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Caeli SineDeo
Imperfects Negative-Feedback
294
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.06 16:52:00 -
[6] - Quote
Controls are actually alright. In my opinion. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
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
|
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
|
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
|
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
|
Posted - 2013.01.06 20:04:00 -
[11] - Quote
I disagree with 3, 4, and 8 |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.07 04:19:00 -
[18] - Quote
They either need barrel rolls or flares... ahuehuehue |
Skihids
Tritan-Industries Legacy Rising
970
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.10 03:36:00 -
[28] - Quote
A cup holder. |
Mode Torsen
ZionTCD Legacy Rising
11
|
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
|
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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EnIgMa99
Imperfects Negative-Feedback
219
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.12 00:56:00 -
[36] - Quote
Flares, something to divert a swarm launcher's rockets. |
coldfire reborn
ZionTCD Legacy Rising
63
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.22 03:37:00 -
[44] - Quote
bump to keep this on CCP's radar. |
Jax Saurian
GunFall Mobilization Covert Intervention
17
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Mode Torsen
ZionTCD Legacy Rising
11
|
Posted - 2013.01.30 19:23:00 -
[61] - Quote
Don't know what to tell you.
I was hit with 1 round, my dropship turned to ash. The kill feed in the top right stated "militia forge gun"
I agree that it's too much damage for a militia forge gun to put out. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.30 19:27:00 -
[62] - Quote
Mode Torsen wrote:Don't know what to tell you.
I was hit with 1 round, my dropship turned to ash. The kill feed in the top right stated "militia forge gun"
I agree that it's too much damage for a militia forge gun to put out.
it is entirly possible that more than one person was firing at you and he got the last lucky shot in , if your going to try and fly dropships dont fit malitia mods they dont really work get into the lvl 1 and 2 mods ass soon as poss, what ship were you flying viper or gorgon ? |
Mode Torsen
ZionTCD Legacy Rising
11
|
Posted - 2013.01.30 21:34:00 -
[63] - 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 was my fitting.
I agree that militia fitting isn't an amazing tank. However, a militia forge gun should be equally un-amazing. It was a single round, I saw it streak in. I saw the kill log in the top right. |
Kesi Raae Kaae
Much Crying Old Experts
40
|
Posted - 2013.01.30 21:49:00 -
[64] - Quote
Once I got used to Dropships being bricks with 4 rockets attached rather than actual planes the controls started to make a lot of sense.
Now LAV's having steering and acceleration tied to the same thumb stick makes no sense at all. |
Grendel Aurelius
Prototype Technology Corp.
13
|
Posted - 2013.01.30 21:49:00 -
[65] - Quote
The OP requests would make the dropship too powerful, IMO
Right now I think it is mostly... ok. I like that the controls are difficult to master as it makes the time I spent learning them worthwhile. Not everyone is equipped to be a pilot so why should just anyone in the game be able to hop in and fly. I'm not a great shot with an AR, I'm not on here crying for the devs to make the hit zone larger.
I'm willing to see how this all plays out as the add more options (ships) for the pilots. I would like to see a navigation skill set added that allows you to skill up more agility and speed in all vehicles.
I agree completely that we need to have the ability to eject passengers from all vehicles, as well as have the collision mechanics for drop ships fixed.
Another thing that is bothering me about drop ships is the high/low slot division, and how the decision was made as to what modules can go where.
In drop suits damage mods go into the high slots, so you do not have to sacrifice damage in order to armor tank. In drop SHIPS you do have to make this sacrifice, which follows ship design in Eve but breaks from the way things work in Dust. |
Halador Osiris
Dead Six Initiative
47
|
Posted - 2013.01.30 21:56:00 -
[66] - Quote
Grendel Aurelius wrote:Right now I think it is mostly... ok. I like that the controls are difficult to master as it makes the time I spent learning them worthwhile. Not everyone is equipped to be a pilot so why should just anyone in the game be able to hop in and fly. I love that dropships are difficult to fly. I don't think I've ever seen another pilot get their dropship to last through an entire match. My mom was really against shooting games when I was younger (my first ever was Starwars Battlefront when I was like 14, and that took LOTS of convincing), so I spent a lot of time with things like Microsoft Flight Simulator. I was really intrigued by the helicopters, and could barely get one off the ground. Once I figured it out, it was very easy. Now, I find that flying a dropship behaves very similar to that, and I picked it up once again like riding a bike. |
Mode Torsen
ZionTCD Legacy Rising
11
|
Posted - 2013.01.31 04:12:00 -
[67] - Quote
Yeah the flight mechanics are pretty awesome if you take some time and really think through how it works.
I am with you on the "wait and see" mentality. I think some of the new ships that are coming soon will change a lot of the current game play with dropships.
hurry up CCP. I want my full version of Dust 514... and I want aviators. |
SickJ
French unchained corporation
48
|
Posted - 2013.01.31 07:26:00 -
[68] - Quote
Regarding militia forge guns, I think they could do with a big clip reduction. |
Shadow'Games
The Arrow Project
0
|
Posted - 2013.01.31 08:10:00 -
[69] - Quote
I have a bit of experience with the drop ships now. I don't know if i agree with a lot of the recommendations, but I will say that any point that a person can stand on, IE, top of a building or mountain, needs to be accessible by the drop ships. I was just in a match where 3 snipers were on the top of a building wrecking the entire other team. Me and my squad got into a drop ship to go up and clear them out. We could not get high enough elevation to get to them. Anywhere people are able to stand, the ceiling for drop ships should be at least 50-100m above that. Just my opinion. |
Irish Syn
Chernova Industries
123
|
Posted - 2013.01.31 09:22:00 -
[70] - Quote
Once the daily cap resets again I'll finally be able to get my own dropships kicking (would of had them today if I didn't misread "Caldari Dropsuit" as "Caldari Dropship", doh ). I have had the opportunity to fly the dropship a few times before though since the owner either baled or wanted to man the turrets. From my limited experience I definitely agree with the higher flight ceiling, lower collision damage, and more points for pilots.
Really though I can't wait until we get 48 players and bigger maps plus some of those maps that are impossible to get from point to point on land. I don't care if the dropship doesn't get a gun for the pilot or not, I'm perfectly fine dedicating myself to a air taxi driver. Just wish there was more player awareness, if we don't have many spawn points I try to land near the drop zone of the MCC but no one wants to get in. |
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Mode Torsen
ZionTCD Legacy Rising
11
|
Posted - 2013.02.05 05:51:00 -
[71] - Quote
Is it just me, or does the Dropship seem slightly more responsive? |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2013.02.05 09:31:00 -
[72] - Quote
beside all the stuff already mentioned...
how about letting the passengers use their own weapons? a heavy with a forge gun would be a much better "turret" than the pathetic small turret.
the "turret" seats, would be open seats with a small shield to protect the guy shooting out and the pilot would get small turret instead.
how do you like this idea? |
Alastair Peacemaker
Mannar Focused Warfare Gallente Federation
2
|
Posted - 2013.02.05 17:31:00 -
[73] - Quote
The higher ceiling, lower collision damage and points for dropping people off is a must.
It would also be nice to act less like a whale in the sky and have some kind of missile lock on signal for FG, SL and turrets. |
Brush Master
HavoK Core
163
|
Posted - 2013.02.05 18:21:00 -
[74] - 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.
Needed. The last couple builds have been nothing but nerfs to dropship pilots. |
Bojo The Mighty
Bojo's School of the Trades
433
|
Posted - 2013.02.05 18:27:00 -
[75] - Quote
My experience from Militia Forges hitting me:
I had no idea what was hitting me. It was doing damage, but not like a normal forge would. It was really confusing.
So what we need to do about the Militia forge?
Add weapon mass. Yes.
Militia weapons are supposedly "bulkier" so the Militia forge needs to have a significant mobility penalty.
That's just part 1 |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.05 19:29:00 -
[76] - Quote
The logistical versions also need a large improvement. As it stands there is no reason to pay more for a hull that gives you fewer options. HAV's have additional slots as you move up, but the DS adds a CRU at the cost of a lot of PG and CPU.
I already have a dozen in loot but zero interest in skilling up to use them. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 17:45:00 -
[77] - Quote
bump |
Ganton Kable
Reaper Galactic
2
|
Posted - 2013.02.10 18:38:00 -
[78] - Quote
I love the idea of pilots getting WP for doing their jobs. Something where pilots get points for people capturing "flags" as well as installations. Would add a good purpose to having a cru in the ship. |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.02.10 18:54:00 -
[79] - Quote
Remove 4 and 8 and i can follow this.
Edit: 5 and 3 also as soon as they get the pg/cpu buff they need. |
Rainn Ender
Serenity Prime Kraken.
1
|
Posted - 2013.02.10 21:31:00 -
[80] - Quote
controls wise the precursor stuff sounds great.
two things i would like to see on the control aspect:
1) the option to use SIXAXIS for dropship pitch would not necessarily be easier but would be more fun and immersive.
2) if twitchier controls are implemented i would like to hold the L3 stick in for an auto-level like in the GTA controls for helicopters, it's fine to level out a ship now but if the controls get more responsive i worry about over compensating. |
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Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.02.10 22:19:00 -
[81] - Quote
Give us some way to flip the dropship back over. I felt really stupid after finally filling my dropship, then it tips over on the hill. At least I never lost it, went 0-0, and had 140,000 ISK of pure profit that battle. |
Bojo The Mighty
Bojo's School of the Trades
433
|
Posted - 2013.02.10 22:22:00 -
[82] - Quote
[Off Topic] I wonder how many of these replies are actually from experienced Pilots
[On Topic] Some form of landing skis like a helicopter has. The problem with landing is the imbalance caused by having it's belly for landing because of interference caused by minor bumps on the ground that tilt your nose up. |
Mode Torsen
ZionTCD Legacy Rising
11
|
Posted - 2013.02.11 01:01:00 -
[83] - Quote
I've noticed a definite change in the collision damage.
Thanks CCP |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.11 03:20:00 -
[84] - Quote
Pvt Numnutz wrote:Hello CCP, hello all. I am mainly directing this towards CCP Blam! as he is the vehicle designer of Dust 514.
ok so, Dropships, i love dropships, infact the only thing that i wanted to do in Dust was to fly. I was met with great frustration at first, however now i can fly 5 feet off the ground hauling nuts. This was no easy feat, and required many hours of grinding through ambush games so i could fly a dropship for that sweet 10 min before it was shot down. As most of you know, pilots are probably the most underpaid workforce in Dust currently. Though i don't really mind that, even if i don't get paid for my job i still love to do it. Anyway, as i have flown and crashed at LEAST 50 DS i thought i would come here to share my thoughts with CCP and the community about some minor changes to DS that I think would make it 100x better.
1.) A red and green light that would be inside the dropship next to the seats at the forward section of the ship and one or two at the aft section. The light would be on red normally, however when the pilot pushes say 'X' the light switches to green and a noise is made to signal the troops inside to GTFO! (i cant tell you how annoying it is when im trying to do my job and teammates wont get out when i want them to) this would really REALLY help dropship pilots communicate with the smurfs in the dropship that they would normally not be able to tell GTFO (Also for passangers that would look really cool!!!)
2.) I hear that it is already planned, but i would like to put it down anyway. FLARES! if anyone can run a starter swarm launcher kit then why cant i have atleast some way to defend my 428,000 isk investment? Please, i feel so helpless when i Afterburn away from swarms and feel like a badass only to have them 180 and slam into me regardless! (and maybe a noise when im getting locked?)
3.) For those who want a more....aggressive dropship. Some kind of missle pods that the pilot controls and not the gunners. make it highslot 4 missles and a long cooldowntime? sacrificing that tank for offensive capabilities?
4.) Its odd that dropships have to be deployed by other dropships. I read in the uprising article that the guristas deployed dropships form a freighter in orbit to extract people. so why cant i start in my dropship when i call it in? Balancing? i have lost a few dropships to those horrible...horrible heavy lifter dropships. Thats the worst way to lose your dropship. crashed before you could even fly :(
5.) JUST as an idea. Very costly to fit cloak gen for the dropship? would make getting around those pesky anti air turrets alot more efficient. However i wouldnt want to have my cloak run out infront of a turret, cause i has no shield tank! but thats balancing for you!
6.) really the last thing that i would say could really help the dropship is a large map with lots of players that will want to catch a ride instead of walking. im sure that your already working on said maps. It just really needs to be said, big maps so we underpaid flyboys can really take to the sky's!
CCP Blam! i watched your videos on Playstation store and really enjoyed them, and i got pretty excited to hear your favorite vehicle thus far is the dropship. Us pilots are hurting, and we could really use the first two suggestions right now, I still dont even care about getting paid, I just want to do my job better and have a fighting chance to bring that dropship home.
CCP i want to thank you for taking the time to listen to these gripes, i cant tell you how proud i am of your teams! I hope you get the time to listen to this humble underpaid pilots thoughts on how you can help us out. Again Thank You!!!!!!!!
https://forums.dust514.com/default.aspx?g=posts&t=57803 |
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