|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jaron Pollard
Uitraan Diversified Holdings Incorporated
63
|
Posted - 2013.05.18 12:54:00 -
[1] - Quote
Foxhound Elite wrote: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%.
Then you didn't get the hint at all if you stuck around to look for someone if you didn't already know where he was with a weapon that could take you down. Repper or not, the next step for any pilot here should be evasion and survival, establish an infantry hunter-killer team to find the anti-armour unit and kill him.
Quote: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.
What would have been wiser would have been to take evasive action the moment you took the first big hit.
Quote: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.
That's just straight up poor judgement for a pilot who has zero confidence of the denial of enemy anti-aircraft capability.
Quote: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.
I dunno, how does a $5000 Stinger missile bring down an armoured $1.5mil Blackhawk?
Quote: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.
Oh noes. Did you forget to bring some infantry of your own? |
Jaron Pollard
Uitraan Diversified Holdings Incorporated
63
|
Posted - 2013.05.18 13:54:00 -
[2] - Quote
Big Popa Smurff wrote:Im an experienced forge gunner, have been since the E3 build. and dropships just arent fun to shoot anymore. There is no challenge, no adrenaline rush when trying to take 1 out. I took out a logi dropship with 2 shots yesterday, i actually felt bad for the pilot. I dont fly them, i just kill them and i can say they are too easy to kill.
i suggest lowering the damage of forge and rail done to dropships in the air. ccp could come up with some bullshit that the thin air reduces the shots damage the higher dropships fly.
I'm not sure how easy it is to aim a forge, but any pilot worth his wings is going to remain mobile in order to be a difficult target for dumbfire weapons in the first place. |
Jaron Pollard
Uitraan Diversified Holdings Incorporated
63
|
Posted - 2013.05.18 14:07:00 -
[3] - Quote
I would propose this, instead, because it seems like the biggest problem people have is with the lack of reward for flying one. I thought the reward was helping your team win the match, and I don't fly it for personal reward myself, but here's what I would propose for those that do.
I propose that additional rewards for flying a dropship be based on survival. The longer you remain in the air, the better the rewards. Now before you say "it's exploitable", of course it is, everything is. You won't get the rewards the moment you lift off, you wouldn't start getting them for at least the first three minutes. Also, make a zone around objectives that detects when troops land there, and give rewards to the pilots that dropped them.
That's what I propose. No buffs, no nerfs, just an increase in rewards for dropship pilots. Also, increase the rewards they get for kills and kill assists etc when flying one. |
|
|
|