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fred orpaul
Tritan-Industries Legacy Rising
212
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Posted - 2013.02.06 10:28:00 -
[1] - Quote
+1 needed to be said
BUT!! dropship flight mechanics are AWSOME!! they function realistically and can do way more now then they could before. also If you die from swarm in a dropship you are doing it wrong while I agree they are fragile as **** swarms rarely get me even in militia fits, forge guns are the real problem(no I DONT want a forge gun nerf just stronger dropships).
drop ships need a hp buff and a turret bonus(range/splash damage) and some sort of SP reward maybe the pilot recives a bonus for the actions of passengers for a minute after they leave the DS.
Also some balance needs to be found between boot of god and OH MY GOD ITS A LAMPPOST!!!!!!!!!!!!!!!!!!!!!111!1!11!!1!!
given that you cant see the landing gear during most maneuvers an on screen notification of deployed or not and a speed based proximity sensor would be nice. Pilot approaching at dangerous velocity waring of some sort, or an on screen laser altimeter that tells you how far above the ground you are in meters so you don't have to sacrifice millions of isk losing dropships to learn how to make the perfect hot landing. Another option is to give self deployed gear that reduce the ships power and HP(dont really like this idea).
Frankly CCP you have given the pilots an amazingly realistic level of control on these dropships but none of the instrumentation to really make use of it.
to sum up what I would like to see on drop ships is: -more HP or the ability to fit more HP -an altimeter -a speed based proximity warning -a landing gear notification -ground speed -artificial horizon -and maybe(im not married to it) a little more agility(this would help to offset some of the HP boost needed) -A way to generate WP(as gunners/spawns are no longer viable) -the ability to boot passengers out(yes this can be abused just make it unactivatable behind a redline). -for all battle field roles dropships require a range/splash(maybe even damage) bonus. This includes remote reps as you are more likely to crash into the tanks and troops you are reping then repair them). -a hardened mode when landing gear are deployed fully(assuming no manually actuated landing gear) reduces incoming damage by 75ish% (any weapons bonuses are removed during this time).
AND MOST IMPORTANTLY dropships are often a liability on the battle field some way to remove them(and all vehicles) from the battle field with out losing them would be nice, hell instead of blowing up rdvs should come and pick them up(if they get blown up on recall thats the way the cookie crumbles).
in short dropships need a fuckton of work but |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 10:30:00 -
[2] - Quote
If anyone could mock up some of the onscreen visuals for what I just suggested that would be AWSOME!(If you are in my corp there is isk in it for you) |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 10:33:00 -
[3] - Quote
Luther Mandrix wrote:I would like a light that says it is safe to land (speed of craft) and or a hit x to land button. WP for spawns would be nice also.And a multiplier for staying in the air near objectives would be nice also.
this is actually a really good Idea WP for dropping allies near hackable enemy instalations. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 10:43:00 -
[4] - Quote
missiles need some love just not what they where, that 15-30M blast radius on a missle that does like 100*4 splash damage was ridiculous. Truthfully smalls should act like mass drivers in splash and damage and in the way they scale(maybe a little smaller blast radius), and larges should as well against personnel(their strength against personnel should be the number of missiles they push out causing in effect a larger splash and the potential for 4*damage.
also a lot of missles problems right now are due to lag, its hard to predict where theyll go and when theyll fire, same as a MD but with a lot more speed. once the lag is cut dont that woill help a little.
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fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 10:48:00 -
[5] - Quote
one thing I would like to see for large missile turrets is actual missiles, you know you can dumb fire them but they can lock vehicles. Add to this a target painting piece of equipment that a foot soldier can carry that the missiles travel to the target of when in line of sight and you can make a much lower DPS weapon(like missiles in EVE) That has a very important place on the battle field.
target painter should be like the one in half life It missiles go where you point it in real time.
also missiles would have to have a range of no greater then 500m to prevent redline precision strikes with a tank. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 10:51:00 -
[6] - Quote
another potential fix(and really they need to do this) is give vehicles a limited amount of ammo, this would keep vehicles from camping and allow a team to cut off the enemies supply lines. This would of course require an increase in the power of all vehicle weapons. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 11:03:00 -
[7] - Quote
fred orpaul wrote:one thing I would like to see for large missile turrets is actual missiles, you know you can dumb fire them but they can lock vehicles. Add to this a target painting piece of equipment that a foot soldier can carry that the missiles travel to the target of when in line of sight and you can make a much lower DPS weapon(like missiles in EVE) That has a very important place on the battle field.
target painter should be like the one in half life It missiles go where you point it in real time.
also missiles would have to have a range of no greater then 500m to prevent redline precision strikes with a tank.
for those of you saying whats the point of a locking mechanism with the target painter? it would allow you to run and gun against other vehicles so you can speed tank to make up for your lower DPS. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 13:42:00 -
[8] - Quote
this time all I need is art sev AND I'm still gonna get you paid that 5M I said I would once I grind it back up. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 13:47:00 -
[9] - Quote
Boxoffire wrote:Not even, this will happen to me even if I'm driving forward, and a lo of times it won't exit the barrel, but in a space next to it. And using them in drop ships are just impossible, I feel that the trajectory is completely random while in motion.
its lag like I said the same thing happens with MD which is why its so hard to get a direct hit with them because you cant lead properly. multiply that by the speed and random turning of the vehicle and its next to impossible to line up the shot of a missile.
rails don't suffer from this as much because they are an infinite velocity weapon like most of the other weapons in the game so all that matters is being lined up when the round goes off. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 13:52:00 -
[10] - Quote
I dont know if its possible but they could help fix this by writing the missiles trajectory like every thing else and then having the missile animation follow that trajectory and having the explosion go off with the appropriate time delay for missile travel time.
if its possible, and for all I know it already works like this, that just hasn't been my experience.
if it already works like this then my advice is all back @$$ wards |
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fred orpaul
Tritan-Industries Legacy Rising
212
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Posted - 2013.02.06 17:28:00 -
[11] - Quote
once again its lag, it effects all non instant travel weaponry(forge, swarm, MD, grenades, and missiles) but you are rarely moving fast enough to notice it, tanks may seem slow but they move faster then scouts sprint, and the MD is perfectly noticeable on most suits(mainly because you rarely fire it standing still. |
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