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Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
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Posted - 2013.05.11 04:59:00 -
[1] - Quote
Alright, before anyone reading this thinks "Oh great yet another pointless dropship topic", I have been flying Dropships since the Dust beta was released, and have been around on the forums to see all of the content discussed in other dropship topics since there have been many, but the main issue that i have been concerned about from the very start of the game, one that still exists (which i can't quite believe since i thought it would have been addressed by now), and that's the issue with actually making money and enjoying the game, while still being a full-time drop ship pilot, and the threat that buffing an assault forge-gun's range can pose. Don't get me wrong, i have no issue with regular forge guns, they are a reasonable addition to counteract a dropship, however things are far too unbalanced in a multitude of areas, First off the fire-rate for those forge guns combined with the damage they do is just unbelievable, how CCP could think vehicles would even be useful while putting a weapon that's so powerful in the game i have no idea, especially at this stage where they should be learning the vices and virtues of how infantry and vehicles work together, these negatives are making pilots suffer not only on the battlefield, but ISK wise as well.
As a pilot i earn no incentive for flying an Eryx, other than it has a little higher shields that can still be taken out in about 4 hits with the an assault forge gun (My shields on my Eryx are at 4,260), At the end of every single match i get around 70K in ISK (Even without losing a single dropship) Unless i get kills, which is impossible with an Eryx. Each loss of 1 drop ship results in around 670K to get a new one, and they are still fragile as hell compared to those forge guns. It's simply impossible to make a profit while being a pilot on Dust, and this is making many people bitter and disgusted with the fact that even when flying extremely well, and supporting the team (I fly very high in my eryx and let people spawn inside of it and bail out over enemy bases) we still get absolutely no points compared to the run-n-gunners on the ground that get paid around 200k each match for using weapons that usually cost around 2k per.
If you want to be a pilot right now in Dust, you basically have to accept the fact that when all is said and done in the costs of skilling to earn Logi and Assault ships, you will be completely broke after the forge guns dismantle the ship like it were nothing, even though it took so many SP points and ISK to get to fly that DS. CCP even claimed they would fix the issue with pilots getting no points for when their team mates spawn inside of the Dropship, making it reasonable to fly an Eryx since you could actually then make a profit, but even after this update, this issue has not been resolved, instead they just changed the color of the Eryx. I send this to you CCP as a plead to please pay attention to how screwed over pilots are getting here. There is no room for profit, and it's ruining a mechanism that could be essential for creating a truly immersive expereince in Dust as a whole. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 05:08:00 -
[2] - Quote
I'm not asking for a nerf, but it's literally impossible to earn money as a DS pilot, while everyone else can still make a reasonable profit. There needs to be incintives for being a "pilot", and the fact there isn't and still has not been is extremely discouraging, especially with a company like CCP that boasts its large-scale |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 05:21:00 -
[3] - Quote
Bling Blaine wrote:Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" Not constructive in any way and useless^^^^^^^^^^ Anyways The cost of the DS were supposed to have been cut in half, still not enough of a difference to make a profit. CCP address this before the extinction of the DS. Just lower the price of DS and or mods.
Thank you for being the first one to start a discussion here. That's the main issue i have been really trying to grasp, the fact they said they cut the prices in half, but in reality (once you start to upgrade the sheilds, boosters, overdrive injectors, and turrets) they start adding up to about what they used to cost anyways. 1 Assault dropship for me is 840k, and it still has all Small turret slots, so the front cannon still does hardly anything, even with the decent AT-1 turrets. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 05:27:00 -
[4] - Quote
Yeah i have seen other topics that have GM's reply with "We understand that players don't recieve points for people using their clone re-animation unit inside their drop ship, and we are working to fix this problem right away" And that was posted around 6 months ago.. I at least expected it to be included in the recent update, but it was left out.... for no reason. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 06:25:00 -
[5] - Quote
DUST Fiend wrote:While I definitely feel for my fellow pilots, this increase in range thing is going to be a massive blessing to us, and the game as a whole.
So long as forge guns have their optimal range tweaked back just a little, so falloff kicks in a little sooner, we can actually use distance more effectively against them, without completely nulifying their usefulness. I feel like that will create a better dynamic between AV on the ground and pilots in the sky, and will encourage forge gunners to try and get the jump on lower flying ships, instead of just taking a shot no matter where they are.
I am a little bit skeptical as to how it will work though for us DS pilots, how much damage is an assault forge gun really capable of at "extreme distances"? Because what if it's enough to still deplete shield from really far away when we have no idea where it's coming from, however being able to aim a FG that well takes some skill.
And to Card, i competely reflect your issues with not being able to make any money at all, even when getting kills in assault dropships i still make around 120K, which is about an eighth of how much it takes to just get 1 Assault DS. They are seriously under-powered for the amount of money it costs to have them, and i would also at least like to see a medium turret be created for the Assault Drop Ships, so we have have 2 Small side turrets and 1 Medium front turret, that would make it truly worth the price of around 840K per. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 06:32:00 -
[6] - Quote
As we all can see here, there are many good suggestions for what can be done for the better of drop ships and drop ship pilots in general. Isn't it time CCP finally acts on this? |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
6
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Posted - 2013.05.11 06:49:00 -
[7] - Quote
Card Drunook wrote:Yeva Kalsani wrote:What should they do, be flying out of range the entire match? There's a concept called "Window of vulnerability." This is how long you allow yourself to be exposed to effective enemy fire. You don't have to stay away the ENTIRE match, but you do want to minimize the amount of time the enemy can try to kill you. A good dropship pilot will only be exposed for seconds at a time, meaning only a GOOD AV player will have time to spot, aim, then fire on them. This is a skillset that you won't find on your skill tree. Master it an you'll find that dropships are actually pretty tough to shoot down if they are in the hands of a good pilot. This is also the reason why you occasionally hear about dropships being TOO hard to kill. Serimos, while I agree that they cost too much I (and other dropship pilots I know) have found a few fits that allow them to put out quite a bit of damage. Right now I'm testing out a build using an Incubus, three prototype damage mods and an afterburner. It may be light on defense but it packs a punch. The only problem I have with it is that the Gallente dropships crosshairs are crazy hard to hold on target so my accuracy is terrible using anything but a blaster. If you want to talk shop some send me a mail in game and I'll gladly chat. I'm always happy to talk to another pilot. Yeah I'll be sure to add your name into my contacts once i get online tomorrow, I'm sure you could work your corp into an alliance of some sort if you'd like, but that's all for discussion later, now it's dropships. I personally fly Caldari, and go with sheild buffs (4 on the Python and 3 on the Eryx) and it does allow me to get away from forge gunners, even assault forge gunners occasionally if they fail to make the 4th hit on my python that takes it out, i also put an over-drive injector with my Eryx so it will go faster since it's a slow Logi ship, The Python doesn't have an overdrive because it's quick as it is. I rarely use assault drop ships however because it's so costly to buy them and i want to be conservative with the ISK i have now.
And as far as gameplay goes what you describe is literally exactly what i do as a Dropship pilot, and i didn't learn it from anyone haha, but literally what i do is fly up to the new height limit (one good thing about drop ships from the update) and observe the ground from below while usually 3-4 members spawn inside of my DS since its a Logi. Then i either fly over enemy bases still at that max height and let units drop out, or i go support a base that's being taken by lowering to near ground level (about 200 ft above) and let the gunners see how much dmg they can do while i rotate. If i get hit with a FG, i activate my over-drive and go straight up, often they can't do anything about it except if it's an assault FG. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.11 06:54:00 -
[8] - Quote
Sjach Ixven Kothar wrote: im paying 1.4mill isk for 1 assault dropship and 950k isk for 1 logi dropship. so price cut in half is a load of ****
What the hell do you have in your slots that makes it worth 1.4 mil?? :P
And yeah, i have been a DS pilot now since Dust was released and it's pretty much a labor of love haha, we never get much in rewards but enjoy doing it not only because it's fun to fly, but many times have my team-mates expressed how helpful having a spawnpoint in the air that knows how to pilot is, and i recognize my importance to my corperation and team, but i really wish CCP would also recognize the emminse contribution DS pilots can offer, and that they should be at least a little rewarded in (at least some) profit for having this role in the game. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.11 07:10:00 -
[9] - Quote
I guess armor hardeners and also the addition of a proto launcher make it bump up enough, hell if i were using a proto launcher in mine it would most likely be 1 mil. Right now it's 840k and that's with AT-1's. But as far as defense goes we're 2 different kinds of HP tanks, since you fly the Incubus (Armor) and I fly the Python (Shields) |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
11
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Posted - 2013.05.11 15:01:00 -
[10] - Quote
Yeva Kalsani wrote:^ DAU/2 Assault Forge Gun, clip size 4 shots, with FG Operation skill level 5 it charges shots in under 2 seconds, and with a complex damage modifier and level 3-4 proficiency you're looking at something like 1600 damage per shot. That's 6400 damage in less than 8 seconds, less if you miss one of those shots, but if you run FG full time you have to learn how to lead shots in order to hit infantry and Dropships are a much bigger target than infantry, meaning practice in leading shots nets you all 4 hits.
This is why I argue that Dropships need a buff.
Either dropships need a buff or those Assault FG's need a rate of fire nerf, but I'm sure if they nerf the Assault Forge Gun's rate of fire there will be complaints everywhere as to why they can't **** vehicles like they used to. Being a threat is acceptable, but if you're a good pilot who does everything possible to avoid being hit, and still get taken out in a few seconds because of the ridiculous fire rate those things can have, there's not much else you can do. And like everyone has stated here, each loss of a Dropship (as long as it's a good pilot who has good vehicle modules in their High/Low slots) is about 1 mil, and there is simply no room for profit of any-kind with this unbalance in both infantry/vehicle dmg capabilities, and the economy for how much DS's cost compared to the FG's that take them out so easy. They also give too much incentive for killing people, while not giving any for doing anything else BUT kill others. This creates an unattractive push from being a pilot, since no real gain can be earned from doing so. But as many pilots in here have stated, we do it because it supports the team, regardless of points or money. (But there needs to be changes to this A.S.A.P) |
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Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:18:00 -
[11] - Quote
DUST Fiend wrote:Dropship threads are almost always the most civil and constructive threads on these forums
Except for the person who posted immediately after my first post :P But yes, other than that this has been a great discussion over what should/needs to be done for pilots to enjoy the game like every other player. It seems so constructive as well because all of the posters here understand how to pilot, have been through the aggrovating times when their ship just gets absolutely raped by an assault FG, or when it gets lost due to other random reasons (I've had my own team mates jack my DS and crash it at least 3 times when i got out to recall) And the loss of money from just 1 of these incidents is incredible. Everyone here understands the pain we go through, and we have "hardened the **** up" long ago, i just hope CCP recognizes the importance of making Drop Ships a viable resource that doesn't drive the pilot straight into poverty. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:24:00 -
[12] - Quote
Yeva Kalsani wrote:Serimos Haeraven wrote:Yeva Kalsani wrote:^ DAU/2 Assault Forge Gun, clip size 4 shots, with FG Operation skill level 5 it charges shots in under 2 seconds, and with a complex damage modifier and level 3-4 proficiency you're looking at something like 1600 damage per shot. That's 6400 damage in less than 8 seconds, less if you miss one of those shots, but if you run FG full time you have to learn how to lead shots in order to hit infantry and Dropships are a much bigger target than infantry, meaning practice in leading shots nets you all 4 hits.
This is why I argue that Dropships need a buff. Either dropships need a buff or those Assault FG's need a rate of fire nerf, but I'm sure if they nerf the Assault Forge Gun's rate of fire there will be complaints everywhere as to why they can't **** vehicles like they used to. Being a threat is acceptable, but if you're a good pilot who does everything possible to avoid being hit, and still get taken out in a few seconds because of the ridiculous fire rate those things can have, there's not much else you can do. And like everyone has stated here, each loss of a Dropship (as long as it's a good pilot who has good vehicle modules in their High/Low slots) is about 1 mil, and there is simply no room for profit of any-kind with this unbalance in both infantry/vehicle dmg capabilities, and the economy for how much DS's cost compared to the FG's that take them out so easy. They also give too much incentive for killing people, while not giving any for doing anything else BUT kill others. This creates an unattractive push from being a pilot, since no real gain can be earned from doing so. But as many pilots in here have stated, we do it because it supports the team, regardless of points or money. (But there needs to be changes to this A.S.A.P) If the Assault FG took down HAVs as quickly and easily as they did Dropships, I'd have to agree on the RoF thing. But when you go up against a skilled tanker in a well-fitted HAV and decent infantry support, the RoF on the AFG only helps provide area denial and it's reasonably difficult to take them down, not to mention doing it alone. It's usually the prototype AV grenades + Nanohives, or general AV squads including AFG that are the bane of tankers. Considering the costs versus (lack of) rewards of skilling into and piloting dropships, I think they should have similar survivability to HAVs. In terms of what amount of raw damage they can eat. Just curious, but would DS pilots object to paying more ISK on Dropships if they were as tough as tanks?
I would have no problem with paying more money for my DS if it were actually able to withstand Assault FG's to a point that if a competent pilot is manning the DS they can still get out of the danger zone and save their ship and their team mates on-board. It may hurt to see them come at a larger price, but if they are better-buffed like the description makes you think they are, good pilots would be able to go game after game while being able to still keep their dropship as long as they use it intelligently, like many of us do, but are too vulrable because of the current situation with DS vs Assault FG. Perhaps the range updates the FG's are about to get will actually help |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:27:00 -
[13] - Quote
Iron Wolf Saber wrote:Learn to fly better.
Iron Wolf i suggest you go over this topic and read our replies, because many of us are skilled, veteran pilots who have no issue with flying well. We all understand what modules to have to get out quick, and (at least i don't) don't ever crash just by running into something accidentally. There is a damage issue with a DS's armor, and the fire-rate, Distance, and damage an Assault FG can deal to it. A dropship should be treated as an HAV and i think it's ridiculous that even a logi DS is still very weak in terms of defense, even with 3-4 shield extenders (making shields for my Eryx at 4,200, which can still be taken out by an Assault FG in around 6 seconds) |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:33:00 -
[14] - Quote
ladwar wrote:Vin Vicious wrote:Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known actually forge is for both shield and armor. Not to mention Swarm's are a completely acceptable way of making an Anti-vehicle weapon work well. They are missles that can be out-run if seen in coming our way in time, even the ability to dodge them is there if you have a decently fast DS that can fly quick, but the FG is completely missle-less, and often hard to track where the source of the FG fire is coming from. That, combined with the fact there is absolutely no way to anticipate an FG's damage in-coming makes a completely unfair dis-advantage for skilled DS pilots who simply can do nothing about these Assault FG's. If we could have a few seconds to get out of the situation we would, but we can't even have that against the FG's. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:42:00 -
[15] - Quote
gbghg wrote:ladwar wrote:Vin Vicious wrote:Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known actually forge is for both shield and armor. And is way too effective overall. High damage to both shields and armour, absolutely zero warning to the target, minuscule travel time compared to other forms of AV, and a huge range, oh and it can be used as an anti infantry weapon too.
Which again is another problem with the Assault FG, not only is it amazing at wrecking vehicles but it can **** ground units as well. If there was anything in this game ever to be called (at least a little bit) OP, i think it may be this weapon, but i don't want to start an OP/Nerf flame war here, just keep a discussion on how this can be changed for the better. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
14
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Posted - 2013.05.11 18:56:00 -
[16] - Quote
Marston VC wrote:Serimos Haeraven wrote:I'm not asking for a huge nerf that would dismantle things for others, it's just that it is literally impossible to earn money as a DS pilot, while everyone else can still make a reasonable profit. There needs to be incintives for being a "pilot", especially a logistics one. And the fact there isn't and still has not been is extremely discouraging, especially with a company like CCP that boasts its large-scale warfare. What's even more discouraging is i am sure you yourself are not even a dropship pilot. I fly very well, and rarely loose any dropships in matches, but even though i am good and can support my team and myself, i still earn no money. This, is the problem.
Also, kind of pointing out the obvious here; But EVE and Dust (Gameplay wise) Are two COMPLETELY different things. Especially as far as the economy is concerned. Dude..... its a dropship. It drops people off. Use it to do what it was meant to. Just because you cant go all crazy and get scores like 20 and 0 in it doesn't mean its broken, it means that theres another vehicle for another time that will fulfill that role. Heavy assault ships will be a thing eventually, but until then you'll have to get used to your flying LAV dying.
I would really like to pick this reply apart for all of its idiocracy. First of all, i am doing exactly what a dropship is meant to do, by using my Eryx at high altitudes i let people spawn in and drop out over enemy bases, making them infultrate the base unknown to enemy units. When i do this and people spawn in my ship, i should have the right to earn at least some WP from it, I am not expecting to get any kills or go "20 and 0", And if you think these drop ships are considered "Flying LAV's" You need to re-check the price value for an Eryx or a Python and compare it to any LAV available, these are already priced and described as being very versitile, tough vehicles, however you did point out the exact problem, there armor is closer to that of an LAV, and that should not be the case. If you look at your map closer next time you will see that the icon that a dropship puts on the map is a Medium Attack Vehicle icon, which catagorizes it as completely opposite of an LAV. And to say "It drops people off" is so general and stupid it confirms that you yourself have no real experience of flying yourself and can't even define what "dropping people off" actually means. The fact that we support our team emminsely and get rewarded 0% is what is broken, and it's idiotic commenters like you that frustrate me, who don't contriubte anything useful or credible to the conversation and instead try to blast or dismiss what is an obvious issue |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
18
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Posted - 2013.05.11 19:00:00 -
[17] - Quote
john smitharooni wrote:Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out. Kind of a cavalier response from someone who desired to be and was delegated to be a player's representative. I had no idea this "Iron Sabre" guy was a player's rep, It's a shame to see that people can get promoted to such a rank, yet when those same people come across a vast and emminse discussion over technical issues in how the gameplay is lacking, and how it can be better improved, they post a 4 word sentence that they somehow think dismisses everything we have been saying on here. Some of the player-base on here seems to be a little... aggressive towards reasonable suggestions for change. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
20
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Posted - 2013.05.11 19:13:00 -
[18] - Quote
Yeah after reading what they are preparing to do, none of it is for dropships and again i am completely appalled when so many players (this topic has only been up for 1 day) come on here and express their concern with not being able to make money at all being a pilot, and it's completely true and a reasonable worry, because after all of these updates and all of these changes, somehow CCP has chosen to still ignore Logi DS points, and DS health improvements completely. I still have hope however that they will eventually come to their senses and realize what needs to be done.. and soon. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
23
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Posted - 2013.05.11 19:29:00 -
[19] - Quote
Well it's good to know that there are many corp leaders like you who support DS pilots enough to hire them and supply them money, my corporation does the same thing for me when we are in faction warfare, and eventually planetary conquest, but when even corp leaders recognize the important role that DS pilots have, you would expect that CCP do the same exact thing and reflect an acceptance of DS pilots as vital to the battle, and good ones worthy of monetary gain while playing the game, but pilots have been arguably the most ignored and abused out of any role or class in Dust, every single veteran pilot knows that this is true, and we all have statistics and experiences that back this up. We deserve to be recognized for the important role we play. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
23
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Posted - 2013.05.11 19:33:00 -
[20] - Quote
ca ronic wrote:Couldnt you just donate to the pilot's corp and they pay him? Or he can put an alt in you corp and you pay the alt, that a little more work though.
Well Ronic the main issue is that we shouldn't have to rely on other generous people to support our characters, honestly it makes me feel like a noob when i have to ask for some money in reimbursement for my DS, but we simply have to because there is virtually no way to earn money while flying drop ships at this time, and it almost seems like CCP isn't even concerned about this, i have never seen CCP address these issues surrounding drop-ship health or pay-out, and the last time they did they promised we would earn WP from people spawning in our ships using our re-animaton unit, yet that promise was broken with it being completely left out in this update, and no word of it expected in the next, or any better improvements for DS's for that matter |
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Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
26
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Posted - 2013.05.11 20:04:00 -
[21] - 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. You, me, and a lot of other drop ship pilots on here completely agree with this, everytime i see on the deathlist a proto Assault FG, i know my dropship would only last seconds against 4 shots from it, and often times that's exactly what happens, they are nearly impossible to avoid unless you know how to manuvere quickly after being hit to a height/distance that that FG can't hit you from.
Nguruthos IX wrote: 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?
Yeah that was another strange contrast i was trying to highlight in the original post, the fact that these forge guns, which cost a decent amount of SP, but hardly any ISK, are completely dominating ships that cost an incredible amount more, and are even described in-menu as being extremely versitile, a dominating factor on the battlefield, etc. All of that rhetoric seems to point toward the dropship being a more reasonable tank than it is, and yet we have this severe issue. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
28
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Posted - 2013.05.11 20:35:00 -
[22] - Quote
Right now i am posting our requests on Ironwolf's page, asking him to reconsider his revisions to the new change requests being made for the next update, and listing several points on this page from multiple users to provide a credible basis for the argument. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
28
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Posted - 2013.05.11 20:43:00 -
[23] - Quote
If other DS pilots wish to voice their concerns to Silver, to show the unanimous struggle we have to deal with while there is hardly any attention given to DS pilots, please visit the "CPM: Help Wanted, Looking for Market Oddities" topic in General Discussion, and feel free to chime in, but please, NO SPAMMING. Just reasonable, civil discussion as to how this needs to be addressed. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
40
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Posted - 2013.05.11 22:39:00 -
[24] - Quote
Iron Wolf Sabre, your responses to this issue confuse me. Dropships have an obvious problem, and we are certainly not blowing it out of proportion, why would i type everything that i have and posted and contacted so many people about this issue if it wasn't legitimate? You really need to understand that there is no way to make a profit, no matter how "fun" flying a dropship is, there is no incentive. I'm trying to be as calm as i can but this is getting absolutely un-believable; this lack of understanding some people have on this forum about the long-term repercussions of choosing to be a drop-ship pilot. There is absolutely 0, zilch, nothing to be rewarded to the player for flying his dropships other than an occasional loss of 1 million ISK while ground players reap in 230K+ a good match. The fact you aren't addressing the WP issue at all as well is also completely ridiculous. For someone who should reflect the communities standpoint and views you are certainly not doing so, because there is so much truth in everything we are saying that it should be impossible to not fix. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
58
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Posted - 2013.05.13 15:46:00 -
[25] - 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.
Blam, you have no idea how much i appreciate this feedback, this entire time after creating this topic, and writing paragraph upon paragraph about the difficulties DS pilots still face, it's good to see that these issues are actually being recognized by CCP now, especially the issue with WP. I do understand however that it must be a little difficult to find the right balance between securing pilots their deserved amount of WP (from mobil CRU spawns, etc) and ensuring that it's done in a way that it can't be abused/exploited. However i am confident that CCP will find reasonable and effective ways to help make this game more enjoyable for pilots of Dust as a whole. I am extremely grateful that this was replied to in such detail from a Dev, and look forward to the up-coming updates.
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Serimos Haeraven
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Posted - 2013.05.13 16:32:00 -
[26] - Quote
DUST Fiend wrote:Thank you for the response CCP Blam, it's very relieving to know you've seen our feedback and are seriously considering at least some of it.
To the rest of you, please keep up the constructive discussion, this is a good thread for us pilots, lets keep it going in that direction ^_^
I am almost willing to say that there is hardly any more discussion that needs to be had after what Blam posted, i mean after reading everything that's on here it's all completely true, and all revolves around this severe issue we have been having with FG's, WP, and Economics. However it will be interesting to see how it all pans out as CCP begins to address these concerns and actually implement them in-game. In the mean-time however i suppose this could act as a very decent topic for general Dust Pilot discussion, etc. (Since we already have so much input and opinions from a vast array of pilots in this thread)
Knight SoIaire wrote: So, we can expect this to be added in 2015, right?
Haha that's kind of the thought i had lingering in the back of my head as i read what Blam said, however much of the rhetoric that's used in that post seems to be of "immediate" nature, and that these issues are actually being recognized and will be addressed A.S.A.P |
Serimos Haeraven
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Posted - 2013.05.16 15:10:00 -
[27] - Quote
6 Months just seems so long to finally earn the respect that pilots in Dust have deserved since the game was practically released. It's also discouraging to see that i can't fit XT-Accelerated Missle Launchers (advanced version) on my Eryx because it doesn't have enough PG/CPU for it. Another 150,000 SP down the drain |
Serimos Haeraven
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Posted - 2013.05.16 15:36:00 -
[28] - Quote
We could debate about prices forever but again, one of the main issues stems from the fact there are hardly any WP to be earned for being a tactical spawnpoint with a logi ship, and the pricing is reasonable for things like heavy tanks, and they are reasonable because those tanks have good shields and armor. The main issue with DS's is the fact that while the price is high, there isn't a clear reason why it is. I would have no issue if they raised prices even higher, but actually made the assault and logi drop ships the shield/armor tanks they are meant to be, because there are many ways to take down DS's right now, not just with 1 FG. |
Serimos Haeraven
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Posted - 2013.05.18 20:10:00 -
[29] - Quote
Except Incubus's are still in need of buffs along with all other DS modules available that require over 3 mil SP and around 1 mil ISK. It's still incredible there have still been no updates to the Dropships.. |
Serimos Haeraven
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Posted - 2013.05.25 17:47:00 -
[30] - Quote
Altina McAlterson wrote:If you make the main focus of AV weapons the destruction of vehicles you will never get the balance right. Instead the focus needs to be on suppressing the function of the vehicle and area of denial. In the case of tanks or LAV's this of course means destruction because they currently serve an offensive role.
The dropship however does not serve an offensive role so the destruction of the dropship is of less importance than denying them the ability to deposit additional forces in a certain area. To this end here are some ideas I've had. This is just brainstorming though, I'm not saying whether these are good or bad.
1. Substantial increase to the DS's ability to resistance damage. This could be accomplished by either increasing the base resistance or introducing resistance modules exclusive to aerial vehicles that offer a substantial increase in effectiveness over modules for ground vehicles or possibly a much, much shorter cool down period, etc.... The second option is probably the best since it requires skill and sound judgement on the part of the pilot to be effective instead of simply making them tougher across the board.
2. Remove all turrets from the DS and replace them with some sort of exclusive weapon that is only effective against other vehicles, possibly one similar to a swarm launcher but with a more limited ability to home in on the target and reduced damage or something along those lines. Honestly the DS has no need for anti-infantry weapons. It's too hard to hit anything with rails unless you are hovering over a tank in which case an exclusive AV weapon would also work. Blasters have too limited of a range and there's no way to make missile turrets work without breaking them again.
3. Bring back the old AB.
4. Maybe give DS an exclusive module that projects a shield around the ship that blocks almost all incoming damage but prevents anyone from jumping out giving the ship time to return to safety while preventing it from actually doing anything which as long as the DS has limited offensive capabilities
I would totally agree with many of these points, however i think if we choose to remove the side-turrets for a DS it should be the logistics DS, and instead give it some more high-slots and PG/CPU for extra shield tanking, and same goes for its gallente counterpart. There are so many good ideas that would make the current situation better, why CCP has done nothing i have no clue.
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Serimos Haeraven
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Posted - 2013.05.26 22:23:00 -
[31] - Quote
Ludvig Enraga wrote:OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all.
In order to get that shield tank on my Eryx however, i have to completely dismantle any Fuel injectors, or overdrive injectors, which makes the Eryx (a logi ship) about as slow as a flying snail. That, combined with an FG that's positioned right can easily take those shots on my DS without needing to aim at all because of the slow speed i have with it. That being said, i have taken 1 shield off making it 3,200 shield with an Overdrive Injector. The only issue is the DS should be capable of at least sporting a 4,200 sheild tank while also managing to fit an Overdrive in as well, however the PG and CPU limits are far too small to make any of this possible.
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Serimos Haeraven
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Posted - 2013.05.26 22:33:00 -
[32] - Quote
GOTCHA SUCKER wrote:WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. ...Are you not reading the conversation being had in this topic? You aren't supposed to simply play "bumper cars" with other drop ships, every time an enemy tries that with me i just activate the overdrive and avoid the fool. Dropships are meant to be troop insertion vehicles as well as a mobile defense units, not a tool with which you abuse the recently dwongraded collision data they have now. If you as a pilot use the tactic "playing bumper cars", then right off the bat you aren't even a real pilot. And landing gear? What are you even talking about? You can land Dropships with absolute ease without "landing gear" that notion alone is completely ridiculous. |
Serimos Haeraven
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Posted - 2013.05.27 02:34:00 -
[33] - Quote
I've had some strange experiences with flying my DS as well, such as literally completely exploding with no trace as to what killed me and my 5 passengers, just saying we all commited suicide. I wasn't moving fast at all, was just above the ground hovering so my gunners would pick off some enemies, and then everything just disintegrated, no fire animation or anything, just puff. Made no sense and lost an Eryx to it so i rage quitted that match. Random things like that frustrate me immensely. |
Serimos Haeraven
Deep Space Republic Top Men.
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Posted - 2013.07.05 22:36:00 -
[34] - Quote
Bumping in hopes to keep discussion over these issues constant in the light that CCP has still decided to not address ANY of these issues. |
Serimos Haeraven
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Posted - 2013.07.11 20:06:00 -
[35] - Quote
It's quite depressing at times to view that post, but hopefully somewhere in these monthly updates they will address it.. |
Serimos Haeraven
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Posted - 2013.07.11 20:19:00 -
[36] - Quote
ladwar wrote:gbghg wrote:Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness. Here's some numbers, everyone likes numbers, helps back up a point. Light clarity ward shield booster Heals 127hp per pulse Has 5 pulses Pulses have a 1 second interval. In other words it heals 635hp over 5 seconds, or about a quarter of the health of what a average shield dropship should have. Having timed it it takes about 2 seconds after being selected to activate. Now then, to the enemy. Lets go with an standard and an assault forge gun First the standard(adv variant to keep things fair) It does 1452 damage per shot Has a charge up time of 3.5 seconds Has a clip size of four Straightaway you'll see that 1 shot of a forge gun will take away over half the health of our bare average shield tank dropship, and had done just under 3 times the damage that a shield repper can repair. With its clip size and charge up time it can deal a total of 5808 damage in 14 seconds. In other words 2 shots will be enough to kill our average tanked dropship. Now for the assault forge gun (which starts at the advanced variant) It has a direct damage of 1524.6hp Has a charge up time of 2.5 seconds And has a clip size of four Notice how this thing has both a higher base damage and charge up time? Absolutely wonderful don't you think? In 5 seconds it has done 3049.2 damage In ten seconds it had done 6098.4 damage So the assault forge gun can in the same time span that the best light shield repper on the market can run do over 6 times the damage it can heal. Not to mention that by the time the module actually activates the second shot will be less than half a second away from hitting you. Now admittedly these numbers don't take resistance into account but I'm not 100% sure on how they work, so we'll do without. It also doesn't take into account forge gun skills or damage mods. Forge gun skills can reduce the charge up time by 25% and can increase the damage per shot by 15%. Things are massively in favor of the forge gunner. yo the booster works over 20 seconds not over 5 seconds. shield booster every 4 seconds while armor reps 3times over 3 seconds(one per second) with one second breaks between cycles/pulse so armor gets 3x posted repair per pulse while shields get 1. Either way, Gh's main point was in that amount of time the forge gun (and railgun tank) can make those reppers look completely useless, and in-fact they are. That kind of shield regeneration or armor regeneration is useless against the massive damage FG's and railguns can do from such long distances, and making it worse, the dropship is often such a slow and easy target to pick off with ease. |
Serimos Haeraven
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Posted - 2013.07.11 20:58:00 -
[37] - Quote
TheWee BabySeamus 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.
PLEASE DO NOT TOUCH THE FORGE GUN! If anything I say give dropship pilots an HP BUFF and maybe some resistances to DMG, along with a number of other survivability features (i.e. lock-on warning for all weapons not just swarms). BUT PLEASE FOR THE LOVE OF GOD DO NOT TURN THE DROPSHIP INTO THE NEXT LOGI LAV, next thing you know people will just be crushing players with dropships and we will have nothing to counter it because AV has been NERFED across the board. If you're going to "re-balance" the dropship then do so according to the current AV, do not buff one thing and nerf everything else. Please CCP, from a Veteran Forge Gunner.....................don't touch my baby Its all we heavies have left since you show us no love anywhere else in this game. - Wee Baby Calm down, calm down, CCP Blam specifically says they aren't going to nerf the FG in that exact quote you have replied to. Infact that point was already addressed in relation to optimal range (although it really doesn't seem like FG's do less damage from far away). I also support an HP buff to the dropship, and why it still doesn't have one confuses me so much. And it's not really FG's i have the problem with so much as it is Railgun snipers. |
Serimos Haeraven
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Posted - 2013.07.12 00:51:00 -
[38] - Quote
And back in chromosome fuel injectors on dropships when activated would literally make you go about 900 mph in any which way direction you happened to be facing. I've seen some epic crashes happen that way. But while the physics have improved, the mechanics and gameplay issues surely have not. |
Serimos Haeraven
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Posted - 2013.07.15 00:21:00 -
[39] - Quote
Alena Ventrallis wrote:While I'm annoyed that the only response to buffing dropships CCP has given us is "soon" but that's another issue.
I think dropships would be close to, if not just right, with a countermeasures system for BOTH the SL and FG. R1 and R2 are unbound to anything on dropships, so that would be a perfect place to bind them. R1 shoots a flare out that draws off swarms, with perhaps a 6-10 sec cooldown, and R2 does... something to stop FG. Perhaps a field that last 5 sec with a 15-25 sec cooldown that nullifies a FG hit. The idea is not to give the dropship permanent invulnerability to AV, but to give us a chance to escape before were shot down.
An hp buff and/or a pg buff would also do wonders for us, but my experience has been being hit from I don't know where from, and being unable to do anything about AV, save fly at the flight ceiling and wait the match out. Tanks don't have countermeasures, but they aren't as exposed as dropships are, and even if they were, at least they can take the hits. That's why i have Fuel Injectors on my DS, it basically acts as the only real countermeasure to get out of a hostile and deadly situation before you get killed. |
Serimos Haeraven
Deep Space Republic Top Men.
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Posted - 2013.07.15 00:54:00 -
[40] - Quote
TEBOW BAGGINS wrote:imo the active fuel injector needs some buff, not to what it used to be way overpowered, but some more than what it is, the first cycle should give that old boost back just not for as long, just for 1/2 a second so we can dodge the next FG hit
i cant decide if active shield hardener or fuel injector on my incubus, lately i've been using shield hardener because an active fuel injector on a gallente DS seems to be trying to polish a turd I do agree that that huge quick thrust would be really helpful, and then it can resume it's standard thrust mode, but i find that the fuel injector still helps me to an extent |
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Serimos Haeraven
Deep Space Republic Top Men.
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Posted - 2013.07.15 03:42:00 -
[41] - Quote
Alena Ventrallis wrote:Serimos Haeraven wrote:That's why i have Fuel Injectors on my DS, it basically acts as the only real countermeasure to get out of a hostile and deadly situation before you get killed. Even today, real life aircraft all have countermeasures (flares, etc.) to counter incoming missiles, and while forge guns are a tricky beast with no real logical way to counter them, a dropship shouldn't rely on speed to escape AV, that's more of what fighters do, because they are more maneuverable and able to outfly the missiles. The fighter pilots of today are trained in various maneuvers to evade incoming missiles, using their mobility to "outsmart" the missile. Even then, some fighters do come equipped with actual countermeasures. As a dropship, we fill the niche akin to the Huey, providing transportation across infantry-unfriendly terrain to deliver them to the target location. The side gunners are there to provide some sort of protection when dropping troops into a hostile LZ. The Huey is equipped with multiple countermeasures to incoming missiles, from jamming the missile lock, to flares, to God knows what else they've come up with. Because they can't rely on their speed and maneuverability to escape AV like the fighter pilots can. Without the countermeasures they have, they'd be shot down as soon as anyone looked at them funny. To this end, dropships are not, nor should they be, treated like fighters, ESPECIALLY since there is talks of adding actual fighters to the game (whether this actually happens or not is, like I mentioned before, one of the things that irks me about CCP, and a different can of worms.) I'm confident that if we on Earth figured out how to counter incoming AV after having aircraft IN GENERAL for a little over a century (Flight of the Wright Brothers 1903 - 2013) then surely in the 12 THOUSAND years since the Eve Wormhole collapsed the four empires would have rediscovered technology. Edited for omitted words. Well i don't know how your experiences in Dust have played out but i mean, Fuel Injectors have made me escape out of the line of forge guns, railgun tank snipers, and out-run swarm launchers. It has seriously been a life saver more than i can count against AV trying to take me out, so it helps me out in an ADS a ton. (I fly caldari Python ADS) |
Serimos Haeraven
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Posted - 2013.07.15 03:43:00 -
[42] - Quote
J Lav wrote:The only problem with the Forge Gun / DS relationship is that the DS is way to big and the Forge gun has no sway.
Add sway to FG, and increase it's blast radius, while making the DS a reasonable size. If it were a helicopter, at the moment it would be a twin prop, painted orange, made of paper mache and carrying an elephant on its back.
Make a tanking dropship with loads of HP and resistance that moves slow, while making Assault ships that are fast, handle WAY better - even differently, and are small, carrying only 3 people. I agree with this 100%, there are so many simple things CCP simply over-looked, things that if made right could make piloting a really cool and intricate thing. Right now it has a base, but the foundation isn't formed hardly at all, and hopefully in these newer updates coming up there are some updates addressing these issues. |
Serimos Haeraven
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Posted - 2013.07.15 03:53:00 -
[43] - Quote
Taurion Bruni wrote:All I want is CCP Blam! to say SOMETHING about vehicles, or even post an unconstructive post to tell us he is still alive, and working on what he should be doing Apparently there's a rumor going around that he was in-fact fired in the recent job layoffs, and that's why there are no other devs really commenting on the absence. It could mean that we will be getting some pretty monumental and important updates pretty soon, the ones that Blam might have been going too slow on. |
Serimos Haeraven
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Posted - 2013.07.15 04:45:00 -
[44] - Quote
CharCharOdell wrote:Any changes to vehicles will be good after this. I'm glad Blam is gone. He created Missile Tanks 2. One day we'll look back on thisand llaugh, telling noobs about the olds days when tanks were lavs and lava were unkillable. Lmao I'm hoping this is finally a good step in the right direction. All i can say is +1 for the original CCP getting their asses on the problem and fixing it the best way possible, complete replacement. |
Serimos Haeraven
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Posted - 2013.07.17 05:22:00 -
[45] - Quote
Bumping in case a dev can finally comment to this to maybe any degree.. |
Serimos Haeraven
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Posted - 2013.07.17 06:35:00 -
[46] - Quote
CCP Logibro? CCP Frame? CCP Mintchip? Where's the love these days |
Serimos Haeraven
Deep Space Republic Top Men.
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Posted - 2013.07.17 16:00:00 -
[47] - Quote
Gabriella Grey wrote:Serimos Haeraven wrote:CCP Logibro? CCP Frame? CCP Mintchip? Where's the love these days All the people you named are not associated with dropships. You should look for the post associated with dropships and also CCP Wang has this as a topic in another forum post. Dropship Feedback I understand that those people aren't associated with dropships, CCP Blam was originally in charge of that. But seeing that he hasn't replied to any post in 2 months, and how many aren't commenting on his abscense, it's quite clear that he may have been fired. So I'm just looking for any response i can get from any CCP member as to what at all is in store for dropships. And that link you gave me was a topic by ironwolf, a CPM, not CCP Wang. And while that topic may be okay, this one is 13 pages long and basically contains a shtload of good ideas and improvements, And I'm just wanting whoever is now in charge (since we don't even know who is) of dropships, to have a look at this. |
Serimos Haeraven
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Posted - 2013.07.17 17:45:00 -
[48] - Quote
Gabriella Grey wrote:I understand that, and Yes it was created by a CPM but if you look a bit in the forums in one of the threads, that CCP Wang post, CCP will be discussing on ways to make Dust more enjoyable. I am all for a better dropship gaming experience for Dust, but so many are making a huge fuss about things with a lack of information on the work process. From what I understand is on another recent post, before you had posted earlier, there was talk of a dev blog and a few other things concerning vehicles in general. So just have patience. So far I think they have done a good job as Forge Gunners cant 1 shot you from their red zone etc. with the fall of range of the weapons etc. that is a huge improvement if you ask me, so just be patient., despite us dropship pilots who have been here since chromosome, when we use to fly egg shells. But i just literally scanned all the pages of that feedback and CCP Wang literally never commented on any of it, and reading a lot of his other posts, he seems to represent the ideas of other CCP members but can't quite comment on anything personally himself. And i am also up-to-date with the recent dev blogs, including the roadmap for these monthly updates, however that roadmap is cut up into such generalities it's impossible to even know what vehicles they are even planning to help balance, and i think that the community deserves a little more clarification than that. |
Serimos Haeraven
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Posted - 2013.07.17 18:17:00 -
[49] - Quote
KING SALASI wrote:No matter what CCP does this game will never be balanced. Just make it an all vehicle game. Foot soldiers are not needed turn into a mini EVE. As a vehicle extremist i would support this 100%, but at the same time the likelihood that anything like that would happen is next to none :P |
Serimos Haeraven
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Posted - 2013.08.15 01:05:00 -
[50] - Quote
Blaze Ashra wrote:Bumping in the hopes that dropships will get love in 1.5. Thanks for the bump, CCP needs to realize that dropship pilots have been completely left out for a long time now, and im seriously hoping for them to finally address these issues. |
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Posted - 2013.08.15 01:19:00 -
[51] - Quote
Fire of Prometheus wrote:Sjach Ixven Kothar wrote:Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" All ground vehicles are getting a hp sp that and i quote" there more fun to use" buff but dropships get nothing yet again!! i fly a prometheus and against a proto forge gun its practically paper Amen brother, prometheus handles like a turd and gets blown up like its a piece of paper. Just BOOM down I go. Someone was talking about "window of opertunity" or something like that and I call BS, I tried AV to see how hard it really was to blow up dropships. Honestly it was the easiest thing ever did, I wrecked dozens and feel bad abut it because I know what it's like. So tell me, how big is a 5 second window to an AV soldier? Again a great point about how vulnrable a dropship is to proto forge guns, even when we are using completely proto fitted modules, they take out literally 90% of my shield in my ADS Python, and then can easily land 1 more shot, even when i activate my afterburner. Redline railtank campers are also a big problem plaguing Dust that i hope they will find the common sense to fix in these upcoming patches. |
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