Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.11 02:44:00 -
[1] - Quote
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!!!!!!!!
|
Lightly Salted
Lone Hire
7
|
Posted - 2013.02.11 02:54:00 -
[2] - Quote
All of this. CCP must do all of this. +1
I would like to add two more things to your list:
1. Fix the collision damage for vehicles, especially dropships. Too many times have Iost a dropship by bumping into a small pillar or slightly elevated hill while landing. The collision damage is ridiculous. It's like I'm flying a glass egg.
2. Add an 'Eject All Passengers' option for pilots to trigger when close to the ground. That way, troll pilots can't throw them out while at max altitude, and stupid mercs don't camp spots inside the dropship while it's landed and vulnerable.
|
Rachoi
HavoK Core
17
|
Posted - 2013.02.11 03:05:00 -
[3] - Quote
All of those ideas are AMAZING!
I rather like piloting Dropships, but they really are cost prohbitive at the moment... i definately agree with what you have about the being able to jet people out of the ship at low Alt., and the jump lights are a great idea that i cant help but want.
yes the AA flares are coming, but the idea of knowing if someone has signal would be a great thing, that way you can GTFO of the way fast as possible.
and giving the pilots a controlled way of fighting back is a great idea too, would make it so much more effective in fights in the air too, when you see an enemy Drop ship and want to chase him away a little.
and as for the maps.... man we are only in beta, i KNOW for a fact we've got much bigger maps and modes coming... like maybe a mode where an air drop from a Drop ship is the only easy way to make chaos >:D
|
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.11 03:18:00 -
[4] - Quote
I'm not a fly boy myself but I thank you for posting detailed feedback in a clear manner.
Cheers, Cross |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.11 03:41:00 -
[5] - Quote
Rachoi wrote:All of those ideas are AMAZING!
I rather like piloting Dropships, but they really are cost prohbitive at the moment... i definately agree with what you have about the being able to jet people out of the ship at low Alt., and the jump lights are a great idea that i cant help but want.
yes the AA flares are coming, but the idea of knowing if someone has signal would be a great thing, that way you can GTFO of the way fast as possible.
and giving the pilots a controlled way of fighting back is a great idea too, would make it so much more effective in fights in the air too, when you see an enemy Drop ship and want to chase him away a little.
and as for the maps.... man we are only in beta, i KNOW for a fact we've got much bigger maps and modes coming... like maybe a mode where an air drop from a Drop ship is the only easy way to make chaos >:D
Could you explain to me what these flares are that are coming? |
Hellraiser Alpha
Universal Allies Inc.
27
|
Posted - 2013.02.11 03:50:00 -
[6] - Quote
I'd like to add something slightly unrelated, yet totally relevant. Have the possibility of inertia dampeners for high altitude drops, like from the MCC. It could be a special shock Dropsuit so you'd have to spec in it, but I think it'd make for some interesting game mechanics. |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.11 03:56:00 -
[7] - Quote
They are working on maps that will only be traversable via aerial vehicles. Here is a few screens they showed us at fanfest last year.
http://i1125.photobucket.com/albums/l590/sevxsev/dust.png
Too bad that is extremely far off right now. Regardless I'm with the OP - I will continue to fly regardless of how much the game incentivizes me not to, but CCP really needs to make some changes.
Hellraiser Alpha wrote:I'd like to add something slightly unrelated, yet totally relevant. Have the possibility of inertia dampeners for high altitude drops, like from the MCC. It could be a special shock Dropsuit so you'd have to spec in it, but I think it'd make for some interesting game mechanics. Not sure what you mean, we can already use inertia dampeners from high altitude drops. Heck, they don't even need to be that high - I can use inertia dampener when jumping off the ladder I just climbed up. This is another issue with dropships is people don't realize this. I was playing with a friend and told him to jump out and capture the base and he responded, "But won't I die?" And he's used the dampener before too when jumping out of the MCC, he just forgot it was always there. This needs to be made more clear. |
Hellraiser Alpha
Universal Allies Inc.
27
|
Posted - 2013.02.11 04:12:00 -
[8] - Quote
Irish Syn wrote: Not sure what you mean, we can already use inertia dampeners from high altitude drops. Heck, they don't even need to be that high - I can use inertia dampener when jumping off the ladder I just climbed up. This is another issue with dropships is people don't realize this. I was playing with a friend and told him to jump out and capture the base and he responded, "But won't I die?" And he's used the dampener before too when jumping out of the MCC, he just forgot it was always there. This needs to be made more clear.
Say what? |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.11 04:22:00 -
[9] - Quote
Hellraiser Alpha wrote:Irish Syn wrote: Not sure what you mean, we can already use inertia dampeners from high altitude drops. Heck, they don't even need to be that high - I can use inertia dampener when jumping off the ladder I just climbed up. This is another issue with dropships is people don't realize this. I was playing with a friend and told him to jump out and capture the base and he responded, "But won't I die?" And he's used the dampener before too when jumping out of the MCC, he just forgot it was always there. This needs to be made more clear.
Say what? Case in point.
|
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.11 07:05:00 -
[10] - Quote
Thank you for your feed back everyone! First off, lightly salted, thank you for posting that the collisions need to be worked on. I can understand my dropship exploding when i crash head on into a building, but not when i tap a light post. I meant to include that but forgot so again thank you.
I am aware that this is in beta, and i cant tell you all how much i am looking foward to seeing where this game goes. The possibilities are endless. I sometimes cant sleep just thinking of new ways i can use my dropship for my team. So i understand that new maps WILL be added, and alot of them will be using multiple aspects of ideas put forth from players on these very fourms. Which leads me to your post Irish, the fact that they have already experimented with maps that are going to be built around dropships makes me drool and i am very excited to see what goodies they give the boys and girls of eve at this years fanfest!
I will say that i dislike the idea of ejector seats. The trolls that fly dropships could eject them out into the red zone, or at incorrect times. However these arguments are, well, arguable. The real problem i see is that our passangers, the ones who give our job meaning, will feel as though they have no control. Why would i trust getting in this dropship if i cant control when to jump out? This is why i feel the red light green light + noise would be more balanced. Let the players make the jump themselves, But you put on the green light to tell them your over the DZ. Sometimes passangers cant see cause of the blastdoors and it emphasizes teamwork!
I created this thread to really show CCP Blam! what us dust pilots of new eden think and to give positive feed back to the Dev's so we can help them make our dropships the best they can be. So please give some ideas and feed back about ideas, but lets do this creatively. I dont want to see people saying they should get rid of forge guns or swarms, I want to see some good ideas from pilots and ground troops alike to fix some of the problems with dropships. Because if he ever does visit this page i want him to see some good feedback to help him do his job and let the content start flowing to us! thanks again!
|
|
dabest2evadoit7
Cyberdyne Systems and Technology The Revenant Order
35
|
Posted - 2013.02.11 07:21:00 -
[11] - Quote
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?)
For this one to work it is absolutely necessary to have a noise when being lock and missiles are en route. Other wise we would not know when to deploy flares.
Other then that everything he said should be put in place. |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.11 07:26:00 -
[12] - Quote
For the passengers not wanting to eject, and not wanting to give an auto reject button to trolls, I propose an idea. Tagging onto Nummutz suggestion of a light that goes off telling everyone to get out, how about you award points if they actually do? Points for the dropship pilot and points for those who bailed. It would actually hit two birds with one stone because then dropship pilots could actually get points for, you know, dropping people.
As for swarm defenses, can't you shoot missiles down? I'm not entirely sure, but if so make it more obvious and better. The guns on your dropship would then really be more defensive than anything, but would require good teamwork between the pilot and the gunner. And you wouldn't even need a dedicated gunner, since the only time you'll be taking heat is when you are going to drop someone off. |
kyan west
D3ath D3alers RISE of LEGION
8
|
Posted - 2013.02.11 07:36:00 -
[13] - Quote
What we need is the ability to talk to our passengers, even if they don't have a mic or aren't in our squad. It could be like an intercom system for them to know then to GTFO. |
madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.02.11 08:21:00 -
[14] - Quote
Also dropships need alot higher hp, i find it a little rediculous that the dropships base cost is higher than a tank but a lowly trained forge gunner can two shot you and your going down in a deathspin.
Also dropships, like other vehicles should still be able to be controlled while on fire and at low hp, every other vehicle in the game can be fully controlled until it blows up, why does the dropship go into an uncontrollable deathspin as soon as it hits 0, then the resulting crash to the ground destroys it.
Dropships should have the ability to land and fix their ships or at least have the non gunner passengers able to use remote repair tools on the dropship they are riding in. Also being able to use main weapons while riding as a passenger in the dropship would be an obvious addition, It was in the E3 video. just saying. |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.11 08:37:00 -
[15] - Quote
Madd greazy, i do agree that the dropships should have higher hp or some more low slots to fit some armor repair ( if your using caldari) I agree that we arent getting what we pay for and that saddens me :(
The reason they go out of control when you hit 0 HP is purely for epicness. Tanks will also explode when their armor hits 0 after being on fire. Its simply to make that epic shot of the dropship dying in glorious flames! Though if your dropship does catch fire and your not in a position to land that second, then your dropship is gone. Do you think maybe a fire suppression system in a low slot would help? Ive been considering the possibilities of some kind of modual that would put out fires so we might have a chance to land and repair. But what do you think?
I do agree that it would be nice if people inside the dropship could repair it, however would that possibly make the dropship too OP? imagine a team of 4 people repairing and no one can shoot it down? I think that if people can shoot out it should be balanced, no forge gun sniping platform. Only when the drop doors are open and the passengers are vulnerable should you be able to shoot out, simply to defend yourself getting on and off the battlefield. |
madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.02.11 11:11:00 -
[16] - Quote
Pvt Numnutz wrote:Madd greazy, i do agree that the dropships should have higher hp or some more low slots to fit some armor repair ( if your using caldari) I agree that we arent getting what we pay for and that saddens me :(
The reason they go out of control when you hit 0 HP is purely for epicness. Tanks will also explode when their armor hits 0 after being on fire. Its simply to make that epic shot of the dropship dying in glorious flames! Though if your dropship does catch fire and your not in a position to land that second, then your dropship is gone. Do you think maybe a fire suppression system in a low slot would help? Ive been considering the possibilities of some kind of modual that would put out fires so we might have a chance to land and repair. But what do you think?
I do agree that it would be nice if people inside the dropship could repair it, however would that possibly make the dropship too OP? imagine a team of 4 people repairing and no one can shoot it down? I think that if people can shoot out it should be balanced, no forge gun sniping platform. Only when the drop doors are open and the passengers are vulnerable should you be able to shoot out, simply to defend yourself getting on and off the battlefield.
I like the basics of everything you said +1 for you good sir!
Also i have thoughts of your idea of the no forge guns on the dropship, although it would still be fairly hard to aim unless your pilot sat very still and would then become an easy target for the enemy. Maybe allowing the occupants the ability to shoot out but make the open hangar doors button (square i think) actually able to operate in flight. That way you could leave the doors closed and keep your occupants safe until you think it would be a good time to open up the doors and bring down the rain.
Maybe have some sort overide, that while riding passenger in a dropship heavy weapons will be unusable. but i dont think a forge gun from a dropship would be any more overpowered than a long range railgun tanker with good aim.
Allowing passengers to fire from and repair the dropship in flight may just be the only change needed to have the dropship become an actual asset rather than just a commodity on the battlefield.
Also repairs in flight would not necessarily cause a dropship to be too OP, a couple well timed hits from a squad or even random blueberries with militia swarms would be all it takes. Instead of having an "epic" fall from the sky to a fiery explosion. The dropship could maybe have reduced or impaired vehicle control while below 30% armor, and have the dropship just explode in mid air when hp hits 0, that way if the pilot is flying solo he has a chance to land and repair before he gets destroyed, or if he has passengers they can perform in flight repairs to keep the dropship active.
In this situation WP for repairs on vehicles will have to be given for passengers repairing in flight, that way logies will actually have a reason to stick around for the pilots sake. |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.02.11 12:14:00 -
[17] - Quote
I love flying drop-ships, but there is 0 (zero) incentive to do so. Pilots need WP for things...maybe for drops near/above enemies, people spawning at an on-board CRU. Some type of useable weapon would be nice (just a small blaster would be enough) On another note, a small max speed increase would be nice, along with a slight HP buff.
BUT THE MAIN THING!! dull down collision dmg!! I like to think im not a half bad pilot, but even the best pilot will slightly bump a building or lamp post occasionally... This shouldn't total the ship!!!! and im talking a tap, a slight drift into an object. Landing is laborious.
Most fun iv had in a drop ship getting a 3-0 by crushing people |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2013.02.11 15:12:00 -
[18] - Quote
Support.
I also discovered something yesterday- dropships aren't super fragile anymore! I accidentally bumped into one of the "environmental" trucks, but took no damage. |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.11 19:07:00 -
[19] - Quote
Mcbob, i too have noticed that my dropships arent exploding for bumps that would have normally killed it. Im very excited to have these new collisions already in the game!
Yes pilots do need to get paid. I agree that they should get paid for MCRU spawns but how else would you pay them with out making it a total spam tool? Irish syn had a really great idea for a way to manage this. if they implement the red light green light idea, then you would get points for when people jump out when the light is green! brilliant! of course for balance, the light would only go on for say 5-8 seconds and would have a "cooldown" of 10 seconds or something, just so you cant spam WP. I would say figuring out how to pay pilots is the biggest challenge with the dropship. |
Hellraiser Alpha
Universal Allies Inc.
27
|
Posted - 2013.02.11 19:26:00 -
[20] - Quote
Let me put it this way: four Heavy HMGs being able to fire out of a dropship equals total ownage. An unprecedented rain and reign of fire would ensue.
As for pilot SP. They deserve assists to anything and everything involved in their dropship. Turret kills, drops during the green light, etc. |
|
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.11 19:51:00 -
[21] - Quote
For the first time in a long while, I find a thread with higher quality brainstorming rather than useless heated banter between people for and against the idea.
Personally I don't fly. For that matter I hardly use vehicles at all. I've had some pretty nasty (albeit funny) experiences with the stuff I call in.
I have however, noticed a number of threads with complaints about how the handling of LAVs, HAVs and DSs work, and I have to admit that your feedback has been the most constructive I've seen to date. If these changes to DS handling are actually implemented, I just might have a better reason to fly.
I'd like to make another suggestion however. You said it yourself that you had difficulty in learning the controls of DS flight. I would suggest then a training mode designed for vehicles. I've seen too many people loose a LAV and DS due to a poor grasp of control mechanics. I can understand if they're using Militia style models, but while a pilot or driver is off getting to grips with his new toy, the rest of the team is doing the heavy lifting without a member of the team. Practicing in-game will immediately throw the game off balance and it becomes X vs. X fight where X is the number of people not learning how to use a DS.
I'd also add that it's this exact problem that scares me away from learning how to properly use and maintain a vehicle.
|
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.11 20:15:00 -
[22] - 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. |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.11 23:25:00 -
[23] - Quote
Skihids wrote: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. 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.
I do like your idea of closing the doors to protect your passenger, too many times my guys get hit by a sniper bullet as I'm moving them across - and I'm not exactly going slow, there are some good snipers in this game. Perhaps as a way t go about fixing the "trapped" thing they could simply make a little tweak to the design and instead of players jumping out the side they actually fall through a drop-panel type door on the floor whenever they want?
Also this brings up something I've been getting complaints on from my passengers, whenever I fly over a base and they drop their inertia carries with them and they end up way off target. We counter this by simply slowing down to a hover - which is very risky. Perhaps add some sort of thrust technology that shoots them to the ground quickly and on target? Only a suggestion to make things more convenient, I can see the other side though that thinks it should require that slow down to drop off troops (or great vector calculations on their part).
|
Valkyness
HERBGROWERS
0
|
Posted - 2013.02.11 23:51:00 -
[24] - Quote
Pvt Numnutz wrote: 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!
So I like piloting transports and gunships in everything from arcade shooters to military simulators and DUST isnt an exception.
For my thoughts on it. 1.) Yeh that would be a great idea, squad with voice comms or a transport full of pubbers it would be a useful feature to have.
2.) Flares I dunno, ive tried escaping swarms and ive fired swarms and its hard enough shooting down a transport without any flares. But I do think they should at least get some form of countermeasure in a high slot. So you could either choose a shield booster, better against AAA, or flares which would be better against AA. I don't think you should be able to have both by default.
3.) Personally I dont believe there should be any kind of dropship like that, its the reason there is an aerial class of vehicle called a gunship. Dropships job is to insert troops quickly and safely. Its guns are simply for suppressing fire, its alot harder to use a swarm launcher on a dropship if your too close when you have a door gunner spitting bullets over your head. So for 3, lets wait for the fighters or maybe an actual gunship class.
4.) I really don't think this is an issue, ive lost tanks and all sorts to those damn dropships, the AI is just too damn stupid at the moment. As for the logical sense that a dropship isnt being transported in by a dropship, the dropships you get is just a low altitude squad carrier, not an pressurised transport that lugs tanks in and out of space.
5.) Don't really know about cloaky dropships, Sure it could be like shooting paper with an air rifle in exchange for the ability to cloak but I think it would increase the amount of ninjas constantly taking points you just got. Maybe you could do some effect with the cloak or something but overall I dunno if it would work out.
6.) Some larger maps would be nice but then if you needed squad transports for larger maps then you would need some kind of LAV that could carry like 8 guys.
Thats just my point of view on it all. |
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.02.12 01:24:00 -
[25] - Quote
The idea of a "flight school" is something i wish i had when i was learning to fly. It was really frustrating learning the new flight controls while having a battle rage around you.
Sklhlds i really like the idea you had with the FG shot going through the dropship and missing, that would be a very cool moment indeed.
I would say we are among the most creative, seeing as how we dont get paid. Though we pilot the most customizeable vehicle in the game, so we have that edge to work with.
Irish i like the idea of what you were saying about the dropbays, however i think that skill of being able to literally being able to throw your troops ( with proper coordination) onto the objective is a skill that pilots need to learn them selves. |
Don Know
Me My Alts And I
9
|
Posted - 2013.02.12 01:37:00 -
[26] - Quote
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 :(
--------
All I can really say about RDV drivers is that their're drunk. Smash into a load of things only to fall onto you or your vehicle sometimes or just take forever to drop . (Soon...I know.)
I totally agree with most of what you say though. Would be nice to see some changes. (I use to fly a drop ship and squish snipers ) |
Don Know
Me My Alts And I
9
|
Posted - 2013.02.12 01:43:00 -
[27] - Quote
"6.) Some larger maps would be nice but then if you needed squad transports for larger maps then you would need some kind of LAV that could carry like 8 guys." -Valkyness
Hey, since there is LAV and HAV, I say add MAV; infact, a APC (Armored personal carrier) for carrying units in large maps. Geared for Armour or shields than offence. (I guess for big maps, and if they added a new game type or something to make it useful) |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.12 02:32:00 -
[28] - 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. |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.12 02:46:00 -
[29] - Quote
Don Know wrote:"6.) Some larger maps would be nice but then if you needed squad transports for larger maps then you would need some kind of LAV that could carry like 8 guys." -Valkyness
Hey, since there is LAV and HAV, I say add MAV; infact, a APC (Armored personal carrier) for carrying units in large maps. Geared for Armour or shields than offence. (I guess for big maps, and if they added a new game type or something to make it useful)
Well ... they announced MTACS in last years FanFest ... and CCP Blam! hinted at Mechs in the future during one of the vehicle Dev Blogs. |
Don Know
Me My Alts And I
9
|
Posted - 2013.02.12 02:57:00 -
[30] - Quote
Lonnar wrote:Don Know wrote:"6.) Some larger maps would be nice but then if you needed squad transports for larger maps then you would need some kind of LAV that could carry like 8 guys." -Valkyness
Hey, since there is LAV and HAV, I say add MAV; infact, a APC (Armored personal carrier) for carrying units in large maps. Geared for Armour or shields than offence. (I guess for big maps, and if they added a new game type or something to make it useful) Well ... they announced MTACS in last years FanFest ... and CCP Blam! hinted at Mechs in the future during one of the vehicle Dev Blogs.
Yeah, I've heard. It could be a medium. Will be interesting on how it is going to be. I was just talking about transport. though. |
|
Pvt Numnutz
We're OWL Exterminators
31
|
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
|
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
|
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
|
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.
|
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
|
Shouper of BHD
Better Hide R Die
37
|
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. |
|
Pvt Numnutz
We're OWL Exterminators
31
|
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.
|
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 |
|
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.
|
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
|
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
|
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.
|
|
Jack Galen
Forgotten Militia
1
|
Posted - 2013.02.23 21:43:00 -
[61] - Quote
Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing? |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.23 21:45:00 -
[62] - Quote
Jack Galen wrote:Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing?
The cost is even more an issue when they die to things that shouldn't even happen.
Like RDVs |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.23 21:47:00 -
[63] - Quote
Nguruthos IX wrote:Jack Galen wrote:Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing? The cost is even more an issue when they die to things that shouldn't even happen. Like RDVs RDV's are re-tarded puppy's they can be annoying but you can't hate them, plus in terms of pilot skill they're about equal |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.23 22:01:00 -
[64] - Quote
gbghg wrote:Nguruthos IX wrote:Jack Galen wrote:Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing? The cost is even more an issue when they die to things that shouldn't even happen. Like RDVs RDV's are re-tarded puppy's they can be annoying but you can't hate them, plus in terms of pilot skill they're about equal
I'm referring to when I'm flying and one basically spawns inside of me or in such a way that there's no escaping it's death-path |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.23 22:12:00 -
[65] - Quote
I am aware, it's happened twice to me and at least once to every DS pilot. very ****** up mechanic |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.23 22:12:00 -
[66] - Quote
sorry double post |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 06:47:00 -
[67] - Quote
Nguruthos IX wrote:gbghg wrote:Nguruthos IX wrote:Jack Galen wrote:Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing? The cost is even more an issue when they die to things that shouldn't even happen. Like RDVs RDV's are re-tarded puppy's they can be annoying but you can't hate them, plus in terms of pilot skill they're about equal I'm referring to when I'm flying and one basically spawns inside of me or in such a way that there's no escaping it's death-path
Just to add in my little grunt of frustration: I landed my dropship to pick up some troops based far away from any objectives. An RDV dropped down and tried to release an LAV but instead got stuck on top of me. As I tried to fly away some dude on a railgun hit me once, but he second time was just too much :( |
Judge Rhadamanthus
Shining Flame Amarr Empire
4
|
Posted - 2013.02.24 09:18:00 -
[68] - Quote
I think that with gunships having a real possibility of coming to the game, that drop ships should be just that. No offensive weapons. Defensive only (this includes support functions - like being a logi but in ship form)
Here is why :
The most fun I have as a pilot is dropping out of nowhere and picking up a few players who were backed into a corner by a more powerful team and pulling them to safety and dropping them in a position to flank and re-balance the engagement they were in. Or dropping a medic onto a heavy firefight or when I spent one match dropping a shotgun scout onto snipers.
I found the air support I can provide as a gun platform to be less effective than if those same gunners had boots on the ground.
A drop ships main function is troop transport. The function we serve is to take troops to locations where they are needed. Troops are needed in areas of contention, and these are almost always hot zones.
If our primary function is moving troops to hot zones we should be specced to do that well. However currently the ease at which a starter AV kit that can be insta-switched to for no cost, and then back to normal fit at a depot; makes us too easy to destroy. How can we fly to into hot zones if we are so vulnerable?
The issue is if we are tanked up to the point where delivering to hot zones is practical, then we become overly powerful fighting platforms too. There needs to be a balance.
My solution is to remove all offensive weapons and buff tank considerably. BUT. if we are too strong we can hover up high with mobile CRU. This would be op. So I also would like to see mobile CRUs in ships gone too. We can carry a logi who can drop and place spawns. This seems a fairer balance. PLUS landing is a skill and it is fun (point of the game imo) to pilot and fly troops to locations rather than being a moble CRU. This will seperate the good pilot from the bad, and make one teams pilots a better asset than the others. It brings skill to the pilot role in this game.
A few last points (keeping it at a readable length)
1. We do need to have vunerablities, but it should be hard to destroy us. Lack of weapons is a balance to this.
2. Our tank could be based on the door mechanics. Closed - no one can drop and tank is doubled. Open and tank is halved but troops can deploy (or even shoot)
3. Tank us really high but use denial as the balance mechanic. When taking Swarm or forge fire doors could be locked and no form of deployment is possible. So we are not destroyed as much as rendered ineffective until our location is softened or we choose better drop locations.
I have more fleshed out versions of these ideas but to avoid TLDR, i have just put out the overview to see what people think. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 11:10:00 -
[69] - Quote
Judge Rhadamanthus wrote:I think that with gunships having a real possibility of coming to the game, that drop ships should be just that. No offensive weapons. Defensive only (this includes support functions - like being a logi but in ship form)
Here is why :
The most fun I have as a pilot is dropping out of nowhere and picking up a few players who were backed into a corner by a more powerful team and pulling them to safety and dropping them in a position to flank and re-balance the engagement they were in. Or dropping a medic onto a heavy firefight or when I spent one match dropping a shotgun scout onto snipers.
I found the air support I can provide as a gun platform to be less effective than if those same gunners had boots on the ground.
A drop ships main function is troop transport. The function we serve is to take troops to locations where they are needed. Troops are needed in areas of contention, and these are almost always hot zones.
If our primary function is moving troops to hot zones we should be specced to do that well. However currently the ease at which a starter AV kit that can be insta-switched to for no cost, and then back to normal fit at a depot; makes us too easy to destroy. How can we fly to into hot zones if we are so vulnerable?
The issue is if we are tanked up to the point where delivering to hot zones is practical, then we become overly powerful fighting platforms too. There needs to be a balance.
My solution is to remove all offensive weapons and buff tank considerably. BUT. if we are too strong we can hover up high with mobile CRU. This would be op. So I also would like to see mobile CRUs in ships gone too. We can carry a logi who can drop and place spawns. This seems a fairer balance. PLUS landing is a skill and it is fun (point of the game imo) to pilot and fly troops to locations rather than being a moble CRU. This will seperate the good pilot from the bad, and make one teams pilots a better asset than the others. It brings skill to the pilot role in this game.
A few last points (keeping it at a readable length)
1. We do need to have vunerablities, but it should be hard to destroy us. Lack of weapons is a balance to this.
2. Our tank could be based on the door mechanics. Closed - no one can drop and tank is doubled. Open and tank is halved but troops can deploy (or even shoot)
3. Tank us really high but use denial as the balance mechanic. When taking Swarm or forge fire doors could be locked and no form of deployment is possible. So we are not destroyed as much as rendered ineffective until our location is softened or we choose better drop locations.
I have more fleshed out versions of these ideas but to avoid TLDR, i have just put out the overview to see what people think.
Sorry to quote the whole thing but I'm on mobile so it's a massive pain in the backside. Anyway I think your ideas are just as valid as any others here but don't bring the changes that I am looking for in a dropship. Look at the UH-60, that has two insanely powerful Vulcan miniguns on either side and is primarily a troop transport.
The real problem with having dropships being so vulnerable is their cost as well as the cost to fit them. Upwards of 200k for the basic model is a lot to lose to the problems described both above and previously in many other threads, including this one. My vote would just go to lowering the price of dropships so losing them isn't such a *****. |
Judge Rhadamanthus
Shining Flame Amarr Empire
4
|
Posted - 2013.02.24 11:44:00 -
[70] - Quote
above :
If they are too cheap, when game goes live and cash is more available then people will treat them as disposable, so there will be no need for pilots. Want to get high? (altitude people.... altitude) get one and go up. died and want back to a ny spot on the map. Spawn in a free ride, jump out high up. Tank bothering you. Spawn a DS and ram it.
High cost in ISK and SP makes pilots and drop ships assets. Assets allow teams to mix up tactics and have advantages or turm the tide of a battle. With drop ships being expensive and restricting them even more than now to only those with a lot of SP in them you create dynamic element to a battle.
My understanding of the CCP vision, from EVE and fests is that of a reaching and dynamic conflict. If vehicles are just another thing you can carry (one with a 15 second delay), like grenades or a sidearm then the game becomes a halo style shooter. The game can and should be more than that. |
|
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 13:41:00 -
[71] - Quote
Judge Rhadamanthus wrote:above :
If they are too cheap, when game goes live and cash is more available then people will treat them as disposable, so there will be no need for pilots. Want to get high? (altitude people.... altitude) get one and go up. died and want back to a ny spot on the map. Spawn in a free ride, jump out high up. Tank bothering you. Spawn a DS and ram it.
High cost in ISK and SP makes pilots and drop ships assets. Assets allow teams to mix up tactics and have advantages or turm the tide of a battle. With drop ships being expensive and restricting them even more than now to only those with a lot of SP in them you create dynamic element to a battle.
My understanding of the CCP vision, from EVE and fests is that of a reaching and dynamic conflict. If vehicles are just another thing you can carry (one with a 15 second delay), like grenades or a sidearm then the game becomes a halo style shooter. The game can and should be more than that.
I agree with all of this and I also have another solution: maybe players get a militia dropship every 24 hours (?) depending on two things: - Player has at least specced into some dropship skill. - Player has no more than say, 5 dropships available to use. |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.24 15:03:00 -
[72] - Quote
RINON114 wrote:Judge Rhadamanthus wrote:above :
If they are too cheap, when game goes live and cash is more available then people will treat them as disposable, so there will be no need for pilots. Want to get high? (altitude people.... altitude) get one and go up. died and want back to a ny spot on the map. Spawn in a free ride, jump out high up. Tank bothering you. Spawn a DS and ram it.
High cost in ISK and SP makes pilots and drop ships assets. Assets allow teams to mix up tactics and have advantages or turm the tide of a battle. With drop ships being expensive and restricting them even more than now to only those with a lot of SP in them you create dynamic element to a battle.
My understanding of the CCP vision, from EVE and fests is that of a reaching and dynamic conflict. If vehicles are just another thing you can carry (one with a 15 second delay), like grenades or a sidearm then the game becomes a halo style shooter. The game can and should be more than that. I agree with all of this and I also have another solution: maybe players get a militia dropship every 24 hours (?) depending on two things: - Player has at least specced into some dropship skill. - Player has no more than say, 5 dropships available to use. I have to disagree with you on that, buying dropships of the market or trading for them should be the only way you can acquire them, and i have to say that the few times i have tried to provide fire support for my team i have almost always died. We need weapons for self defense but we need to make sure that people remember we don't have the health to provide fire support |
Hunter Fencen
ROGUE SPADES
0
|
Posted - 2013.02.24 15:28:00 -
[73] - Quote
ok how about we involve EVE more with our dropships. They can say build us custom ones (in your corp of course) but depending on CPU/PG uptakes you have to have a certain DS level to use them. This makes them more easily acquirable whilst not expendable. Also create a new set of DS only turrets as the current ones built for CQ tanks battles can't kill for their lives (literally). Now DS are quite flimsy in comparison to tanks but this is understandable. However how about a change in their destruction? Say if a forge gun hits a booster when there's no shield left. Instead of blowing up up straight away it turns the ship into a more difficult to fly thing that requires landing. Lock pilot seats to squad members only if one squad member is in 10 m of the ship to stop it being stolen. Also i'd say now points for drops requiring inertia blasts for the dropper to survive. If you want those extra WP you have to hit the ground, open your doors and let the passengers walk off. However (and this is just for awesomes sake) say when you land you become a enter-able building that can go up. This means people have to CLIMB ONTO the DS instead of pressing a button to get in. This way you can open up weapons to be used at say 5m or less above ground as defense when getting out.
I know its a jumble of ideas but cherry pick for discussion |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.24 15:30:00 -
[74] - 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.
|
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.24 16:07:00 -
[75] - Quote
Skihids wrote: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. +1 to this |
Hunter Fencen
ROGUE SPADES
0
|
Posted - 2013.02.24 16:33:00 -
[76] - Quote
Skihids wrote: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. i have skilled into turrets quite far and know they can be useful in the right hands. However finding those hands can be tough as even my squadmates would rather be on the ground fighting thats way. My proposal to turn the dropship into a mom taxi is kinda the point of a dropship, moving people quickly across a battlefield into more useful positions if you want something else wait for gunships. With the free ships i know it may be tough to impliment but how about certain suits only able to fly them with bonuses such as better manouvering and have skills 10x allowing more advanced free models to be flown. This would scare off small assault players but reward pilots working with their EVE corp. Like your idea though of giving us ways to help avoid damage |
Italian dude 93
RED COLONIAL MARINES Covert Intervention
1
|
Posted - 2013.02.24 17:00:00 -
[77] - Quote
Make the drop ship more like the clone trooper transport from Star Wars |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 17:55:00 -
[78] - Quote
The way to stop basic assault suits and others from just ordering up a free bird is to make it available only to those skilled in dropships, or even just access to a cheaper bird come to think of it. This would allow DS pilots to always have a ship as long as they are careful. With regards to relying on EVE pilots for custom ships: It would work for sure, but it can not be the only way here. DUST needs to be co-operative with EVE, meaning that Dusters need to be self-reliant as well. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 17:59:00 -
[79] - Quote
Skihids wrote: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. Also +1 to this. And just to clarify, a free ship is not for everyone. |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.24 18:15:00 -
[80] - Quote
RINON114 wrote:Nguruthos IX wrote:gbghg wrote:Nguruthos IX wrote:Jack Galen wrote:Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing? The cost is even more an issue when they die to things that shouldn't even happen. Like RDVs RDV's are re-tarded puppy's they can be annoying but you can't hate them, plus in terms of pilot skill they're about equal I'm referring to when I'm flying and one basically spawns inside of me or in such a way that there's no escaping it's death-path Just to add in my little grunt of frustration: I landed my dropship to pick up some troops based far away from any objectives. An RDV dropped down and tried to release an LAV but instead got stuck on top of me. As I tried to fly away some dude on a railgun hit me once, but he second time was just too much :(
Same thing happened to me yesterday! Except when the car landed on my head (unavoidably) I tried to fly and knock it off me. Instead my ship turned sideways on the ground and got stuck.
It was later shot and lost. Bye 500k |
|
Raz Ronin
The Phoenix Federation
3
|
Posted - 2013.02.25 16:02:00 -
[81] - Quote
Alright, I tried to post but for some reason, it didn't post so I'm re-writing this :[
I have voiced my opinion on the bay door green light function and I would like to add a like to the RDV drop bug as it always happens to appear as I'm taking off. It is a nuisance that is painful and expensive. I also would like to state that removing the gun turrets from the dropship, IMO, is a bad idea. You need to be able to clear your LZ with something, or scare them away at the least, as the flying beast is a mosquito waiting to be swatted out of the sky. I like the idea of a squad lock of a dropship as it sucks watching your hard earned money fly away from you (and probably crash within seconds). At the same time, it is in your best interest to call it in from a safer area to avoid hijackers and the stray sniper shot that hits you right before you dropship is delivered (I HATE SNIPERS FOR THAT).
On to my own ideas. I would like to see more pilot controlled ways to keep the dropship in the air. As of right now, it is too easy to be knocked down by a newbie with a swarm launcher. I would like to see active countermeasures (chaff/flares) to intercept and overcome guided missiles from hitting your vehicle on top of having the armor hardeners and repairers and such. I rather fly a slower but heavily armored dropship as I know I can take hits as I support those on the ground. I'm looking for the ability to use my countermeasures while transiting to/from the hot LZ to keep me going. Some people rather fly a faster heavy shield dropship to do their bidding. To each their own but allow us to survive the flight from LZ to LZ. I ask the drop ship is buffed slightly to withstand the rockets of a anit-aircraft newbie as our investments cost the bank. I don't want a severe drop in price as to deter anyone other than serious pilots. I think the added abilities will separate the pilots from the wannabes.
I am sticking to my guns about not mounting pilot controlled weaponry to the dropship. Too many people will take to the skies just to try their hand at using the dropship like a gunship and neglect their responsibilities of being a dropship pilot (i.e. transporting and inserting/extracting troops into battle, providing aerial support via gunners, etc). I'm sure that gunships will make their appearance into New Eden in the near future. Then we will have a new found pool of players who wanna be pilots because of the addition. I'm sure then we will have to combat the numerous posts of gunships being OP or those coming up with idiotic ideas intended to make it OP.
While flying around, and performing the role of a dropship pilot, I was amazed at my ability to insert/extract troops in tight areas and use our abilities to quickly control the map or reinforce areas with high enemy confrontation. After about three or four extractions, I noticed their life being more and more depleted or only three of the four jumping into the transport, just to be joined by the odd one out momentarily. That made me think of a way to help them while gaining the sacred WP we deserve. We should have the ability to spec up a dropship that rearms and repairs its passengers and receive a fixed amount of WP for either action (Rearm=+10; Repair=+25; just like those on the ground). This rewards those combat pilots who risk their lives (and their wallets) to supply the battlefield with fresh troops (who are often too dumb to appreciate a good ride), without farming or over rewarding.
Lastly, it is not often that a pilot, who has spec'd up their turrets, meets two (or one for that matter) gunners who are blessed with the ability to provide suppression on the enemy and talk at the same time. It is nothing short of divine when it does happen. With that said, it shouldn't be wrong to try and keep those gunners on the dropship to unleash carnage and provide protection from the red dots below. This is another reason to keep the door guns on the dropship. i have heard about CCP raising the squad max to six players, which creates a dilemma for sharing that creation as a squad would like to hop in a dropship at the same time and more than likely when they reach their predetermined destination, they will dismount, leaving you vulnerable. I would like to see the possibility of having slots for permanent door gunners if it works out that way by adding the two slots to the dropship (carrying a total of 9= Sqd of 6, 2 gunners, and pilot).
In conclusion, I am summarizing my points to save those who don't like to read, or choose not to, the time. Please let me know what your thoughts are on my points.
1) Active countermeasures (flares/chaff) to compliment the armor hardeners and repairs to intercept & evade incoming missiles than absorb them; spec-able pilot abilities (maneuverability (shields) vs armor) to fit the role on the battlefield.
2) No pilot controlled weaponry. 'Tis a DROPship not a GUNship.
3) Spec-able module to rearm & repair passengers to gain WP (rearm=+10; repair=+25; same as on the ground).
4) More room in dropship when squad size is raised to allow for permanent door gunners, and to not leave the dropship vulnerable once everyone has dismounted. |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.25 17:34:00 -
[82] - Quote
+1 those are some good ideas |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.02.25 18:21:00 -
[83] - Quote
Something I think would be interesting is an infantry deployable missile defense system. This gives a dropship limited protection from incoming missiles, but forces team work. The dropship can't do it itself, it needs infantry support. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.25 18:41:00 -
[84] - 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. |
Hunter Junko
WARRIORS 1NC
45
|
Posted - 2013.02.25 21:48:00 -
[85] - Quote
wow, alot has been said :D
anyways, with the suggestion of having the DS carry 9 people i think it would be best to enable communication to all the players inside the DS, that way when a pilot decides its time to go, he/she can say it without resorting to the green light. the green light can be added to those who dont use mics (B***) but it would help for the squad to direct the pilot on where they want to go. |
Kara Med
Algintal Core Gallente Federation
0
|
Posted - 2013.02.25 22:58:00 -
[86] - Quote
I defiantly want to see the ability for a pilot to shoot some sort of weapon. Maybe even a drop ship that sacrifice slots available for this ability or switching the set up of the ship to two central weapons, one controlled by the pilot and the other controlled by another player.
And anyway, the high cost and low reward of the dropships in most games has turned me off from my dreams of piloting. I'll return to it once they give us a way to defend the ship like flares and the such.
Pvt Numnutz wrote:
I do agree that it would be nice if people inside the dropship could repair it, however would that possibly make the dropship too OP? imagine a team of 4 people repairing and no one can shoot it down? I think that if people can shoot out it should be balanced, no forge gun sniping platform. Only when the drop doors are open and the passengers are vulnerable should you be able to shoot out, simply to defend yourself getting on and off the battlefield.
But you aren't considering if the other team got 4 forge guns shooting at the ship.
|
Pvt Numnutz
We're OWL Exterminators
31
|
Posted - 2013.03.01 01:31:00 -
[87] - 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.
Yeah it takes some getting use to, but i find it invaluable to be able to get out of hot zones. Personally i use the song Strange behavior by Feed Me to get into the zone when i start up a game, if you other pilots listen to this song you get bonus points for doing a back flip when it drops! It is a very appropriate song for dropshipping!
now to business, I have thought long and hard about other things to help us dropship pilots and i might edit my OP to include these but for now i will just post them here for debate.
A slight buff to the shields or armor of the T1 dropship would be nice, as they are very vulnerable it makes it hard to extract people. Putting them in is easy, they can just jump out from the air, but getting down to get people out, thats another story. As they are so weak, i have made mine to be quite durable and have a bit of a bite to it as well. I can even chase down most starter swarm launchers which is nice. Forge gunners are still a problem, not because they can shoot me out of the sky easily, but because a milita forge gun can hit me for enough damage that i have to bug out. This is why i would ask for a slight buff so that milita FG wont be such a hassle to T1 dropships.
If a full squad were to enter my ship i would try and fly them to an objective, however it has been my experience that ground units know alot more about the current state of the battlefield more than i do as i am trying to fly around as fast as possible to avoid FG and railguns. Its almost impossible to know if they want me to fly to C or to B or maybe the mountains above A. So how does the squad leader tell this random dropship pilot where he wants to be deployed? I propose that when a squad leader enters the dropship he gets another command, a drop command or DZ marker that allows him to show the pilot where him and his troops want to be deployed. Maybe this could also help our current WP problem, if we drop them in the zone the specify we get points and they get into position, everybody wins!
Making our dropships more custom and giving us pilots the feel that this dropship truly is our own. Having a custom paint job would do wonders to show the blueberries that you are actually a pilot that means business. Having a menacing looking mouth akin to the spitfire in WW2 would probably make some of your enemies **** themselves. This would make a dropship pilot really fall in love with his ship to. As a friend and i were playing, he suggested that it would be really cool if i could have tally marks on my ship, to show how many foes this ship has crushed, and how many games it has survived. This is mainly for customization and personality. I think it would give us more reason to fly as well.
Prototype dropship? now hear me out, we all want a gunship, but it looks like it might be a ways away before we can actually see one in the skies of new eden. Though the dropship is mainly a transport, some people try to use it as a gunship but most are shot down. Pilots have discussed on this thread that having pilot weaponry would distract the dropship pilot from his duty, and that it would cause a lot of pilots to take to the skies just to use those weapons. I agree with these points. So here is what i propose, a "prototype" dropship that would have a buff to both base shield and armor, i only fly myron so im going to use myron as my example, 2000 base shields would be nice since this ship would basically run pilots into the ground as far as isk is concerned. Giving it a nice red and black color scheme would be awesome. And finally, missle pods for the pilot. Why would i say this you ask? simple. The skill requirements would be piloting 4-5 and race specific Dropship to 5. If a pilot were to tech that far into piloting and using dropships then he would know his job, the rockets would just be to provide a small amount of damage (as they would be hard to aim) and maybe do a little more damage to dropships so those who take the time to tech into it are rewarded with being the masters of the sky....well until they have to fight another prototype!
anyway long post ill let you digest what i have said here. I would love to read what my fellow pilots have to say on my ideas for the dropship!
|
Imp Smash
On The Brink
52
|
Posted - 2013.03.01 03:38:00 -
[88] - Quote
+1 OP. I especially like number 1. Promotes communication, teamwork, immersive realism, and tactics. |
RINON114
B.S.A.A.
15
|
Posted - 2013.03.01 06:32:00 -
[89] - Quote
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. |
Skihids
Tritan-Industries Legacy Rising
981
|
Posted - 2013.03.01 18:05:00 -
[90] - 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. |
|
RINON114
B.S.A.A.
17
|
Posted - 2013.03.02 00:23:00 -
[91] - Quote
Skihids wrote: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.
Perfect.
Sounds like it would be difficult to implement, however similar time based WP's for dropship pilots have been popular in this thread. |
|
|
|
Pages: 1 2 3 4 :: [one page] |