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Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2013.02.26 21:09:00 -
[1] - Quote
so right now, dropships feel kinda meh.
one lucky hit from a swarm or forge can ragdoll them upside down and into the side of a mountain, meanwhile they can be fast enough to evade swarm launchers forever.
so you end up with a vehicle that CAN'T safely slow down to drop infantry with any kind of precision, but CAN linger over the battlefield potentially forever, even in the presence of AV equipment.
so what do we do?
i would suggest giving them some weight so they don't get whipped around by swarms, while slowing them down so they actually consistently get hit by those swarms. I'd also add a good chunk of "built in" shields or armor varying by race.
the net result here would be a vehicle that would have the hitpoint buffer and stability to drop infantry where it's needed then get out, while being slow enough that if it DOESN'T get out, it will eventually be destroyed. (this is also why i would buff the dropship with direct increase of shields or armor, as opposed to improved fitting which could be used to fit more rep.)
obviously the speed needs to be finely tuned, as a dropship that's TOO slow isn't really useful. this could also be tweaked on the launchers end, but that opens up a whole other can of worms. smarter faster swarms or more accurate forge guns would work here so far as we're talking about THIS plan for dropships, but might make things worse for LAVs or HAVs |
Vyzion Eyri
The Southern Legion
159
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Posted - 2013.02.26 21:35:00 -
[2] - Quote
I find the dropships are quite nice currently in terms of survivability, actually.
Militia ones are taken out by militia swarms, but when you begin to put some skill points into them they really survive.
I think more emphasis for methods on getting a squad in your ship, having them trust you enough not to bail at the slightest bump, then dropping when you have actually arrived at your destination -which will most usually be a safe area where the squad can easily orientate themselves before making an assault on a letter- instead of hopping out as soon as we fly over a letter, would make dropships dropships.
I will admit here though, I have been cheating. I spend much of the early game ensuring turrets are either on our side or destroyed, and getting a rough idea of how many heavies are actually on the other side, before calling my DS in. |
gbghg
L.O.T.I.S. Legacy Rising
395
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Posted - 2013.02.26 21:59:00 -
[3] - Quote
If you're having trouble with the roll you get with hits, here's a bit of advice, treat it like turning, know what way the roll will tip you and start tilting in the opposite direction, it won't get rid of all of it but it will greatly decrease your chances of crashing into terrain. |
kyan west
D3ath D3alers RISE of LEGION
8
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Posted - 2013.02.27 05:33:00 -
[4] - Quote
Vyzion Eyri wrote:I find the dropships are quite nice currently in terms of survivability, actually.
Militia ones are taken out by militia swarms, but when you begin to put some skill points into them they really survive.
I think more emphasis for methods on getting a squad in your ship, having them trust you enough not to bail at the slightest bump, then dropping when you have actually arrived at your destination -which will most usually be a safe area where the squad can easily orientate themselves before making an assault on a letter- instead of hopping out as soon as we fly over a letter, would make dropships dropships.
I will admit here though, I have been cheating. I spend much of the early game ensuring turrets are either on our side or destroyed, and getting a rough idea of how many heavies are actually on the other side, before calling my DS in. This guy knows what hes talking about... if you just put a few sp into derpships they can easily survive |
Thrillhouse Van Houten
Expert Intervention Caldari State
3
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Posted - 2013.02.27 06:44:00 -
[5] - Quote
Tooltips would solve a truckload of dropships "dropping" problems.
The in game info on weapons and armor is bare minimum (they sure took their time to write good, thorough lore for all the items and vehicles, though). A lengthy info sheet showing the accel rates, mass, blast recovery, etc...that kind of stuff would help both riders and pilots trust their equipment more. Not only would those "stats" be helpful, but info regarding the typical use of the item/vehicle in question.
For example, a dropship info sheet might tell Mercs that they can safely deploy inertia dampeners when jumping from a dropship at any significant height. That one tidbit I don't feel is commonly known and I feel it is because it can't be found anywhere IN GAME. Sure, some dude will make a wiki for Dust (or already has) but almost nobody new will sit and read 400 wiki articles on all the ins and outs of the game before playing.
More seats would do wonders. A ridership of 5 makes them poor transport vehicles and they are **** poor assault vehicles to pump a crap-ton of SP into versus a HAV. I realize we will probably see a "Heavy Aircraft" before too long (and there is a keybind for "open bay doors" already in game) and that will probably allow more substantial insertions.
Being able to activate inertia dampeners from anything that would do shield damage to the infantry would do wonders as well. Nothing like thinking you're up high enough to land without inertia dampeners in the thick of battle and losing all of your shields and some of your armor. NICE DROP BUDDY!!!! Silly that we can drop from a MCC that is 300m above the ground without a scratch but can't drop 40m from a dropship without losing all our shields.
Finally, the damn things should be easier to land (not necessarily fly, but land specifically). I use kb + m and the things are like falcons on crack-******* up there. I think people have better luck with the DS3, but I can't use it as infantry to save my life. My gripe with landing them (and yes, I've seen guys land them like they've been piloting dropships for 20 years) is that they have no reverse thrusters or stabilizers or bugger all. It seems like I either land like a pro, or smash into the ground draining all my shields and most of my armor. Never any in between. There is no landing gear even, to absorb a GENTLE impact or stop the ship from sliding down slightly uneven terrain. I once got a bird stuck under a pipe because I landed like a pro on a gentle sloping road and the thing slowly slid right under the pipe and got stuck. I laughed, then cried, then laughed again...
TL; DR Need more available info ABOUT dropships for average player. Need more room for infantry aboard for better drops. Need to be able to activate inertia dampeners at nearly any drop height. Need landing gear or landing stabilizers.
My two ISK... |
Rachoi
HavoK Core
17
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Posted - 2013.02.27 07:12:00 -
[6] - Quote
early drop ships do reek, you actually have to dump the ISK and SP into them to be useful, though when they bring in the anti missle flares that will be a whole lot more useful... misdirecting a fleet of swarms can save just about anyone.
as for too fast... i've only seen some that could move that fast with afterburners, and if not careful fly head long into a building.
skill of the pilot and strength of the vehicle play major roles after all..
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Breakin Stuff
Immobile Infantry
690
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Posted - 2013.02.27 08:45:00 -
[7] - Quote
vipers and gorgons are a rather amusing diversion in between blasting holes in HAVs.
I have, to be fair, met one or two dropship pilots i could not swat out of the sky. But generally a sky fulla dropships is on the short list for a ground full of crashing and burning wreckage in short order. I actually saw six on the field at one time, two blue, four red.
One blue (who was proto fit) survived, but pretty much all of the others exploded after about... a minute. I got three of them.
Piloting dropships successfully requires a very steady hand and absolutely no fear of losing ISK.
If you care when the toy burns and fly it completely cautiously, then odds are you're flying slow and low enough for me to two-shot your ship.
Although on a more amusing note, i shot down a myron and he somehow managed to kamikaze my squadmate's dropship on the way down. Two for one sale!
I win.
Edit: Oh and i think that dropships should reasonably be able to survive three hits from an advanced forge gun. If you have a fit that can, please share.
We're at the point where no one will fly the damn things because of loonies like me. If you see my name on the opposing team I am going to blow up your vehicles. |
Eriknaught
666th Hellraisers
0
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Posted - 2013.03.01 05:56:00 -
[8] - Quote
Most effective use for a DS is with a dedicated DS pilot (me) with a dedicated gunner on your squad...plus my other squad-mate who happens to be a dedicated Pilot w/ a dedicated gunner (who also happens to be a squad-mate). Two-by-Two coverage from the skies is where it's at & the Blue-Berries definitely get the idea seeing as we fly in-formation. Of course this is all "grande theory" as I have no squad-mates/corps-members....still a solid strategy tho & have seen it mildly-improvised albeit obviously not actually executed (couple synced-up DS flying sort-of around each other not covering one another doesn't count). Oh well, only a matter of time before I implement this... |
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