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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2013.02.11 20:15:00 -
[1] - Quote
I take pride in the fact that my fellow pilots are one of the most constructive groups on the forum.
I've been wondering about the doors. How can anyone drop out of the ship with them closed?
Wouldn't it make more sense to have to open them for a mid-air drop? If so, then the doors opening would be a pretty strong signal that the pilot wants you to jump. Marking the area between the ground redzone and ship redzone in yellow would let passengers know when not to jump. The only downside I can see is that it would trap passengers if the pilot never opened the doors which could be bad if it were going down in flames.
Allowing passengers to shoot would be balanced as opening the doors also makes them vulnerable to attack. If I'm running empty it might even be beneficial to run with the doors open so a FG shot has a possibility of flying through an open bay. |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2013.02.12 02:32:00 -
[2] - Quote
All vehicles come in from the War barge in orbit, and given the 15 second delivery the RDV's must have micro jump capability. I wouldn't mind a dropship bay on the MCC, but given its relatively small size I can't see it carrying all our tanks, jeeps, ships, and installations inside.
Most of the RDV's are running an old version of CPM though some have been recently upgraded to DOS 1.3. They are built with an ancient chipset that can't run anything more advanced because people fear they would go rogue and start killing us. Of course we have to accept the occasional vehicle loss and collision death as a result because they can't be programmed to avoid other aerial traffic. |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2013.02.24 15:30:00 -
[3] - Quote
You think that the turrets aren't worth anything because you haven't skilled into them properly. CCP Blam (Second hand report) stated that the pilot and gunner skills stack, which yeilds a 70% damage bonus for the perfectly skilled pair. You have to be a steady pilot and your gunner must have player skill, but those turrets aren't useless. It will improve dramatically if and when CCP fixes the twitchy DS3 aiming so hat a tiny adjustment doesn't fling your aim past the target.
Dropships don't have to become turretless flying tanks to do their job. Flying something like that requires zero skill and wouldn't interest the majority of those pilots now flying. We do it for the challenge, and what you propose would just turn the dropship into a mom taxi. Add the return of free ships and you would complete the destruction of piloting as a distinct battlefield role. The ship would become just another piece of equipment for the assault soldier.
There is another way.
Restore the nimble handling characteristics of the Precursor build and give pilots ways to avoid rather than tank damage. Active defenses against swarm missies (Chaff/flares) and radar painting of charging forge guns would be a great start. That would place the survivability of the dropship in the hands of the pilot instead of armor plate, which would increase the demand for skilled pilots.
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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2013.02.25 18:41:00 -
[4] - Quote
The dropship is certainly large enough to carry nine mercs. If this were the army they would be stuffing a dozen or more inside.
It would be nice to be able to deliver a full squad of six and still retain the ability to provide close air support.
On a related note, it would be nice if a passenger could choose the side he exits on. It would help reduce confusion and unwanted exposure when disembarking in the middle of combat. |
Skihids
Tritan-Industries Legacy Rising
981
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Posted - 2013.03.01 18:05:00 -
[5] - Quote
RINON114 wrote:I love the idea of WP for rearming/repping mercs. Excellent idea! My only point to add here is that if this were implemented then people could not shoot out of the dropship simply to prevent WP farming. This would also need a cooldown akin to triage as there would be nothing to stop people hopping out the DS, firing all their bullets then hopping back in.
The real anti-farming mechanism is that the merc has to have damaged the enemy within a certain amount of time from when you are resupplying or repairing them. That completely eliminates redzone point farming. A DS that close to the fight deserves every point it earns. |
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