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Foxhound Elite
Seraphim Initiative. CRONOS.
53
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Posted - 2013.05.14 19:06:00 -
[1] - Quote
Picture this: You're flying along in your 1.2 Million ISK Assault Dropship from your base over to your squad mates, in hopes of aiding them from the sky. Finally, after a long and dangerous flight of blowing up installations in fear of an enemy using one to shoot you down, you reach your squad members and start raining fire from above. You balance your ship above your squad mates and shoot down three hostile targets with the front-mounted missile turret. You're about to get a fourth kill when suddenly, an enemy trooper with a CBR7 Swarm Launcher takes out 1/4 of your shield. You get the hint, they don't want you there. You pan your ship left and right, desperately in search of the swarmer. Bang. Shields at 50%. You react by activating your Shield Booster, hopefully in time to boost your reps by the time you find him. A third volley slams into your hull but you have no idea where the swarm came, they're too faint or almost invisible to see. You make the wise decision to abandon your squad mates and gain some altitude. You evade the pestering swarm launchers fourth volley and get out of his range. Your squad starts coming into some heavy enemy fire. You've had enough time repping your shields off-grid, you want to get back into the fight. You decide to head back into the battlefield with around 75% shields. You've just returned to your squadrons position and open fire upon the troops below, but before you get that evasive scout, your armour is at 50%. You have no idea what has happened. In despair, you attempt to activate your shield repair but you know it's already too late. You try to accelerate away, only to find your ship in flames and heading for the ground. You bail while your ship explodes in a fiery ball of death, rewarding you -90 WP's for 'Python Destruction' and as you try to gauge your situation, a 9K330 forge gun round hits your position, sending you into the next dimension.
Storytime over. How can a 6,585 ISK Swarm Launcher that only takes less than a million SP pin down a 1.2 million ISK ship worth over a 3million SP that easily? Or the fast firing forge gun that does 1.5k damage (base) with a 3.5 second charge time? That's barely any time for the pilot to accelerate away and try rep their shields.
Not to mention that the infantry have the advantage of being 1) smaller targets, 2) able to use most cover to their advatange 3) are very hard to see from most distance, including their tags only showing up from a pitiful few yards.
Give the Dropships a buff like every other vehicle did, because they're the vehicles that needed it the most, yet as matter of fact, today they got 'nerfed' as pointed out in various other threads (source: https://forums.dust514.com/default.aspx?g=posts&t=76984&find=unread and https://forums.dust514.com/default.aspx?g=posts&t=76963&find=unread)
On the other hand, I do greatly appreciate the new handling / speed increases, but there is still more work to be done on them, including the WP's for mobile CRU spawns (which can be exploit-proof easily with certain limitations). |
Foxhound Elite
Seraphim Initiative. CRONOS.
57
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Posted - 2013.05.14 19:28:00 -
[2] - Quote
Dust Evo 514 wrote:So you're telling us that you do not like being taken out by something that is designed to take you out?
*head explodes*
No i'm telling you that I do not like being taken out by something that is designed to take me out THAT EASILY.
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Foxhound Elite
Seraphim Initiative. CRONOS.
59
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Posted - 2013.05.14 19:44:00 -
[3] - Quote
Nguruthos IX wrote:gbghg wrote:Foxhound Elite wrote:Dust Evo 514 wrote:So you're telling us that you do not like being taken out by something that is designed to take you out?
*head explodes* No i'm telling you that I do not like being taken out by something that is designed to take me out THAT EASILY. We have no problem with dying to AV, we expect it. We can't stand being taken out so quickly and with no recourse, oh and the fact that we get crappy rewards for putting huge amounts on the line. I take issue with being destroyed effortlessly in faster time than can be physically reacted to. By a dirt cheap or free gun. By someone with little or no SP. While my vehicle cost 1.5 million and 10 million in SP. And while such a person if not destroying me instantly, can deny me any usefulness on the whole map for an entire game. Bloody brilliant way to balance AV guys.
Yup, not to mention the sheer damage AV Grenades can do if you happen to fly low enough, and by low enough , I mean the height of the warehouse on the four-point map, because apparently AV nades can be thrown that high and go into magnet-mode. |
Foxhound Elite
Seraphim Initiative. CRONOS.
192
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Posted - 2013.06.13 21:18:00 -
[4] - Quote
also bumping so CCP notice. |
Foxhound Elite
Seraphim Initiative. CRONOS.
192
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Posted - 2013.06.13 22:39:00 -
[5] - Quote
KOBLAKA1 wrote:Might have missed it but I think the -90 WP is ridiculous as well. yeah, -90 points for bailing out and not losing a clone, if you're lucky. |
Foxhound Elite
Seraphim Initiative. CRONOS.
192
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Posted - 2013.06.13 23:35:00 -
[6] - Quote
Poplo Furuya wrote: More importantly dropships do not have a role that validifies their existance. This is a major problem with the heart of Dust, the game modes are awful at promoting diverse strategies, gambits and playstyles. They are unfocused, all feature shared objectives, do not encourage defence.
I couldn't agree more. The prime role for a dropship to be used as troop transport is practically non-existant. Even in strategically planned battles as such found in Planetary Conquest, Dropships are rarely used. Apart from maybe the start of the match where a squad may use the dropship at the start of the match to get to a high position or to a point first, only to ditch the dropship for the remainder of the game. The dropship is not useful other than a means of getting to a higher elevation. I'd like to see a fortress style map that would make it logistically viable for a dropship to constantly be ferrying troops, or maybe a bridge map,s over hazardous terrain below with each team based on either side of the bridge and primarily fighting in the middle. Dropships would be a huge tactical advantage from moving past the 'hotzone' area or maybe even evaccing players out of said area. This is all well and good brainstorming, but this would only be possible if dropships got a HUGE HP buff.
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Foxhound Elite
Seraphim Initiative. CRONOS.
193
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Posted - 2013.06.13 23:52:00 -
[7] - Quote
Mary Sedillo wrote:Foxhound Elite wrote:Picture this: You're flying along in your 1.2 Million ISK Assault Dropship from your base over to your squad mates, in hopes of aiding them from the sky. Finally, after a long and dangerous flight of blowing up installations in fear of an enemy using one to shoot you down, you reach your squad members and start raining fire from above. You balance your ship above your squad mates and shoot down three hostile targets with the front-mounted missile turret. You're about to get a fourth kill when suddenly, an enemy trooper with a CBR7 Swarm Launcher takes out 1/4 of your shield. You get the hint, they don't want you there. You pan your ship left and right, desperately in search of the swarmer. Bang. Shields at 50%. You react by activating your Shield Booster, hopefully in time to boost your reps by the time you find him. A third volley slams into your hull but you have no idea where the swarm came, they're too faint or almost invisible to see. You make the wise decision to abandon your squad mates and gain some altitude. You evade the pestering swarm launchers fourth volley and get out of his range. Your squad starts coming into some heavy enemy fire. You've had enough time repping your shields off-grid, you want to get back into the fight. You decide to head back into the battlefield with around 75% shields. You've just returned to your squadrons position and open fire upon the troops below, but before you get that evasive scout, your armour is at 50%. You have no idea what has happened. In despair, you attempt to activate your shield repair but you know it's already too late. You try to accelerate away, only to find your ship in flames and heading for the ground. You bail while your ship explodes in a fiery ball of death, rewarding you -90 WP's for 'Python Destruction' and as you try to gauge your situation, a 9K330 forge gun round hits your position, sending you into the next dimension. Storytime over. How can a 6,585 ISK Swarm Launcher that only takes less than a million SP pin down a 1.2 million ISK ship worth over a 3million SP that easily? Or the fast firing forge gun that does 1.5k damage (base) with a 3.5 second charge time? That's barely any time for the pilot to accelerate away and try rep their shields. Not to mention that the infantry have the advantage of being 1) smaller targets, 2) able to use most cover to their advatange 3) are very hard to see from most distance, including their tags only showing up from a pitiful few yards. Give the Dropships a buff like every other vehicle did, because they're the vehicles that needed it the most, yet as matter of fact, today they got 'nerfed' as pointed out in various other threads (source: https://forums.dust514.com/default.aspx?g=posts&t=76984&find=unread and https://forums.dust514.com/default.aspx?g=posts&t=76963&find=unread) On the other hand, I do greatly appreciate the new handling / speed increases, but there is still more work to be done on them, including the WP's for mobile CRU spawns (which can be exploit-proof easily with certain limitations). Here's your problem. You stayed STILL while the swarm launcher was firing at you. Infantry needs something to fire at us or we would be god mode. Learn that when AV starts firing at you, you bug out, ESPECIALLY Caldari Dropships. I run Gallente, and swarms really don't bug me. You may be asking yourself, "But Mary, you are Gallente, slower and weaker to explosive." Oh ho ho oh vaunted poster, there you are dead wrong. I can easily fit an afterburner to my Gallente and sacrifice NONE of my armor tank and the speed allows me to run circles while the missiles miss. My passive and active damage resistances allow me to eat the ones that hit and my mobility grants me the ability to get out of the way. Would I like a buff? Yes. Do I think the AV should be nerfed? No. Its a delicate balance between being god-mode in the sky and easily eaten. To the forge gunners on this post, yes, you eat Caldari dropships easily because of their lower mobility and resistance to your shots. Armor tanked Incubi can survive many hits from the lower tier, and my top-tier build can survive 2-3 hits from an Ishikone Forge Gun. Buff me much more and we'll have forge gunner threads talking about how they need to be buffed to kill those damnable dropships. I recommend going Gallente if you choose Dropships. The armor allows you greater survivability against the true threats against your ship: Rail Gun Tanks, Rail Gun Installations, and Forge Gunners. Swarm Launchers are dreadfully inadequate against an experienced aerial targets, even with the bonus to armor damage. Good flying, pilots.
9 times out of 10 I bug out in my Python and yes, there are times where I do survive because of it but alot of the time I simply get shot down before my attempts to survive, because the reaction on the dropship, especially the standard and logistics variants is just too slow in proportion to the DPS of the forge / rail blasts. Swarms are another thing but they still pack a punch and are really annoying, especially when they're INVISIBLE. This isn't about Caldari vs Gallente dropships, it's down to playstyle and both have their pros and cons, but I'm talking about dropships not being able to provide a valid role on the battlefield due to their poor state. After I made this post, I went AV Heavy ... on one hand I can say AV is 'OP' but on the other, which most people agree, it's not the anti-vehicle weaponry that's overpowered, it's just in proportion to them, the dropship might as well be made of glass .. I know it's a delicate situation, from making dropships as weak as they are, into flying nightmares. but I'd rather the latter, not only because I'm a pilot, but i'd rather be an infantryman saying "watch out guys, there's a hostile dropship closing in!!" rather than "lololol enemy dropship, free points"
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Foxhound Elite
Seraphim Initiative. CRONOS.
196
|
Posted - 2013.06.14 02:17:00 -
[8] - Quote
Scheneighnay McBob wrote:Mary Sedillo wrote:Scheneighnay McBob wrote:Another thing: you try actually playing transport in the godawful thing, but the enemy team (for no good reason) perceives your militia dropship as a threat and calls an orbital on you. 0 WPs gained overall, but you lost a bunch because it blew up. Wow, that's just unlucky. In a speedy ship, I am usually out of the area once I hear the blaring warning sound. Happened to me too many damn times to call it bad luck. Although I think it only happened once this build.
most dropships, when more or less stationary when orbital striked, don't have enough HP to survive the panicing acceleration out of there in time. |
Foxhound Elite
Seraphim Initiative. CRONOS.
197
|
Posted - 2013.06.14 09:44:00 -
[9] - Quote
Yeva Kalsani wrote:Mary Sedillo wrote:Foxhound Elite wrote:Picture this: You're flying along in your 1.2 Million ISK Assault Dropship from your base over to your squad mates, in hopes of aiding them from the sky. Finally, after a long and dangerous flight of blowing up installations in fear of an enemy using one to shoot you down, you reach your squad members and start raining fire from above. You balance your ship above your squad mates and shoot down three hostile targets with the front-mounted missile turret. You're about to get a fourth kill when suddenly, an enemy trooper with a CBR7 Swarm Launcher takes out 1/4 of your shield. You get the hint, they don't want you there. You pan your ship left and right, desperately in search of the swarmer. Bang. Shields at 50%. You react by activating your Shield Booster, hopefully in time to boost your reps by the time you find him. A third volley slams into your hull but you have no idea where the swarm came, they're too faint or almost invisible to see. You make the wise decision to abandon your squad mates and gain some altitude. You evade the pestering swarm launchers fourth volley and get out of his range. Your squad starts coming into some heavy enemy fire. You've had enough time repping your shields off-grid, you want to get back into the fight. You decide to head back into the battlefield with around 75% shields. You've just returned to your squadrons position and open fire upon the troops below, but before you get that evasive scout, your armour is at 50%. You have no idea what has happened. In despair, you attempt to activate your shield repair but you know it's already too late. You try to accelerate away, only to find your ship in flames and heading for the ground. You bail while your ship explodes in a fiery ball of death, rewarding you -90 WP's for 'Python Destruction' and as you try to gauge your situation, a 9K330 forge gun round hits your position, sending you into the next dimension. Storytime over. How can a 6,585 ISK Swarm Launcher that only takes less than a million SP pin down a 1.2 million ISK ship worth over a 3million SP that easily? Or the fast firing forge gun that does 1.5k damage (base) with a 3.5 second charge time? That's barely any time for the pilot to accelerate away and try rep their shields. Not to mention that the infantry have the advantage of being 1) smaller targets, 2) able to use most cover to their advatange 3) are very hard to see from most distance, including their tags only showing up from a pitiful few yards. Give the Dropships a buff like every other vehicle did, because they're the vehicles that needed it the most, yet as matter of fact, today they got 'nerfed' as pointed out in various other threads (source: https://forums.dust514.com/default.aspx?g=posts&t=76984&find=unread and https://forums.dust514.com/default.aspx?g=posts&t=76963&find=unread) On the other hand, I do greatly appreciate the new handling / speed increases, but there is still more work to be done on them, including the WP's for mobile CRU spawns (which can be exploit-proof easily with certain limitations). Here's your problem. You stayed STILL while the swarm launcher was firing at you. Infantry needs something to fire at us or we would be god mode. Learn that when AV starts firing at you, you bug out, ESPECIALLY Caldari Dropships. I run Gallente, and swarms really don't bug me. You may be asking yourself, "But Mary, you are Gallente, slower and weaker to explosive." Oh ho ho oh vaunted poster, there you are dead wrong. I can easily fit an afterburner to my Gallente and sacrifice NONE of my armor tank and the speed allows me to run circles while the missiles miss. My passive and active damage resistances allow me to eat the ones that hit and my mobility grants me the ability to get out of the way. Would I like a buff? Yes. Do I think the AV should be nerfed? No. Its a delicate balance between being god-mode in the sky and easily eaten. To the forge gunners on this post, yes, you eat Caldari dropships easily because of their lower mobility and resistance to your shots. Armor tanked Incubi can survive many hits from the lower tier, and my top-tier build can survive 2-3 hits from an Ishikone Forge Gun. Buff me much more and we'll have forge gunner threads talking about how they need to be buffed to kill those damnable dropships. I recommend going Gallente if you choose Dropships. The armor allows you greater survivability against the true threats against your ship: Rail Gun Tanks, Rail Gun Installations, and Forge Gunners. Swarm Launchers are dreadfully inadequate against an experienced aerial targets, even with the bonus to armor damage. Good flying, pilots. I'm not convinced. I don't think I've ever seen you in a match, and even if I did, what are you, one in a million? Yeah, I've seen the Gallente dropships. I don't even need the Ishukone AFG, DAU/2 is fully sufficient to take you down in one clip. If I don't, I'll render your dropship useless for the entire match while you circle around the massive flight ceiling and accomplish nothing. I've seen that kind, they survive and do nothing but waste the other team's player slots for the rest of the match. Swoop back in 1-2 minutes later, try to take more potshots or drop people off, get shot at, run away for the next couple of minutes and accomplish nothing. Amazing. I don't understand what point you're trying to prove. That you're awesome, or that dropships are fine? Because they're not as soon as someone spawns in with a Forge Gun and knows how to use it.
Here here!! ... totally agree, I have yet to see Mary fly and as being one of longest-time flying pilots in the game, I'd rather see it than believe what people say on the forums. |
Foxhound Elite
Seraphim Initiative. CRONOS.
200
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Posted - 2013.06.17 19:55:00 -
[10] - Quote
bumping for CCP. |
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Foxhound Elite
Seraphim Initiative. CRONOS.
205
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Posted - 2013.06.20 14:15:00 -
[11] - Quote
bumpity bump, CCP. |
Foxhound Elite
Seraphim Initiative. CRONOS.
206
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Posted - 2013.06.21 21:02:00 -
[12] - Quote
dazlb72 wrote:i dont know what your point is. Are you saying a swarm launcher should cost 1.2 million isk? or that a swarm launcher should be nerfed until its like chucking popcorn at you? If you dont wanna lose dropships, stop flying them.
No, I'm not saying that at all. I'm saying Dropships need a buff to be balanced against such force for such value. The dropships for their cost are fragile and non-effective. I could easily say, if you don't want to lose proto-dropsuits, don't wear them. not so easy now, is it? ... The dropships need a HP buff to balance them vs multiple av infantry, not just being able to barely survive one forge gun blast. |
Foxhound Elite
Seraphim Initiative. CRONOS.
208
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Posted - 2013.06.22 13:34:00 -
[13] - Quote
also, RDVs not showing up on the radar in time to avoid instant-death anti-air hammers. allied included. |
Foxhound Elite
Seraphim Initiative. CRONOS.
283
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Posted - 2013.07.17 20:27:00 -
[14] - Quote
rebumping |
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