here. Because testing the game and then giving feedback is for suckers. You should be "winning the beta", by investing in ADV/PRO assault + max out AR proficiency -- this will let you run in packs, stomp randoms and rule with your awesome "gun game".
Anyway, here's the list:
- no avionics (the horizon is still judged by gut, as is the height)
- no real weapons :)
- maneuverability? tanks drive faster, jeeps turn better. am I a bus driver?
- no rewards for anything other than kills... that are almost impossible to get now.
- max possible shield buff? built out of paper, OHKd during full speed flight, OHKd during low altitude flight.
- maps too small to be able to fly -- your RDV doesn't even give you the DS and there are already 3 forges waiting for you to fill the pinata -- DSes could be useful if there actually was space to fly, but maps are made to punish pilots.
- Shield vehicles seems to be a joke, this is what armor pilots tell me... well I first started DSes when it made a difference and just did not know any better -- it looks like there is no speed difference between shield and armor, so no bonus for flying shields.
Verdict: Don't fly it this build. |
Baal Roo
Subdreddit Test Alliance Please Ignore
809
|
Posted - 2012.12.24 10:15:00 -
[9] - Quote
Also, there still needs to be some way to earn warpoints for what players do for a short period after they leave the dropship. I've seen the suggestion that we need to earn war points for spawns, but I often fly a Myron (no CRU) and pick up my passengers manually, like a real pilot. I should earn something, somehow, for flying in, landing, picking up a squad, transporting them through hostile territory, dropping them off behind enemy lines, and then picking them back up after they clear out and claim an objective. Right now, as a DS pilot, I can do all of that, and don't gain a SINGLE war point or SP, which IMO, is completely jacked. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2012.12.24 15:42:00 -
[10] - Quote
at tritan we tryed remote reps on a drop ship to tank..lol the pilot touched the turret then spontaneously exploded |
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Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.24 15:56:00 -
[11] - Quote
A way to kick out passengers is still high on my priority list.
It's extremely rare for someone to both get in my dropship, and actually get out over an objective. |
Tbone322
D3ath D3alers RISE of LEGION
124
|
Posted - 2012.12.24 16:15:00 -
[12] - Quote
All the above needs fixed.
Also, is the ceiling still there? I've only flown twice this build and didn't think to check that out. Flying felt clunky, and when I flew low enough to pick up passengers an hmg completely tore me apart. With forges and swarms packing the punch they do and our turret gunners being able to be outdistanced by AR users, can we at least make drop ships immune to small arms fire? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.24 16:25:00 -
[13] - Quote
Tbone322 wrote:All if this needs fixed. Is the ceiling still there? I've only flown twice this build and didn't think to check that out. It felt clunky andan hmg completely tore me apart. With forged and swarms packing the punch they do and our turret gunners being able to be outdistanced by AR users, can we at least make drop ships immune to small arms fire? Dropships (at least gallente ones) now use railguns as their default turrets- I suggest using them, since they seem more effective at giving supressing fire than the other turrets. Keep in mind railguns are fully automatic and create a nice scary explosion, while OHKing all but the most insanely powerful infantry they hit. |
Tbone322
D3ath D3alers RISE of LEGION
124
|
Posted - 2012.12.24 16:27:00 -
[14] - Quote
Scheneighnay McBob wrote:Tbone322 wrote:All if this needs fixed. Is the ceiling still there? I've only flown twice this build and didn't think to check that out. It felt clunky andan hmg completely tore me apart. With forged and swarms packing the punch they do and our turret gunners being able to be outdistanced by AR users, can we at least make drop ships immune to small arms fire? Dropships (at least gallente ones) now use railguns as their default turrets- I suggest using them, since they seem more effective at giving supressing fire than the other turrets. Keep in mind railguns are fully automatic and create a nice scary explosion, while OHKing all but the most insanely powerful infantry they hit.
Good idea, I'll give it a try if I attempt flying again this build lol |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.12.24 16:30:00 -
[15] - Quote
Reout Karaal wrote:I loved the idea of lightly armed dropships. It doesn't matter what we, the pilots, say -- griefers already broke DSes beyond repair. This build dropships are even more clunky than previously -- my shielded myron turning capabilities make me cringe. There is nothing working for DSes now. They're slow to accelerate and turn, plus harmless -- your passengers can be picked up by ARs during fly-through, but can not respond with blaster fire because... lack of range. Tanks can outrun them! Forges and railguns can OHK them (5k shield/ 1k armor), but there are also walls, barely visible wires, the ground, RDVs and probably even hitting a dropsuit falling from the MCC would make me crash and burn. You get literally nothing for flying, but sometimes get negative WPs for getting shot down -- it's pathetic, few hundred thousand ISK sink with no reward whatsoever. For anybody who's thinking about it this build -- don't bother. Try out militias, then just consider speccing into DSes a serious loss of SP. Get a LAV instead. Also people who never play dropships are responsible for the nerf, like that slick auto-fire tactical rifle user above, who said we should stop QQing, because balance was achieved. Nothing to do or see here. Because testing the game and then giving feedback is for suckers. You should be "winning the beta", by investing in ADV/PRO assault + max out AR proficiency -- this will let you run in packs, stomp randoms and rule with your awesome "gun game". Anyway, here's the list:
- no avionics (the horizon is still judged by gut, as is the height)
- no real weapons :)
- maneuverability? tanks drive faster, jeeps turn better. am I a bus driver?
- no rewards for anything other than kills... that are almost impossible to get now.
- max possible shield buff? built out of paper, OHKd during full speed flight, OHKd during low altitude flight.
- maps too small to be able to fly -- your RDV doesn't even give you the DS and there are already 3 forges waiting for you to fill the pinata -- DSes could be useful if there actually was space to fly, but maps are made to punish pilots.
- Shield vehicles seems to be a joke, this is what armor pilots tell me... well I first started DSes when it made a difference and just did not know any better -- it looks like there is no speed difference between shield and armor, so no bonus for flying ARMOR
Verdict: Don't fly it this build.
Armor is faster than shields FFS |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.24 17:03:00 -
[16] - Quote
Sev Alcatraz wrote:at tritan we tryed remote reps on a drop ship to tank..lol the pilot touched the turret then spontaneously exploded
I equipped remote shield transfer to see it it was even possible to create a triage DS to help HAV's. I found that the module borrows the aiming system from swarm launchers, complete with the rectangular reticle and the lockon sequence. The problem is that the reticle is dead ahead in the pilot's view which means you have to aim the nose of the DS at your target.
All you pilots are now shaking your heads. Yes, to aim your ship at the target means you are flying AT them. The only way to manage that without forward momentum is to land or hover a couple feet off the ground next to them. Raise your ship and you have to tip and gain speed.
Touch your intended target and you explode doing them a couple thousand HP's of damage instead of the intended repair.
Collision damage is completely ridiculous. I had a LAV TK me on purpose with one hit. I can tank a proto-forge round, but hit me with a jeep and it's insta-pop. Tank half a dozen swarm missiles meant to kill, but bump a building and explode. |
DUST Fiend
Immobile Infantry
1900
|
Posted - 2012.12.24 17:19:00 -
[17] - Quote
Thanks for all the feedback guys, this is really great stuff, keep it coming ^_^
Skihids wrote:Collision damage is completely ridiculous. I had a LAV TK me on purpose with one hit. I can tank a proto-forge round, but hit me with a jeep and it's insta-pop. Tank half a dozen swarm missiles meant to kill, but bump a building and explode.
Too true |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.24 17:48:00 -
[18] - Quote
Handling seems to be improved over Codex, but it might just be that I've been trying out Railgun HAVs instead of flying for a few weeks and that has colored my perception.
The flight ceiling has been raised a bit so it's not quite so claustrophobic, but it's still frustrating to bump up against the force field.
The force field seems to be capping even afterburner flight now. I'll have to verify the height reached, but I can say my speed was abruptly zeroed out when launching straight up with afterburners activated. The ceiling is not a performance limitation or you could coast through it with momentum and break it with afterburner power.
The good: Afterburners have a reasonable PG cost. The annoying: Afterburner mode has a cheesy warp effect that obscures the view.
Apparently afterburners cause particles in the air to become visible and streak past the nose as though you are driving at highway speeds in a blinding snowstorm. Look at this, aren't you going fast!?! the direction of this effect is always straight at the nose even when you are flying straight up. Remove the visual effect and stick with the audio.
Swarm knockback seems to be reduced, but the insane collision damage make it perilous to fly low to present less of a target. |
DUST Fiend
Immobile Infantry
1900
|
Posted - 2012.12.24 17:53:00 -
[19] - Quote
Skihids wrote: The force field seems to be capping even afterburner flight now. I'll have to verify the height reached, but I can say my speed was abruptly zeroed out when launching straight up with afterburners activated. The ceiling is not a performance limitation or you could coast through it with momentum and break it with afterburner power.
The good: Afterburners have a reasonable PG cost. The annoying: Afterburner mode has a cheesy warp effect that obscures the view.
Apparently afterburners cause particles in the air to become visible and streak past the nose as though you are driving at highway speeds in a blinding snowstorm. Look at this, aren't you going fast!?! the direction of this effect is always straight at the nose even when you are flying straight up. Remove the visual effect and stick with the audio.
I can verify that Afterburners will suddenly cut out and not let you use them when you're next to height ceiling, it's pretty annoying. And yea, that warp effect has got to go, it is so lame.
I wish afterburners were easier to fit because they're so cool, but it screws up the fit too much to keep it alive for any length of time. If people actually got into dropships and hopped out at objectives I'd consider making a Caldari ship with a passive shield tank, nano fibers, and an afterbuner, to jump people from objective to objective insanely fast.
It's a cool item, it's just tough to fit, and the warp effect is super lame. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.24 17:59:00 -
[20] - Quote
2 builds ago the dropship was perfect to fly but also it had a hover feature where it was like1m off the ground and stayed ther and to fly a bit up just hit the throttle a bit more
In general for a transport ship it needs more tank tbh espc since AV got a massive buff and also PG/CPU increase to be more useful |
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Noraa Anderson
Nox Aeterna Security
184
|
Posted - 2012.12.24 18:05:00 -
[21] - Quote
Nobody ever starts a match and waits for a dropship that could ferry them quickly to all objectives. Nobody ever asks a pilot to call in a DS. The rare time people get in a DS they never get out over an objective. The maps are too small for a DS to be of use. The flight ceiling is this low because...? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.24 18:57:00 -
[22] - Quote
Noraa Anderson wrote:Nobody ever starts a match and waits for a dropship that could ferry them quickly to all objectives. Nobody ever asks a pilot to call in a DS. The rare time people get in a DS they never get out over an objective. The maps are too small for a DS to be of use. The flight ceiling is this low because...? IKR? seems every game I call in a dropship, only 1 person ever gets in, but I bring them directly over an objective which they then capture.
Maybe if this happens often enough, people will begin to learn. I really wanna see what a dropship full of HMG heavies and shotgunners is capable of. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.24 19:07:00 -
[23] - Quote
I noticed that dropships DO have landing gear, that seem to nullify most collision damage. Just half the time they don't automatically deploy- we should be able to do this manually. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.24 19:12:00 -
[24] - Quote
Scheneighnay McBob wrote:Noraa Anderson wrote:Nobody ever starts a match and waits for a dropship that could ferry them quickly to all objectives. Nobody ever asks a pilot to call in a DS. The rare time people get in a DS they never get out over an objective. The maps are too small for a DS to be of use. The flight ceiling is this low because...? IKR? seems every game I call in a dropship, only 1 person ever gets in, but I bring them directly over an objective which they then capture. Maybe if this happens often enough, people will begin to learn. I really wanna see what a dropship full of HMG heavies and shotgunners is capable of.
The real buff to using dropships as transport doesn't have anything to do with dropships. It's a coordinated group of seven players that can fill a dropship to take a defended objective. One is fine for capping abandoned objectives, but totally inadequate for even a mildly defended objective.
It doesn't matter what CCP does for WP's until that happens. Dropships just won't be used for a coordinated activity such as storming an objective until we have larger coordinated forces. You can't transport what doesn't exist. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.24 19:24:00 -
[25] - Quote
Skihids wrote:Scheneighnay McBob wrote:Noraa Anderson wrote:Nobody ever starts a match and waits for a dropship that could ferry them quickly to all objectives. Nobody ever asks a pilot to call in a DS. The rare time people get in a DS they never get out over an objective. The maps are too small for a DS to be of use. The flight ceiling is this low because...? IKR? seems every game I call in a dropship, only 1 person ever gets in, but I bring them directly over an objective which they then capture. Maybe if this happens often enough, people will begin to learn. I really wanna see what a dropship full of HMG heavies and shotgunners is capable of. The real buff to using dropships as transport doesn't have anything to do with dropships. It's a coordinated group of seven players that can fill a dropship to take a defended objective. One is fine for capping abandoned objectives, but totally inadequate for even a mildly defended objective. It doesn't matter what CCP does for WP's until that happens. Dropships just won't be used for a coordinated activity such as storming an objective until we have larger coordinated forces. You can't transport what doesn't exist. What I'm thinking is more than just transporting a squad to an objective- I'm saying it would remove the biggest weakness of CQC players by dropping them directly into optimal range. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.24 19:29:00 -
[26] - Quote
Scheneighnay McBob wrote:Skihids wrote:Scheneighnay McBob wrote:Noraa Anderson wrote:Nobody ever starts a match and waits for a dropship that could ferry them quickly to all objectives. Nobody ever asks a pilot to call in a DS. The rare time people get in a DS they never get out over an objective. The maps are too small for a DS to be of use. The flight ceiling is this low because...? IKR? seems every game I call in a dropship, only 1 person ever gets in, but I bring them directly over an objective which they then capture. Maybe if this happens often enough, people will begin to learn. I really wanna see what a dropship full of HMG heavies and shotgunners is capable of. The real buff to using dropships as transport doesn't have anything to do with dropships. It's a coordinated group of seven players that can fill a dropship to take a defended objective. One is fine for capping abandoned objectives, but totally inadequate for even a mildly defended objective. It doesn't matter what CCP does for WP's until that happens. Dropships just won't be used for a coordinated activity such as storming an objective until we have larger coordinated forces. You can't transport what doesn't exist. What I'm thinking is more than just transporting a squad to an objective- I'm saying it would remove the biggest weakness of CQC players by dropping them directly into optimal range.
And that's what I'm talking about too. A coordinated squad would know what fits to take into the fight and be able to deploy right on top of the objective. However that doesn't work for a bunch of randoms not talking to each other. You need to plan an attack and that planning can't occur without the ability to coordinate. |
SHANNdaMAN
Doomheim
12
|
Posted - 2012.12.24 19:37:00 -
[27] - Quote
Someone called in a dropship near me (not sure which type) and I killed him before it landed, then destroyed the dropship when it came down with 3 basic AV grenades and a clip of GEK-38 rounds ... seems a bit easy to kill |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.12.24 20:00:00 -
[28] - Quote
They should give us the old controls for it back, and keep the same delicate damage for it. So people don't return to there pancaking ways. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2012.12.24 20:13:00 -
[29] - Quote
After reading this earlier I went and made a grimsnes. Had the numbers to put an active armor hardener, 2 complex armor plating, a complex armor rep, complex shield booster, a passive shield resistance, and 2 advanced baster turrets.
If I had not mad a bad turn it would have been really hard to take me down. I was flying the 5 point map. Made half a loop lost all my shields and 1/3 of my armor by the time I was back around to a full loop I was at full everything again. Mad two more loops and made a bad turn hit the tower you can't fly over and went down. i think this is one of the best fits I have made for my grimsnes. Would like to see others.
As far as landing goes it is not hard come in hot. Throw your front end up as far as you can with out going over, and push the descend button and land. The gear comes out but only if you are not going really fast these make it were you take no damage. You might have to feather the descend alil but you will get it. I have also been working on landing in like a run way style but this is more for hiding behind mountains and is a lot harder to do with out taking damage. |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2012.12.24 21:00:00 -
[30] - Quote
Goat of Dover wrote:As far as landing goes it is not hard come in hot. Throw your front end up as far as you can with out going over, and push the descend button and land. The gear comes out but only if you are not going really fast these make it were you take no damage. This is what I find really difficult. You need to get close to zero ground speed to avoid taking damage, but to get that you need to pitch your nose up.... so you can't see the ground. You have no instruments to tell you the ground speed without looking at it. |
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