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EnIgMa99
Imperfects Negative-Feedback
219
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Posted - 2013.01.10 21:21:00 -
[31] - Quote
Caeli SineDeo wrote: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.
+1 for straight talk, this makes sense |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2013.01.11 00:56:00 -
[32] - Quote
I don't mind militia forge guns. They're just as bad as militia swarms, when you think about it. The smaller clip size and lower ROF makes them infinitely less useful against any /decent/ vehicle. The real problem with forge guns (any) is their range is a bit too high.
The flight ceiling was lowered because of missile spam from ranges where no weapon could reach them. Missiles and other small turrets have decent range limits now, so a pilot should definitely be able to retreat UP since they aren't able to shoot DOWN from that height, without fear of reprisal. Raise the flight ceiling again. Otherwise there is very little cover/escape for a pilot from that pesky AV stuff, and they're sitting ducks with no viable countermeasure.
I too have noticed that while the general flight model is the same as precursor, it seems a lot less responsive. This makes it much easier to fly, but it seems so very sluggish. I much preferred when the controls were more responsive and sensitive. They were harder to use, but overall allowed for far nicer flying.
Like said above : Collision damage (for any vehicle) is just ridiculous this build. It's like we're back to replication, but CCP thought it'd be funny to turn the dial the opposite way of what they did for E3. (Super Lamp Posts, anyone?)
Something I haven't seen anyone mention : The one thing I want to see above all else for dropships, is that their engines stop being miraculously incapable of thrust if the dropship ends up on it's side. Too many times have I had to weep at the loss of a derpship because the RDV pilot was drunk and it bounced off the ground as it was dropped and landed on it's side before I could get in. Either the ship needs to be able continue to apply thrust, or there needs to be a way to right the ship. (Holding L2/Reverse Thrust to have the ship 'fall' back onto it's landing gear would probably be the easiest way)
More warpoints for pilots would be nice too, like said above. |
Bojo The Mighty
Bojo's School of the Trades
433
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Posted - 2013.01.11 01:13:00 -
[33] - Quote
Nova Knife wrote: Something I haven't seen anyone mention : The one thing I want to see above all else for dropships, is that their engines stop being miraculously incapable of thrust if the dropship ends up on it's side. Too many times have I had to weep at the loss of a derpship because the RDV pilot was drunk and it bounced off the ground as it was dropped and landed on it's side before I could get in. Either the ship needs to be able continue to apply thrust, or there needs to be a way to right the ship. (Holding L2/Reverse Thrust to have the ship 'fall' back onto it's landing gear would probably be the easiest way)
More warpoints for pilots would be nice too, like said above.
Only too true. I had one land slightly on a bump, and it put the DS askew, so when I tried to take off, it went way far to the left, hit something, caught fire, end of story. We need side thrusters.
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Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.01.11 05:28:00 -
[34] - Quote
Give us a control sensitivity slider just like the one for aiming and make everyone happy.
Pilots in training can set it to unresponsive and experienced pilots can set it to nimble.
Simple. |
Kosen Driago
WarRavens
25
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Posted - 2013.01.11 05:54:00 -
[35] - 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. Exactly! Know how to pilot, and coordinate them right, and they can seriously turn the tide. The major problem I've been having has been the lack of mercs that choose to spawn in my dropship. I've stayed in the air whole matches where no more than 3 people ever bothered to spawn in. But boy oh boy is it satisfying when you get some full loads and just rain hell from the skies (piolots really shoud get points for things like that). Personally, I think the controls are fine, and of course everyone is in agreement about the collision damage... I think Militia forge guns should definitely stay available for a number of reasons. I pretty much agree with everything else on the list. |
Hunter Junko
WARRIORS 1NC
45
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Posted - 2013.01.12 00:56:00 -
[36] - Quote
Flares, something to divert a swarm launcher's rockets. |
coldfire reborn
ZionTCD Legacy Rising
63
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Posted - 2013.01.12 05:36:00 -
[37] - Quote
A kick ppl out button wth a redline safetyto keep ppl from trolling ppl by kicking Tham out wan there over the redline |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.13 06:38:00 -
[38] - Quote
Bringing this thread back to the top because CCP needs to read it and if i keep it going long enough maybe they will relize actually smart wasy to make the dropship work better at its job. |
AmlSeb
Royal Uhlans Amarr Empire
7
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Posted - 2013.01.13 09:37:00 -
[39] - Quote
The cabine should be like the room on the MCC but without the energy shield. That way passengers could shoot out and it wouldnt be too strong. |
Keeriam Miray
Vacuum Cleaner. LLC
1
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Posted - 2013.01.13 14:21:00 -
[40] - Quote
important task - evacuate infantry, or make more or less safe drop. but without fire support & alone... you just flying harmles WP to enemy team.
everything will change when our maps get bigger, alot bigger :) but still, in some situation it needs pilot controlled turret or auto turret. |
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Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.14 16:50:00 -
[41] - Quote
I think many of the issues and complaints in this thread will be taken care of when we see new types of vehicles.
However, these two things effect all the future vehicles: 1) flight ceiling 2) collision damage
I could see different vehicles having different flight ceilings and collision damages, but I don't think that is CCP's plans. |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.15 15:57:00 -
[42] - Quote
Bumping this back to the top.
Also precursor was not just a control scheme it was the mechanics in general. Dropships where able to fly faster. Turn quicker. Raise up in altitude alot quicker. Controls where more responsive. Equipping Nano fibers actually effect the dropships handling and speed.
All these things in a way made dropships harder to fly but as you learned how to better handle your dropship it rewarded you. You could effectively avoid forge shots and make yourself a very hard target for tanks to hit because you where able to change directions and fly more unpredictable paths.
The mechanics in precursor felt relistic.
Right now drop ships are getting more and more sluggish as builds progress. making them a easy target for forges, swarms, and tanks. If they want to keep them light on the tanking side then I think they need to improve there speed and handling to make them more survivable in that matter of speaking.
The mechanics in precursor effected the controls and made them very sensitive to the touch. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.16 21:29:00 -
[43] - Quote
I wouldn't mind having a more maneuverable dropship.
Just complaining once more about the collision damage. I've recently lost several ships due to stupid unavoidable contact with the surrounding world.
Such as: - friendly calls in a vehicle, and I collide with a "cloaked" delivery drone in mid air. I recover, but none the less, turn into a flying ball of flames. - a friendly dropship taps me while providing assistance (both explode into fireballs the moment out paint touches) - and finally, friendly calls in a jeep directly on top of me as I pick up other mercs. Which turns my very expensive dropship into charcoal, and the friendly drives away in his shiny free jeep.
all recoverable events, none should have killed me, but me and everyone else inside, died all three times. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.22 03:37:00 -
[44] - Quote
bump to keep this on CCP's radar. |
Jax Saurian
GunFall Mobilization Covert Intervention
17
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Posted - 2013.01.22 04:04:00 -
[45] - Quote
I think that dropship controls should be hard but right now it's ridiculous (maybe dropship modules or skills could reduce) I used to be able to out fly swarm rockets but no matter what I do now I'm screwed and if i go 3 mph into a antenna my dropship goes down I know that dropship crushing was a problem but the collision damage is too high bring it down a tad. the flight ceiling in my opinion is just dandy I like sniping and there is enough high places as it is. lastly I would like to say we shold have a button to press so that we could tell people in our dropship to get out I hate it when I hover over a objective and no one does anything. |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2013.01.23 16:34:00 -
[46] - Quote
Bumping back up top for more people to throw in there thoughts and hope that CCP will integrate some of these things into dropships. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.26 02:34:00 -
[47] - Quote
I agree with the eject passengers feature.
also I wanted to give some feedback about milita forge gun damage.
I was recently shot down by a single forge gun round. My fitting was was follows:
Viper 1) Milita Shield booster 1) Milita Shield Extenter 1) Milita Shield resistor
With this fitting, in order to be turned to ash in a single shot the militia forge round did a minimum of 2,440 damage.
little much in my opinion |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.26 02:48:00 -
[48] - Quote
Mode Torsen wrote:I agree with the eject passengers feature. also I wanted to give some feedback about milita forge gun damage. I was recently shot down by a single forge gun round. My fitting was was follows: Viper1) Milita Shield booster 1) Milita Shield Extenter 1) Milita Shield resistor With this fitting, in order to be turned to ash in a single shot the militia forge round did a minimum of 2,440 damage. little much in my opinion Breach Forge with Complex damage mods... it'll happen sometimes. I still think it's silly that an infantry gun of any sort does more damage than a Large Rail Turret, but it's a little hard-wired now. If you have gunners, tell them to primary any Heavies that look your way. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2013.01.26 03:17:00 -
[49] - Quote
Controls need to be more akin to E3 and current build, not entirely though as i do like the mass effect going on but love the float stability of the current.
As for weapons keep em as they are, with e3 controls they wont be that OP.
As for tanking, I think base increase on HP would be sufficient.
Collision damage needs to be dialed way back to previously.
Keep militia forge guns in the game. I have to die somehow and swarm missiles are not doing it. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.26 18:56:00 -
[50] - Quote
Zat Earthshatter wrote:Mode Torsen wrote:I agree with the eject passengers feature. also I wanted to give some feedback about milita forge gun damage. I was recently shot down by a single forge gun round. My fitting was was follows: Viper1) Milita Shield booster 1) Milita Shield Extenter 1) Milita Shield resistor With this fitting, in order to be turned to ash in a single shot the militia forge round did a minimum of 2,440 damage. little much in my opinion Breach Forge with Complex damage mods... it'll happen sometimes. I still think it's silly that an infantry gun of any sort does more damage than a Large Rail Turret, but it's a little hard-wired now. If you have gunners, tell them to primary any Heavies that look your way.
Just to be clear, it was specifically a militia forge gun.
I can understand a well fitted advanced forge gun, but that's not what hit me. |
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Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.26 20:09:00 -
[51] - Quote
Mode Torsen wrote:Just to be clear, it was specifically a militia forge gun.
I can understand a well fitted advanced forge gun, but that's not what hit me. Then we have a little situation. Since it's unlikely that two Heavies were working in perfect tandem in a pub match, there might be an issue. Militia Forges do not normally do that. I'll check my next dropship for any weak points (like the rear of the HAV) that would explain a Militia Forge Gun doing that kind of damage. If there doesn't seem to be any, then i'll clamor for a rebalance of the Forge - "nerfing" has a nasty tendency to render a given system non-viable. |
Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.01.26 21:24:00 -
[52] - Quote
A maxed out Myron will have less than 5K eHP, and that's using every high slot for defense.
That's two shots from some FGs. Given that you are first made aware of the threat by the first hit you have about two seconds to recognize the threat and take evasive action. That's pretty much guaranteed destruction given the sluggish control response and poor accelleration.
To make matters worse a dropship is also far more exposed than a tank. It hangs up there in the sky for all to see from just about anywhere on the map. As a perverse joke Its designers decided to put a height govener on the thing to keep it within easy FG range as though they had a second job as a shooting gallery operator.
It has a self destruct charge built in with contact sensors all around the craft.
The Advanced DS's are even more poorly designed, as if to punish the pilot who skills into them.
They contain homing becons so RDV's can run them down.
They don't have intercoms so a pilot can communicate with his passangers.
Remote repair module lockon is a frustratingly clunky procedure that is as likley to result in crashing into your intended customer as it is in aiding him.
The afterbuner module somehow causes an instant snowstorm only visible to the pilot, reducing visability at the precise moment it is needed most.
Dropships need a HUGE amount of love.
The vehicle designer needs to fly them in public matches for a week before heading back to the drawing board. He needs to actually attempt all the great things he says a dropship is good for to see if they really work or not. |
Harbinger Riddick
Doomheim
0
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Posted - 2013.01.26 21:34:00 -
[53] - Quote
Im 100% not for a flight ceiling. What the hell!
And your a pilot, don't fly high... |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.26 21:40:00 -
[54] - Quote
The flight ceiling is weird - but I can assume that it was only added to satisfy balance-testing for these maps. Later on, when we get square Km-worth of map, we're going to need to be able to fly over those mountains, or we're going to be crashing into them an awful lot - especially if the upcoming high-speed fighters have to navigate the canyons... |
Volgair
Tritan-Industries Legacy Rising
200
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Posted - 2013.01.26 21:54:00 -
[55] - Quote
Suppose i'll add this link here
people keep spreading forums out by starting new threads instead of continuing old ones. |
Mode Torsen
ZionTCD Legacy Rising
11
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Posted - 2013.01.29 17:46:00 -
[56] - Quote
bumping this one up to keep this very good thread going. |
Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.01.30 18:41:00 -
[57] - Quote
I'd like to see three things:
1) Removal of the flight ceiling (back to Precursor) 2) GPS map tracking so I can tell my precise position over the map from altitude (along with buildings on the map), 3) A minor glide ability added to the dropsuit. This could be a new skill that lets you move laterally as you fall just as parachutists do today. Minor "wings" or webbing like the special parachute suits today would extend the ability. Atmospheric density could also affect its effectiveness for variety.
That would enable epic assaults as two or more dropships position themselves over an objective and a dozen or more mercs perform a HALO jump from alltitude. It would be even more epic if CCP institutes tactical use of the Inertial Dampener. |
kyan west
D3ath D3alers RISE of LEGION
8
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Posted - 2013.01.30 18:52:00 -
[58] - Quote
Agree with all the points especially the decreased flight collision damage. I will be going slower than walking infantry then accidentally bump a wall then all my shields and armor are gone! I'M GOING LIKE 3 MPH!!!!!! |
Pays 2 Win
Shining Flame Amarr Empire
102
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Posted - 2013.01.30 19:03:00 -
[59] - Quote
Caeli SineDeo wrote:1. Increase to flight ceiling. - No 2. Codex collision damage. Return to game right now collision damage is insane - Yes 3. Precursor flight mechanics. - Maybe 4. Militant forge taken out of game. - No 5. Bonus to repair modules 15% passive would do wonders. - No 6. Proto dropships need more cpu and pg. They should be the same as standard counterparts. - Yes 7. Points for doing there job. - Yes 8. Passive ability that give hybrid turrets 50% more range. - Maybe
More range is fine but maybe not a 50% range.
There is however a fatal flaw with picking up and dropping off people;- is easy to farm SP. Just hover over a person and have him jump in and out of the dropship. Its a catch 22 situation. |
pegasis prime
The Shadow Cavalry Mercenaries
81
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Posted - 2013.01.30 19:10:00 -
[60] - Quote
Mode Torsen wrote:I agree with the eject passengers feature. also I wanted to give some feedback about milita forge gun damage. I was recently shot down by a single forge gun round. My fitting was was follows: Viper1) Milita Shield booster 1) Milita Shield Extenter 1) Milita Shield resistor With this fitting, in order to be turned to ash in a single shot the militia forge round did a minimum of 2,440 damage. little much in my opinion
This is an impossible amount of damage from a malitia forge gun they have a base damage of aprox 1200hp and wepons levle 5 gives you an extra 10% damage if you equip 2 complex damage mods you gety an extra 20% so all in all the malitias max damage is little over 1700 hp no one can one shot a dropship with a malitia forge gun , i should know im not only a pilot but a heavy. your problem was your malitia mods when i bring out my viper (neever take any vehicle above malitia frame into a pub mach ) i usually equip a convex shield booster , shield extender , resistance amplifier , light polerised armour repair and a power diognostic system, i can go 3-4 battles and not get shot down with that load out for me forge guns aint the problem its thos bloody swarmies. |
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