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Pvt Numnutz
We're OWL Exterminators
31
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Posted - 2013.02.12 19:45:00 -
[31] - Quote
It would only make sense that the medium vehicle would be an armored personnel carrier. I would be excited to see one of those. Yes CCP Blam did also mention mech's in the the future. However this thread should be for discussing dropship related issues plz :)
On a large map that would be big enough for dropships to fly for a while im sure people would call down their own cars and what not to get around if they didnt want to get on a dropship. My primary concern is making the dropship a more viable and versitile vehicle without making it super OP and having people whine about it everyday. |
COL' SANDERS
UNOBTANIUM INC
0
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Posted - 2013.02.12 21:05:00 -
[32] - Quote
It's been mentioned but I'm going to say it again :)
WP for MCRU spawns!!!! We trained the skills and spent time to get it just like drop uplinkers did, set the same precedent please. |
Nguruthos IX
Kameira Lodge Amarr Empire
24
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Posted - 2013.02.12 21:25:00 -
[33] - Quote
Update:
Lost another 2 million ISK to RDVs. This is a problem. . . |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2013.02.13 00:52:00 -
[34] - Quote
I'd just like to chime in here that the new SP system (while temporary) really does hurt dropship pilots even more. DS pilots have basically no way of earning 1k points in a match unless they house face for the first or second half of the game on foot, or just happen to have Spartans manning the turrets.
Build after build after build, you just make flying dropships harder and less rewarding....please.....please for the love of all that is DUST....give us some SPs =_= |
Bojo The Mighty
Bojo's School of the Trades
431
|
Posted - 2013.02.13 01:25:00 -
[35] - Quote
Irish Syn wrote:But of course the pilots are the most constructive group of people on the forum. We don't get kills or points or ISK, so everyone who is still flying is doing it purely for fun. No creep but...
You sir are 2/3 wrong! Yes DS pilots don't get many if not any kills while piloting, but ISK and WP...I've made buttloads. Ever since Condor Squad started running some tight plans and squads, I've lost fewer DS and managed to get something in the range of 1500 WP a match. My gunners are getting around an average of 30 kills. And no I'm not talking about guys from the corp going for a good ol pub stomp, I'm talking just the guys over at Condor Squad.
The ISK is only in good supply when the DS doesn't die. That's my mental rhyme to prevent me from going broke. |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.13 02:21:00 -
[36] - Quote
Bojo The Mighty wrote:Irish Syn wrote:But of course the pilots are the most constructive group of people on the forum. We don't get kills or points or ISK, so everyone who is still flying is doing it purely for fun. No creep but... You sir are 2/3 wrong! Yes DS pilots don't get many if not any kills while piloting, but ISK and WP...I've made buttloads. Ever since Condor Squad started running some tight plans and squads, I've lost fewer DS and managed to get something in the range of 1500 WP a match. My gunners are getting around an average of 30 kills. And no I'm not talking about guys from the corp going for a good ol pub stomp, I'm talking just the guys over at Condor Squad. The ISK is only in good supply when the DS doesn't die. That's my mental rhyme to prevent me from going broke.
I'm not 100% sure, but I believe that the OP is talking about random fliers. Not the pilots who work in tandem with a drop team. I actually came across that one time. Playing a Skirmish match and we got dropped by a couple of guys from a dropship. Took me and my partner out cause we were caught off guard.
Well played to the team who did that. And kudos to the pilot for doing that despite the lack of a reward for letting people off at the right time and right spot. |
Absoliav
Forty-Nine Fedayeen Minmatar Republic
0
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Posted - 2013.02.13 07:10:00 -
[37] - Quote
I hope all of this gets add'ed in some form or another. |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.13 08:29:00 -
[38] - Quote
Bojo The Mighty wrote:Irish Syn wrote:But of course the pilots are the most constructive group of people on the forum. We don't get kills or points or ISK, so everyone who is still flying is doing it purely for fun. No creep but... You sir are 2/3 wrong! Yes DS pilots don't get many if not any kills while piloting, but ISK and WP...I've made buttloads. Ever since Condor Squad started running some tight plans and squads, I've lost fewer DS and managed to get something in the range of 1500 WP a match. My gunners are getting around an average of 30 kills. And no I'm not talking about guys from the corp going for a good ol pub stomp, I'm talking just the guys over at Condor Squad. The ISK is only in good supply when the DS doesn't die. That's my mental rhyme to prevent me from going broke. Cool little story. But yes we are talking about pilots that don't have an organized squad to work with. At the moment if you are playing solo you get nothing for flying a dropship, so I am fully correct.
Meanwhile if you are alone and driving a tank? Yeah, you can still get a butt load of kills, points, and ISK. If you are just running in your spec'd out dropsuit? Yup. but with a dropship? Ugh, nope.
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madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.02.13 11:29:00 -
[39] - Quote
i still think that allowing passengers to fire in flight would not make the drop ship OP. it would only give it a upgrade on what's currently set up. also repairs in flight should be allowed as well
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Shouper of BHD
Better Hide R Die
37
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Posted - 2013.02.13 15:36:00 -
[40] - Quote
1st of all, thank you for posting fellow pilot!
Alrighty so as for the GTFO lights the pilot will be able to open and close the dropship`s dorrs by pressing square (according to the controls menu, INLESS the HAA is some Avatar carriar that lets mechs drop out like....well theres nothing to comopare when it comes to awsome so i`ll leave it at that)
I must agree cload like the RDVs have as a high powered active module is wanted.
I do not agree with the pilot gaining weapons as his own inless its a marudaer class dropship, what the pilot should gain is point for transport, every 30 secounds he gains 2 WP for each passenger.
larger maps are on their way (note DSes get an additinal vallay over the mountain in most maps..... I refarre to it as hidden valley ranch for some reason).
flares would definitly be nice but would need a large recharge time.
for blasters getting right above them works since gunners can aim directly down (as the multi trillion $ Maruader with proto gear learned...your welcome for the learning experience ) wich works very well aslong as theres not another large turret nearvy or a FGer...... PS large turrets will be made by players in full game so be prepared for damage mods or tracking mods stacked....
may I advice useing 3x Azotopic lights and a converse sheild booster or a ward sheild reganorator as your high powers slots? i got my dropships 5-6k HP (total) and swarmers don`t scare me any more (I actully go to them), most of my recent deaths were due to frame rate drop lag by 5 secounds. PS if you use the ward sheild regain you will have plenty of room for proto turrets. |
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Pvt Numnutz
We're OWL Exterminators
31
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Posted - 2013.02.13 20:53:00 -
[41] - Quote
Yes the original idea for the red green light system was for the random blues in my dropship, however even with a good squad it would come in handy. Instead of jamming up coms or having that second delay with Bluetooth and people jumping out 2 seconds after you wanted them to. You could just hit the light and then they all know. I really like the view from the inside of the dropship and how you can look around inside, if you can look around and see your squad imagine how cool it would be to just be waiting for the green light, it lights up and boom your out with the rest of your squad.
I can understand why most of you would not like to see a dropship with pilot operated weapons, and yes maybe we should wait for a gunship class. Thought if they are gonna make those missile or gun mods for the gunship anyway, then why cant the dropship equip them too? maybe we have to sacrifice our shields or maybe we can only fit the light versions on that dont really do anything anyway.
Shouper of BHD, I do like a good buffer tank, however i like to go fast so i can only really fit two Azotopic |
Shouper of BHD
Better Hide R Die
37
|
Posted - 2013.02.14 01:38:00 -
[42] - Quote
Pvt Numnutz wrote:Yes the original idea for the red green light system was for the random blues in my dropship, however even with a good squad it would come in handy. Instead of jamming up coms or having that second delay with Bluetooth and people jumping out 2 seconds after you wanted them to. You could just hit the light and then they all know. I really like the view from the inside of the dropship and how you can look around inside, if you can look around and see your squad imagine how cool it would be to just be waiting for the green light, it lights up and boom your out with the rest of your squad.
I can understand why most of you would not like to see a dropship with pilot operated weapons, and yes maybe we should wait for a gunship class. Thought if they are gonna make those missile or gun mods for the gunship anyway, then why cant the dropship equip them too? maybe we have to sacrifice our shields or maybe we can only fit the light versions on that dont really do anything anyway.
Shouper of BHD, I do like a good buffer tank, however i like to go fast so i can only really fit two Azotopic
I havn`t noticed a diffrence since i try going low and slow, but I didn`t think sheilds slowed you down, can it be that we mis under stood each other and I`m thinking sheilds and you armor? |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.15 02:41:00 -
[43] - Quote
Sheilds dont make you go slower. I only fly the glorious caldari dropships, try putting an afterburner on your ship and behold the glory of speed tanking! |
Bzeer Ra
Jedi Knights.
2
|
Posted - 2013.02.15 04:35:00 -
[44] - Quote
to think I'd be happy with just having a little xp gain when people actually board, or spawn into the dropship. kill assists are great, but it's not often i get a great gunner. For now, the occasional dropship i spawn in is for the lols, and love of flight. I am fairly survivable in them, but it's impossible too imossible to pick people up from structures b/c even "kissing" them can do 100 percent damage. And i never make less isk/xp/wp than when im in the dropship role. And though im fiarly survivable in them, i know if i loose even one in a match I likely won't be able to recoup the costs from that particular battle. (not that that's a bad thing.) As far as the DS is conernced, i mainly want it to generate more xp/wp from support roles than it does, (like what if you got small gains from kills on targets that were "painted" on the radar for friendlies with the active scanner etc. perhaps BONUS TO THE RANGE OF transporting shields/armor (Considering it's a flying platform.) Where as the dedicated lav would get a bonus to the ammout of transporting shields/armor. As far as having pilot based weapons, I think I want that to be reserved for a different kind of flying vehicle with a greater cieling, that is unable to transport others at all. To be used primarily as a dropship interceptor or tank buster. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.15 11:51:00 -
[45] - Quote
Many great ideas in here, one of which I would like to add to:
Passengers using their own weapons could be awesome but would turn you into a super OP flying death fortress. Instead I propose that the dropship's doors only open at low altitude or when in proximity to an objective. This way troops could defend themselves as they were leaving the ship.
I have to say I love the idea of the lights inside the dropship and I fully approve of more points for being a pilot. My idea for more points works in a similar manner to healing. You would receive points based on how long you are carrying troops. With a cap obviously so people couldnt farm it. |
blckdg
Psygod9
3
|
Posted - 2013.02.16 01:23:00 -
[46] - Quote
Just to add to what the OP said:
If things like flares radars etc become more likely there could add a basic autopilot to free up our hands for shield manipulation, map views and gunning our ship (auto could fly basic orbits, straight and level flight, or figure eights).
Adding some kind of visual obscuration (smoke, fog, low lying clouds) could help with the cheaply swarm launchers taking our investments out of the sky.
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RINON114
B.S.A.A.
14
|
Posted - 2013.02.17 06:40:00 -
[47] - Quote
blckdg wrote:Just to add to what the OP said:
If things like flares radars etc become more likely there could add a basic autopilot to free up our hands for shield manipulation, map views and gunning our ship (auto could fly basic orbits, straight and level flight, or figure eights).
Adding some kind of visual obscuration (smoke, fog, low lying clouds) could help with the cheaply swarm launchers taking our investments out of the sky.
Figure 8's might be pushing it but I don't see why we couldn't "orbit objective A at 200 meters" like we can in EVE. Although maybe that would start blurring the lines between Dust and EVE too much for some people? |
madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.02.17 11:36:00 -
[48] - Quote
This game is EVE based, technically there shouldn't be many or any dividing lines. I personally think vehicles need to have capacitors and capacitor modules so that shield boosting/armor repping can be done like it is in EVE, which to means seems to make alot more sense than what dust has. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.17 14:55:00 -
[49] - Quote
madd greazy wrote:This game is EVE based, technically there shouldn't be many or any dividing lines. I personally think vehicles need to have capacitors and capacitor modules so that shield boosting/armor repping can be done like it is in EVE, which to means seems to make alot more sense than what dust has.
I couldn't agree with you more but I think the audience of Dust, as well as CCP's vision for it is to make it a very seperate experience. I would like to add that if there were more similarities to EVE then maybe Dust would get more of those players too... |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.17 15:33:00 -
[50] - Quote
RINON114 wrote:Many great ideas in here, one of which I would like to add to:
Passengers using their own weapons could be awesome but would turn you into a super OP flying death fortress. Instead I propose that the dropship's doors only open at low altitude or when in proximity to an objective. This way troops could defend themselves as they were leaving the ship.
I have to say I love the idea of the lights inside the dropship and I fully approve of more points for being a pilot. My idea for more points works in a similar manner to healing. You would receive points based on how long you are carrying troops. With a cap obviously so people couldnt farm it. I disagree with you about the doors opening only at low altitude, it wouldn't make a huge amount of sense and it wouldnt turn you into a "super OP flying death fortress" either we would be just as vulnerable as before but now we would have to be stationary for our passengers to get decent aim. And your idea about a cap could work but we'd probably end up with dropships deliberately hanging back to get as much wp as they could before they drop people off |
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RINON114
B.S.A.A.
14
|
Posted - 2013.02.17 17:53:00 -
[51] - Quote
gbghg wrote:RINON114 wrote:Many great ideas in here, one of which I would like to add to:
Passengers using their own weapons could be awesome but would turn you into a super OP flying death fortress. Instead I propose that the dropship's doors only open at low altitude or when in proximity to an objective. This way troops could defend themselves as they were leaving the ship.
I have to say I love the idea of the lights inside the dropship and I fully approve of more points for being a pilot. My idea for more points works in a similar manner to healing. You would receive points based on how long you are carrying troops. With a cap obviously so people couldnt farm it. I disagree with you about the doors opening only at low altitude, it wouldn't make a huge amount of sense and it wouldnt turn you into a "super OP flying death fortress" either we would be just as vulnerable as before but now we would have to be stationary for our passengers to get decent aim. And your idea about a cap could work but we'd probably end up with dropships deliberately hanging back to get as much wp as they could before they drop people off
I suggested a cap like with triage so you would only get so many points per five minutes or whatever. This would leave some grinders for sure but it should be worth much more to get your guys into the fight, and that's why I think the idea to get points for a "successful jump" from your passengers is a fantastic idea.
Having 4 passengers with weapons would make you a flying death fortress, no two ways about it. 4 forge gunners hanging out the side or 4 talented snipers even? I fail to see how this would be okay.
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Raz Ronin
The Phoenix Federation
3
|
Posted - 2013.02.18 02:09:00 -
[52] - Quote
I agree with the OP's idea of a light so passengers know when to dismount. Too many times have I flown over an objective or hovered the ground near and my transports didn't get the hint that this was their stop. Since I have been flying, I haven't had the bay doors option work too well for me. I only notice them open and shut when I'm about 10m off the ground. That kinda defeats the purpose for the option, but I may be using it wrong. I also support the idea of receiving points based on transport of passengers based on time int he vehicle, not to exceed more than 4 mins. The timer starts only when passengers (not including the door gunners) enter the vehicle with a timer restart with every entry (max 4) and only restarts after all four passengers exit the vehicle.
I pilot and I'm happy with piloting the Dropships (DS). I would like to see Gunships (GS) once the game drops. It would help with clearing out any LZs and protect the DS, as well as, performing Close Air Support (CAS) missions as needed. GS should be a two pilot platform, Pilot & Weapons Officer (WO), with the pilot being capable of flying and firing unguided rockets. The WO really makes this GS work with a nose mounted traversable gun and guided rockets. I understand that I'm asking for more AA on the ground with the GS request but there are always ways to balance everything, whether it is staying at a distance to take out the AA or dismounting ground troops to deal with it. On the flip side, AA will have the ability to chew through the DS and GS in no time if unchecked.
Let me know what you think, as I know you will. |
Jack Galen
Forgotten Militia
1
|
Posted - 2013.02.18 22:37:00 -
[53] - Quote
Raz Ronin wrote:I agree with the OP's idea of a light so passengers know when to dismount. Too many times have I flown over an objective or hovered the ground near and my transports didn't get the hint that this was their stop. Since I have been flying, I haven't had the bay doors option work too well for me. I only notice them open and shut when I'm about 10m off the ground. That kinda defeats the purpose for the option, but I may be using it wrong. I also support the idea of receiving points based on transport of passengers based on time int he vehicle, not to exceed more than 4 mins. The timer starts only when passengers (not including the door gunners) enter the vehicle with a timer restart with every entry (max 4) and only restarts after all four passengers exit the vehicle.
I pilot and I'm happy with piloting the Dropships (DS). I would like to see Gunships (GS) once the game drops. It would help with clearing out any LZs and protect the DS, as well as, performing Close Air Support (CAS) missions as needed. GS should be a two pilot platform, Pilot & Weapons Officer (WO), with the pilot being capable of flying and firing unguided rockets. The WO really makes this GS work with a nose mounted traversable gun and guided rockets. I understand that I'm asking for more AA on the ground with the GS request but there are always ways to balance everything, whether it is staying at a distance to take out the AA or dismounting ground troops to deal with it. On the flip side, AA will have the ability to chew through the DS and GS in no time if unchecked.
Let me know what you think, as I know you will.
I pilot quite a lot, and I would love to make that my primary play style in the future. I really love the idea of the gunships, and that of the green light. Even a pilot controlled weapon system for the dropship would be great - it's rather frustrating when you want to lay down fire but your gunners won't play ball! I don't think passenger guns are a very good idea, they will end up a little OP, but having gunships would remove the need for passenger guns.
I would like to see the forge guns sorted somehow. It is VERY annoying when your expensive investment is destroyed before you can so much as turn away! I do love the idea of being able to fly effectively and earn WP in dust, but at the moment it is just that - an idea.
Edit - I have noticed that a pilot DOES get WP for gunner kills, in the form of vehicle assisted kills (+25), so hey, we got something! |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.18 23:48:00 -
[54] - Quote
Raz, thank you for your thoughts and ideas. i hope that CCP blam can take the time to tell us if he will consider implementing the Light system. The bay doors dont open on our command (yet) they only open when you near the ground. Having the points based on passenger time might actually hinder what dropship pilots are meant to do, they might try and just fly around with people to farm WP. Im still with Irish Syn's idea, if they implement the light system then you could get say +25 when people jump out when you turn the light to green.
Gunships would be a very good feature, you might be interested in this concept art. Fighter? Gunship? i dunno but it looks fun! Im sure that CCP has had alot of concept and ideas for the other ariel vehicles, a gunship would be right at home in this universe. I think the Gunship should be pretty deadly to vehicles and the chin mounted auto cannon would be deadly against infantry, however it should be relatively frail compared to its dropship counterpart, cant take much sustained fire, but can dish it out 2x as much.
Jack, you can also get WP from crushing enemies with your dropship, i actually got a double kill by doing this, and was awarded alot more that game then i usually get flying around in skirmish |
Raz Ronin
The Phoenix Federation
3
|
Posted - 2013.02.20 21:10:00 -
[55] - Quote
Pvt Numnutz wrote:Raz, thank you for your thoughts and ideas. i hope that CCP blam can take the time to tell us if he will consider implementing the Light system. The bay doors dont open on our command (yet) they only open when you near the ground. Having the points based on passenger time might actually hinder what dropship pilots are meant to do, they might try and just fly around with people to farm WP. Im still with Irish Syn's idea, if they implement the light system then you could get say +25 when people jump out when you turn the light to green. Gunships would be a very good feature, you might be interested in this concept art. Fighter? Gunship? i dunno but it looks fun! Im sure that CCP has had alot of concept and ideas for the other ariel vehicles, a gunship would be right at home in this universe. I think the Gunship should be pretty deadly to vehicles and the chin mounted auto cannon would be deadly against infantry, however it should be relatively frail compared to its dropship counterpart, cant take much sustained fire, but can dish it out 2x as much. Jack, you can also get WP from crushing enemies with your dropship, i actually got a double kill by doing this, and was awarded alot more that game then i usually get flying around in skirmish
Thanks for reading and replying to my thoughts. I would rather see points garnered from passengers dismounting on a green light than the idea I put forth. It is really intuitive. Saying this, I am obviously looking forward to bay door option working out soon enough.
I may have mis-spoke , or there may have been a misunderstanding, about the gunships as I didn't want them to have passengers. I would rather them just be a pilot and co-pilot. It would be drastically smaller than the dropship and I like the idea that they cannot receive the amount of damage the drop ship could have. When i spoke about the rockets, I was referring to them being controlled by the pilot of the gunship not the dropship. The co-pilot would have a cannon and control guided rockets or something to the equivalent.
In regards to the dropship, I like how it is now. I understand that they are very vulnerable and only can be upgraded to withstand an attack. I would say that its too easy to be swatted out of the sky by a lucky swarm launcher. So I would ask that they are slightly buffed against those type of attacks. I would not like pilot controlled unguided rockets on the dropship as it would make the dropship too powerful. I understand that it is frustrating when gunners do not do their jobs, but when you have those that do, it makes the gameplay more worth it. I guess that is more of a reason to play with a Corp.
Well, thanks again for the feedback and I will post here and there about new ideas. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.22 06:34:00 -
[56] - Quote
I really like the idea of getting points for troops making a successful drop after the green light but I still feel pilots need a little more than that. A system where pilots get WP based on passenger's time in the vehicle as I suggested previously would probably be farmed to one degree or another.
How about some form of points based on the kills that your recently dropped troops make? A 30 second time window where any kills count as vehicle assists? This would encourage sensible drop location choices and maybe the ground troops could get a bonus too? |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.22 08:27:00 -
[57] - Quote
CCP Cmdr Wang wrote:[FEEDBACK] Thoughts from a humble underpaid pilot - making the dropship more fun to fly. Update: collision models are being improved and new features for the dropship are being planned.
Check it out guys!!! Us dropship pilots are getting some love soon. Check this out. This thread has been mentioned in the Weekly update of Dev discussions.
On a side note, I'm glad to say that I have taken to the skies as a new pilot of DUST 514, and I am enjoying it immensely. As further feedback to this thread (as I have made a prior post before) I would like to point out a few things I've noticed.
The ideas I've been seeing about gaining WP for a successful drop are a little confusing (or maybe I just haven't read enough). What exactly consists of a successful drop? Is it having none of the guys killed within a certain time after they drop from the ship? Or do you get Hack Assist WP when the team you dropped gets the point you dropped them over?
I like the idea of getting WP in general for more than just having gunners shoot down random red dots. But I really don't know where to give them. Spawning in the CRU? But that's constant (relatively) The reason why Drop Uplinks give WP for each spawn is because there's a finite amount of clones that can come from them before they go offline. Getting WP for just keeping guys in the holding bay? Well, I agree that it would require some sort of cooldown much like the Rep Tool, but doesn't that seem a little TOO easy? Here's what I propose in terms of WP gain. Already the Dropships are little used and underpowered. Why not mount a chin gun? Nothing spectacular about it either. It could be as simple as something similar to an HMG or Assault Rifle. Now before you go on a rant about how OP that might sound ... consider what would need to be done in order to use that HMG/AR chin gun effectively. First off, if it's a HMG style gun, the wide spread of bullets makes for poor aim. It's designed to fill the air with a bullet storm. There are two ways to use this. In order to get the tightest spread and highest accuracy, you'd need to be close to the ground, but it you're high up in the air, then you'd have to stay still, leaving you open to Swarms and installations.So if you're high in the air, and constantly moving, the chances of you actually picking up a kill with that chin gun are small ... but still as decent as any normal gunner in your ship using a blaster. If it's an AR type gun, it might prove to be a bit more effective at making kills, but reduce it's effective range, or lower it's power to that of a Militia grade AR, or even lower if that's too strong. But the same handicap would apply. In order to make it of high powered use, you'd need to be close to the ground or standing still, both of which are undesirable traits when flying. This chin gun however, would be an excellent measure for ship-to-ship combat. Or at least it would provide an interesting distraction for enemy pilots, as the chin gun could rip through the holding bay and kill off passengers.
All in all I'm loving the Dropships, but there needs to be great care in where we tweak them in our favor or else we're going to have another "NERF THE DROPSHIPS" on our hands again ... and there's going to be way too many people in the skies. |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.22 12:51:00 -
[58] - Quote
Ok first off, RINON i really really like what you said there, when you drop your troops you get like 30-45 seconds of "drop" points for any kills or hacks made by passangers. like +25 or something maybe lower to prevent spam. And soldiers get +25 "shock" trooper points for any kills in that same timeframe. That sounds like a really nice WP system thats based on troops in dropship and where you put them. Very good idea sir +1 to you!
Second, WOAH!!! i had no idea that the devs were looking at my post that intently! Thank you Lonnar for posting this! And to everyone for giving ideas to make dropships the best dropships of any game! im very excited to see what parts of this thread they include in their future update (plz lights and flares!) and super excited pilots got a word in for the weekly.
Lonnar, welcome to the club mate! haha Glad to hear you have taken to the skies! What i think we were saying about a "successful drop" is getting all the troops on the ground exactly (or close) to where they need to be to attack a position, objective or base. I also agree with what your saying about getting WP for spawning with an unlimited spawn MCRU. Just to be devils advocate, you do have to give up alot of PG and CPU which could be used to better defend or outfit your dropship, question is, is it enough to make the WP you get fair? this will have to be debated further.... I agree it is too easy when you advance further into piloting and fitting, would have been nice when i was a rookie, but now i would just get too much too easy. Also this would make pilots want to keep their passangers in the ship instead of doing their job of transportation. I find that this would actually hinder the advancement of the dropship pilot and turn him into a greedy WP farmer. I would have agreed with you a few days ago about adding a chin gun. However i have thought about it since i posted a similar idea about pilot weapons on this forum. I dont think a chin gun would work with the current controls, It would be too hard to help my gunners get good angles, aim the turret, scan for rails, tanks and forges, watch for air traffic and extract/insert troops when needed. Like the points for just having troops in your ship, adding a gun for the pilot would have pilots trying to use their DROPship like a GUNship. we just need to wait for the gunship I completely share your concerns with keep the dropship "fair and balanced" (were gonna do a better job than fox news) I dont want to see 7 dropships in one match either. I want the dropship to be a fierce beast to master, but effective when the pilots really care about their fit and job. Piloting is its own skill set in new eden, good pilots will be in demand when we dustbunnies sprawl into the galaxy, and i want that skill to really mean something to your corp, and more importantly to yourself.
P.S. Let us pilots continue to help CCP in making them damn fine machines of war! CCP thank you for including info from this page in your development of the dropship, if you could maybe put a spoiler on here im sure many a pilot will sleep sound this night. Im very excited to hear more about this however you get it to us Keep up the amazing work! no matter what people say about rushing content, please take all the time you need to make this game incredible |
Ser Chard
Planetary Response Organisation Test Friends Please Ignore
8
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Posted - 2013.02.23 06:04:00 -
[59] - Quote
Pvt Numnutz wrote:Sheilds dont make you go slower. I only fly the glorious caldari dropships, try putting an afterburner on your ship and behold the glory of speed tanking!
Read this, decided to skill up and give it a try.
Got in drop ship. Had fun with first use of booster. Uncontrollably flew into magically appearing vehicle dropper and exploded on second use.
Not trying that again. |
Nguruthos IX
Kameira Lodge Amarr Empire
24
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Posted - 2013.02.23 06:25:00 -
[60] - Quote
Ser Chard wrote:Pvt Numnutz wrote:Sheilds dont make you go slower. I only fly the glorious caldari dropships, try putting an afterburner on your ship and behold the glory of speed tanking! Read this, decided to skill up and give it a try. Got in drop ship. Had fun with first use of booster. Uncontrollably flew into magically appearing vehicle dropper and exploded on second use. Not trying that again.
This is a major issue with dropships. RDV's collisions need addressed.
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