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Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.05 14:38:00 -
[1] - Quote
1. Increase to flight ceiling. 2. Codex collision damage. Return to game right now collision damage is insane 3. Precursor flight mechanics. 4. Militant forge taken out of game. 5. Bonus to repair modules 15% passive would do wonders. 6. Proto dropships need more cpu and pg. They should be the same as standard counterparts. 7. Points for doing there job. 8. Passive ability that give hybrid turrets 50% more range.
Note on precursor flight mechanics
Caeli SineDeo wrote:Additional comment on precursor controls. In ways precursor was very simular to codex and this build. How it differed was how responsive the controls where in precursor. They where very high in responsivity. Meaning little harder but also once mastered you could turn faster and correct your directions very quick. You where alot more in control of your dropship once you got the hang of them. Also the mechanics in precursor made nano fibers viable on a dropship. Meaning you moved faster and got faster response out of it. In a all around way flying felt more lively and you could be more unpredictable. |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.06 02:35:00 -
[2] - Quote
No debating or support here we need to get ccp to see this is something that needs fixing. |
Bojo The Mighty
Bojo's School of the Trades
433
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Posted - 2013.01.06 02:52:00 -
[3] - Quote
1. Increase Missile Splash 2. Increase Flight ceiling (not too high) (also will check and edit to be sure) 3. Decrease collision damage across the board just enough to be practical. Keep "bottom out suspension" 4. Pilot WP other than kills (will come back and add more/edit) 5.More responsive controls |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2013.01.06 14:58:00 -
[4] - Quote
pilots need WPs for droppin ppl off dunno about the passive skill to give hybrids more range small rails should already have alot of range imo dunno if it does tho |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2013.01.06 16:30:00 -
[5] - Quote
Dropships either need to be exceptionally nimble or tanky to have any chance of survival. Right now they are neither. |
Icy Tiger
Universal Allies Inc.
1026
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Posted - 2013.01.06 16:52:00 -
[6] - Quote
Controls are actually alright. In my opinion. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2013.01.06 16:58:00 -
[7] - Quote
Icy Tiger wrote:Controls are actually alright. In my opinion.
Controls are molasses. This is near their worst point. |
Scheneighnay McBob
Bojo's School of the Trades
1062
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Posted - 2013.01.06 17:16:00 -
[8] - Quote
More medium modules! They're medium vehicles, but the only medium modules are 120mm armor plates |
Jak Teston
Osmon Surveillance Caldari State
99
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Posted - 2013.01.06 19:40:00 -
[9] - Quote
Noc Tempre wrote:Icy Tiger wrote:Controls are actually alright. In my opinion. Controls are molasses. This is near their worst point. I'm loving the controls. Only the ratio between yaw and tilt acceleration needs to be tweaked. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.06 19:45:00 -
[10] - Quote
controls are alright. I really don't want everyone flying. Flying is HARD. <--- aviators for a good reason.
The splash damage from rockets is fine. The Dropship isn't a gun ship. This specific bird is a taxi. You don't see the hercules or puddle jumpers trying to lay down serious fire. They aren't made for it.
However, the flight ceiling is MUCH too low. It does need to be raised.
The collision damage is absurd. That also needs to be fixed.
Also the camera view on the bird is very strange. That needs to be fixed, not floating. Also if the flight controls are inverted, the camera should be as well. |
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Vermaak Kuvakei
Doomheim
88
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Posted - 2013.01.06 20:04:00 -
[11] - Quote
I disagree with 3, 4, and 8 |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2013.01.06 21:57:00 -
[12] - Quote
Agree with majority of points, personally don't mind the controls as it makes it easier to hover :P |
Go Away Putz
Doomheim
11
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Posted - 2013.01.06 22:22:00 -
[13] - Quote
Noc Tempre wrote:Icy Tiger wrote:Controls are actually alright. In my opinion. Controls are molasses. This is near their worst point. What are you using for input? Cause you can be on your lid in an instant.
Just like a plane, smooth consistent inputs produce good results.
To the OP I wouldn't drop the Militia Forge Gun. Maybe drop the damage a bit but that sucker makes people overly nervous for its actual low success rate. In the hands of a skilled operator it can be wicked. But a noob going out with it is still a noob.
Biggest problems for me is the ceiling and no points to the pilot. So why fly it?
The crashing/exploding issue is still just collision box issues. Those are 3-D modeling tweaks. Hopefully they will get it right next time. |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.07 02:40:00 -
[14] - Quote
Additional comment on precursor controls. In ways precursor was very simular to codex and this build. How it differed was how responsive the controls where in precursor. They where very high in responsivity. Meaning little harder but also once mastered you could turn faster and correct your directions very quick. You where alot more in control of your dropship once you got the hang of them. Also the mechanics in precursor made nano fibers viable on a dropship. Meaning you moved faster and got faster response out of it. In a all around way flying felt more lively and you could be more unpredictable. |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2013.01.07 03:13:00 -
[15] - Quote
Having it so everybody can hop in a dropship and fly it with no issues would be bad. The difficult controls is a good thing. As for the collision thing. Yeah, they do need to fix that. Bumping into something and having the vehicle blowup suddenly makes no sense. Now, if you collide with something at high speeds, that's a different story. |
Sephirian Fair
ZionTCD Legacy Rising
48
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Posted - 2013.01.07 04:08:00 -
[16] - Quote
Mavado V Noriega wrote:pilots need WPs for droppin ppl off dunno about the passive skill to give hybrids more range small rails should already have alot of range imo dunno if it does tho
Last build the Small Railguns had about... Was a little past 200 meters, maybe out to 250m. No more than that. Tried using them for AV purposes on my dropship after the missile nerf and it didn't go so well. Range only 50 or so meters longer than small missiles and they suffered heavily from the inertia issue which was prevalent on quite a few of the turrets.
I am unsure if they have changed at all in this build. Haven't had a chance to fly and test them since CCP removed the Southpaw control scheme. The patch notes didn't mention anything in particular so I am assuming there hasn't been any changes to them. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.01.07 04:10:00 -
[17] - Quote
No idea why people think the CONTROLS are difficult, they aren't. It's just finding something USEFUL to do with them that is difficult. |
Sandromin Hes
Sand Mercenary Corps Inc.
204
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Posted - 2013.01.07 04:19:00 -
[18] - Quote
They either need barrel rolls or flares... ahuehuehue |
Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.01.07 04:38:00 -
[19] - Quote
Noc Tempre wrote:No idea why people think the CONTROLS are difficult, they aren't. It's just finding something USEFUL to do with them that is difficult.
This is the biggest point right now. There is nothing I can do piloting a dropship that assists my team more than just gunning on the ground. I would do it for no reward if there was, but I haven't found a way to do it yet.
Sadly, right now dropships are just expensive toys. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.07 16:29:00 -
[20] - Quote
Skihids wrote:Noc Tempre wrote:No idea why people think the CONTROLS are difficult, they aren't. It's just finding something USEFUL to do with them that is difficult. This is the biggest point right now. There is nothing I can do piloting a dropship that assists my team more than just gunning on the ground. I would do it for no reward if there was, but I haven't found a way to do it yet. Sadly, right now dropships are just expensive toys.
Not if you coordinate with a squad. I have used dropships to great effect as transport vehicles in the past. But in order to do so you need coordination with a lot of people.
The Dropship is a strategic tool, and with any strategy, requires a whole lot of teamwork. |
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Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2013.01.07 16:33:00 -
[21] - Quote
Mode Torsen wrote:Skihids wrote:Noc Tempre wrote:No idea why people think the CONTROLS are difficult, they aren't. It's just finding something USEFUL to do with them that is difficult. This is the biggest point right now. There is nothing I can do piloting a dropship that assists my team more than just gunning on the ground. I would do it for no reward if there was, but I haven't found a way to do it yet. Sadly, right now dropships are just expensive toys. Not if you coordinate with a squad. I have used dropships to great effect as transport vehicles in the past. But in order to do so you need coordination with a lot of people. The Dropship is a strategic tool, and with any strategy, requires a whole lot of teamwork.
It has been demoted from tool to toy. They are useful at nothing right now, besides 1-way trips to normally unaccessible roofs. |
Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.01.07 18:10:00 -
[22] - Quote
Mode Torsen wrote:Skihids wrote:Noc Tempre wrote:No idea why people think the CONTROLS are difficult, they aren't. It's just finding something USEFUL to do with them that is difficult. This is the biggest point right now. There is nothing I can do piloting a dropship that assists my team more than just gunning on the ground. I would do it for no reward if there was, but I haven't found a way to do it yet. Sadly, right now dropships are just expensive toys. Not if you coordinate with a squad. I have used dropships to great effect as transport vehicles in the past. But in order to do so you need coordination with a lot of people. The Dropship is a strategic tool, and with any strategy, requires a whole lot of teamwork.
I've covered this in other threads. Dropships aren't useful for transport of a coordinated attack force because no such animal exists in the game. Squad size restrictions yeild one pilot and three passengers which is not enough for an assault on a defended objective. Corp battles may have double the number, but because they have half the team size you can't afford to fill the ship and leave only one man behind for defense.
You might get lucky against lightly defended objectives, but a LAV can also deliver three infantry cheaper and with a bit more stealth. |
Bojo The Mighty
Bojo's School of the Trades
433
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Posted - 2013.01.07 19:48:00 -
[23] - Quote
Skihids wrote:Mode Torsen wrote:Skihids wrote:Noc Tempre wrote:No idea why people think the CONTROLS are difficult, they aren't. It's just finding something USEFUL to do with them that is difficult. This is the biggest point right now. There is nothing I can do piloting a dropship that assists my team more than just gunning on the ground. I would do it for no reward if there was, but I haven't found a way to do it yet. Sadly, right now dropships are just expensive toys. Not if you coordinate with a squad. I have used dropships to great effect as transport vehicles in the past. But in order to do so you need coordination with a lot of people. The Dropship is a strategic tool, and with any strategy, requires a whole lot of teamwork. I've covered this in other threads. Dropships aren't useful for transport of a coordinated attack force because no such animal exists in the game. Squad size restrictions yeild one pilot and three passengers which is not enough for an assault on a defended objective. Corp battles may have double the number, but because they have half the team size you can't afford to fill the ship and leave only one man behind for defense. You might get lucky against lightly defended objectives, but a LAV can also deliver three infantry cheaper and with a bit more stealth. We're not supposed to debate on here but,
Using a Prometheus/Eryx is a really useful thing, especially when you don't have many objectives. You bring an armored weaponized droplink to the enemy objective and can actually be quite devastating with a proper crew of Shotties and HMGs.
And coordinating with a HAV, though highly unlikely, would bring devastation to the enemy. Make sure you knock out the turrets and forges first. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
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Posted - 2013.01.08 00:22:00 -
[24] - Quote
Bojo The Mighty wrote:an armored weaponized
Ahahahahahahhahahahahaha You're a funny guy. |
Bojo The Mighty
Bojo's School of the Trades
433
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Posted - 2013.01.08 20:26:00 -
[25] - Quote
I just landed a Prometheus that was really decked out with defensive mods, and an Onikuma (friendly) drove right into my nose and destroyed my Dropship.
Collision damage by no means should be that severe. Even worse, the Onikuma survived sustaining only a scratch!
The driver was BleedingWood by the way, so all DS pilots should be wary to not use your dropship if he is in game. |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.09 14:51:00 -
[26] - Quote
It is not collision damage anymore it is contact damage you touch something you are taking huge amounts of damage.
Why the hell did ccp get the bright idea to change this on all vehicles i Have no idea but they should have left it how it was.
And for you saying a dropship Right now they are way to easy to kill. Eryx Is crap to my myron I can tank my myron better and have a CRU on it.
Dropships are really hurting this build. |
Grav Reviera
Dragon Black Ops
5
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Posted - 2013.01.09 15:04:00 -
[27] - Quote
actually it would be nice to have a pilot controlled gun on the front of the dropship, this way its not as useless hell even ships thats from the stoneages(new eden time frame to modern) have funs on the sides and front. also I agree, its just a paper plane with good controls, ive shot my fair share of them from the sky with a forge gunofall things. |
1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
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Posted - 2013.01.10 03:36:00 -
[28] - Quote
A cup holder. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.10 17:39:00 -
[29] - Quote
Looks like we can all agree that the contact damage needs to be reduced, and the flight ceiling needs to be raised.
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Governor Odius
Doomheim
177
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Posted - 2013.01.10 19:20:00 -
[30] - Quote
I see dropships as support craft, functioning similar to logis and recons in EVE. In other words, buff/debuff vehicles.
- Bonuses to remote rep range, transfer amount, and cooldown
- Bonuses to active scanner range and strength
- Bonuses to eWar modules (already confirmed for Prometheus in an old vehicle devblog)
One thing I definitely recall is the lack of survivability on dropships. Forge guns can one-shot any but the tankiest of dropships. Not much use spending 300k on a decently fit Viper when it can be instantly destroyed by a 20k forge gun on a militia suit, so you have to spend 600k on a top fit Myron so you can take two or three hits. It lends some decent survivability, but you're still not likely to survive more than a few games. Certainly not enough to cover the investment.
Not really sure how to fix that, though. Resist bonuses, maybe? Cloaking? Or maybe just better team work.
I'm pretty okay with their lack of utility in pub matches. Pub matches are for LAVs and cheap suits. |
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