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Nguruthos IX
Kameira Lodge Amarr Empire
33
|
Posted - 2013.03.01 21:22:00 -
[1] - Quote
These all say skill at operating the devices and + (x)% damage with this type of turret.
Does this apply to the vehicle it is fitted in passively?
As a pilot leveling these skills, will it translate to a random gunner benefiting from the increased damage? |
Vyzion Eyri
The Southern Legion
179
|
Posted - 2013.03.01 21:25:00 -
[2] - Quote
Turrets acquire damage bonuses based on the gunner's skills, not the pilot. That's what I've heard, anyway. |
WyrmHero1945
IMPSwarm Negative-Feedback
23
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Posted - 2013.03.01 21:28:00 -
[3] - Quote
So it's useless for dropships? Great. |
Nguruthos IX
Kameira Lodge Amarr Empire
33
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Posted - 2013.03.01 21:28:00 -
[4] - Quote
Vyzion Eyri wrote:Turrets acquire damage bonuses based on the gunner's skills, not the pilot. That's what I've heard, anyway.
Seems odd if that's the case.
The pilot needs to level the skill to buy and fit the gun, and a player has to separately level the same skill to increase their damage with that gun?
This can't be |
Vyzion Eyri
The Southern Legion
179
|
Posted - 2013.03.01 21:46:00 -
[5] - Quote
Turret "Operation" and "Proficiency" are clues. You can't operate or be proficient at using turrets when you're not using a turret.
It does seem awry that there isn't another branch of skills for unlocking turrets, which should require less SP, but this doesn't only affect dropships.
Tanks need to upgrade small turret operation before they reach large turrets, so all that SP on small turret operation is wasted.
And LAV gunners simply have a hard time on the turret regardless of the situation.
Perhaps this could give rise to a different type of merc. If more ways to specialise into turrets were implemented, lets say a new dropsuit for pilots/gunners that allowed them to use the vehicles shields to boost their own, modules that highlighted targets for gunners, and related skills, then being a gunner could become a viable path to take. |
Nguruthos IX
Kameira Lodge Amarr Empire
33
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Posted - 2013.03.01 21:51:00 -
[6] - Quote
Vyzion Eyri wrote:Turret "Operation" and "Proficiency" are clues. You can't operate or be proficient at using turrets when you're not using a turret.
It does seem awry that there isn't another branch of skills for unlocking turrets, which should require less SP, but this doesn't only affect dropships.
Tanks need to upgrade small turret operation before they reach large turrets, so all that SP on small turret operation is wasted.
And LAV gunners simply have a hard time on the turret regardless of the situation.
Perhaps this could give rise to a different type of merc. If more ways to specialise into turrets were implemented, lets say a new dropsuit for pilots/gunners that allowed them to use the vehicles shields to boost their own, modules that highlighted targets for gunners, and related skills, then being a gunner could become a viable path to take.
That's how the wording is, but how legit is this? https://forums.dust514.com/default.aspx?g=posts&m=500316#post500316
Real? Reliable? And if this post is correct is that working as intended? |
Vyzion Eyri
The Southern Legion
179
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Posted - 2013.03.01 21:59:00 -
[7] - Quote
Perhaps I was mistaken, then. If turret skills truly stack as per the above link... Wow. No wonder my gunners can get easy kills if I fly right. |
WyrmHero1945
IMPSwarm Negative-Feedback
24
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Posted - 2013.03.01 22:06:00 -
[8] - Quote
Uffff that's a relief. Time to search for some dedicated turret gunners. |
KalOfTheRathi
CowTek
176
|
Posted - 2013.03.02 01:44:00 -
[9] - Quote
WyrmHero1945 wrote:Uffff that's a relief. Time to search for some dedicated turret gunners. Why twisted icon?
Just a dedicated Gunner wondering why you have not done this in the past. |
WyrmHero1945
IMPSwarm Negative-Feedback
24
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Posted - 2013.03.02 02:12:00 -
[10] - Quote
I don't think there would be players that would prefer going dropship gunner rather than killing with their own tank. |
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Musta Tornius
BetaMax.
269
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Posted - 2013.03.02 15:43:00 -
[11] - Quote
Well the post you guys linked to has not got made up information as Blam did post that information in IRC. So as long as ccp doesn't change how it functions, then it's worth it for the drivers to get the extra damage for their gunners too. |
Delirium Inferno
Chernova Industries
42
|
Posted - 2013.03.02 19:33:00 -
[12] - Quote
WyrmHero1945 wrote:Uffff that's a relief. Time to search for some dedicated turret gunners. This has got me thinking, what would the ideal turret gunner be fitted with? What type of dropsuit, and what skills?
You figure most the time they will be gunning so it doesn't matter, but they will also need to be ready and willing to deploy to take out objectives and what have you. Perhaps a Heavy suit, since speed wouldn't be much of an issue? But they may need it to get to an extraction point. Perhaps a scout, dropping them in like ninjas? |
ladwar
Dead Six Initiative
3
|
Posted - 2013.03.03 03:21:00 -
[13] - Quote
Musta Tornius wrote:Well the post you guys linked to has not got made up information as Blam did post that information in IRC. So as long as ccp doesn't change how it functions, then it's worth it for the drivers to get the extra damage for their gunners too. well i have done some testing and have seen that gunner do not get a damage bonus from the driver, but this still stand true only because they need higher lvl in it to mount the guns in the first place. |
Mithridates VI
The Southern Legion
216
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Posted - 2013.03.03 03:51:00 -
[14] - Quote
ladwar wrote:Musta Tornius wrote:Well the post you guys linked to has not got made up information as Blam did post that information in IRC. So as long as ccp doesn't change how it functions, then it's worth it for the drivers to get the extra damage for their gunners too. well i have done some testing and have seen that gunner do not get a damage bonus from the driver, but this still stand true only because they need higher lvl in it to mount the guns in the first place.
Please elaborate on your methodology. I'm still more inclined to believe a dev than miscellaneous testing. |
Joseph Ridgeson
Cactus Rats
7
|
Posted - 2013.03.03 15:26:00 -
[15] - Quote
Hate to do a minor derail but I have a question:
Does the gunner need Turret Operation in order to get in a Tank with a non-Militia side gun? IE, the Pilot needs Operation X to fit Y Small Blaster. Does the Gunner needs Operation X to be a gunner in the seat where Y Small Blaster is? |
Skihids
Tritan-Industries Legacy Rising
984
|
Posted - 2013.03.03 16:07:00 -
[16] - Quote
Joseph Ridgeson wrote:Hate to do a minor derail but I have a question:
Does the gunner need Turret Operation in order to get in a Tank with a non-Militia side gun? IE, the Pilot needs Operation X to fit Y Small Blaster. Does the Gunner needs Operation X to be a gunner in the seat where Y Small Blaster is?
No. At present the skill is only required to fit the vehicle. Once it is called in anyone can pilot it and anyone can crew the guns. |
Joseph Ridgeson
Cactus Rats
7
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Posted - 2013.03.03 17:02:00 -
[17] - Quote
Skihids wrote:Joseph Ridgeson wrote:Hate to do a minor derail but I have a question:
Does the gunner need Turret Operation in order to get in a Tank with a non-Militia side gun? IE, the Pilot needs Operation X to fit Y Small Blaster. Does the Gunner needs Operation X to be a gunner in the seat where Y Small Blaster is? No. At present the skill is only required to fit the vehicle. Once it is called in anyone can pilot it and anyone can crew the guns.
Gentleman and a scholar. Thanks.
Be well. |
WyrmHero1945
IMPSwarm Negative-Feedback
26
|
Posted - 2013.03.03 17:24:00 -
[18] - Quote
Delirium Inferno wrote:WyrmHero1945 wrote:Uffff that's a relief. Time to search for some dedicated turret gunners. This has got me thinking, what would the ideal turret gunner be fitted with? What type of dropsuit, and what skills? You figure most the time they will be gunning so it doesn't matter, but they will also need to be ready and willing to deploy to take out objectives and what have you. Perhaps a Heavy suit, since speed wouldn't be much of an issue? But they may need it to get to an extraction point. Perhaps a scout, dropping them in like ninjas? Though question. I suppose someone going the vehicle path won't be spending too much SP on dropsuits. However a STD heavy would be very useful as gunner. In my flights my gunners have been shot by snipers and HMGs when I get above the whole enemy blob, so a heavy can easily survive while gunning down the mass. |
Malefactor 00420
Subdreddit Test Alliance Please Ignore
30
|
Posted - 2013.03.03 17:30:00 -
[19] - Quote
For a DS gunner fit I use the weakest nova knife I can to leave room for other defensive modules. Desperate at best if you are shot down, but its a bit of a thrill behind enemy li es with just a knife... for the minute or so that I last. |
Halador Osiris
Dead Six Initiative
51
|
Posted - 2013.03.04 14:55:00 -
[20] - Quote
WyrmHero1945 wrote:Delirium Inferno wrote:WyrmHero1945 wrote:Uffff that's a relief. Time to search for some dedicated turret gunners. This has got me thinking, what would the ideal turret gunner be fitted with? What type of dropsuit, and what skills? You figure most the time they will be gunning so it doesn't matter, but they will also need to be ready and willing to deploy to take out objectives and what have you. Perhaps a Heavy suit, since speed wouldn't be much of an issue? But they may need it to get to an extraction point. Perhaps a scout, dropping them in like ninjas? Though question. I suppose someone going the vehicle path won't be spending too much SP on dropsuits. However a STD heavy would be very useful as gunner. In my flights my gunners have been shot by snipers and HMGs when I get above the whole enemy blob, so a heavy can easily survive while gunning down the mass. I'd rather see a Type-II Heavy with shield extenders gunning for me. I flew a corpmate around once, and he had a Type-I Heavy with armor plates in his lows. The specific map was skim junction, and the whole time we would fly to B, shoot a few guys, he'd jump out and cap, get back in, and we'd stick around until his armor was getting low. Fly back to the supply depot at D and have him swap out to rep up, get back in. By then, we'd have lost B, and rinse and repeat. Were he a shield tanked heavy, I could have just turned him away from the fire while waiting for his shield to regen.
On that note, heavys make great gunners because the hack stations at null cannons can be great cover from a DS turret. If that happens, I just have my buddy jump out and own them in CQC with his HMG, make the hack, and get back in. |
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Eriknaught
666th Hellraisers
0
|
Posted - 2013.03.05 00:54:00 -
[21] - Quote
Delirium Inferno wrote:WyrmHero1945 wrote:Uffff that's a relief. Time to search for some dedicated turret gunners. This has got me thinking, what would the ideal turret gunner be fitted with? What type of dropsuit, and what skills?
Heavy suit with leveled up turret skills. As far as passengers go depends on the situation. First I'm assuming you Mic'd up with the gun-crew so you know that you have 2 Nova knife specialist (great to drop on NULL cannons). Got a couple heavy Forge Gunners? Good thing there's a tank there, now drop those big bastards behind it and laugh as it explode, pick em up...etc.
Point is that any suit with decent turret skills can be good gunners if they trust that you can get em in/out. Heavies will always survive longer tho so I tend to encourage more fire fights for them. Other wise gunners are kinda there for cover fire then an instant 2 man kill-crew on the ground. |
M3DIC 2U
RED COLONIAL MARINES Covert Intervention
20
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Posted - 2013.03.05 19:59:00 -
[22] - Quote
I could see developing two dedicated gunners with another squad as a QRF unit in the dropship. Gunners fly from point to point, gunners provide cover, QRF drops in and out. This is lillypadding as was done in Vietnam using Air Cavalry Troops and helicopters. |
negative49er
One-Armed Bandits Atrocitas
0
|
Posted - 2013.05.04 14:47:00 -
[23] - Quote
But I want to know does turret operation refer to the turret installations on the map. |
Rogatien Merc
Ill Omens EoN.
17
|
Posted - 2013.05.06 03:05:00 -
[24] - Quote
WyrmHero1945 wrote:I don't think there would be players that would prefer going dropship gunner rather than killing with their own tank. We exist. Driving a tank and being a top turret / door gunner are two completely different skillsets (i.e. driving a tank is harder and expensive ). |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
403
|
Posted - 2013.05.06 09:17:00 -
[25] - Quote
Nguruthos IX wrote:These all say skill at operating the devices and + (x)% damage with this type of turret.
Does this apply to the vehicle it is fitted in passively?
As a pilot leveling these skills, will it translate to a random gunner benefiting from the increased damage? Actual from Dev on IRC. Yes, they both count.
First, you cannot upgrade a turret on any vehicle if you aren't skilled for. Try to buy it. It will give you the prerequisites instead.
Second, the pilot and the gunner determines the total advantage.
Third, all those number multiply one after the other 1.02*1.02*.1.02*1.02*1.02*1.03 ... and so on.
Fourth, dude those days are gone. Later today we will see if any of that matters.
Our understanding is passive boosts are gone. That would indicate none of this will be in Uprising. Could be a language issue. Probably not. |
M3DIC 2U
Hellstorm Inc League of Infamy
50
|
Posted - 2013.05.06 21:47:00 -
[26] - Quote
In the past, damage modifiers for driver and gunner have stacked. Not sure if keeping the same way or not. Regardless, skill into them if you plan to gun... it does make a hell of a difference.
In regards to suits: Heavy: is harder to shoot out, can pop out and lay waste to nearby infantry Logi/Assault with repper: can jump out to repair armor Scout: could run away quickly or plant an uplink from a DS or quick run around forge to protect maybe?
Personally I'd think someone with a repper that gives bonus to vehicle healing and skilled into small turrents would make for a strong gunner. |
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