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Freshticles
Internal Error. Negative-Feedback
202
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Posted - 2013.05.26 23:08:00 -
[211] - Quote
Mondrath wrote:Any advice for a would-be pilot gentlemen? Wait for fighters. |
CharCharOdell
Shining Flame Amarr Empire
223
|
Posted - 2013.05.26 23:09:00 -
[212] - Quote
EnIgMa99 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. When your in a turret on a drop ship people sometimes don't render specifically forgegun's
Putting an auto lock onto turrets would definitly help. Air support could be a viable thing, now.
|
gbghg
L.O.T.I.S. RISE of LEGION
1851
|
Posted - 2013.05.26 23:27:00 -
[213] - Quote
Mondrath wrote:Any advice for a would-be pilot gentlemen? Get logi LAV's, those things are near immortal and help you earn ISK. Also max your corp skills, and never linger in one area too long. The above advice should be considered fair warning, if you still decide to continue on this fools path, my advice is useful. |
Delirium Inferno
Edoras Corporation
438
|
Posted - 2013.05.26 23:41:00 -
[214] - Quote
So I ran into an interesting scenario the other day. A dropship pilot spotted me in the open and started attacking me with it's two gunners. I had no AV weapons, best bet I had was a flaylock pistol. Started shooting it and hardly did any damage, but that didn't matter since each shot had MASSIVE knock back on the dropship. A few shots and I managed force the pilot to lose control and crash his near full health dropship into the dirt.
Dropship physics are way off. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
75
|
Posted - 2013.05.27 02:34:00 -
[215] - 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.
96
|
Posted - 2013.07.05 22:36:00 -
[216] - 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. |
Knight SoIaire
Rent-A-Murder Taxi
1165
|
Posted - 2013.07.11 19:43:00 -
[217] - 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.
R.I.P Blam!'s promises, 13/5/2013 - 11/07/2013
o7 |
Serimos Haeraven
Deep Space Republic Top Men.
224
|
Posted - 2013.07.11 20:06:00 -
[218] - Quote
It's quite depressing at times to view that post, but hopefully somewhere in these monthly updates they will address it.. |
ladwar
Dead Six Initiative Lokun Listamenn
841
|
Posted - 2013.07.11 20:14:00 -
[219] - Quote
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. |
Serimos Haeraven
Deep Space Republic Top Men.
224
|
Posted - 2013.07.11 20:19:00 -
[220] - 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. |
|
TheWee BabySeamus
Dem Durrty Boyz
21
|
Posted - 2013.07.11 20:53:00 -
[221] - 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.
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 |
Knight SoIaire
Rent-A-Murder Taxi
1166
|
Posted - 2013.07.11 20:57:00 -
[222] - 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
No one, in their right mind, would use Dropships for roadkilling anymore (Looks back to free Closed Beta DSes)
Dropships still have huge collision damage.
What the hell are you talking about? Heavies get no love?
I swear you Heavies are only complaining for the laugh. |
Serimos Haeraven
Deep Space Republic Top Men.
227
|
Posted - 2013.07.11 20:58:00 -
[223] - 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. |
Sarducar Kahn
xCosmic Voidx The Superpowers
2
|
Posted - 2013.07.11 22:44:00 -
[224] - Quote
This thread is just what we need at the top of page one, so I shall keep this alive and try to sumarise.
Things us pilots need: Stop RDV OHKO I tapped a stationary one at about five mph, not enough to do damage against terrain but I insta-fireballed.
Less knock back on flaylock (and md?) those that have seen this in action know what I mean.
More HP... We are still waiting
WP... Please soon?
More stuff on the HUD, ground clearance, artificial horizon, ect. So beginners can learn to fly better and I am sure pro's will apreciate.
ADS turret view needs sorting perhaps with first person view, needs artificial horizon on HUD.
Slightly faster Logi? Especially if we don't get much of a HP boost, so we can avoid damage at least.
Anything I have missed?
I just pray something happens before/at the same time as AA tank...
|
Taurion Bruni
D3M3NT3D M1NDZ Orion Empire
133
|
Posted - 2013.07.12 00:07:00 -
[225] - Quote
Can i just fly an llav? Seems to survive more hits as a LIGHT class |
gbghg
L.O.T.I.S. RISE of LEGION
2612
|
Posted - 2013.07.12 00:45:00 -
[226] - Quote
Taurion Bruni wrote:Can i just fly an llav? Seems to survive more hits as a LIGHT class Back I'm chromosome if you filled a sagas low slots with nanofibre mods and a nitrous and hit a small bump you really would fly, I used to jump onto roofs with the things and confuse tanks by barrel rolling over them. *sigh* I miss my chassis mods. |
Serimos Haeraven
Deep Space Republic Top Men.
244
|
Posted - 2013.07.12 00:51:00 -
[227] - 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. |
gbghg
L.O.T.I.S. RISE of LEGION
2612
|
Posted - 2013.07.12 01:21:00 -
[228] - Quote
They were also bastards to handle, I do kind of prefer the new injectors for the fact that they don't make the dropship try to backflip into the MCC. |
Alena Ventrallis
Osmon Surveillance Caldari State
4
|
Posted - 2013.07.15 00:19:00 -
[229] - Quote
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. |
Serimos Haeraven
Deep Space Republic Top Men.
252
|
Posted - 2013.07.15 00:21:00 -
[230] - 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. |
|
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
739
|
Posted - 2013.07.15 00:25:00 -
[231] - Quote
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 |
Serimos Haeraven
Deep Space Republic Top Men.
259
|
Posted - 2013.07.15 00:54:00 -
[232] - 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 |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
745
|
Posted - 2013.07.15 00:58:00 -
[233] - Quote
Serimos Haeraven wrote: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
do you fit the injector on caldari or gallente? |
Alena Ventrallis
Osmon Surveillance Caldari State
5
|
Posted - 2013.07.15 01:00:00 -
[234] - Quote
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. |
J Lav
Opus Arcana Covert Intervention
128
|
Posted - 2013.07.15 02:08:00 -
[235] - Quote
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. |
Serimos Haeraven
Deep Space Republic Top Men.
261
|
Posted - 2013.07.15 03:42:00 -
[236] - 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
Deep Space Republic Top Men.
261
|
Posted - 2013.07.15 03:43:00 -
[237] - 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. |
Taurion Bruni
D3M3NT3D M1NDZ
141
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Posted - 2013.07.15 03:51:00 -
[238] - Quote
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 |
Serimos Haeraven
Deep Space Republic Top Men.
261
|
Posted - 2013.07.15 03:53:00 -
[239] - 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. |
Taurion Bruni
D3M3NT3D M1NDZ
141
|
Posted - 2013.07.15 04:06:00 -
[240] - Quote
Serimos Haeraven wrote: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.
On one hand, this could mean that we could finally get an active dev to fix our problems, but this could also mean that a new leader could unfix the few things they have fixed, starting all vehicles back at square one. If this rumor is true, all i can see is major changes in vehicle vs av in the near future |
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