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Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 04:59:00 -
[1] - Quote
Alright, before anyone reading this thinks "Oh great yet another pointless dropship topic", I have been flying Dropships since the Dust beta was released, and have been around on the forums to see all of the content discussed in other dropship topics since there have been many, but the main issue that i have been concerned about from the very start of the game, one that still exists (which i can't quite believe since i thought it would have been addressed by now), and that's the issue with actually making money and enjoying the game, while still being a full-time drop ship pilot, and the threat that buffing an assault forge-gun's range can pose. Don't get me wrong, i have no issue with regular forge guns, they are a reasonable addition to counteract a dropship, however things are far too unbalanced in a multitude of areas, First off the fire-rate for those forge guns combined with the damage they do is just unbelievable, how CCP could think vehicles would even be useful while putting a weapon that's so powerful in the game i have no idea, especially at this stage where they should be learning the vices and virtues of how infantry and vehicles work together, these negatives are making pilots suffer not only on the battlefield, but ISK wise as well.
As a pilot i earn no incentive for flying an Eryx, other than it has a little higher shields that can still be taken out in about 4 hits with the an assault forge gun (My shields on my Eryx are at 4,260), At the end of every single match i get around 70K in ISK (Even without losing a single dropship) Unless i get kills, which is impossible with an Eryx. Each loss of 1 drop ship results in around 670K to get a new one, and they are still fragile as hell compared to those forge guns. It's simply impossible to make a profit while being a pilot on Dust, and this is making many people bitter and disgusted with the fact that even when flying extremely well, and supporting the team (I fly very high in my eryx and let people spawn inside of it and bail out over enemy bases) we still get absolutely no points compared to the run-n-gunners on the ground that get paid around 200k each match for using weapons that usually cost around 2k per.
If you want to be a pilot right now in Dust, you basically have to accept the fact that when all is said and done in the costs of skilling to earn Logi and Assault ships, you will be completely broke after the forge guns dismantle the ship like it were nothing, even though it took so many SP points and ISK to get to fly that DS. CCP even claimed they would fix the issue with pilots getting no points for when their team mates spawn inside of the Dropship, making it reasonable to fly an Eryx since you could actually then make a profit, but even after this update, this issue has not been resolved, instead they just changed the color of the Eryx. I send this to you CCP as a plead to please pay attention to how screwed over pilots are getting here. There is no room for profit, and it's ruining a mechanism that could be essential for creating a truly immersive expereince in Dust as a whole. |
Delta 749
Maverick Security Consulting
39
|
Posted - 2013.05.11 05:04:00 -
[2] - Quote
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" |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 05:08:00 -
[3] - Quote
I'm not asking for a nerf, but it's literally impossible to earn money as a DS pilot, while everyone else can still make a reasonable profit. There needs to be incintives for being a "pilot", and the fact there isn't and still has not been is extremely discouraging, especially with a company like CCP that boasts its large-scale |
Bling Blaine
FrontLine-Coalition
15
|
Posted - 2013.05.11 05:18:00 -
[4] - 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"
Not constructive in any way and useless^^^^^^^^^^
Anyways
The cost of the DS were supposed to have been cut in half, still not enough of a difference to make a profit.
CCP address this before the extinction of the DS. Just lower the price of DS and or mods. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 05:21:00 -
[5] - Quote
Bling Blaine wrote:Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" Not constructive in any way and useless^^^^^^^^^^ Anyways The cost of the DS were supposed to have been cut in half, still not enough of a difference to make a profit. CCP address this before the extinction of the DS. Just lower the price of DS and or mods.
Thank you for being the first one to start a discussion here. That's the main issue i have been really trying to grasp, the fact they said they cut the prices in half, but in reality (once you start to upgrade the sheilds, boosters, overdrive injectors, and turrets) they start adding up to about what they used to cost anyways. 1 Assault dropship for me is 840k, and it still has all Small turret slots, so the front cannon still does hardly anything, even with the decent AT-1 turrets. |
VLIGHT5
Dead Six Initiative Lokun Listamenn
77
|
Posted - 2013.05.11 05:22:00 -
[6] - Quote
They've been 'aware' of this for months, yet all they do is constantly say 'We want to make this as enjoyable as possible for players, so please wait another 3 months for us to tell you to wait again!' |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 05:27:00 -
[7] - Quote
Yeah i have seen other topics that have GM's reply with "We understand that players don't recieve points for people using their clone re-animation unit inside their drop ship, and we are working to fix this problem right away" And that was posted around 6 months ago.. I at least expected it to be included in the recent update, but it was left out.... for no reason. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2907
|
Posted - 2013.05.11 06:02:00 -
[8] - Quote
While I definitely feel for my fellow pilots, this increase in range thing is going to be a massive blessing to us, and the game as a whole.
So long as forge guns have their optimal range tweaked back just a little, so falloff kicks in a little sooner, we can actually use distance more effectively against them, without completely nulifying their usefulness. I feel like that will create a better dynamic between AV on the ground and pilots in the sky, and will encourage forge gunners to try and get the jump on lower flying ships, instead of just taking a shot no matter where they are. |
Card Drunook
DoC Deck of Contractors
79
|
Posted - 2013.05.11 06:17:00 -
[9] - Quote
I just wanted to add another voice to the fact that right now dropships simply CANNOT pay for themselves. A good dropship pilot flying it as a gunship (which isn't really the role it's built for but that's a whole different discussion) can make a decent amount of SP but they will still get a tiny amount of ISK.
This is talking about economics, not about leveling up skills. A dropship pilot cannot pay for themselves, it's as simple as that.
I do feel the need to point out that the basic economics of DUST are about to change with planetary conquest. Right now the ONLY way to earn money is to lose less money in a round than you gain. With the possibility of selling clones as an income source Corps may soon start being more willing to pay for ISK inefficient roles. I'm waiting to see how it plays out in reality.
As to people saying that they are too weak, I just have to say you're doing it wrong. A dropships defense is it's mobility, if you're getting shot down a lot it's because you're ALLOWING yourself to be shot. In real life helicopters stay alive not by being invulnerable to harm but simply by getting out of harms way. DUST works the same way. |
Yeva Kalsani
Reckoners
49
|
Posted - 2013.05.11 06:22:00 -
[10] - Quote
The problem are not the Forge Guns, the problem is that the dropships are made of paper.
I am specced into FG, and I wish they made Dropships as tough as HAVs. Seriously, it would only be fair. I don't think it would be unbalanced, currently, because Dropships do not have the weaponry to outclass a tank, nor do the pilots get nearly enough WP for their efforts.
Nerf to Assault FG's speed or range would be silly, because that's what makes it a useful anti-infantry weapon and area denial weapon against HAVs. That they take Dropships out of the sky in 5 seconds is the result of the Dropships being built to suck.
Please, if anything, ask them to finally make Dropships better. I don't care if they've cut the prices, they're still way overpriced and demand too much SP investment for what they do right now, IMHO. I want to see more Dropships that don't fall out of the sky as soon as a FG user looks at them funny. |
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Zatara Rought
Subdreddit Test Alliance Please Ignore
145
|
Posted - 2013.05.11 06:22:00 -
[11] - Quote
Honestly this may not be true to life, but unless pc maps are so big that dropships become more viable, I would have no problem if the base hp of specialized dropships was raised significantly if IF the price increased. Leave the base versions cheap, but make the advanced ones either super fast, or super tanky. I mean like enough to take 5 hits from an installation or 3 hits from a double modded proto forge. This is just me, so feel free to tell me to go biomass myself, but I think considering they can transport 5 guys...they should cost more and be able to stand the heat. I dunno about balance cause this is my 1st fps since like halo 3, but that's my 0.02 isk |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 06:25:00 -
[12] - Quote
DUST Fiend wrote:While I definitely feel for my fellow pilots, this increase in range thing is going to be a massive blessing to us, and the game as a whole.
So long as forge guns have their optimal range tweaked back just a little, so falloff kicks in a little sooner, we can actually use distance more effectively against them, without completely nulifying their usefulness. I feel like that will create a better dynamic between AV on the ground and pilots in the sky, and will encourage forge gunners to try and get the jump on lower flying ships, instead of just taking a shot no matter where they are.
I am a little bit skeptical as to how it will work though for us DS pilots, how much damage is an assault forge gun really capable of at "extreme distances"? Because what if it's enough to still deplete shield from really far away when we have no idea where it's coming from, however being able to aim a FG that well takes some skill.
And to Card, i competely reflect your issues with not being able to make any money at all, even when getting kills in assault dropships i still make around 120K, which is about an eighth of how much it takes to just get 1 Assault DS. They are seriously under-powered for the amount of money it costs to have them, and i would also at least like to see a medium turret be created for the Assault Drop Ships, so we have have 2 Small side turrets and 1 Medium front turret, that would make it truly worth the price of around 840K per. |
Yeva Kalsani
Reckoners
49
|
Posted - 2013.05.11 06:26:00 -
[13] - Quote
Card Drunook wrote:As to people saying that they are too weak, I just have to say you're doing it wrong. A dropships defense is it's mobility, if you're getting shot down a lot it's because you're ALLOWING yourself to be shot. In real life helicopters stay alive not by being invulnerable to harm but simply by getting out of harms way. DUST works the same way.
HAVs already have to run from AFG, SL, and Proto AV grenade spam. Even the GOOD ones. Dropships are too weak for what they cost the player using them. They're like flying LAVs with more seats. You can talk about their speed all day long, but with fast FGs like the Assault type or the officer version, or Proto Swarms, they're turned into junk in a matter of seconds. The pilots have no time to react. What should they do, be flying out of range the entire match? Play floating spawn point? |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
5
|
Posted - 2013.05.11 06:32:00 -
[14] - Quote
As we all can see here, there are many good suggestions for what can be done for the better of drop ships and drop ship pilots in general. Isn't it time CCP finally acts on this? |
Garrett Blacknova
Codex Troopers
2921
|
Posted - 2013.05.11 06:37:00 -
[15] - Quote
So at the moment, HAVs are getting a 25% HP buff, and LAVs are gaining 60% (seriously? WTF is with that?), and Dropships are getting...
...drumroll...
ABSOLUTELY NOTHING.
Good job. |
Zatara Rought
Subdreddit Test Alliance Please Ignore
145
|
Posted - 2013.05.11 06:40:00 -
[16] - Quote
Zatara Rought wrote:Honestly this may not be true to life, but unless pc maps are so big that dropships become more viable, I would have no problem if the base hp of specialized dropships was raised significantly if IF the price increased. Leave the base versions cheap, but make the advanced ones either super fast, or super tanky. I mean like enough to take 5 hits from an installation or 3 hits from a double modded proto forge. This is just me, so feel free to tell me to go biomass myself, but I think considering they can transport 5 guys...they should cost more and be able to stand the heat. I dunno about balance cause this is my 1st fps since like halo 3, but that's my 0.02 isk
Hmmm valid point you. +1 to the gentleman who introduced this novel concept. |
Card Drunook
DoC Deck of Contractors
79
|
Posted - 2013.05.11 06:41:00 -
[17] - Quote
Yeva Kalsani wrote:What should they do, be flying out of range the entire match?
There's a concept called "Window of vulnerability." This is how long you allow yourself to be exposed to effective enemy fire. You don't have to stay away the ENTIRE match, but you do want to minimize the amount of time the enemy can try to kill you. A good dropship pilot will only be exposed for seconds at a time, meaning only a GOOD AV player will have time to spot, aim, then fire on them.
This is a skillset that you won't find on your skill tree. Master it an you'll find that dropships are actually pretty tough to shoot down if they are in the hands of a good pilot. This is also the reason why you occasionally hear about dropships being TOO hard to kill.
Serimos, while I agree that they cost too much I (and other dropship pilots I know) have found a few fits that allow them to put out quite a bit of damage. Right now I'm testing out a build using an Incubus, three prototype damage mods and an afterburner. It may be light on defense but it packs a punch. The only problem I have with it is that the Gallente dropships crosshairs are crazy hard to hold on target so my accuracy is terrible using anything but a blaster. If you want to talk shop some send me a mail in game and I'll gladly chat. I'm always happy to talk to another pilot. |
Sjach Ixven Kothar
Conspiratus Immortalis League of Infamy
1
|
Posted - 2013.05.11 06:46:00 -
[18] - 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"
All ground vehicles are getting a hp sp that and i quote" there more fun to use" buff but dropships get nothing yet again!!
i fly a prometheus and against a proto forge gun its practically paper |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.11 06:49:00 -
[19] - Quote
Card Drunook wrote:Yeva Kalsani wrote:What should they do, be flying out of range the entire match? There's a concept called "Window of vulnerability." This is how long you allow yourself to be exposed to effective enemy fire. You don't have to stay away the ENTIRE match, but you do want to minimize the amount of time the enemy can try to kill you. A good dropship pilot will only be exposed for seconds at a time, meaning only a GOOD AV player will have time to spot, aim, then fire on them. This is a skillset that you won't find on your skill tree. Master it an you'll find that dropships are actually pretty tough to shoot down if they are in the hands of a good pilot. This is also the reason why you occasionally hear about dropships being TOO hard to kill. Serimos, while I agree that they cost too much I (and other dropship pilots I know) have found a few fits that allow them to put out quite a bit of damage. Right now I'm testing out a build using an Incubus, three prototype damage mods and an afterburner. It may be light on defense but it packs a punch. The only problem I have with it is that the Gallente dropships crosshairs are crazy hard to hold on target so my accuracy is terrible using anything but a blaster. If you want to talk shop some send me a mail in game and I'll gladly chat. I'm always happy to talk to another pilot. Yeah I'll be sure to add your name into my contacts once i get online tomorrow, I'm sure you could work your corp into an alliance of some sort if you'd like, but that's all for discussion later, now it's dropships. I personally fly Caldari, and go with sheild buffs (4 on the Python and 3 on the Eryx) and it does allow me to get away from forge gunners, even assault forge gunners occasionally if they fail to make the 4th hit on my python that takes it out, i also put an over-drive injector with my Eryx so it will go faster since it's a slow Logi ship, The Python doesn't have an overdrive because it's quick as it is. I rarely use assault drop ships however because it's so costly to buy them and i want to be conservative with the ISK i have now.
And as far as gameplay goes what you describe is literally exactly what i do as a Dropship pilot, and i didn't learn it from anyone haha, but literally what i do is fly up to the new height limit (one good thing about drop ships from the update) and observe the ground from below while usually 3-4 members spawn inside of my DS since its a Logi. Then i either fly over enemy bases still at that max height and let units drop out, or i go support a base that's being taken by lowering to near ground level (about 200 ft above) and let the gunners see how much dmg they can do while i rotate. If i get hit with a FG, i activate my over-drive and go straight up, often they can't do anything about it except if it's an assault FG. |
Sjach Ixven Kothar
Conspiratus Immortalis League of Infamy
1
|
Posted - 2013.05.11 06:49:00 -
[20] - Quote
Serimos Haeraven wrote:Bling Blaine wrote:Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" Not constructive in any way and useless^^^^^^^^^^ Anyways The cost of the DS were supposed to have been cut in half, still not enough of a difference to make a profit. CCP address this before the extinction of the DS. Just lower the price of DS and or mods. Thank you for being the first one to start a discussion here. That's the main issue i have been really trying to grasp, the fact they said they cut the prices in half, but in reality (once you start to upgrade the sheilds, boosters, overdrive injectors, and turrets) they start adding up to about what they used to cost anyways. 1 Assault dropship for me is 840k, and it still has all Small turret slots, so the front cannon still does hardly anything, even with the decent AT-1 turrets.
im paying 1.4mill isk for 1 assault dropship and 950k isk for 1 logi dropship. so price cut in half is a load of **** |
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Judge Rhadamanthus
Kapow Heavy Industries
101
|
Posted - 2013.05.11 06:54:00 -
[21] - Quote
I fly both a logi and assault drop ship. I have always flown when I can and continue to do so despite the cost and low reward. I do it because I like it. I earn my cah letting the pro- duvelle guys that make up 80% of a game kill me over and over with ease. I'll still fly though.
The devs stickied vehicle thread gives me hope. For one reason :
1) the spread sheet they provided has a drop ship section. It has old and new values just like the HAV and LAV. I am sure they are completely quiet as they are not ready to release any changes yet and do not want to say anything now that they may later change.
I understand leaving drop ships till last. I would. We need the majority happy with the game. It's good business. And I know you other pilots are like me and not the assault guys. They threaten to leave and stomp their feet, you guys plead and ask for things to be looked at so you can do better. We don't threaten to leave.
The best we can do is be constructive and realistic, polite and patient. In the long run if we work with CCP we will have the role we so want |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.11 06:54:00 -
[22] - Quote
Sjach Ixven Kothar wrote: im paying 1.4mill isk for 1 assault dropship and 950k isk for 1 logi dropship. so price cut in half is a load of ****
What the hell do you have in your slots that makes it worth 1.4 mil?? :P
And yeah, i have been a DS pilot now since Dust was released and it's pretty much a labor of love haha, we never get much in rewards but enjoy doing it not only because it's fun to fly, but many times have my team-mates expressed how helpful having a spawnpoint in the air that knows how to pilot is, and i recognize my importance to my corperation and team, but i really wish CCP would also recognize the emminse contribution DS pilots can offer, and that they should be at least a little rewarded in (at least some) profit for having this role in the game. |
Judge Rhadamanthus
Kapow Heavy Industries
101
|
Posted - 2013.05.11 07:06:00 -
[23] - Quote
Mine is 1.2 million
Proto main turret : XT-1 Accelerated missile launcher : 231 880 2x 20 GJ scattered blaster : 50 320 Light clarity ward shield booster : 33 560 Surge shield reinforcement : 29 360 Carapace armour hardener : 52 480 Carapace armour hardener : 52 480 Light efficient armour repair unit : 33 560 60mm reinforced nano fibre plates : 33 560 Incubus : 669 320
TOTAL : 1 176 120
|
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
6
|
Posted - 2013.05.11 07:10:00 -
[24] - Quote
I guess armor hardeners and also the addition of a proto launcher make it bump up enough, hell if i were using a proto launcher in mine it would most likely be 1 mil. Right now it's 840k and that's with AT-1's. But as far as defense goes we're 2 different kinds of HP tanks, since you fly the Incubus (Armor) and I fly the Python (Shields) |
Card Drunook
DoC Deck of Contractors
79
|
Posted - 2013.05.11 07:12:00 -
[25] - Quote
Sjach Ixven Kothar wrote:
im paying 1.4mill isk for 1 assault dropship and 950k isk for 1 logi dropship. so price cut in half is a load of ****
While I wouldn't put it that way I have to agree with the general sentiment. Also, what Semios said more or less, just what ARE you fitting it with to make it THAT expensive.
Judge Rhadamanthus, just wanted to say it's nice to read a reasonable view on the subject.
Edited in: and while I typed more posts were put up... :End Edit |
CaoticFox
Axis of Chaos
12
|
Posted - 2013.05.11 07:25:00 -
[26] - 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.
this arguement is designed for feedback section... where it was argued MONTHS ago... 'long overdue subjects, DropShips'... and prior to that there were a few smaller posts that went unnoticed |
Card Drunook
DoC Deck of Contractors
79
|
Posted - 2013.05.11 07:33:00 -
[27] - Quote
I think this is the right place for it Caotic, we're not really giving specific feedback so much as just discussing the issue. Goodnight by the way... |
CaoticFox
Axis of Chaos
12
|
Posted - 2013.05.11 07:39:00 -
[28] - Quote
Card Drunook wrote:I think this is the right place for it Caotic, we're not really giving specific feedback so much as just discussing the issue. Goodnight by the way...
believe its leading to, and asking for "suggestions"... which IS a different locale |
Vin Vicious
Sinq Laison Gendarmes Gallente Federation
66
|
Posted - 2013.05.11 08:27:00 -
[29] - Quote
Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
5
|
Posted - 2013.05.11 08:42:00 -
[30] - 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"
We're simply asking to be at least as survivable as a MLT level dropsuit. Right now a dropship crumbles to a decent forgegun faster than an assault suit drops to an AR. Why does it make sense for vehicles to be weaker than dropsuits? |
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Hunter Junko
Bojo's School of the Trades
96
|
Posted - 2013.05.11 08:47:00 -
[31] - Quote
Card Drunook wrote: "Window of vulnerability." This is how long you allow yourself to be exposed to effective enemy fire. You don't have to stay away the ENTIRE match, but you do want to minimize the amount of time the enemy can try to kill you. A good dropship pilot will only be exposed for seconds at a time
good advice Card.
i'd say, From my experiences as a dropship pilot on manus peak, it'll take at least 15-30 seconds of exposure MAX before you get any swarm launchers headed your way (Yet to face a forge gun, i hope not.) and that is just being optimistic.
one way to mitigate this is if you have another dropship pilot flying with your squad. by entering, he has started his window of opportunity while i go and repair myself. then when he is done i fly back and begin my W.O.V
but i do agree that the WP system for dropships NEED to be implemented. but for now i want to focus honeing my flying abilities. that way when the Wp system they've been promising finally arrives, we should see a quick changeup in the leaderboards lol
btw theres a pilots chat channel called condor squad. putting it out there so that we can all squad up and show these AV players the business end of our blasters |
Yeva Kalsani
Reckoners
50
|
Posted - 2013.05.11 09:17:00 -
[32] - Quote
^ DAU/2 Assault Forge Gun, clip size 4 shots, with FG Operation skill it charges shots in under 2 seconds, and with a complex damage modifier and level 3-4 proficiency you're looking at something like 1600 damage per shot. That's 6400 damage in less than 8 seconds, less if you miss one of those shots, but if you run FG full time you have to learn how to lead shots in order to hit infantry and Dropships are a much bigger target than infantry, meaning practice in leading shots nets you all 4 hits.
This is why I argue that Dropships need a buff. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
37
|
Posted - 2013.05.11 09:45:00 -
[33] - Quote
wh0re urself out to a corp. i know theres games id kill for a decent pilot. id designate u a defend order and u cud have 2 guys to gun for u. u got a gun now, ur tellin me u cant strafe a forge gunner. perhaps ur not the pilot u think u are. run a couple free lavs to test the av on the opposing team. there is a pilot channel aswell. i hear armors the way to go as armor hardeners last a min, where sheild hardeners last lik20 secs |
Stefan Stahl
Seituoda Taskforce Command Caldari State
60
|
Posted - 2013.05.11 12:48:00 -
[34] - Quote
I've also tried out Assault and Logistics Dropships in public matches, and it just doesn't work out. When my Eryx gets flipped upside down by a railgun and crashes to the ground with over 4000 hp left I'm set back by about 1 million ISK. Not worth it.
However, when I equip a Myron with advanced missile launchers and enough tank to stay afloat the whole thing gets a lot, lot, lot cheaper and I can dare to try completely different types of maneuvers since the Dropship is just a disposable asset at that point.
It's a hard fact to swallow, but if the cost-vs-risk ratio isn't worth it then don't deploy expensive fits. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
11
|
Posted - 2013.05.11 15:01:00 -
[35] - Quote
Yeva Kalsani wrote:^ DAU/2 Assault Forge Gun, clip size 4 shots, with FG Operation skill level 5 it charges shots in under 2 seconds, and with a complex damage modifier and level 3-4 proficiency you're looking at something like 1600 damage per shot. That's 6400 damage in less than 8 seconds, less if you miss one of those shots, but if you run FG full time you have to learn how to lead shots in order to hit infantry and Dropships are a much bigger target than infantry, meaning practice in leading shots nets you all 4 hits.
This is why I argue that Dropships need a buff.
Either dropships need a buff or those Assault FG's need a rate of fire nerf, but I'm sure if they nerf the Assault Forge Gun's rate of fire there will be complaints everywhere as to why they can't **** vehicles like they used to. Being a threat is acceptable, but if you're a good pilot who does everything possible to avoid being hit, and still get taken out in a few seconds because of the ridiculous fire rate those things can have, there's not much else you can do. And like everyone has stated here, each loss of a Dropship (as long as it's a good pilot who has good vehicle modules in their High/Low slots) is about 1 mil, and there is simply no room for profit of any-kind with this unbalance in both infantry/vehicle dmg capabilities, and the economy for how much DS's cost compared to the FG's that take them out so easy. They also give too much incentive for killing people, while not giving any for doing anything else BUT kill others. This creates an unattractive push from being a pilot, since no real gain can be earned from doing so. But as many pilots in here have stated, we do it because it supports the team, regardless of points or money. (But there needs to be changes to this A.S.A.P) |
DUST Fiend
OSG Planetary Operations Covert Intervention
2910
|
Posted - 2013.05.11 15:10:00 -
[36] - Quote
Dropship threads are almost always the most civil and constructive threads on these forums
That must be our problem >_<
::RABBLE RABBLE RABBLE:: |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:18:00 -
[37] - Quote
DUST Fiend wrote:Dropship threads are almost always the most civil and constructive threads on these forums
Except for the person who posted immediately after my first post :P But yes, other than that this has been a great discussion over what should/needs to be done for pilots to enjoy the game like every other player. It seems so constructive as well because all of the posters here understand how to pilot, have been through the aggrovating times when their ship just gets absolutely raped by an assault FG, or when it gets lost due to other random reasons (I've had my own team mates jack my DS and crash it at least 3 times when i got out to recall) And the loss of money from just 1 of these incidents is incredible. Everyone here understands the pain we go through, and we have "hardened the **** up" long ago, i just hope CCP recognizes the importance of making Drop Ships a viable resource that doesn't drive the pilot straight into poverty. |
Yeva Kalsani
Reckoners
50
|
Posted - 2013.05.11 15:20:00 -
[38] - Quote
Serimos Haeraven wrote:Yeva Kalsani wrote:^ DAU/2 Assault Forge Gun, clip size 4 shots, with FG Operation skill level 5 it charges shots in under 2 seconds, and with a complex damage modifier and level 3-4 proficiency you're looking at something like 1600 damage per shot. That's 6400 damage in less than 8 seconds, less if you miss one of those shots, but if you run FG full time you have to learn how to lead shots in order to hit infantry and Dropships are a much bigger target than infantry, meaning practice in leading shots nets you all 4 hits.
This is why I argue that Dropships need a buff. Either dropships need a buff or those Assault FG's need a rate of fire nerf, but I'm sure if they nerf the Assault Forge Gun's rate of fire there will be complaints everywhere as to why they can't **** vehicles like they used to. Being a threat is acceptable, but if you're a good pilot who does everything possible to avoid being hit, and still get taken out in a few seconds because of the ridiculous fire rate those things can have, there's not much else you can do. And like everyone has stated here, each loss of a Dropship (as long as it's a good pilot who has good vehicle modules in their High/Low slots) is about 1 mil, and there is simply no room for profit of any-kind with this unbalance in both infantry/vehicle dmg capabilities, and the economy for how much DS's cost compared to the FG's that take them out so easy. They also give too much incentive for killing people, while not giving any for doing anything else BUT kill others. This creates an unattractive push from being a pilot, since no real gain can be earned from doing so. But as many pilots in here have stated, we do it because it supports the team, regardless of points or money. (But there needs to be changes to this A.S.A.P)
If the Assault FG took down HAVs as quickly and easily as they did Dropships, I'd have to agree on the RoF thing. But when you go up against a skilled tanker in a well-fitted HAV and decent infantry support, the RoF on the AFG only helps provide area denial and it's reasonably difficult to take them down, not to mention doing it alone. It's usually the prototype AV grenades + Nanohives, or general AV squads including AFG that are the bane of tankers. Considering the costs versus (lack of) rewards of skilling into and piloting dropships, I think they should have similar survivability to HAVs. In terms of what amount of raw damage they can eat.
Just curious, but would DS pilots object to paying more ISK on Dropships if they were as tough as tanks? |
Iron Wolf Saber
Den of Swords
4044
|
Posted - 2013.05.11 15:23:00 -
[39] - Quote
Learn to fly better. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:24:00 -
[40] - Quote
Yeva Kalsani wrote:Serimos Haeraven wrote:Yeva Kalsani wrote:^ DAU/2 Assault Forge Gun, clip size 4 shots, with FG Operation skill level 5 it charges shots in under 2 seconds, and with a complex damage modifier and level 3-4 proficiency you're looking at something like 1600 damage per shot. That's 6400 damage in less than 8 seconds, less if you miss one of those shots, but if you run FG full time you have to learn how to lead shots in order to hit infantry and Dropships are a much bigger target than infantry, meaning practice in leading shots nets you all 4 hits.
This is why I argue that Dropships need a buff. Either dropships need a buff or those Assault FG's need a rate of fire nerf, but I'm sure if they nerf the Assault Forge Gun's rate of fire there will be complaints everywhere as to why they can't **** vehicles like they used to. Being a threat is acceptable, but if you're a good pilot who does everything possible to avoid being hit, and still get taken out in a few seconds because of the ridiculous fire rate those things can have, there's not much else you can do. And like everyone has stated here, each loss of a Dropship (as long as it's a good pilot who has good vehicle modules in their High/Low slots) is about 1 mil, and there is simply no room for profit of any-kind with this unbalance in both infantry/vehicle dmg capabilities, and the economy for how much DS's cost compared to the FG's that take them out so easy. They also give too much incentive for killing people, while not giving any for doing anything else BUT kill others. This creates an unattractive push from being a pilot, since no real gain can be earned from doing so. But as many pilots in here have stated, we do it because it supports the team, regardless of points or money. (But there needs to be changes to this A.S.A.P) If the Assault FG took down HAVs as quickly and easily as they did Dropships, I'd have to agree on the RoF thing. But when you go up against a skilled tanker in a well-fitted HAV and decent infantry support, the RoF on the AFG only helps provide area denial and it's reasonably difficult to take them down, not to mention doing it alone. It's usually the prototype AV grenades + Nanohives, or general AV squads including AFG that are the bane of tankers. Considering the costs versus (lack of) rewards of skilling into and piloting dropships, I think they should have similar survivability to HAVs. In terms of what amount of raw damage they can eat. Just curious, but would DS pilots object to paying more ISK on Dropships if they were as tough as tanks?
I would have no problem with paying more money for my DS if it were actually able to withstand Assault FG's to a point that if a competent pilot is manning the DS they can still get out of the danger zone and save their ship and their team mates on-board. It may hurt to see them come at a larger price, but if they are better-buffed like the description makes you think they are, good pilots would be able to go game after game while being able to still keep their dropship as long as they use it intelligently, like many of us do, but are too vulrable because of the current situation with DS vs Assault FG. Perhaps the range updates the FG's are about to get will actually help |
|
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:27:00 -
[41] - Quote
Iron Wolf Saber wrote:Learn to fly better.
Iron Wolf i suggest you go over this topic and read our replies, because many of us are skilled, veteran pilots who have no issue with flying well. We all understand what modules to have to get out quick, and (at least i don't) don't ever crash just by running into something accidentally. There is a damage issue with a DS's armor, and the fire-rate, Distance, and damage an Assault FG can deal to it. A dropship should be treated as an HAV and i think it's ridiculous that even a logi DS is still very weak in terms of defense, even with 3-4 shield extenders (making shields for my Eryx at 4,200, which can still be taken out by an Assault FG in around 6 seconds) |
gbghg
L.O.T.I.S. RISE of LEGION
1516
|
Posted - 2013.05.11 15:28:00 -
[42] - Quote
Iron Wolf Saber wrote:Learn to fly better. The real problem, like others are saying are assault forge guns. Their charge up time allows them to get multiple shots onto a dropship before their modules are even taking effect, its ROF is way too fast. |
ladwar
Dead Six Initiative Lokun Listamenn
361
|
Posted - 2013.05.11 15:29:00 -
[43] - Quote
Vin Vicious wrote:Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known actually forge is for both shield and armor. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:33:00 -
[44] - Quote
ladwar wrote:Vin Vicious wrote:Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known actually forge is for both shield and armor. Not to mention Swarm's are a completely acceptable way of making an Anti-vehicle weapon work well. They are missles that can be out-run if seen in coming our way in time, even the ability to dodge them is there if you have a decently fast DS that can fly quick, but the FG is completely missle-less, and often hard to track where the source of the FG fire is coming from. That, combined with the fact there is absolutely no way to anticipate an FG's damage in-coming makes a completely unfair dis-advantage for skilled DS pilots who simply can do nothing about these Assault FG's. If we could have a few seconds to get out of the situation we would, but we can't even have that against the FG's. |
gbghg
L.O.T.I.S. RISE of LEGION
1516
|
Posted - 2013.05.11 15:36:00 -
[45] - Quote
ladwar wrote:Vin Vicious wrote:Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known actually forge is for both shield and armor. And is way too effective overall. High damage to both shields and armour, absolutely zero warning to the target, minuscule travel time compared to other forms of AV, and a huge range, oh and it can be used as an anti infantry weapon too. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
12
|
Posted - 2013.05.11 15:42:00 -
[46] - Quote
gbghg wrote:ladwar wrote:Vin Vicious wrote:Forge gun= night night shield tanker
Swarm = night night armor tanker
Thought that was well known actually forge is for both shield and armor. And is way too effective overall. High damage to both shields and armour, absolutely zero warning to the target, minuscule travel time compared to other forms of AV, and a huge range, oh and it can be used as an anti infantry weapon too.
Which again is another problem with the Assault FG, not only is it amazing at wrecking vehicles but it can **** ground units as well. If there was anything in this game ever to be called (at least a little bit) OP, i think it may be this weapon, but i don't want to start an OP/Nerf flame war here, just keep a discussion on how this can be changed for the better. |
ca ronic
Moffit Bros
9
|
Posted - 2013.05.11 15:58:00 -
[47] - Quote
Planetary Conquest. As a district owner I would pay for a dropship or two if you fight for me, especially if you can bring 4 more squad members with you. |
Yeva Kalsani
Reckoners
50
|
Posted - 2013.05.11 16:05:00 -
[48] - Quote
As a dedicated FG user, I have to agree it's slightly OP. Only slightly. It did not need another 10% damage, for instance. But overall it's far from the point where you see everybody running around with AFGs, right? I mean, here are just the most common scenarios when using an AFG:
- vs Infantry: FGunner goes on an elevated position and starts bombarding infantry. Can kill some, damage others, and will deny area to further hostiles. - vs Infantry 2: FGunner goes on even level against infantry, most shots miss unless the FGunner gets lucky, gets wrecked by enemy infantry or HAVs. - vs LAVs: free LAV gets called in, people speed around, AFG blows them up, end of. Not all too easy though, given the speed of LAVs and the obstruction. However, the cost of using LAVs is relatively low, not absurdly much higher than, say, a standard-Heavy with AFG+complex damage mod. - vs HAVs: AFG can quickly inflict concerning amounts of damage to tough tanks and force them into retreating into cover. Tank can repair/shield back up but suffers some area denial. Can try to shoot the FGunner or wait for infantry to kill the FGunner. Weak militia tanks are easily blown up, but are at least cheap in comparison. - vs Dropships: FGunner spots DS, waits for it to hit a lull in speed and trajectory of flight, starts spamming AFG shots. DS can not easily hide behind obstructions or speed out of range quickly enough, is sent reeling in a vector according to the AFG shots, and goes down. A vehicle that cost an exorbitant amount of ISK is lost.
IMHO, the problem here is not the AFG, but how DS pilots have no chance to react to an AFG broadsiding them. LAVs have a similar problem, but require far less buy-in. HAVs have the sufficient amount of time to react because they can tough out a few shots before they find good cover and/or distance; a DS cannot. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2910
|
Posted - 2013.05.11 16:12:00 -
[49] - Quote
Iron Wolf Saber wrote:Learn to fly better.
That's you're ******* answer?
Are you kidding me?
Nice to know CPM supports us just as much CCP does.
(forge guns just need their optimal tweaked back once we get falloff damage, then all will be well on that front. But all the other topics brought up around pilots...and that's....wow) |
Nguruthos IX
Hellstorm Inc League of Infamy
340
|
Posted - 2013.05.11 17:26:00 -
[50] - Quote
Iron Wolf Saber wrote:Learn to fly better.
I hope you're joking
Either way, add me in game and if you pay for my ships I'll drop you as many as you want to fly. Show me hows it's done and how easily you can juke forge blasts and rail turrets while staying on the field for more than 20 seconds and be doing anything useful at all.
I'm 100% serious and if that's your honest sentiment I think you'll change your mind.
Prove me wrong by not going in the negative within 5 games after two months of practice (and the 200 million that'll cost you) |
|
Gunner Needed
The Southern Legion RISE of LEGION
119
|
Posted - 2013.05.11 17:33:00 -
[51] - Quote
Iron Wolf Saber wrote:Learn to fly better.
wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out. |
Soozu
5o1st
96
|
Posted - 2013.05.11 17:49:00 -
[52] - Quote
Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out.
He's doing the same thing regarding the HAV PG nerfs... something is up with this guy. For the record, not enough warpoints for dropship pilots means no isk rewards.. flying better solves nothing. |
john smitharooni
Crux Special Tasks Group Gallente Federation
9
|
Posted - 2013.05.11 17:54:00 -
[53] - Quote
Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out.
Kind of a cavalier response from someone who desired to be and was delegated to be a player's representative.
|
Marston VC
SVER True Blood Unclaimed.
239
|
Posted - 2013.05.11 18:00:00 -
[54] - 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.
Dude..... its a dropship. It drops people off. Use it to do what it was meant to. Just because you cant go all crazy and get scores like 20 and 0 in it doesn't mean its broken, it means that theres another vehicle for another time that will fulfill that role. Heavy assault ships will be a thing eventually, but until then you'll have to get used to your flying LAV dying. |
gbghg
L.O.T.I.S. RISE of LEGION
1517
|
Posted - 2013.05.11 18:22:00 -
[55] - Quote
Marston VC wrote:Serimos Haeraven wrote:I'm not asking for a huge nerf that would dismantle things for others, it's just that it is literally impossible to earn money as a DS pilot, while everyone else can still make a reasonable profit. There needs to be incintives for being a "pilot", especially a logistics one. And the fact there isn't and still has not been is extremely discouraging, especially with a company like CCP that boasts its large-scale warfare. What's even more discouraging is i am sure you yourself are not even a dropship pilot. I fly very well, and rarely loose any dropships in matches, but even though i am good and can support my team and myself, i still earn no money. This, is the problem.
Also, kind of pointing out the obvious here; But EVE and Dust (Gameplay wise) Are two COMPLETELY different things. Especially as far as the economy is concerned. Dude..... its a dropship. It drops people off. Use it to do what it was meant to. Just because you cant go all crazy and get scores like 20 and 0 in it doesn't mean its broken, it means that theres another vehicle for another time that will fulfill that role. Heavy assault ships will be a thing eventually, but until then you'll have to get used to your flying LAV dying. Oh we are all very used to our "flying LAV's" dying, I'd say we die more than any other vehicle type excluding free LAV's. the reason you see us aiming for kills is that there's no other way for us to get WP, we're rewarded for acting like a gunship, not a dropship, months after we have made the problem known, we still haven't seen any method of doing ou job and getting WP for it, not even the small act of getting points for people spawning on MCRU's. we want to do our designated job, our chances if survival are much better when we stick to it, but we have no method of earning WP and the increased ISK/ |
ladwar
Dead Six Initiative Lokun Listamenn
370
|
Posted - 2013.05.11 18:38:00 -
[56] - Quote
Soozu wrote:Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out. He's doing the same thing regarding the HAV PG nerfs... something is up with this guy. For the record, not enough warpoints for dropship pilots means no isk rewards.. flying better solves nothing. im pretty sure this covers it |
CharCharOdell
Ametat Security Amarr Empire
0
|
Posted - 2013.05.11 18:42:00 -
[57] - 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"
You are an ignorant person and should go back to call of duty. Please stop ruining this game for the rest of us. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2914
|
Posted - 2013.05.11 18:43:00 -
[58] - Quote
Marston VC wrote:Dude..... its a dropship. It drops people off. Use it to do what it was meant to. Just because you cant go all crazy and get scores like 20 and 0 in it doesn't mean its broken, it means that theres another vehicle for another time that will fulfill that role. Heavy assault ships will be a thing eventually, but until then you'll have to get used to your flying LAV dying.
So what you're saying is that logistics dropsuits should lose all WP they currently gain for doing things like healing and picking people up and helping because they aren't killing things?
That's what I get from your posts. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
14
|
Posted - 2013.05.11 18:56:00 -
[59] - Quote
Marston VC wrote:Serimos Haeraven wrote:I'm not asking for a huge nerf that would dismantle things for others, it's just that it is literally impossible to earn money as a DS pilot, while everyone else can still make a reasonable profit. There needs to be incintives for being a "pilot", especially a logistics one. And the fact there isn't and still has not been is extremely discouraging, especially with a company like CCP that boasts its large-scale warfare. What's even more discouraging is i am sure you yourself are not even a dropship pilot. I fly very well, and rarely loose any dropships in matches, but even though i am good and can support my team and myself, i still earn no money. This, is the problem.
Also, kind of pointing out the obvious here; But EVE and Dust (Gameplay wise) Are two COMPLETELY different things. Especially as far as the economy is concerned. Dude..... its a dropship. It drops people off. Use it to do what it was meant to. Just because you cant go all crazy and get scores like 20 and 0 in it doesn't mean its broken, it means that theres another vehicle for another time that will fulfill that role. Heavy assault ships will be a thing eventually, but until then you'll have to get used to your flying LAV dying.
I would really like to pick this reply apart for all of its idiocracy. First of all, i am doing exactly what a dropship is meant to do, by using my Eryx at high altitudes i let people spawn in and drop out over enemy bases, making them infultrate the base unknown to enemy units. When i do this and people spawn in my ship, i should have the right to earn at least some WP from it, I am not expecting to get any kills or go "20 and 0", And if you think these drop ships are considered "Flying LAV's" You need to re-check the price value for an Eryx or a Python and compare it to any LAV available, these are already priced and described as being very versitile, tough vehicles, however you did point out the exact problem, there armor is closer to that of an LAV, and that should not be the case. If you look at your map closer next time you will see that the icon that a dropship puts on the map is a Medium Attack Vehicle icon, which catagorizes it as completely opposite of an LAV. And to say "It drops people off" is so general and stupid it confirms that you yourself have no real experience of flying yourself and can't even define what "dropping people off" actually means. The fact that we support our team emminsely and get rewarded 0% is what is broken, and it's idiotic commenters like you that frustrate me, who don't contriubte anything useful or credible to the conversation and instead try to blast or dismiss what is an obvious issue |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
18
|
Posted - 2013.05.11 19:00:00 -
[60] - Quote
john smitharooni wrote:Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out. Kind of a cavalier response from someone who desired to be and was delegated to be a player's representative. I had no idea this "Iron Sabre" guy was a player's rep, It's a shame to see that people can get promoted to such a rank, yet when those same people come across a vast and emminse discussion over technical issues in how the gameplay is lacking, and how it can be better improved, they post a 4 word sentence that they somehow think dismisses everything we have been saying on here. Some of the player-base on here seems to be a little... aggressive towards reasonable suggestions for change. |
|
Ydubbs81 RND
Ahrendee Mercenaries
1220
|
Posted - 2013.05.11 19:10:00 -
[61] - Quote
I hear that tanks and LAVs are getting a health buff but not dropships. If that is correct....CCP, please increase the health across the board for all vehicles including dropships. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
20
|
Posted - 2013.05.11 19:13:00 -
[62] - Quote
Yeah after reading what they are preparing to do, none of it is for dropships and again i am completely appalled when so many players (this topic has only been up for 1 day) come on here and express their concern with not being able to make money at all being a pilot, and it's completely true and a reasonable worry, because after all of these updates and all of these changes, somehow CCP has chosen to still ignore Logi DS points, and DS health improvements completely. I still have hope however that they will eventually come to their senses and realize what needs to be done.. and soon. |
Import Beercase
Red Fox Brigade
15
|
Posted - 2013.05.11 19:18:00 -
[63] - Quote
Never really thought about Dropships and the pay the pilot makes..
Well this game is for profit and profit i mean isk.
Basic skirmirsh game I get about 250-350 isk if against decent enemy. Sometimes more and sometimes less...
And squad I play with 2-6 people get around the same...
So together as a squad we make about 500k-2100k.
If a dropship pilot would take me and my squad to objects on the field I would be happy to pay 200k isk for my self and 100k isk for a squadmember to take skytaxi to objectives. As many times possible by one dropship. Per one skirmish round.
So if a Squad of 5+me would take your skytaxi. Pilot would profit 700k isk plus his own isk reward with one dropship. And better the pilot is more rounds should take pilots isk wallet to a positive direction.
...
Sadly isk transfers to make this work is not possible for now if we are not in a same corporation. So I cant have skytaxi service.. but maybe in some day it would be possible.
Fly high and keep yourself safe ! |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
23
|
Posted - 2013.05.11 19:29:00 -
[64] - Quote
Well it's good to know that there are many corp leaders like you who support DS pilots enough to hire them and supply them money, my corporation does the same thing for me when we are in faction warfare, and eventually planetary conquest, but when even corp leaders recognize the important role that DS pilots have, you would expect that CCP do the same exact thing and reflect an acceptance of DS pilots as vital to the battle, and good ones worthy of monetary gain while playing the game, but pilots have been arguably the most ignored and abused out of any role or class in Dust, every single veteran pilot knows that this is true, and we all have statistics and experiences that back this up. We deserve to be recognized for the important role we play. |
ca ronic
Moffit Bros
9
|
Posted - 2013.05.11 19:30:00 -
[65] - Quote
Couldnt you just donate to the pilot's corp and they pay him? Or he can put an alt in you corp and you pay the alt, that a little more work though. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2925
|
Posted - 2013.05.11 19:31:00 -
[66] - Quote
Serimos Haeraven wrote:Well it's good to know that there are many corp leaders like you who support DS pilots enough to hire them and supply them money, my corporation does the same thing for me when we are in faction warfare, and eventually planetary conquest, but when even corp leaders recognize the important role that DS pilots have, you would expect that CCP do the same exact thing and reflect an acceptance of DS pilots as vital to the battle, and good ones worthy of monetary gain while playing the game, but pilots have been arguably the most ignored and abused out of any role or class in Dust, every single veteran pilot knows that this is true, and we all have statistics and experiences that back this up. We deserve to be recognized for the important role we play.
If CCP isn't going to reward us for doing our jobs, they should at least bring back the dropships of old so I can terrorize everyone on the ground with my Gallente death bunny of doom |
Import Beercase
Red Fox Brigade
17
|
Posted - 2013.05.11 19:32:00 -
[67] - Quote
Well I am not even a leader on my corporation maybe sergeant.. and I really do feel pain to move my slow squad from objective to another. So I do hope ds pilots would get more wp for their good work.
But waiting to see what pc gives us. |
ladwar
Dead Six Initiative Lokun Listamenn
374
|
Posted - 2013.05.11 19:32:00 -
[68] - Quote
Serimos Haeraven wrote:john smitharooni wrote:Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out. Kind of a cavalier response from someone who desired to be and was delegated to be a player's representative. I had no idea this "Iron Sabre" guy was a player's rep, It's a shame to see that people can get promoted to such a rank, yet when those same people come across a vast and emminse discussion over technical issues in how the gameplay is lacking, and how it can be better improved, they post a 4 word sentence that they somehow think dismisses everything we have been saying on here. Some of the player-base on here seems to be a little... aggressive towards reasonable suggestions for change.
All of CPM are ground guys. if you want any balance toward vehicles then your going to have to be loud and in CCP face about and have all the vehicle guys behind you the small number of us. vehicle testing need a brick ton more testing before uprising and not much else where why do you think that was for... CCP didn't really look at and just throw changes at it just like they are now. the TTK chart thing has to be the funniest part of it all, it just goes to show you they don't test vehicles in any way. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
23
|
Posted - 2013.05.11 19:33:00 -
[69] - Quote
ca ronic wrote:Couldnt you just donate to the pilot's corp and they pay him? Or he can put an alt in you corp and you pay the alt, that a little more work though.
Well Ronic the main issue is that we shouldn't have to rely on other generous people to support our characters, honestly it makes me feel like a noob when i have to ask for some money in reimbursement for my DS, but we simply have to because there is virtually no way to earn money while flying drop ships at this time, and it almost seems like CCP isn't even concerned about this, i have never seen CCP address these issues surrounding drop-ship health or pay-out, and the last time they did they promised we would earn WP from people spawning in our ships using our re-animaton unit, yet that promise was broken with it being completely left out in this update, and no word of it expected in the next, or any better improvements for DS's for that matter |
CharCharOdell
Ametat Security Amarr Empire
5
|
Posted - 2013.05.11 19:43:00 -
[70] - Quote
ladwar wrote:Serimos Haeraven wrote:john smitharooni wrote:Gunner Needed wrote:Iron Wolf Saber wrote:Learn to fly better. wow really? this is who we have representing us? what a sad time for Dusr514 didnt take long for the head inflation did it. All the good feedback in this thread look who blows it. Black Jackal its a shame you had to pull out. Kind of a cavalier response from someone who desired to be and was delegated to be a player's representative. I had no idea this "Iron Sabre" guy was a player's rep, It's a shame to see that people can get promoted to such a rank, yet when those same people come across a vast and emminse discussion over technical issues in how the gameplay is lacking, and how it can be better improved, they post a 4 word sentence that they somehow think dismisses everything we have been saying on here. Some of the player-base on here seems to be a little... aggressive towards reasonable suggestions for change. All of CPM are ground guys. if you want any balance toward vehicles then your going to have to be loud and in CCP face about and have all the vehicle guys behind you the small number of us. vehicle testing need a brick ton more testing before uprising and not much else where why do you think that was for... CCP didn't really look at and just throw changes at it just like they are now. the TTK chart thing has to be the funniest part of it all, it just goes to show you they don't test vehicles in any way.
Either remove vehicles completely and give all of us a refund or give us representation. |
|
Moochie Cricket
SyNergy Gaming EoN.
209
|
Posted - 2013.05.11 19:59:00 -
[71] - Quote
Very skilled and experienced pilot here:
In my opinion the biggest problem is that a completely decked out dropship(assualt logistics or standard) with all the modules and skills seems to be balanced ONLY when flown against militia/standard AV. Against AV at this level you will be denied your effectiveness around them yet still have an opportunity to do your job(troop transport, gunship, scout) for a few seconds before having to retreat. However, against proto AV you immediately have to retreat or your ship quickly becomes a burning wreck. Dropships NEED a big buff to shields/armor. |
Nguruthos IX
Hellstorm Inc League of Infamy
344
|
Posted - 2013.05.11 20:02:00 -
[72] - Quote
Moochie Cricket wrote:Very skilled and experienced pilot here:
In my opinion the biggest problem is that a completely decked out dropship(assualt logistics or standard) with all the modules and skills seems to be balanced ONLY when flown against militia/standard AV. Against AV at this level you will be denied your effectiveness around them yet still have an opportunity to do your job(troop transport, gunship, scout) for a few seconds before having to retreat. However, against proto AV you immediately have to retreat or your ship quickly becomes a burning wreck. Dropships NEED a big buff to shields/armor.
This is because the skills investment and modules effectiveness scales up far better than vehicles.
Compare militia AV to militia ships (lol av one shots anything)
From there on up the disparity only gets WORSE. AV need 10x less SP and 100x less ISK to effectively counter any vehicle that cost 10x more sp and 1000x more isk. So, wtf?
|
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
26
|
Posted - 2013.05.11 20:04:00 -
[73] - Quote
Moochie Cricket wrote:Very skilled and experienced pilot here:
In my opinion the biggest problem is that a completely decked out dropship(assualt logistics or standard) with all the modules and skills seems to be balanced ONLY when flown against militia/standard AV. Against AV at this level you will be denied your effectiveness around them yet still have an opportunity to do your job(troop transport, gunship, scout) for a few seconds before having to retreat. However, against proto AV you immediately have to retreat or your ship quickly becomes a burning wreck. Dropships NEED a big buff to shields/armor. You, me, and a lot of other drop ship pilots on here completely agree with this, everytime i see on the deathlist a proto Assault FG, i know my dropship would only last seconds against 4 shots from it, and often times that's exactly what happens, they are nearly impossible to avoid unless you know how to manuvere quickly after being hit to a height/distance that that FG can't hit you from.
Nguruthos IX wrote: This is because the skills investment and modules effectiveness scales up far better than vehicles.
Compare militia AV to militia ships (lol av one shots anything)
From there on up the disparity only gets WORSE. AV need 10x less SP and 100x less ISK to effectively counter any vehicle that cost 10x more sp and 1000x more isk. So, wtf?
Yeah that was another strange contrast i was trying to highlight in the original post, the fact that these forge guns, which cost a decent amount of SP, but hardly any ISK, are completely dominating ships that cost an incredible amount more, and are even described in-menu as being extremely versitile, a dominating factor on the battlefield, etc. All of that rhetoric seems to point toward the dropship being a more reasonable tank than it is, and yet we have this severe issue. |
Moochie Cricket
SyNergy Gaming EoN.
209
|
Posted - 2013.05.11 20:17:00 -
[74] - Quote
The best part about this thread is that everyone is saying ONE proto AV enemy is enough to tear through a dropship, which it is. More than one and you might as well bail out immediately so they dont get the easy wp. |
Nguruthos IX
Hellstorm Inc League of Infamy
346
|
Posted - 2013.05.11 20:22:00 -
[75] - Quote
If you want a CPM who might listen to any of this,
Look at this thread. Guy has his skype info. Add him and lets get a conversation going. Perhaps even a conference sometime later?
https://forums.dust514.com/default.aspx?g=posts&t=73078 |
Moochie Cricket
SyNergy Gaming EoN.
212
|
Posted - 2013.05.11 20:23:00 -
[76] - Quote
And lets not forget the people who call in a railgun tank, sit 100 meters behind the redline on a hill, and take potshots at us the entire time we are in the air. This also applys to the railgun/missle turrets that sit behind the redline where we cannot reach them. |
Nguruthos IX
Hellstorm Inc League of Infamy
347
|
Posted - 2013.05.11 20:28:00 -
[77] - Quote
Moochie Cricket wrote:And lets not forget the people who call in a railgun tank, sit 100 meters behind the redline on a hill, and take potshots at us the entire time we are in the air. This also applys to the railgun/missle turrets that sit behind the redline where we cannot reach them.
Well, that's why I refuse to play skirmish anymore
Taking a 5.5 thousand damage hit out of nowhere from 450 meters and losing a million isk isn't fun.
Of course when PC starts this redline crap will be abused all to hell and make drop-ships just an unnecessary expensive strain on Corps who try to fund them. Since we are forced to be beggers after all |
Moochie Cricket
SyNergy Gaming EoN.
216
|
Posted - 2013.05.11 20:34:00 -
[78] - Quote
Or we could keep bumping the hell out of this thread until its a certified threadnaught.
Worked for the HMG... |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
28
|
Posted - 2013.05.11 20:35:00 -
[79] - Quote
Right now i am posting our requests on Ironwolf's page, asking him to reconsider his revisions to the new change requests being made for the next update, and listing several points on this page from multiple users to provide a credible basis for the argument. |
The Cobra Commander
Bojo's School of the Trades
9
|
Posted - 2013.05.11 20:35:00 -
[80] - Quote
Moochie Cricket wrote:Very skilled and experienced pilot here:
In my opinion the biggest problem is that a completely decked out dropship(assualt logistics or standard) with all the modules and skills seems to be balanced ONLY when flown against militia/standard AV. Against AV at this level you will be denied your effectiveness around them yet still have an opportunity to do your job(troop transport, gunship, scout) for a few seconds before having to retreat. However, against proto AV you immediately have to retreat or your ship quickly becomes a burning wreck. Dropships NEED a big buff to shields/armor.
This for real!!! But it just seems that CCP does not care. Also, since the LAVs are so popular it is nothing to see multiple guys running around in AV.
Add to this the fact that the Gallente ships move like they are moving in quicksand, it makes flying really hard right now. Heck the build I had before uprising allowed me to tank and not need a AB. Now, the first time I get hit with anything out come the AB and I am trying to limp away. |
|
gbghg
L.O.T.I.S. RISE of LEGION
1520
|
Posted - 2013.05.11 20:38:00 -
[81] - Quote
Yeah I laughed at missile turrets last build, now they're one of my biggest nightmares, they don't kill me but since they are almost always far back in the redline they can block such huge amounts of the map. And rail guns are even worse for it, and boasters are just bitches because they can aim so far. |
Nguruthos IX
Hellstorm Inc League of Infamy
349
|
Posted - 2013.05.11 20:40:00 -
[82] - Quote
gbghg wrote:Yeah I laughed at missile turrets last build, now they're one of my biggest nightmares, they don't kill me but since they are almost always far back in the redline they can block such huge amounts of the map. And rail guns are even worse for it, and boasters are just bitches because they can aim so far.
Don't forget free turret installations littered around the map that can be used to 1 shot your precious million dollar derpship
edit:
To those saying just go kill them. Let's no forget that A- they keep respawning, and B- Red line turret installations! [ FUN AMIRITE????] |
The Cobra Commander
Bojo's School of the Trades
9
|
Posted - 2013.05.11 20:41:00 -
[83] - Quote
Moochie Cricket wrote:And lets not forget the people who call in a railgun tank, sit 100 meters behind the redline on a hill, and take potshots at us the entire time we are in the air. This also applys to the railgun/missle turrets that sit behind the redline where we cannot reach them.
This is a real problem now. I had posted this in another thread but I think railgun turrets and tanks seem to have way more range than they previously had. I have been shot down from across the map by them. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
28
|
Posted - 2013.05.11 20:43:00 -
[84] - Quote
If other DS pilots wish to voice their concerns to Silver, to show the unanimous struggle we have to deal with while there is hardly any attention given to DS pilots, please visit the "CPM: Help Wanted, Looking for Market Oddities" topic in General Discussion, and feel free to chime in, but please, NO SPAMMING. Just reasonable, civil discussion as to how this needs to be addressed. |
Moochie Cricket
SyNergy Gaming EoN.
216
|
Posted - 2013.05.11 21:09:00 -
[85] - Quote
Bump |
Nguruthos IX
Hellstorm Inc League of Infamy
349
|
Posted - 2013.05.11 21:46:00 -
[86] - Quote
Moochie Cricket wrote:Bump
Problem is there's nothing else to say here.
We've been saying the same thing for a year now. They've been telling us "It's coming, we know, we gotcha" All along the way.
All up to the point Uprising where it was stated we would finally be getting WP and lowered prices. Neither of which happened and I cannot fathom why other than sheer apathy.
I'd like to know from a technical standpoint what's so difficult about adding WP for mcru or assist for players who are dropped off and get some kills within a minute.
Seriously, What is so hard about coding that?
Now they may want to balance things better and find what's right. Good! But in the mean time give us anything. A freaking bandaid at least. Comeon, it's not that hard. |
gbghg
L.O.T.I.S. RISE of LEGION
1522
|
Posted - 2013.05.11 21:52:00 -
[87] - Quote
If I remember right, dropship WP was in the near feature section of the advancing the core presentation, since CCP has actually bothered to give us some time frame for this, I'm going to hold them to it. But I'm not going to believe it till I actually see changes being made. |
Nguruthos IX
Hellstorm Inc League of Infamy
352
|
Posted - 2013.05.11 21:57:00 -
[88] - Quote
Shameless plug, but an honest question.
Please weigh in your thoughts here. Less QQ the better I'm looking for understanding, not empathy
https://forums.dust514.com/default.aspx?g=posts&t=76121&find=unread |
Iron Wolf Saber
Den of Swords
4056
|
Posted - 2013.05.11 21:58:00 -
[89] - Quote
Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2936
|
Posted - 2013.05.11 22:05:00 -
[90] - Quote
Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank.
Ironwolf, you're the man, but this post shows that you don't understand or appreciate the position that pilots are in right now.
Waproints IS a dropship problem, because we cannot, I repeat CANNOT make anywhere near enough ISK to fund our vehicles. Nevermind that we have the longest crawl to get any kind of SP gains, so it takes us that much longer and costs us that much more to get into our ships that can even remotely help us out.
Us pilots CONSTANTLY adapt to new controls. Every freaking build. We ***** for a bit, then we adapt, and we do our job as best we can. Having CCP and now CPM show us that they don't understand or care about our positions as a serious role on the battlefield is just a little more than disheartening, and shows a very clear disconnect with this small but none the less important part of the community. |
|
The Cobra Commander
Bojo's School of the Trades
11
|
Posted - 2013.05.11 22:16:00 -
[91] - Quote
DUST Fiend wrote:Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. Ironwolf, you're the man, but this post shows that you don't understand or appreciate the position that pilots are in right now. Waproints IS a dropship problem, because we cannot, I repeat CANNOT make anywhere near enough ISK to fund our vehicles. Nevermind that we have the longest crawl to get any kind of SP gains, so it takes us that much longer and costs us that much more to get into our ships that can even remotely help us out. Us pilots CONSTANTLY adapt to new controls. Every freaking build. We ***** for a bit, then we adapt, and we do our job as best we can. Having CCP and now CPM show us that they don't understand or care about our positions as a serious role on the battlefield is just a little more than disheartening, and shows a very clear disconnect with this small but none the less important part of the community.
How can I give you more than 1 like? Lol You did a great job summing it up.
|
gbghg
L.O.T.I.S. RISE of LEGION
1523
|
Posted - 2013.05.11 22:16:00 -
[92] - Quote
Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. The controls aren't the issue, as dust fiend said, we can adapt to them pretty quickly, took me two games to get used to the new handling, but now my flying is better than ever. The issue is the lack of war points, the lack of ISK we get fulfilling our role, and the fact that advanced and proto AV is balanced against tanks, meaning we regularly get OHK or THK by AV before we even get a chance to react. The only reason I still fly, is because I like flying and enjoy the challenge it provides, because it sure as hell isn't the rewards that attract me. There's a reason the piloting community is so small, that's because anyone with any love of not being bankrupt stays away from dropships. |
nakaya indigene
Defensores Doctrina
57
|
Posted - 2013.05.11 22:17:00 -
[93] - Quote
with my fully speced assault DS played 3 games in a row and a forge 3 shot me from accross the map and I was running away and really high in the air. Maybe the assault f forge wouldn't be so OP if it wasn't so damn accurate at range. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2943
|
Posted - 2013.05.11 22:20:00 -
[94] - Quote
nakaya indigene wrote:with my fully speced assault DS played 3 games in a row and a forge 3 shot me from accross the map and I was running away and really high in the air. Maybe the assault f forge wouldn't be so OP if it wasn't so damn accurate at range.
Forge guns will be 100% fine once they get "unlimited" range with falloff damage, just so long as their optimal range is pulled back a bit, so gaining altitude and putting distance between you actually makes some kind of difference. |
The Cobra Commander
Bojo's School of the Trades
11
|
Posted - 2013.05.11 22:21:00 -
[95] - Quote
gbghg wrote:Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. The controls aren't the issue, as dust fiend said, we can adapt to them pretty quickly, took me two games to get used to the new handling, but now my flying is better than ever. The issue is the lack of war points, the lack of ISK we get fulfilling our role, and the fact that advanced and proto AV is balanced against tanks, meaning we regularly get OHK or THK by AV before we even get a chance to react. The only reason I still fly, is because I like flying and enjoy the challenge it provides, because it sure as hell isn't the rewards that attract me. There's a reason the piloting community is so small, that's because anyone with any love of not being bankrupt stays away from dropships.
And for the crazies like me, between my Grim and my logi LAV, there went all my SP...I mean none on suits or guns. I play dust for the vehicles.
|
nakaya indigene
Defensores Doctrina
57
|
Posted - 2013.05.11 22:29:00 -
[96] - Quote
DUST Fiend wrote:nakaya indigene wrote:with my fully speced assault DS played 3 games in a row and a forge 3 shot me from accross the map and I was running away and really high in the air. Maybe the assault f forge wouldn't be so OP if it wasn't so damn accurate at range. Forge guns will be 100% fine once they get "unlimited" range with falloff damage, just so long as their optimal range is pulled back a bit, so gaining altitude and putting distance between you actually makes some kind of difference.
yes.. when the roll that out.. but right now ANY ds would be useless in PC. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
40
|
Posted - 2013.05.11 22:39:00 -
[97] - Quote
Iron Wolf Sabre, your responses to this issue confuse me. Dropships have an obvious problem, and we are certainly not blowing it out of proportion, why would i type everything that i have and posted and contacted so many people about this issue if it wasn't legitimate? You really need to understand that there is no way to make a profit, no matter how "fun" flying a dropship is, there is no incentive. I'm trying to be as calm as i can but this is getting absolutely un-believable; this lack of understanding some people have on this forum about the long-term repercussions of choosing to be a drop-ship pilot. There is absolutely 0, zilch, nothing to be rewarded to the player for flying his dropships other than an occasional loss of 1 million ISK while ground players reap in 230K+ a good match. The fact you aren't addressing the WP issue at all as well is also completely ridiculous. For someone who should reflect the communities standpoint and views you are certainly not doing so, because there is so much truth in everything we are saying that it should be impossible to not fix. |
Nguruthos IX
Hellstorm Inc League of Infamy
358
|
Posted - 2013.05.11 22:45:00 -
[98] - Quote
gbghg wrote:Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. The controls aren't the issue, as dust fiend said, we can adapt to them pretty quickly, took me two games to get used to the new handling, but now my flying is better than ever. The issue is the lack of war points, the lack of ISK we get fulfilling our role, and the fact that advanced and proto AV is balanced against tanks, meaning we regularly get OHK or THK by AV before we even get a chance to react. The only reason I still fly, is because I like flying and enjoy the challenge it provides, because it sure as hell isn't the rewards that attract me. There's a reason the piloting community is so small, that's because anyone with any love of not being bankrupt stays away from dropships.
Agreed. Controls are perfectly fine. I'm even ok with the weightyness of Armor ships. It's fun. WP is the issue. It's derived from expense in terms of SP and ISK, as well as the total lack of compensation for that.
I make more WP running militia being slaughtered on the ground. Why is that better for my team?
|
Moochie Cricket
SyNergy Gaming EoN.
217
|
Posted - 2013.05.11 22:54:00 -
[99] - Quote
Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank.
Umm no. I don't like to toot my own horn but even in the uprising update the dropship is an extension of my own body. I can make it do damn near whatever I want, when I want, how I want. New controls are not the problem. |
Moochie Cricket
SyNergy Gaming EoN.
217
|
Posted - 2013.05.11 23:01:00 -
[100] - Quote
Also the problem of cost efficiency and lack of warpoints can mostly be solved by increasing the survivability of dropships. |
|
Remm Duchax
The Unholy Legion Of DarkStar DARKSTAR ARMY
11
|
Posted - 2013.05.11 23:16:00 -
[101] - Quote
Serimos Haeraven wrote:Alright, before anyone reading this thinks "Oh great yet another pointless dropship topic", I have been flying Dropships since the Dust beta was released, and have been around on the forums to see all of the content discussed in other dropship topics since there have been many, but the main issue that i have been concerned about from the very start of the game, one that still exists (which i can't quite believe since i thought it would have been addressed by now), and that's the issue with actually making money and enjoying the game, while still being a full-time drop ship pilot, and the threat that buffing an assault forge-gun's range can pose. Don't get me wrong, i have no issue with regular forge guns, they are a reasonable addition to counteract a dropship, however things are far too unbalanced in a multitude of areas, First off the fire-rate for those forge guns combined with the damage they do is just unbelievable, how CCP could think vehicles would even be useful while putting a weapon that's so powerful in the game i have no idea, especially at this stage where they should be learning the vices and virtues of how infantry and vehicles work together, these negatives are making pilots suffer not only on the battlefield, but ISK wise as well.
As a pilot i earn no incentive for flying an Eryx, other than it has a little higher shields that can still be taken out in about 4 hits with the an assault forge gun (My shields on my Eryx are at 4,260), At the end of every single match i get around 70K in ISK (Even without losing a single dropship) Unless i get kills, which is impossible with an Eryx. Each loss of 1 drop ship results in around 670K to get a new one, and they are still fragile as hell compared to those forge guns. It's simply impossible to make a profit while being a pilot on Dust, and this is making many people bitter and disgusted with the fact that even when flying extremely well, and supporting the team (I fly very high in my eryx and let people spawn inside of it and bail out over enemy bases) we still get absolutely no points compared to the run-n-gunners on the ground that get paid around 200k each match for using weapons that usually cost around 2k per.
If you want to be a pilot right now in Dust, you basically have to accept the fact that when all is said and done in the costs of skilling to earn Logi and Assault ships, you will be completely broke after the forge guns dismantle the ship like it were nothing, even though it took so many SP points and ISK to get to fly that DS. CCP even claimed they would fix the issue with pilots getting no points for when their team mates spawn inside of the Dropship, making it reasonable to fly an Eryx since you could actually then make a profit, but even after this update, this issue has not been resolved, instead they just changed the color of the Eryx. I send this to you CCP as a plead to please pay attention to how screwed over pilots are getting here. There is no room for profit, and it's ruining a mechanism that could be essential for creating a truly immersive expereince in Dust as a whole.
May I point to the fact that you're not obliged to use expensive vehicles in pub matches? Those expensive vehicles are meant for decent squadplay and soon to be Planetary Conquest where it isn't important if you get tons of ISK, but just that you win. If you want to make a profit go shoot stuff in the starter fits. That'll give you the best ISK/hour ratio.
|
DUST Fiend
OSG Planetary Operations Covert Intervention
2951
|
Posted - 2013.05.11 23:22:00 -
[102] - Quote
Remm Duchax wrote:May I point to the fact that you're not obliged to use expensive vehicles in pub matches? Those expensive vehicles are meant for decent squadplay and soon to be Planetary Conquest where it isn't important if you get tons of ISK, but just that you win. If you want to make a profit go shoot stuff in the starter fits. That'll give you the best ISK/hour ratio.
You do realize it costs at least 5 million SP in vehicle only skills to be even halfway effective as a pilot, right?
I'm really curious what it is about this community that absolutely hates the idea of non infantry run and gun players earning rewards for their contributions |
gbghg
L.O.T.I.S. RISE of LEGION
1527
|
Posted - 2013.05.11 23:34:00 -
[103] - Quote
Remm Duchax wrote:Serimos Haeraven wrote:Alright, before anyone reading this thinks "Oh great yet another pointless dropship topic", I have been flying Dropships since the Dust beta was released, and have been around on the forums to see all of the content discussed in other dropship topics since there have been many, but the main issue that i have been concerned about from the very start of the game, one that still exists (which i can't quite believe since i thought it would have been addressed by now), and that's the issue with actually making money and enjoying the game, while still being a full-time drop ship pilot, and the threat that buffing an assault forge-gun's range can pose. Don't get me wrong, i have no issue with regular forge guns, they are a reasonable addition to counteract a dropship, however things are far too unbalanced in a multitude of areas, First off the fire-rate for those forge guns combined with the damage they do is just unbelievable, how CCP could think vehicles would even be useful while putting a weapon that's so powerful in the game i have no idea, especially at this stage where they should be learning the vices and virtues of how infantry and vehicles work together, these negatives are making pilots suffer not only on the battlefield, but ISK wise as well.
As a pilot i earn no incentive for flying an Eryx, other than it has a little higher shields that can still be taken out in about 4 hits with the an assault forge gun (My shields on my Eryx are at 4,260), At the end of every single match i get around 70K in ISK (Even without losing a single dropship) Unless i get kills, which is impossible with an Eryx. Each loss of 1 drop ship results in around 670K to get a new one, and they are still fragile as hell compared to those forge guns. It's simply impossible to make a profit while being a pilot on Dust, and this is making many people bitter and disgusted with the fact that even when flying extremely well, and supporting the team (I fly very high in my eryx and let people spawn inside of it and bail out over enemy bases) we still get absolutely no points compared to the run-n-gunners on the ground that get paid around 200k each match for using weapons that usually cost around 2k per.
If you want to be a pilot right now in Dust, you basically have to accept the fact that when all is said and done in the costs of skilling to earn Logi and Assault ships, you will be completely broke after the forge guns dismantle the ship like it were nothing, even though it took so many SP points and ISK to get to fly that DS. CCP even claimed they would fix the issue with pilots getting no points for when their team mates spawn inside of the Dropship, making it reasonable to fly an Eryx since you could actually then make a profit, but even after this update, this issue has not been resolved, instead they just changed the color of the Eryx. I send this to you CCP as a plead to please pay attention to how screwed over pilots are getting here. There is no room for profit, and it's ruining a mechanism that could be essential for creating a truly immersive expereince in Dust as a whole. May I point to the fact that you're not obliged to use expensive vehicles in pub matches? Those expensive vehicles are meant for decent squadplay and soon to be Planetary Conquest where it isn't important if you get tons of ISK, but just that you win. If you want to make a profit go shoot stuff in the starter fits. That'll give you the best ISK/hour ratio. If I put 6million sp into infantry skills, I can still be effective in militia gear. When I put 6 million skills into vehicle skills, I am not effective when running militia gear. Christ how hard is that too understand, a vehicle users experience outside of a vehicle in an ISK earring fit, is just dying repeatedly, the only reason we make a profit is that our fits are so cheap. And do you know what really rubs salt in the wound? The fact that we often get better rewards getting owned on the ground then we do doing our jobs in the air. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2955
|
Posted - 2013.05.11 23:41:00 -
[104] - Quote
gbghg wrote:And do you know what really rubs salt in the wound? The fact that we often get better rewards getting owned on the ground then we do doing our jobs in the air.
The only thing worse than that is that CCP, CPM, and the general community seem to think this is perfectly acceptable. |
Mary Sedillo
XERCORE E X T E R M I N A T U S
58
|
Posted - 2013.05.11 23:57:00 -
[105] - 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"
Says the person who knows nothing of the cost in SP and ISK a dropship requires. |
The Cobra Commander
Bojo's School of the Trades
12
|
Posted - 2013.05.12 00:23:00 -
[106] - Quote
I think that this thread shows the huge disconnect between infantry players and pilots. Case and point...I had a gunner in my ship a few nights ago say that he had no idea "flying" was the way it was.
At the end of the match he said "man when you are flying you have to be aware of a lot of things that you never have to pay attention to on the ground." |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
9
|
Posted - 2013.05.12 00:54:00 -
[107] - Quote
Remm Duchax wrote:Serimos Haeraven wrote:Alright, before anyone reading this thinks "Oh great yet another pointless dropship topic", I have been flying Dropships since the Dust beta was released, and have been around on the forums to see all of the content discussed in other dropship topics since there have been many, but the main issue that i have been concerned about from the very start of the game, one that still exists (which i can't quite believe since i thought it would have been addressed by now), and that's the issue with actually making money and enjoying the game, while still being a full-time drop ship pilot, and the threat that buffing an assault forge-gun's range can pose. Don't get me wrong, i have no issue with regular forge guns, they are a reasonable addition to counteract a dropship, however things are far too unbalanced in a multitude of areas, First off the fire-rate for those forge guns combined with the damage they do is just unbelievable, how CCP could think vehicles would even be useful while putting a weapon that's so powerful in the game i have no idea, especially at this stage where they should be learning the vices and virtues of how infantry and vehicles work together, these negatives are making pilots suffer not only on the battlefield, but ISK wise as well.
As a pilot i earn no incentive for flying an Eryx, other than it has a little higher shields that can still be taken out in about 4 hits with the an assault forge gun (My shields on my Eryx are at 4,260), At the end of every single match i get around 70K in ISK (Even without losing a single dropship) Unless i get kills, which is impossible with an Eryx. Each loss of 1 drop ship results in around 670K to get a new one, and they are still fragile as hell compared to those forge guns. It's simply impossible to make a profit while being a pilot on Dust, and this is making many people bitter and disgusted with the fact that even when flying extremely well, and supporting the team (I fly very high in my eryx and let people spawn inside of it and bail out over enemy bases) we still get absolutely no points compared to the run-n-gunners on the ground that get paid around 200k each match for using weapons that usually cost around 2k per.
If you want to be a pilot right now in Dust, you basically have to accept the fact that when all is said and done in the costs of skilling to earn Logi and Assault ships, you will be completely broke after the forge guns dismantle the ship like it were nothing, even though it took so many SP points and ISK to get to fly that DS. CCP even claimed they would fix the issue with pilots getting no points for when their team mates spawn inside of the Dropship, making it reasonable to fly an Eryx since you could actually then make a profit, but even after this update, this issue has not been resolved, instead they just changed the color of the Eryx. I send this to you CCP as a plead to please pay attention to how screwed over pilots are getting here. There is no room for profit, and it's ruining a mechanism that could be essential for creating a truly immersive expereince in Dust as a whole. May I point to the fact that you're not obliged to use expensive vehicles in pub matches? Those expensive vehicles are meant for decent squadplay and soon to be Planetary Conquest where it isn't important if you get tons of ISK, but just that you win. If you want to make a profit go shoot stuff in the starter fits. That'll give you the best ISK/hour ratio.
This is a great argument if your goal is to simply have NO dropship pilots. It's an extremely SP intensive skill set, and to go down that path you really have to commit to it. Why even bother if the majority of the time you can't actually play the role you spent all of your SP on? I mean, your argument makes sense for things like protosuits, because there are cheap, almost as effective versions of that gear. If you're an assault player, you can just throw on a basic medium frame suit, and basically play the same sort of game you actually enjoy playing, earning yourself more SP and ISK to put back into the role you play. For dropships, there are no viable "cheap" alternatives. If you want to be a dropship pilot, you have to run around in full militia infantry gear playing what basically amounts to a completely different experience from that which you enjoy. It's just not really any fun, and certainly doesn't feel rewarding. It's just a grind where you have to do something OTHER than what you like in order to occasionally do what you DO like. |
Moochie Cricket
SyNergy Gaming EoN.
219
|
Posted - 2013.05.12 01:11:00 -
[108] - Quote
Bump so more people can see what a mostly rational discussion looks like |
Trainer Node
The Last Time-Lord
3
|
Posted - 2013.05.12 02:06:00 -
[109] - Quote
If you want to see the problem clearly here's the clear cut perfect evidence:
Cheapest possible HAV (using ISK) = 138,040 ISK -likely ISK earned during a round using that HAV exclusively 200,000+ ISK
Cheapest possible Dropship (using ISK) = 151,840 ISK -likely ISK earned during a round using that dropship exclusively <80,000 ISK
Last build I was using militia HAVs to earn money to pay for my militia Dropships.
|
Moochie Cricket
SyNergy Gaming EoN.
221
|
Posted - 2013.05.12 02:56:00 -
[110] - Quote
Bumped again. Maybe if this thread is on the front page long enough ccp might notice it. |
|
HeavySteelB52
Turalyon Plus
14
|
Posted - 2013.05.12 03:24:00 -
[111] - Quote
Bump, let's keep this on the front page, they wanted feedback and here it is. |
The Cobra Commander
Bojo's School of the Trades
16
|
Posted - 2013.05.12 03:31:00 -
[112] - Quote
Trainer Node wrote:If you want to see the problem clearly here's the clear cut perfect evidence:
Cheapest possible HAV (using ISK) = 138,040 ISK -likely ISK earned during a round using that HAV exclusively 200,000+ ISK
Cheapest possible Dropship (using ISK) = 151,840 ISK -likely ISK earned during a round using that dropship exclusively <80,000 ISK
Last build I was using militia HAVs to earn money to pay for my militia Dropships.
And now with the railgun turrets and sniping railgun tanks having almost unlimited range chances are you will be lucky to get to one dropoff point before being one shot from the skies if you are using cheap gear.
|
DUST Fiend
OSG Planetary Operations Covert Intervention
2964
|
Posted - 2013.05.12 03:50:00 -
[113] - Quote
Please stop bumping this thread guys. If you don't have anything constructive to say, please kindly sit back and let this thread die.
Very few want dropships to be addressed more than me, specifically for newer players; as well as future players and future vehicle platforms. As far as vehicles go, HAVs have had the spotlight basically the entire beta. LAVs have just kind of been there, not overly good, not overly bad. And then there have been dropships; the gimpy third leg of the vehicle trifecta.
They fly, they can do stuff, but they can't be sustained financially alone, and they also severely hinder the players SP gains. Unlike LAVs, you can't just call in a free dropship. At absolute least you're spending what, 150k (games not on atm) for a bare bones hull of a militia dropship. If you're doing what a dropship should be doing, you WILL lose that ship. Period. The only way to be an effective pilot tactically is to use top end ships.
Giving us the assault dropship is great fun, but really, it's a tragedy because we're so close to release (is this still confirmed, release on 14th?). You dangle this cool (yet difficult and not overly effective, but still cool) dropship in front of new players, and tell them to skill into dropships, yet between the cost of learning to fly and the cost of skill books....where is all that ISK coming from? The LAV driver can drive a free LAV. The tank driver can actually tank, and still contribute from behind the redline. Dropships? No, you get out there or you're completely useless to your team.
You're providing overwatch, constantly relaying information to your team. Your performing areal drops under fire after you've done a pass to check for enemies, then repositioning to engage hostiles or moving to pick up more squad mates. You're performing extractions under fire, trying to dodge immensely simple to fire FREE railguns from deep behind the redline, no matter where you are. You're footing the bill of 500k for a garbage ship to 1 million + for a passable ship, all the while earning between 25 to 150k per match, with 80-120 being what you usually see. You're constantly babysitting your craft as you level off for your gunners, move out while under fire, constantly weave and bob to avoid forge guns and enemy dropships, all the while remaining completely aware of your surroundings as you hurtle around, trying to land for an extraction without smacking the planet.
And we get nothing. WP for pilots, as far as we can tell, isn't even on the table. It's not being discussed. It's not a primary concern.
How can new players become pilots?
I challenge you CCP.
How? |
Moochie Cricket
SyNergy Gaming EoN.
222
|
Posted - 2013.05.12 04:18:00 -
[114] - Quote
DUST Fiend wrote:Please stop bumping this thread guys. If you don't have anything constructive to say, please kindly sit back and let this thread die. Very few want dropships to be addressed more than me, specifically for newer players; as well as future players and future vehicle platforms. As far as vehicles go, HAVs have had the spotlight basically the entire beta. LAVs have just kind of been there, not overly good, not overly bad. And then there have been dropships; the gimpy third leg of the vehicle trifecta. They fly, they can do stuff, but they can't be sustained financially alone, and they also severely hinder the players SP gains. Unlike LAVs, you can't just call in a free dropship. At absolute least you're spending what, 150k (games not on atm) for a bare bones hull of a militia dropship. If you're doing what a dropship should be doing, you WILL lose that ship. Period. The only way to be an effective pilot tactically is to use top end ships. Giving us the assault dropship is great fun, but really, it's a tragedy because we're so close to release (is this still confirmed, release on 14th?). You dangle this cool (yet difficult and not overly effective, but still cool) dropship in front of new players, and tell them to skill into dropships, yet between the cost of learning to fly and the cost of skill books....where is all that ISK coming from? The LAV driver can drive a free LAV. The tank driver can actually tank, and still contribute from behind the redline. Dropships? No, you get out there or you're completely useless to your team. You're providing overwatch, constantly relaying information to your team. Your performing areal drops under fire after you've done a pass to check for enemies, then repositioning to engage hostiles or moving to pick up more squad mates. You're performing extractions under fire, trying to dodge immensely simple to fire FREE railguns from deep behind the redline, no matter where you are. You're footing the bill of 500k for a garbage ship to 1 million + for a passable ship, all the while earning between 25 to 150k per match, with 80-120 being what you usually see. You're constantly babysitting your craft as you level off for your gunners, move out while under fire, constantly weave and bob to avoid forge guns and enemy dropships, all the while remaining completely aware of your surroundings as you hurtle around, trying to land for an extraction without smacking the planet. And we get nothing. WP for pilots, as far as we can tell, isn't even on the table. It's not being discussed. It's not a primary concern. How can new players become pilots? I challenge you CCP. How?
I'm sorry but I can not let this thread die like so many before it. This thread is full of great discussion of the problems the dropship has and different fixes for these problems. Unfortunately, this discussion has taken place many times over the past year and no action has been taken by ccp. Hell, even a member of the cpm came in hear dissmissing our feedback. I'm sick and tired of being ignored. This thread is where I make my stand.
Until I'm banned, thread is locked, or moved, I will bump the **** out of this thread. |
HeavySteelB52
Turalyon Plus
14
|
Posted - 2013.05.12 04:45:00 -
[115] - Quote
Maybe that's why the make Dropships this way? New players can just role a Mililtia swarm launcher or forge gun or even jump in a ground turret and get the sp with no or little loss in isk and get some isk too. They can just stock up on the isk and sp. I'm not saying you will go down in one shoot from one of them but if a few enemy Mercs role them you will have a hard time trying to do your job. You will either get frustrated and try to do your job and get taken down or recall your Dropship and end up trying to get what sp and isk from Mililita gear which isn't fun. I know I will not stop flying Dropships eventhough this happens because I like flying them. I'm just saying what I see, so go ahead and try to shoot down my $800,000+ Dropship with your cheap or free weapon, I got $50,000,000 + last refund, and when that all runs out I guess its back to using Mililita gear to stock up on isk, lucky there are expensive Dropships I can shoot down lol. ( I really don't shoot down Dropships but I do blow the chap out of those LAVs and ground turrets, I just role Assault. |
Skihids
The Tritan Industries RISE of LEGION
1268
|
Posted - 2013.05.12 04:46:00 -
[116] - Quote
The dropship is supposed to be a team-building vehicle, something to greatly enhance the available tactics and strategy.
I suppose the reason it hasn't seen any love and attention is that CCP hasn't developed any tactical element into the game yet. It's all been about getting the basic shooter experience working.
The dropship is meant for a different game than the one we are playing right now. It's in the game but not part of it. There is no need for it tactically. Every map is build for basic foot traffic.
I've said it before in other posts, but I'll say it again. The real ammunition of a DS is a coordinated infantry squad. Without that payload the DS is relegated to secondary missions. Uprising brings us squads of six so it is possible to experiment with the transport role for the first time, but given the maps we have their impact will still be minimal because it is still nearly as efficient to hoof it from one objective to another.
Others have said it in other threads, there is no strategy or tactics in the current game. It's just mindless zerging mobs and Brownian motion. A tactical vehicle has no place in DUST at this time.
I've come to the conclusion that we should all just put them away in their hangers for a year or two until CCP introduces a true need for them. |
HeavySteelB52
Turalyon Plus
14
|
Posted - 2013.05.12 04:59:00 -
[117] - Quote
Skihids wrote:The dropship is supposed to be a team-building vehicle, something to greatly enhance the available tactics and strategy.
I suppose the reason it hasn't seen any love and attention is that CCP hasn't developed any tactical element into the game yet. It's all been about getting the basic shooter experience working.
The dropship is meant for a different game than the one we are playing right now. It's in the game but not part of it. There is no need for it tactically. Every map is build for basic foot traffic.
I've said it before in other posts, but I'll say it again. The real ammunition of a DS is a coordinated infantry squad. Without that payload the DS is relegated to secondary missions. Uprising brings us squads of six so it is possible to experiment with the transport role for the first time, but given the maps we have their impact will still be minimal because it is still nearly as efficient to hoof it from one objective to another.
Others have said it in other threads, there is no strategy or tactics in the current game. It's just mindless zerging mobs and Brownian motion. A tactical vehicle has no place in DUST at this time.
I've come to the conclusion that we should all just put them away in their hangers for a year or two until CCP introduces a true need for them. So CCP made me spend all my SP in to a new Dropship class, the assault Dropship to perpously knowing they are not much use at this time, why would they do that. Oh what so I will keep playing, your tricky CCP. |
Skihids
The Tritan Industries RISE of LEGION
1268
|
Posted - 2013.05.12 05:06:00 -
[118] - Quote
They tossed that in to distract us from the fact that the dropship has no real mission in the game yet.
The vast majority of us pilots really don't care about shooting a small turret, we want to be truly useful to our team. The problem is that we aren't much use, not though any fault of our own, but because the game doesn't need us.
The art department puts out these pretty pictures of dropships doing tactical things like repping tanks, but that's just concept art. It's a movie, and like trying many things you see in the movies it will just get you killed.
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. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
5
|
Posted - 2013.05.12 05:09:00 -
[119] - Quote
This game is a joke. |
DUST Fiend
OSG Planetary Operations Covert Intervention
2968
|
Posted - 2013.05.12 05:26:00 -
[120] - Quote
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 |
|
Skihids
The Tritan Industries RISE of LEGION
1269
|
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
|
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
|
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
|
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
|
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
|
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."
|
|
DUST Fiend
OSG Planetary Operations Covert Intervention
2974
|
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
|
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
|
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
|
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 |
|
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
23
|
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. |
|
CCP Blam!
C C P C C P Alliance
35
|
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. |
|
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!
|
SgtDoughnut
Silent Stalkerz Hephaestus Forge Alliance
0
|
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. |
|
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.
|
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 :/
|
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
|
Gunner Needed
The Southern Legion RISE of LEGION
126
|
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. |
|
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.
|
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 ^_^
|
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 |
|
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.
|
Rough Galaxy
S.e.V.e.N. Gentlemen's Agreement
2
|
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 |
|
Altina McAlterson
Not Guilty EoN.
525
|
Posted - 2013.05.19 15:29:00 -
[181] - Quote
If you make the main focus of AV weapons the destruction of vehicles you will never get the balance right. Instead the focus needs to be on suppressing the function of the vehicle and area of denial. In the case of tanks or LAV's this of course means destruction because they currently serve an offensive role.
The dropship however does not serve an offensive role so the destruction of the dropship is of less importance than denying them the ability to deposit additional forces in a certain area. To this end here are some ideas I've had. This is just brainstorming though, I'm not saying whether these are good or bad.
1. Substantial increase to the DS's ability to resistance damage. This could be accomplished by either increasing the base resistance or introducing resistance modules exclusive to aerial vehicles that offer a substantial increase in effectiveness over modules for ground vehicles or possibly a much, much shorter cool down period, etc.... The second option is probably the best since it requires skill and sound judgement on the part of the pilot to be effective instead of simply making them tougher across the board.
2. Remove all turrets from the DS and replace them with some sort of exclusive weapon that is only effective against other vehicles, possibly one similar to a swarm launcher but with a more limited ability to home in on the target and reduced damage or something along those lines. Honestly the DS has no need for anti-infantry weapons. It's too hard to hit anything with rails unless you are hovering over a tank in which case an exclusive AV weapon would also work. Blasters have too limited of a range and there's no way to make missile turrets work without breaking them again.
3. Bring back the old AB.
4. Maybe give DS an exclusive module that projects a shield around the ship that blocks almost all incoming damage but prevents anyone from jumping out giving the ship time to return to safety while preventing it from actually doing anything which as long as the DS has limited offensive capabilities |
Mobius Wyvern
BetaMax. CRONOS.
1577
|
Posted - 2013.05.19 16:00:00 -
[182] - Quote
General Tiberius1 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.
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! Leave the Forge Gun alone? Say Blam! puts in all the changes he talks about except for the Forge Gun changes. Dropship pilots now get WP and have more effective weapons. And they still go down to one or two shots from a Forge.
The thing needs a projectile speed reduction. The issue isn't the damage it can do, but rather that you barely need to lead your target even when it flies perpendicular to you at high speed. It should take more careful aiming and - yes, I'm going to say it - "skill" to take down aircraft with a hip-fired mini tank cannon. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
69
|
Posted - 2013.05.25 17:47:00 -
[183] - Quote
Altina McAlterson wrote:If you make the main focus of AV weapons the destruction of vehicles you will never get the balance right. Instead the focus needs to be on suppressing the function of the vehicle and area of denial. In the case of tanks or LAV's this of course means destruction because they currently serve an offensive role.
The dropship however does not serve an offensive role so the destruction of the dropship is of less importance than denying them the ability to deposit additional forces in a certain area. To this end here are some ideas I've had. This is just brainstorming though, I'm not saying whether these are good or bad.
1. Substantial increase to the DS's ability to resistance damage. This could be accomplished by either increasing the base resistance or introducing resistance modules exclusive to aerial vehicles that offer a substantial increase in effectiveness over modules for ground vehicles or possibly a much, much shorter cool down period, etc.... The second option is probably the best since it requires skill and sound judgement on the part of the pilot to be effective instead of simply making them tougher across the board.
2. Remove all turrets from the DS and replace them with some sort of exclusive weapon that is only effective against other vehicles, possibly one similar to a swarm launcher but with a more limited ability to home in on the target and reduced damage or something along those lines. Honestly the DS has no need for anti-infantry weapons. It's too hard to hit anything with rails unless you are hovering over a tank in which case an exclusive AV weapon would also work. Blasters have too limited of a range and there's no way to make missile turrets work without breaking them again.
3. Bring back the old AB.
4. Maybe give DS an exclusive module that projects a shield around the ship that blocks almost all incoming damage but prevents anyone from jumping out giving the ship time to return to safety while preventing it from actually doing anything which as long as the DS has limited offensive capabilities
I would totally agree with many of these points, however i think if we choose to remove the side-turrets for a DS it should be the logistics DS, and instead give it some more high-slots and PG/CPU for extra shield tanking, and same goes for its gallente counterpart. There are so many good ideas that would make the current situation better, why CCP has done nothing i have no clue.
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KING ZUMA
The Unholy Legion of Darkstar DARKSTAR ARMY
22
|
Posted - 2013.05.25 18:47:00 -
[184] - Quote
Cant we have a threat indicator? a red box which will go around railgun installations, people armed with AV weapons and tanks so we can better know where to move to be out of the way.
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Nguruthos IV
Namtar Elite Gallente Federation
65
|
Posted - 2013.05.25 18:57:00 -
[185] - Quote
CCP, we're still here
And we're all very *$(%ed and very broke. |
DUST Fiend
OSG Planetary Operations
3223
|
Posted - 2013.05.25 19:19:00 -
[186] - Quote
Nguruthos IV wrote:CCP, we're still here
And we're all very *$(%ed and very broke.
First wave of respecs is landing on Monday, I already have my build all mapped out and waiting to go ^_^
**** dropships |
gbghg
L.O.T.I.S. RISE of LEGION
1812
|
Posted - 2013.05.25 19:32:00 -
[187] - Quote
DUST Fiend wrote:Nguruthos IV wrote:CCP, we're still here
And we're all very *$(%ed and very broke. First wave of respecs is landing on Monday, I already have my build all mapped out and waiting to go ^_^ **** dropships You know what? **** infantry, honestly I see it as more of a chore than anything else, my fun in dust comes from vehicles. |
Freshticles
Internal Error. Negative-Feedback
194
|
Posted - 2013.05.25 20:09:00 -
[188] - Quote
Nguruthos IV wrote:CCP, we're still here
And we're all very *$(%ed and very broke. Basically this. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
200
|
Posted - 2013.05.25 20:31:00 -
[189] - Quote
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. |
Nguruthos IV
Namtar Elite Gallente Federation
66
|
Posted - 2013.05.25 20:33:00 -
[190] - Quote
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.
I would argue that you don't know wth you're talking about.
And DS pilots 'lazy'? Get outta here. |
|
The Cobra Commander
Bojo's School of the Trades
23
|
Posted - 2013.05.25 21:29:00 -
[191] - Quote
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.
I liked this post just to unlike it. You clearly have not flown a DS. Some of the most intense playing comes from flying these things.
You know the feeling that you get when you have been hit with a forge and your shields are gone and then swarms have eatten deep into your armor...your ship is on fire...you are trying to get the armor repper to catch and put out the fire...one gunner has bailed...your other gunner is yelling talk to me are we going to make it...you are desperately trying to get to cover and zig and zag because another forge or rail gun hit will do you in...and there it is...the repper has caught...the fire is out and you see a mountain you can hide behind...you have made it for now.
Yeah flying is the lazy way to play because an infantry player has to deal with the same stuff I just stated above. Oh and by the way...the next time you may not be as lucky because that redline rail gun joker has shot you down all the way across the map.
|
Freshticles
Internal Error. Negative-Feedback
198
|
Posted - 2013.05.25 21:30:00 -
[192] - Quote
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. 4/10 decent troll. I bet you've never seen a dropship survive a second shot. |
DUST Fiend
OSG Planetary Operations
3225
|
Posted - 2013.05.25 22:00:00 -
[193] - Quote
Infantry play is lazy
Watch your radar, listen, and red is dead.
I'm going Snorlax style
|
Nguruthos IV
Namtar Elite Gallente Federation
71
|
Posted - 2013.05.25 22:03:00 -
[194] - Quote
Feedback:
RDV's spawning inside of dropships or spawning and flying into them within 1 second is unacceptable unless my ship is free.
And ships being free is unacceptable for Dust 514. Create a per-collision bubble around RDV's which they will use to avoid direct collision with Drop-ships |
Cody Sietz
The Tritan Industries RISE of LEGION
149
|
Posted - 2013.05.25 22:06:00 -
[195] - 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. Invert camera and option to turn off auto centering please also? |
WyrmHero1945
SyNergy Gaming EoN.
311
|
Posted - 2013.05.25 22:41:00 -
[196] - Quote
No need to be nerfing this or that. Dropships are MEDIUM aerial vehicles. My militia Caldari LAV has more HP than a Myron. A slow vehicle like the dropship needs HP to tank FG and railgun hits, which atm their main weakness because of how slow they fly. 1075 HP is ok for a light aerial vehicle like a fighter and like. Take for example the transport helicopter in BF3. Than thing can tank like 4 RPG hits before exploding. Dropships are similar. So what we really need:
-HP buff (ie. 2000 shield HP for a Myron)
-WP for transported troop kills, hacks, revives whatever. What's so difficult to make it happen?
-WP for MCRU spawning. Don't need to be putting caps on WP gain. If I wanna boost/farm WP I can do it with a drop uplink and it's cheaper/easier.
-Countermeasures for AV. ECM Jammer, Flares, whatever you want. Or at least a "being lock on" sound. |
gbghg
L.O.T.I.S. RISE of LEGION
1821
|
Posted - 2013.05.25 23:05:00 -
[197] - Quote
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 in 5 seconds it heals 635hp over 5 seconds, in other words about a quarter of the health of the bare minimum of what a 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. |
DUST Fiend
OSG Planetary Operations
3227
|
Posted - 2013.05.25 23:30:00 -
[198] - Quote
My infantry build has 0 room for AV, so I'm just gonna keep a few militia rail gun tanks in the hanger for my dropship AV
|
fred orpaul
The Tritan Industries RISE of LEGION
294
|
Posted - 2013.05.25 23:41:00 -
[199] - 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.
one thing I would like to see is that AV doesn't land full damage on light vehicles(IE lav/dropship) but instead has a heavier knock back effect on them, that way AV can carry the damage to drop tanks(or tanks can have real tanks if you prefer) with out turning lighter vehicles into death traps or making those weapons ineffective.
A good knock back effect rewards good drive/piloting and rewards teams fielding a real AV response as frequent hits would make make escape all but impossible for light vehicles.
the one exception to the rule should be AV nades as they provide the role of infantry protection from abusive vehicle behavior (IE boot of god and laving) they should stay strong against light vehicles while requiring a large team response to bring down tanks with them.
all of this has the effect of really allowing each vehicle and AV weapon to perform in its role with out any one becoming useless. -tanks can be strong enough to shrug off anything but dedicated AV(multiple forge/swarm) -light vehicles abuse can be protected against by any infantry therefor reducing the willingness of their pilots to risk their vehicles participating in these actions while encouraging them to skill along these paths as their investments are protected from the errant forge/swarm clip. -..... I'm rambling here but you get the idea. |
fred orpaul
The Tritan Industries RISE of LEGION
294
|
Posted - 2013.05.25 23:46:00 -
[200] - Quote
also more instrumentation for the drop ship would be wonderful, air speed, proximity sensors, distance to ground(more useful then altimeter in this instance), artificial horizon, maybe even a tacnet notification of AV that has been spotted(DS only as it is nearly impossible to watch for AV in a DS) |
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
202
|
Posted - 2013.05.26 07:39:00 -
[201] - 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.
OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all.
I saw a bunch of ppl accusing me of not knowing what I am talking about because I don't fly DS. True, I don't fly DS. But I did used to play a little with FG in chromosome. What I was used to seeing is a DS circling around the map over my head OVER and OVER and OVER again after having already been hit by a couple of bolts from my FG without any attempt to run for cover and let shields rep up, so basically until eventually the DS shot down, which was inevitable because of the dumb tactics DS pilots typically use of flying in circles and hoping that the bad FGunner would not hit them again like he did last time the DS flew over.
From where I sit it seems that what all of you guys want is a penalty free game style where you can continue thoughlessly flying in circles around the map without any countermeasure by the infantry.
|
Rusty Shallows
Black Jackals
87
|
Posted - 2013.05.26 07:49:00 -
[202] - Quote
KING ZUMA wrote:Cant we have a threat indicator? a red box which will go around railgun installations, people armed with AV weapons and tanks so we can better know where to move to be out of the way. I'd like for all vehicles to show up on my mini-radar as well. |
Rusty Shallows
Black Jackals
87
|
Posted - 2013.05.26 08:10:00 -
[203] - Quote
General Tiberius1 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.
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! Combine whatever nerf CCP Blam is talking about with the current HP buff on most vehicles and FGs will be a huge joke. Although you never know they may pull off an out-of-the-box solution but based on history I wouldn't bet on it.
It could also be time to pull FGs from the game for a redesign like the marauders. |
gbghg
L.O.T.I.S. RISE of LEGION
1840
|
Posted - 2013.05.26 15:28:00 -
[204] - Quote
Ludvig Enraga 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. OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all. I saw a bunch of ppl accusing me of not knowing what I am talking about because I don't fly DS. True, I don't fly DS. But I did used to play a little with FG in chromosome. What I was used to seeing is a DS circling around the map over my head OVER and OVER and OVER again after having already been hit by a couple of bolts from my FG without any attempt to run for cover and let shields rep up, so basically until eventually the DS shot down, which was inevitable because of the dumb tactics DS pilots typically use of flying in circles and hoping that the bad FGunner would not hit them again like he did last time the DS flew over. From where I sit it seems that what all of you guys want is a penalty free game style where you can continue thoughlessly flying in circles around the map without any countermeasure by the infantry. The fact is if we want to support our team, either by picking people up, or providing some CAS with our turrets, we have to lose our speed, when that happens your looking at about 3 seconds before your truly mobile again. And considering we won't be moving till the first shot either hits or fly by use, and by that point the second shot will have already started charging, the assault forge gunner has (barring afterburners being fitted, they change how vulnerable you are drastically but your still vulnerable for the two seconds it takes to activate) around 3 shot at you if he's using the assault variant.
The other major problem is that people are using proto and advanced AV against standard vehicles, weapons like proto breach forge guns are OHK'ers no matter how much tank you put on, especially if they've got damage mods on. Don't get me wrong as fun as it would be to be an OP sky tank bringing death to the groundsloggers, I know that will just make things a 1000 times worse and would get boring quickly. We need proper counters to vehicles, but we're only holding half of what we should have, and that's making things lean massively in favor of AV. Something needs to happen with dropships, everyone agrees with that, we're not fulfilling our proper role and we are dieting way too quickly. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
75
|
Posted - 2013.05.26 22:23:00 -
[205] - Quote
Ludvig Enraga wrote:OP said that his DS has 4260 hp shield, not sure about how much extra armor that thing has, probably 800 at least or so. Looks like it will take assault FG about 10 seconds of continuous fire on the drop ship to bring it down. I am not gonna comment here whether assault FG is OP relative to the base version - this belongs in the FG thread. What you guys seem to agree is that AFG poses more threat to you than any other weapon. If we run you calculation and apply it to the ship OP has described, we will see about 10 sec of continued fire are required to bring the ship down. So that's 10 sec of perfectly aimed lead and placed shots in an FPS game on a very mobile target. I don't fly DS but in my mind this is not OP at all.
In order to get that shield tank on my Eryx however, i have to completely dismantle any Fuel injectors, or overdrive injectors, which makes the Eryx (a logi ship) about as slow as a flying snail. That, combined with an FG that's positioned right can easily take those shots on my DS without needing to aim at all because of the slow speed i have with it. That being said, i have taken 1 shield off making it 3,200 shield with an Overdrive Injector. The only issue is the DS should be capable of at least sporting a 4,200 sheild tank while also managing to fit an Overdrive in as well, however the PG and CPU limits are far too small to make any of this possible.
|
GOTCHA SUCKER
killer taxi company
7
|
Posted - 2013.05.26 22:29:00 -
[206] - Quote
WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. |
Freshticles
Internal Error. Negative-Feedback
202
|
Posted - 2013.05.26 22:33:00 -
[207] - Quote
GOTCHA SUCKER wrote:WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. I'd like to see you step out from behind your alt. |
Serimos Haeraven
Deep Space Republic Gentlemen's Agreement
75
|
Posted - 2013.05.26 22:33:00 -
[208] - Quote
GOTCHA SUCKER wrote:WAAAAAAAAAA I am the BEST pilot in dust. I can crash and burn any ship just by playing bumper cars. The ships fly perfect now. Just have to use air brakes. They do need to add landing gear. ...Are you not reading the conversation being had in this topic? You aren't supposed to simply play "bumper cars" with other drop ships, every time an enemy tries that with me i just activate the overdrive and avoid the fool. Dropships are meant to be troop insertion vehicles as well as a mobile defense units, not a tool with which you abuse the recently dwongraded collision data they have now. If you as a pilot use the tactic "playing bumper cars", then right off the bat you aren't even a real pilot. And landing gear? What are you even talking about? You can land Dropships with absolute ease without "landing gear" that notion alone is completely ridiculous. |
Mondrath
always KICKING ass
0
|
Posted - 2013.05.26 22:58:00 -
[209] - Quote
Any advice for a would-be pilot gentlemen? |
Nguruthos IV
Namtar Elite Gallente Federation
87
|
Posted - 2013.05.26 23:08:00 -
[210] - Quote
Mondrath wrote:Any advice for a would-be pilot gentlemen?
http://www.youtube.com/watch?v=4R0bBL1sudU |
|
Freshticles
Internal Error. Negative-Feedback
202
|
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
|
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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CharCharOdell
Shining Flame Amarr Empire
557
|
Posted - 2013.07.15 04:25:00 -
[241] - Quote
Any changes to vehicles will be good after this. I'm glad Blam is gone. He created Missile Tanks 2. One day we'll look back on thisand llaugh, telling noobs about the olds days when tanks were lavs and lava were unkillable. |
Serimos Haeraven
Deep Space Republic Top Men.
261
|
Posted - 2013.07.15 04:45:00 -
[242] - Quote
CharCharOdell wrote:Any changes to vehicles will be good after this. I'm glad Blam is gone. He created Missile Tanks 2. One day we'll look back on thisand llaugh, telling noobs about the olds days when tanks were lavs and lava were unkillable. Lmao I'm hoping this is finally a good step in the right direction. All i can say is +1 for the original CCP getting their asses on the problem and fixing it the best way possible, complete replacement. |
Serimos Haeraven
Deep Space Republic Top Men.
264
|
Posted - 2013.07.17 05:22:00 -
[243] - Quote
Bumping in case a dev can finally comment to this to maybe any degree.. |
Nguruthos IX
Hellstorm Inc League of Infamy
914
|
Posted - 2013.07.17 06:09:00 -
[244] - Quote
this thread is funny guys. What are you thinking |
tribal wyvern
ZionTCD
954
|
Posted - 2013.07.17 06:11:00 -
[245] - 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" I don't think the main issue is the AV weapons (even though he does mention said weapons), the main issue is getting zero credit for being a pilot. Millions of sp spent to be able to fly the higher tier ships, millions of isk spent to purchase ships and to deck said ships with the higher tier mods, yet zero profit for providing a mobile CRU. Pilots need to get SP, WP, and ISK for doing their jobs. They need said rewards for having their ship spawned on, for kills acquired by on board mercs, for kills acquired by mercs within say....5 seconds after ship departure, for mercs who....drop.....from the dropship, for successful capture of a point upon departure from the dropship, and for destruction of a structure upon departure from the dropship. |
Sarducar Kahn
xCosmic Voidx The Superpowers
9
|
Posted - 2013.07.17 06:18:00 -
[246] - Quote
Cheaper, WPs, little more health, fixed small turrets, Done. |
Serimos Haeraven
Deep Space Republic Top Men.
264
|
Posted - 2013.07.17 06:35:00 -
[247] - Quote
CCP Logibro? CCP Frame? CCP Mintchip? Where's the love these days |
Gabriella Grey
XERCORE E X T E R M I N A T U S
7
|
Posted - 2013.07.17 12:01:00 -
[248] - Quote
Serimos Haeraven wrote:CCP Logibro? CCP Frame? CCP Mintchip? Where's the love these days
All the people you named are not associated with dropships. You should look for the post associated with dropships and also CCP Wang has this as a topic in another forum post. Dropship Feedback |
Mobius Wyvern
BetaMax. CRONOS.
2539
|
Posted - 2013.07.17 12:09:00 -
[249] - Quote
Gabriella Grey wrote:Serimos Haeraven wrote:CCP Logibro? CCP Frame? CCP Mintchip? Where's the love these days All the people you named are not associated with dropships. You should look for the post associated with dropships and also CCP Wang has this as a topic in another forum post. Dropship Feedback Yeah, what he said, because good luck finding any posts from the guy that actually works on the damn things. |
Serimos Haeraven
Deep Space Republic Top Men.
265
|
Posted - 2013.07.17 16:00:00 -
[250] - Quote
Gabriella Grey wrote:Serimos Haeraven wrote:CCP Logibro? CCP Frame? CCP Mintchip? Where's the love these days All the people you named are not associated with dropships. You should look for the post associated with dropships and also CCP Wang has this as a topic in another forum post. Dropship Feedback I understand that those people aren't associated with dropships, CCP Blam was originally in charge of that. But seeing that he hasn't replied to any post in 2 months, and how many aren't commenting on his abscense, it's quite clear that he may have been fired. So I'm just looking for any response i can get from any CCP member as to what at all is in store for dropships. And that link you gave me was a topic by ironwolf, a CPM, not CCP Wang. And while that topic may be okay, this one is 13 pages long and basically contains a shtload of good ideas and improvements, And I'm just wanting whoever is now in charge (since we don't even know who is) of dropships, to have a look at this. |
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Gabriella Grey
XERCORE E X T E R M I N A T U S
7
|
Posted - 2013.07.17 17:23:00 -
[251] - Quote
I understand that, and Yes it was created by a CPM but it you look a bit in the forums its in one of the threads that CCP Wang post that CCP will be discussing on ways to make Dust more enjoyable. I am all for a better dropship gaming experience for Dust, but so many are making a huge fuss about things with a lack of information on the work process. From what I understand is on another recent post, before you had posted earlier, there was talk of a dev blog and a few other things concerning vehicles in general. So just have patience. So far I think they have done a good job as Forge Gunners cant 1 shot you from their red zone etc. with the fall of range of the weapons etc. that is a huge improvement if you ask me, so just be patient., despite us dropship pilots who have been here since chromosome, when we use to fly egg shells. |
Serimos Haeraven
Deep Space Republic Top Men.
266
|
Posted - 2013.07.17 17:45:00 -
[252] - Quote
Gabriella Grey wrote:I understand that, and Yes it was created by a CPM but if you look a bit in the forums in one of the threads, that CCP Wang post, CCP will be discussing on ways to make Dust more enjoyable. I am all for a better dropship gaming experience for Dust, but so many are making a huge fuss about things with a lack of information on the work process. From what I understand is on another recent post, before you had posted earlier, there was talk of a dev blog and a few other things concerning vehicles in general. So just have patience. So far I think they have done a good job as Forge Gunners cant 1 shot you from their red zone etc. with the fall of range of the weapons etc. that is a huge improvement if you ask me, so just be patient., despite us dropship pilots who have been here since chromosome, when we use to fly egg shells. But i just literally scanned all the pages of that feedback and CCP Wang literally never commented on any of it, and reading a lot of his other posts, he seems to represent the ideas of other CCP members but can't quite comment on anything personally himself. And i am also up-to-date with the recent dev blogs, including the roadmap for these monthly updates, however that roadmap is cut up into such generalities it's impossible to even know what vehicles they are even planning to help balance, and i think that the community deserves a little more clarification than that. |
KING SALASI
MAJOR DISTRIBUTION
130
|
Posted - 2013.07.17 18:08:00 -
[253] - Quote
No matter what CCP does this game will never be balanced. Just make it an all vehicle game. Foot soldiers are not needed turn into a mini EVE. |
Serimos Haeraven
Deep Space Republic Top Men.
266
|
Posted - 2013.07.17 18:17:00 -
[254] - Quote
KING SALASI wrote:No matter what CCP does this game will never be balanced. Just make it an all vehicle game. Foot soldiers are not needed turn into a mini EVE. As a vehicle extremist i would support this 100%, but at the same time the likelihood that anything like that would happen is next to none :P |
Asirius Medaius
Planetary Response Organization
38
|
Posted - 2013.07.17 18:41:00 -
[255] - Quote
KING SALASI wrote:No matter what CCP does this game will never be balanced. Just make it an all vehicle game. Foot soldiers are not needed turn into a mini EVE.
It will be balanced, eventually... As a ADS and Logi dropship pilot user, HAV user, and sniper (all on different alts), I think that my best bet at some balanced gameplay is to just play another game until this game gets its tires back on track. There are plenty of games to play until Dust 514 reaches a point where it will be legendary (I'm an optimist about it becoming a great game, just not an optimist about the time its going to take to get there).
Just AFK and get your SP for the week, play something else when you are capped out. Trust me when I say at least a solid 10% (at least) are doing quite the same thing. |
Blaze Ashra
Paladin Survey Force Amarr Empire
7
|
Posted - 2013.08.15 00:42:00 -
[256] - Quote
Bumping in the hopes that dropships will get love in 1.5. |
Serimos Haeraven
Deep Space Republic Top Men.
403
|
Posted - 2013.08.15 01:05:00 -
[257] - Quote
Blaze Ashra wrote:Bumping in the hopes that dropships will get love in 1.5. Thanks for the bump, CCP needs to realize that dropship pilots have been completely left out for a long time now, and im seriously hoping for them to finally address these issues. |
Fire of Prometheus
DUST University Ivy League
109
|
Posted - 2013.08.15 01:12:00 -
[258] - Quote
Sjach Ixven Kothar wrote:Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" All ground vehicles are getting a hp sp that and i quote" there more fun to use" buff but dropships get nothing yet again!! i fly a prometheus and against a proto forge gun its practically paper Amen brother, prometheus handles like a turd and gets blown up like its a piece of paper. Just BOOM down I go.
Someone was talking about "window of opertunity" or something like that and I call BS, I tried AV to see how hard it really was to blow up dropships. Honestly it was the easiest thing ever did, I wrecked dozens and feel bad abut it because I know what it's like.
So tell me, how big is a 5 second window to an AV soldier? |
Serimos Haeraven
Deep Space Republic Top Men.
408
|
Posted - 2013.08.15 01:19:00 -
[259] - Quote
Fire of Prometheus wrote:Sjach Ixven Kothar wrote:Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" All ground vehicles are getting a hp sp that and i quote" there more fun to use" buff but dropships get nothing yet again!! i fly a prometheus and against a proto forge gun its practically paper Amen brother, prometheus handles like a turd and gets blown up like its a piece of paper. Just BOOM down I go. Someone was talking about "window of opertunity" or something like that and I call BS, I tried AV to see how hard it really was to blow up dropships. Honestly it was the easiest thing ever did, I wrecked dozens and feel bad abut it because I know what it's like. So tell me, how big is a 5 second window to an AV soldier? Again a great point about how vulnrable a dropship is to proto forge guns, even when we are using completely proto fitted modules, they take out literally 90% of my shield in my ADS Python, and then can easily land 1 more shot, even when i activate my afterburner. Redline railtank campers are also a big problem plaguing Dust that i hope they will find the common sense to fix in these upcoming patches. |
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