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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Brush Master
HavoK Core RISE of LEGION
451
|
Posted - 2013.05.13 06:44:00 -
[151] - Quote
For all the pilots out there, we have a pilot focus group that talks about these issues and more. In-game you can join channel 514th Wing on irc, #dust514thwing more details on https://docs.google.com/a/havokcore.com/document/d/1igsSZOT0Zaf8TXDhFZWHkQ5r0MTzgxNXwOfdtu56MaU email me at [email protected] if you would like to get involved. |
Kane Fyea
BetaMax. CRONOS.
169
|
Posted - 2013.05.13 07:10:00 -
[152] - Quote
The dark cloud wrote: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.. AV grenades are for LAVs unless the enemy team spams them in which case I pull out swarms.
When the enemy brings in HAVs and/or dropships I usually pull out swarms. |
Rusty Shallows
Black Jackals
68
|
Posted - 2013.05.13 07:34:00 -
[153] - Quote
Moochie Cricket wrote: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 Sounds like a buff and from experience CCP does not buff existing weapons unless it is clear they are no longer working. I'm braced for the fall-off to end at 400 meters as an unpublished ninja nerf. Regardless whatever changes that do occur going to hold judgement to see how it handles the battlefield. |
Djheffer
O.Q.R.D.
2
|
Posted - 2013.05.13 07:42:00 -
[154] - Quote
Iron Wolf Saber wrote:Learn to fly better.
Omg isn't this ^ the guy that was supposed to be helpful and represent a player base? I thought the main post said even if he does not lose an aircraft, he only makes 70k isk. How do you fly better than zero deaths? OHH, kill people with the aircraft!! So thilly of me to assume you where a troll. Maybe you should stick to something that dosn't invove your personal input >< |
gbghg
L.O.T.I.S. RISE of LEGION
1565
|
Posted - 2013.05.13 08:38:00 -
[155] - Quote
Hi blam, thanks for dropping by and giving us some Info on what's planned for dropships. And I like the idea of getting wp for using the active scanner, it plays to the dropships strength as a support aircraft, benefits both the pilot and the team, and will probably tie in with the whole ewar thing at some point. |
Felix Faraday
Kirkinen Risk Control Caldari State
10
|
Posted - 2013.05.13 13:12:00 -
[156] - Quote
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.
1-2. Forge guns are the biggest problem. Swarm launchers will have me run and engage a different part of the map. Forge guns make me put the Dropship away for the game, because they completely shut you down. I understand you don't want to make the forge guns ineffective, but realize that's exactly what they are doing to Dropships, making them completely ineffective.
3. Not everyone flys CRUs. Remote repair would be a bonus, but wouldn't cut it on it's own. There are already a million logis on the ground healing people (I know, I played one) , and it's not uncommon to have games with no allied tanks to heal. Active Scanners are an interesting idea, as long as survivability is increased. Right now we can't spare a slot and become even more paper thin.
But still, these are all good bonuses, but not at the heart of what a DROPship does. We should be getting WP for DROPping people off into battle. Out of everything you listed, a fresh new pilot flying a vanilla DS still wouldn't be getting any WP.
And think about rewarding the people using the DS as well. Nothing big, maybe an extra +15 per whatever (that's the same as the "following an order" bonus right?). Otherwise random blueberries in a game are not going to get in the DS. I've had people at the starting spawn point completely ignore the DS and start hoofing it on their own to an objective. I've had people get in and refuse to leave for the longest time, and then decide to eject in the middle of nowhere. If they get some small bonus for using it correctly, it will help train them.
4. Frankly, if you balance its survivability and rewards for the pilots, you could leave its costs alone. The same with skillpoints. You make it a viable career choice and sustainable, I'm ok with a high skill cost. When I have to play the rest of the game on the ground in militia gear because a free militia FG blew away my 1.1mil piece of flying paper, that's when the complaining starts.
5. Good to hear. Fighting with the main turret is maddening.
!!!!
6. Vehicle Engineering. Vehicle Engineering. Vehicle Engineering. You all switched this skill after we dumped a ton of points into it. Please either change it back to 5% PG, or give us a skill refund.
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SILVERBACK 02
BetaMax. CRONOS.
18
|
Posted - 2013.05.13 14:15:00 -
[157] - Quote
RDVs crashing into my dropship....
are they not aware>? or is the A.I intenally trying to kamikazi friendly assets :/
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Tiberion Deci
Subdreddit Test Alliance Please Ignore
153
|
Posted - 2013.05.13 14:34:00 -
[158] - Quote
As someone on the giving end of forge gun AV from time to time, I will say thatwhilei understand your concerns, the lack of rangeon forge guns right now is a killer. Before even if I could kill a vehicle on my own I could at least scare it into a corner with 2-3 shots or make it afraid of coming across the redline. With the way things are now I can't effectively counter tanks because its easier for them to get out of range. Also take into account the lack of zoom feature on a forge gun. Its kinda hard to get pinpoint accuracy on a turrt coveed by terrain.
As far as dropships tjough, if you can't dodge a forge gun you are doing something wrong. The only times I can reliably hit a dropship are when it's hovering. You guys can evade in all 3 directions which make it incredibly difficult to hit you and even moreso when I'm playing the guessing game with my assault forge gun. Yesterday I could kill a logi ds that I took his shields dow n in 2 hits because by the time he started climbing and eunning away he was out of range and moving too fast. Not fairness :( |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
3
|
Posted - 2013.05.13 14:47:00 -
[159] - Quote
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. mm yeah i feel you. i know ccp has been working on figuring how to reward drop ship pilots for the movement of troops. they have stated it ...and forge guns are i think a little bit to strong..but at the same time i feel like the removal of the range skill has fixed allot of my issues with forge guns...what it comes down to now with swarms nurfed and effective at all anymore vs shields as they should be forge gun is really the only strong defense vs dropships tanks cant even aim up at you anymore so what your asking is for them to nurf the only weapon that hurts you. shields are weak vs forge just as armor is weak vs swarm.know your weaknesses. and my personal advice if you insist on flying the skys'''wait till thees a point wp reward or organized battles also from the sounds of it your eryxs is shield tanked you might wanna try speed modding it a little bit faster durp ships are much more effective at surviveing
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Gunner Needed
The Southern Legion RISE of LEGION
126
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Posted - 2013.05.13 14:58:00 -
[160] - Quote
love how as soon as a mod comes on here all the (experts) show up to say how easy it is to avoid forges and how its so hard to hit anything with a forge gun, lol please. But on the subject of counter measures how bout a module that creates a fake, kinda like beer goggles or crossed eyes, would help as a forge counter since missile counters are easy to think of. |
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VulvaOfTheYeast
Brutor Vanguard Minmatar Republic
16
|
Posted - 2013.05.13 15:12:00 -
[161] - Quote
Serimos Haeraven wrote:
.... 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.
Changing colors, running silly tournaments, sponsoring fan-fiction, CCP is hard at work on the important things. |
EnIgMa99
Imperfects Negative-Feedback
304
|
Posted - 2013.05.13 15:13:00 -
[162] - 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.
When your in a turret on a drop ship people sometimes don't render specifically forgegun's |
Moochie Cricket
SyNergy Gaming EoN.
231
|
Posted - 2013.05.13 15:39:00 -
[163] - Quote
IMHO a big problem is that when flying, you are exposed to av from everyone. In the air everyone can see you and (unless out of range) can fire at you. If you are in a tank or lav there are multiple ways to hide yourself from av attacks(behind hills, ridges and buildings). Consequently, a pilot has to deal with multiple attacks at once even if they were not coordinated. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
58
|
Posted - 2013.05.13 15:46:00 -
[164] - 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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DUST Fiend
OSG Planetary Operations Covert Intervention
3004
|
Posted - 2013.05.13 16:26:00 -
[165] - Quote
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 ^_^
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Knight SoIaire
Better Hide R Die
348
|
Posted - 2013.05.13 16:31:00 -
[166] - 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.
So, we can expect this to be added in 2015, right? |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
60
|
Posted - 2013.05.13 16:32:00 -
[167] - 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 |
gbghg
L.O.T.I.S. RISE of LEGION
1571
|
Posted - 2013.05.13 16:40:00 -
[168] - Quote
Hopefully we should be seeing the first(or majority) of these changes in the next 6 months. We can only hope that the wait isn't too long. |
Big Boss XIII
M.T.A.C Assault Operations Command
124
|
Posted - 2013.05.14 19:50:00 -
[169] - Quote
gbghg wrote:Hopefully we should be seeing the first(or majority) of these changes in the next 6 months. We can only hope that the wait isn't too long.
6 months -_- i fly i die i fly i die i go to restock and i dont have enough so i use a militia assault then i get raped by all the proto users lol now i understand that vicious cycle :)
I really love the countermeasure idea that would be mint |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
63
|
Posted - 2013.05.16 15:10:00 -
[170] - 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 |
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Tanis Jumes
The Exemplars Gentlemen's Agreement
46
|
Posted - 2013.05.16 15:25:00 -
[171] - Quote
I love how you complain about prices, just wait until the players are running the market. **** is going to get EXPENSIVE.
Other than that, I feel your pain. So I somewhat support you. |
Operative 1171 Aajli
PSU GHOST SYNDICATE DARKSTAR ARMY
10
|
Posted - 2013.05.16 15:27:00 -
[172] - Quote
I figured they made drop ships hard to fly to cut down on how many you'd see on the field. However, I'd like to think they are at least easily vulnerable to one weapon so as too also discourage use by all but dedicated users.
I went infantry for a reason in RL. I'm too color blind to fly anything. I can't fly worth a crap. I hate flying. I don't want to be sitting in a delicate, precisioned tin can that can be shot down easily and...
I'm not Tom Cruise. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
63
|
Posted - 2013.05.16 15:36:00 -
[173] - 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. |
total masshole
Seykal Expeditionary Group Minmatar Republic
11
|
Posted - 2013.05.16 15:58:00 -
[174] - Quote
we've been having success with the Incubus as an anti tank element, we hot drop 3 AV over a tank while providing fire support from the Incubus, i shouldnt be saying this tho because i might get us nerfed |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
63
|
Posted - 2013.05.18 20:10:00 -
[175] - 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.. |
CrotchGrab 360
Better Hide R Die D.E.F.I.A.N.C.E
54
|
Posted - 2013.05.18 22:34:00 -
[176] - 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"
good job on completely missing the point. |
Sir Snugglz
Red Star. EoN.
10
|
Posted - 2013.05.19 02:48:00 -
[177] - 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.
A response? I like it where this is going. keep them coming. |
Nguruthos IX
Hellstorm Inc League of Infamy
534
|
Posted - 2013.05.19 03:00:00 -
[178] - 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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Rough Galaxy
S.e.V.e.N. Gentlemen's Agreement
2
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Posted - 2013.05.19 14:08:00 -
[179] - Quote
one thing I would like to mention is something that Planetside 2 does with their drop ships. for a set period of time after soldiers drop, the pilot gets a small amount of points for every kill and capture they make. It doesn't last long, but is rewarding for pilots for sure. |
slypie11
Planetary Response Organisation
288
|
Posted - 2013.05.19 14:30:00 -
[180] - Quote
IMHO, we need bigger maps that support aerial or ground assaults, like some kind of attack and defend gamemode with a base, and then a larger team to fill up the large maps |
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