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Thread Statistics | Show CCP posts - 1 post(s) |
Skihids
The Tritan Industries RISE of LEGION
1269
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Posted - 2013.05.12 05:40:00 -
[121] - Quote
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. |
Nguruthos IX
Hellstorm Inc League of Infamy
361
|
Posted - 2013.05.12 05:43:00 -
[122] - 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 |
Big Boss XIII
M.T.A.C Assault Operations Command
113
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Posted - 2013.05.12 08:57:00 -
[123] - Quote
Maybe a countermeasures system module could be introduced for pilots
Beeping with a swarm lock and alarm when it is fired An alarm when a forge is charging in the area
Also a flare system so pilots could break off with out getting joint swarmed
It will give pilots that reaction time needed to get out of a hot zone |
Icy Xenosmilus
Eyniletti Rangers Minmatar Republic
191
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Posted - 2013.05.12 09:00:00 -
[124] - Quote
Forge needs a range nerf. Seriously, there should be no reason for it to take out a drop ship not even low or trying to attack. Its completely ridiculous that even the best drop ship can at Max tank 2 forge hits and cost 1 million. |
Rusty Shallows
Black Jackals
59
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Posted - 2013.05.12 09:48:00 -
[125] - Quote
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" The negative characterization about all pilots was unnecessary but I know where you are coming from. The calls to nerf assault forges is ridiculous. I played back when a character with enough SP in his HAV became the "win button" and I really don't want to see this become VEHICLES 514 through an endless series of small (or big) AV nerfs.
The focus should be on WP, ISK issues, dropship design, and pilot technique. Nerf talk is counter productive. |
gbghg
L.O.T.I.S. RISE of LEGION
1543
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Posted - 2013.05.12 12:05:00 -
[126] - Quote
The only thing I think should happen to the assault forge gun is a slight increase in their charge up time, say an increase of 0.5-1 seconds. |
Skihids
The Tritan Industries RISE of LEGION
1270
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Posted - 2013.05.12 14:21:00 -
[127] - Quote
There is a problem with the call to nerf the FG, and that is the FG/HAV/DS triangle.
Nerf the FG to the point it doesn't shred the medium vehicles in five seconds and it becomes useless against the HAV.
What you need to to is buff the DS in relation to the FG. However you can't do that via a simple HP buff or you get a flying tank which is OP compared to every other weapon. Instead you need something much more focused on the FG threat.
I'm not sure exactly what that would be, but a threat detection system painting charged or firing FGs to allow for evasion would be a start. It would use the maneuverability of the DS as a factor in its defense and it could use it's aerial nature to explain why it gets that defense when the HAV doesn't. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2973
|
Posted - 2013.05.12 14:33:00 -
[128] - Quote
I've said it before, and I'll say it again:
Forge guns will be 100% fine once they get "infinite" range with falloff damage, so long as their optimal range is tweaked back a bit. That makes disengaging and gaining altitude an actual viable tactic vs the forge gun, allowing you to mitigate damage by putting distance between you. It also rewards smart forge gunners who wait for the ship to get close and level out before opening fire. |
Moochie Cricket
SyNergy Gaming EoN.
225
|
Posted - 2013.05.12 14:47:00 -
[129] - Quote
DUST Fiend wrote:I've said it before, and I'll say it again:
Forge guns will be 100% fine once they get "infinite" range with falloff damage, so long as their optimal range is tweaked back a bit. That makes disengaging and gaining altitude an actual viable tactic vs the forge gun, allowing you to mitigate damage by putting distance between you. It also rewards smart forge gunners who wait for the ship to get close and level out before opening fire.
Hopefully. Probably be 500 meters before damage drops off |
Aighun
Zumari Force Projection Caldari State
842
|
Posted - 2013.05.12 14:52:00 -
[130] - Quote
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"
In Dust we just say, "Don't fly."
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DUST Fiend
OSG Planetary Operations Covert Intervention
2974
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Posted - 2013.05.12 14:53:00 -
[131] - Quote
Aighun wrote:In Dust we just say, "Don't fly."
I actually feel tremendously bad for any new player who decides to try to become a dropship pilot.
I can think of no quicker way to come to hate DUST. |
Yeva Kalsani
Reckoners
60
|
Posted - 2013.05.12 15:09:00 -
[132] - Quote
DUST Fiend wrote:I've said it before, and I'll say it again:
Forge guns will be 100% fine once they get "infinite" range with falloff damage, so long as their optimal range is tweaked back a bit. That makes disengaging and gaining altitude an actual viable tactic vs the forge gun, allowing you to mitigate damage by putting distance between you. It also rewards smart forge gunners who wait for the ship to get close and level out before opening fire.
I'm not 100% sure about this being a godsend for dropships. I run FG and almost every dropship I take down, I get them within a range of 500m when they do any useful things that they need to do, like pick up clones or use turret fire against infantry or vehicles. BAM-BAM-dropship goes down. At high ranges, even with damage fall-off, they are hard to hit, especially when moving quickly. Forgegunning at extreme ranges requires incredibly accurate leading of your shots or you'll constantly miss; FG shots do not instantly explode at the target you're aiming at, but they have a travel timeGÇöthe farther away, the longer it has to travel.
I read a good suggestion in another thread in which FG only do like 30% of their damage to aircraft specifically because they're not grounded, but can send them hurtling off-course and open them up for attacks from Swarm Launchers, thusly forcing AV infantry to work in tandem to easily take down a dropship. That's a lot better than any half-baked overall nerf suggestion against FG, and in fact even better than the overall HP buff for dropships I've been suggesting so far.
Audio-visual warning systems for dropship pilots and passengers would also really help. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2976
|
Posted - 2013.05.12 15:16:00 -
[133] - Quote
As a former forge gunner, I think having difficulty at range is perfectly fine. I had no issues, personally, leading dropships. Besides, maybe the FG shouldn't be overly effective at high ranges like that, that seems more like the territory of rail guns if you ask me. |
SILVERBACK 02
BetaMax. CRONOS.
15
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Posted - 2013.05.12 20:52:00 -
[134] - Quote
double DROPSHIP HIT POINTS...END OF. |
Nguruthos IX
Hellstorm Inc League of Infamy
377
|
Posted - 2013.05.12 20:53:00 -
[135] - Quote
Quit the ADS gun constantly moving up trying to give me carpel tunnle |
Moochie Cricket
SyNergy Gaming EoN.
227
|
Posted - 2013.05.12 22:39:00 -
[136] - Quote
Bump |
Gods Architect
SVER True Blood Unclaimed.
34
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Posted - 2013.05.12 23:08:00 -
[137] - Quote
OK after reading these post I come to the basic conclusion that its not that dropships are weak it the fact that being a pilot does not pay well. In Dust the only way to get money is to get WP. But for a dropship since there really isn't an incentive like the Battlefield model (respawning and etc) getting WP has to mean that the pilot is assaulting or ground logistics, right? Is that not the basics of the Dust model, assault or shock troops along with ground logistical support and supporting arms such as tanks can get a large amount of WP and SP but pilots who can get in unload and get out get no incentive. Like for example the pilot drops off a squad of guys somewhere, then shouldn't that pilot get an assist for ever kill or thing that gains WP as long as that merc is alive?
Its not a tricky topic we all know that pilots are underpaid, (tankers you have nothing to complain about besides the jacked up skills and how a forge gun is stronger than your cannon, that is all you deserve to ***** about) but what system model or layout that pilots deserve and make it fair for the rest of the player types is a hard one. No one unless you are using militia grade stuff usually cant make up the difference in one match. That is a fundamental fact that we are staring at right now. P/C is told to improve that but who knows. Right now we are all underpaid but the pilots are suffering the most. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
188
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Posted - 2013.05.13 00:27:00 -
[138] - Quote
I agree that there should be higher isk reward to drop ship pilots but I disagree with how this guy whines that FG is OP against a dropship because it takes !!!FOUR hits from FG to bring DS down. Seriously? This is OP to you that a vulnerable heavy with no way to defend against infantry because he has an AV weapon for primary and is too slow to run away has to land 4 direct hits into a HIGHLY mobile target like DS (mind you - leading every shot) practically in a row to avoid DS shields rebuffing. And to do all that he has to cough up high SP cost of spcializing into FG. I am just speechless at what some ppl would call OP. This comes from a guy that does no AV at all - so I don't have a bone to pick in this fight. |
gbghg
L.O.T.I.S. RISE of LEGION
1556
|
Posted - 2013.05.13 00:38:00 -
[139] - Quote
Forge guns can be used against infantry, it's s OHK weapon in them, but then yyou 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. |
CharCharOdell
Ametat Security Amarr Empire
30
|
Posted - 2013.05.13 05:00:00 -
[140] - Quote
bump |
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ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
23
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Posted - 2013.05.13 05:45:00 -
[141] - Quote
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. |
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CCP Blam!
C C P C C P Alliance
35
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Posted - 2013.05.13 05:54:00 -
[142] - Quote
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. |
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Nguruthos IX
Hellstorm Inc League of Infamy
390
|
Posted - 2013.05.13 05:55:00 -
[143] - 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. |
Doyle Reese
OSG Planetary Operations Covert Intervention
13
|
Posted - 2013.05.13 06:04:00 -
[144] - Quote
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
... 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.
would this new set of code fixes be in the next build after Uprising or would it be sooner? |
Nguruthos IX
Hellstorm Inc League of Infamy
391
|
Posted - 2013.05.13 06:04:00 -
[145] - 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? |
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.13 06:05:00 -
[146] - 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.
ummm why don't forge guns just do more damage the farther they go? Like lasers? |
General Tiberius1
ZionTCD Unclaimed.
701
|
Posted - 2013.05.13 06:18:00 -
[147] - 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.
leave the FG alone! only heavies can use it, it get's expensive, hard to fit at times, low amount of ammo, and no nano hives to insta replenish like other people can.
the FG is not the problem, it's the lack of powerful tanks and counters.
we already have a limited range, compared to rail tanks that can hit anywhere on a map. leave it alone!
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SgtDoughnut
Silent Stalkerz Hephaestus Forge Alliance
0
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Posted - 2013.05.13 06:20:00 -
[148] - Quote
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. |
Nguruthos IX
Hellstorm Inc League of Infamy
393
|
Posted - 2013.05.13 06:25:00 -
[149] - 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 |
The dark cloud
Seraphim Initiative. CRONOS.
1408
|
Posted - 2013.05.13 06:28:00 -
[150] - 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. Allright lets begin with "constructive" posting:
1. You can nerf the forgegun vs dropships alone by giving the dropship more natural resistance against the forgegun. I know this is possible cause youve done this aswell with swarmlaunchers
2. Countermeasures can range from ECM which could increase the lock on time (passive module) or giving the dropships flares which counter swarms. Or really futuristic to counter forgeguns you could make holographic duplicates from your dropship. And about the lock on feature i would suggest to remove the zoom in function on missiles and replace it with a swarm launcher alike lock on box. It would work like this: R1= dumbfire like we have now. L1= brings up the "swarm launcher lock on box" which is capable to lock onto vehicles and installations only. No lock on against infantry. When you achieved the lock on you press R1 to shot the missile while holding down L1. Simple sayd: Hold L1 down to lock on, then press R1 while keep holding down L1 to shot a guided missile.
3. Dropship pilots should be aible to get WP's for spawns on their dropship. I dont see a reason why not. You can allready farm spawn points on ambush with uplinks so no issue there (25WP per spawn). Active scanners should grant a assist when some 1 kills a enemy while he had beeing scanned (25WP). Remote reps should be awarded with WP's like logis do and get the same bonuses like guardian points. To balance this there would be a cooldown timer like on the infantry counterpart. But please give shield reps aswell some love cause they never got any WP's at all regardless how much HP you healed on a tank. And if you want those beeing used on dropships then you need to give the skill thats used for remote modules a +20% on the range per lvl. Espacially on dropships its a issue cause you need to sit stright on top of a tank to achieve the wanted effect.
4. Dropships are way to skill intensive to unlock the assault class you need the normal racial dropship at lvl 5 which is around 2.5 million SP. This is i believe the same as getting a racial tank up to lvl 5. And reducing the hullcosts is recommendet due to the public reaction: ARRRGH! DROPSHIP!! GET MY SWARM LAUNCHER FOR A EASY KILL!!! Its a nightmare to be a pilot cause every 1 on the enemy team switches to AV instantly in the expectation of a easy kill. This however never happends when a LAV or a HAV is going on a rampage.
5. About time. Tankers are crippled with the "inverted" tank turret. Cause it behaves totally the oposite way as it was in chromosome. You probs turned a number upside down. |
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