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Thread Statistics | Show CCP posts - 1 post(s) |
Nguruthos IX
Hellstorm Inc League of Infamy
340
|
Posted - 2013.05.11 17:26:00 -
[1] - Quote
Iron Wolf Saber wrote:Learn to fly better.
I hope you're joking
Either way, add me in game and if you pay for my ships I'll drop you as many as you want to fly. Show me hows it's done and how easily you can juke forge blasts and rail turrets while staying on the field for more than 20 seconds and be doing anything useful at all.
I'm 100% serious and if that's your honest sentiment I think you'll change your mind.
Prove me wrong by not going in the negative within 5 games after two months of practice (and the 200 million that'll cost you) |
Nguruthos IX
Hellstorm Inc League of Infamy
344
|
Posted - 2013.05.11 20:02:00 -
[2] - Quote
Moochie Cricket wrote:Very skilled and experienced pilot here:
In my opinion the biggest problem is that a completely decked out dropship(assualt logistics or standard) with all the modules and skills seems to be balanced ONLY when flown against militia/standard AV. Against AV at this level you will be denied your effectiveness around them yet still have an opportunity to do your job(troop transport, gunship, scout) for a few seconds before having to retreat. However, against proto AV you immediately have to retreat or your ship quickly becomes a burning wreck. Dropships NEED a big buff to shields/armor.
This is because the skills investment and modules effectiveness scales up far better than vehicles.
Compare militia AV to militia ships (lol av one shots anything)
From there on up the disparity only gets WORSE. AV need 10x less SP and 100x less ISK to effectively counter any vehicle that cost 10x more sp and 1000x more isk. So, wtf?
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Nguruthos IX
Hellstorm Inc League of Infamy
346
|
Posted - 2013.05.11 20:22:00 -
[3] - Quote
If you want a CPM who might listen to any of this,
Look at this thread. Guy has his skype info. Add him and lets get a conversation going. Perhaps even a conference sometime later?
https://forums.dust514.com/default.aspx?g=posts&t=73078 |
Nguruthos IX
Hellstorm Inc League of Infamy
347
|
Posted - 2013.05.11 20:28:00 -
[4] - Quote
Moochie Cricket wrote:And lets not forget the people who call in a railgun tank, sit 100 meters behind the redline on a hill, and take potshots at us the entire time we are in the air. This also applys to the railgun/missle turrets that sit behind the redline where we cannot reach them.
Well, that's why I refuse to play skirmish anymore
Taking a 5.5 thousand damage hit out of nowhere from 450 meters and losing a million isk isn't fun.
Of course when PC starts this redline crap will be abused all to hell and make drop-ships just an unnecessary expensive strain on Corps who try to fund them. Since we are forced to be beggers after all |
Nguruthos IX
Hellstorm Inc League of Infamy
349
|
Posted - 2013.05.11 20:40:00 -
[5] - Quote
gbghg wrote:Yeah I laughed at missile turrets last build, now they're one of my biggest nightmares, they don't kill me but since they are almost always far back in the redline they can block such huge amounts of the map. And rail guns are even worse for it, and boasters are just bitches because they can aim so far.
Don't forget free turret installations littered around the map that can be used to 1 shot your precious million dollar derpship
edit:
To those saying just go kill them. Let's no forget that A- they keep respawning, and B- Red line turret installations! [ FUN AMIRITE????] |
Nguruthos IX
Hellstorm Inc League of Infamy
349
|
Posted - 2013.05.11 21:46:00 -
[6] - Quote
Moochie Cricket wrote:Bump
Problem is there's nothing else to say here.
We've been saying the same thing for a year now. They've been telling us "It's coming, we know, we gotcha" All along the way.
All up to the point Uprising where it was stated we would finally be getting WP and lowered prices. Neither of which happened and I cannot fathom why other than sheer apathy.
I'd like to know from a technical standpoint what's so difficult about adding WP for mcru or assist for players who are dropped off and get some kills within a minute.
Seriously, What is so hard about coding that?
Now they may want to balance things better and find what's right. Good! But in the mean time give us anything. A freaking bandaid at least. Comeon, it's not that hard. |
Nguruthos IX
Hellstorm Inc League of Infamy
352
|
Posted - 2013.05.11 21:57:00 -
[7] - Quote
Shameless plug, but an honest question.
Please weigh in your thoughts here. Less QQ the better I'm looking for understanding, not empathy
https://forums.dust514.com/default.aspx?g=posts&t=76121&find=unread |
Nguruthos IX
Hellstorm Inc League of Infamy
358
|
Posted - 2013.05.11 22:45:00 -
[8] - Quote
gbghg wrote:Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. The controls aren't the issue, as dust fiend said, we can adapt to them pretty quickly, took me two games to get used to the new handling, but now my flying is better than ever. The issue is the lack of war points, the lack of ISK we get fulfilling our role, and the fact that advanced and proto AV is balanced against tanks, meaning we regularly get OHK or THK by AV before we even get a chance to react. The only reason I still fly, is because I like flying and enjoy the challenge it provides, because it sure as hell isn't the rewards that attract me. There's a reason the piloting community is so small, that's because anyone with any love of not being bankrupt stays away from dropships.
Agreed. Controls are perfectly fine. I'm even ok with the weightyness of Armor ships. It's fun. WP is the issue. It's derived from expense in terms of SP and ISK, as well as the total lack of compensation for that.
I make more WP running militia being slaughtered on the ground. Why is that better for my team?
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Nguruthos IX
Hellstorm Inc League of Infamy
361
|
Posted - 2013.05.12 05:43:00 -
[9] - Quote
Skihids wrote:DUST Fiend wrote:Skihids wrote:The one thing that the trailer folks got right is that in everyone I've seen a dropship, there one spinning out of control just about to crash. Lmfao too damn true....actually, you know what...even that is a lie....I don't think I've ever once seen a dropship spin out of control and crash in the game; they always just burn, roll to the side slightly, and nose dive into the ground >_< So yea, even CCPs own videos lie about dropships lmfao, good find hahaha Well, I give them a bit of poetic license. They also show RDV's hot dropping a column of tanks to heavy music when the reality would be one guy looking up as an RDV slams his toy into a building and plays keep-away to the tune of the Sugar Plum Faires. It just doesn't make you want to rush to play in the same way. qft |
Nguruthos IX
Hellstorm Inc League of Infamy
377
|
Posted - 2013.05.12 20:53:00 -
[10] - Quote
Quit the ADS gun constantly moving up trying to give me carpel tunnle |
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Nguruthos IX
Hellstorm Inc League of Infamy
390
|
Posted - 2013.05.13 05:55:00 -
[11] - Quote
ALM1GHTY B44L R00 wrote:gbghg wrote:Forge guns can be used against infantry, it's s OHK weapon on them, but then you have to be pretty good to hit infantry with them. Their high damage negates light shield boosters by an incredible extent. And the sp required to get a good vehicle fit far outweighs how much is needed to max out forge gun skills. Oh and their much cheaper than dropships too, by a huge factor. Just some facts to take into account whe talking about forge guns and dropships. Arguably more important yet, is that the gameplay between the two isn't particularly enjoyable or engaging. As a dropship pilot it rarely feels as if you're going down because you were outplayed, you generally feel somewhat helpless and ineffectual. On the other side, forge gun feels so powerful it's boring to use. You just wait for the pilot to slow down and try to actually do something and then you blindside them out of the sky.
Nail. Head. Etc. |
Nguruthos IX
Hellstorm Inc League of Infamy
391
|
Posted - 2013.05.13 06:04:00 -
[12] - Quote
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
Off the top of my head scanners don't do much because of height in the radius. Remote rep requires two foot range. And not everyone may wamt an mcru. I Why are you so cautious to prevent wp farming when the same can be done cheaper, easier, and with zero Sp on nanohives and drop uplinks?
We need Wp even of its a bandaid fix rather than waiting indefinitely.
What would be exploitable about setting a timer so for a minute after you drop a player we gain assist for any kills or captures they make? |
Nguruthos IX
Hellstorm Inc League of Infamy
393
|
Posted - 2013.05.13 06:25:00 -
[13] - Quote
SgtDoughnut wrote:Our dropship pilot makes money in pub matches, of course he always makes sure he has 2 gunners. That and he makes sure to fly intelligently and not only watch his shield/armor but the shield/armor of his gunners. Yes forge guns and swarm launchers hit hard but as long as you pay attention you will do great.
Maybe. Till the RDV hit's it and cost another 13 games of perfect flying.
GG |
Nguruthos IX
Hellstorm Inc League of Infamy
534
|
Posted - 2013.05.19 03:00:00 -
[14] - Quote
Sir Snugglz wrote:CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes. A response? I like it where this is going. keep them coming.
As a cynic... Responses are nice. But it seems that's all we've been getting for a year as pilots. Promises, followed by nerfs Buffs to counters, and bug piled on top of bug.
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Nguruthos IX
Hellstorm Inc League of Infamy
914
|
Posted - 2013.07.17 06:09:00 -
[15] - Quote
this thread is funny guys. What are you thinking |
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