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ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
98
|
Posted - 2013.05.19 06:28:00 -
[91] - Quote
Shijima Kuraimaru wrote:ALM1GHTY B44L R00 wrote:Shijima Kuraimaru wrote:OMG... AV too good? Really? Do you realize that the players who go AV are sacrificing their ability to effectively deal with infantry engagements. And the FG lost a lot of range when heavy weapon sharp shooter got removed. I've heard that the standard FG is locked at 300 meters now but I can't verify that.
Where's the infantry support for you pilots? While I'm running my FG, I'm hell on vehicles but have to rely on my SMG for infantry encounters. Yep. That's right, an SMG. Don't get me wrong, I've done my fair share of forge sniping but that takes distance and elevation to be consistent and it still takes a lot of luck with the increased dispersion. It's very difficult up close and personal. Otherwise, my squad supplies over watch and tactical intel to help me keep my fat slow butt alive and fighting.
There are many times when I've hit pilots with my 9K330. I manage to rap out two or three shots before they've out ranged me and come back repped. Meanwhile I have to run around dodging enemy infantry. Does this bug me? Hell no. I expect it. However, if I start pounding you with my 9K330 and you just sit there, or fly straight at me like a few have done, don't expect any sympathy as I turn your ds into burning slag.
One last thing, I can rarely take out a DS or HAV that's well supported by infantry unless I'm in a really advantageous position, and those are hard to get into. Then you are bad at forge gun. 3 shots from an 9K330 will take out any dropship in the game, most in 2, and OHKs all infantry. The 9K330 does more splash damage than a direct hit from an EXO mass driver, with basically the same radius, and TWICE the splash damage. I'm not a pro player and I will never claim to be. So no, I don't land every shot, but I work well with my corp squad and they like having a dedicated AV on the team. I believe 9K330 has a 1.5 meter radius, I think the MDs have 3.3. I'm not too sure as I'm more interested in a direct hit with the FG and I've never used a MD. But yes, 3 hits usually has a high end DS on fire. Low to mids still take two to three to bring down. But I have had DS targets bolt on the first hit, take a second, then were out of range by either climbing or speeding off. You guys don't all fit your DS the same. LOL
The 9K330 splash radius is 0.3 meters smaller than the EXO (realistically, they are for most intents and purposes the same), and it's splash damage does just under twice the damage of the EXO's splash. And to reiterate, the splash on the 9k330 does as much damage as the direct damage of the EXO. A direct hit with the 9K330 is an OHK on every dropsuit in the game.
I assure you, I've fit every combination possible with DSs, and YES we basically all use the same fits because our PG has been nerfed so far that there are only 2 or 3 viable options for each model that a competent pilot would ever actually fly. The most tanked out dropship cannot survive 3 shots from a 9K330 without, at best, being DEEP into burning damage. You have to understand, that USUALLY you don't get the notification of a kill, because when burning damage takes us out we either get charged with a team kill or a suicide. You see the guy fly away after that 3rd shot, and if you don't pay attention to their escape, you'll likely never know that they crashed and burned trying to pull off a hot landing with a rep tool.
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Rusty Shallows
Black Jackals
74
|
Posted - 2013.05.19 07:35:00 -
[92] - Quote
Reaper Of Dust wrote:I am a dedicated Forge Gunner, I run Ishukone Assualt and DAU-2 Assualt. When I see a Dropship I usually dont sweat it cause it either takes 1 or 2 shots to destroy, UNLESS its an expensive dropship. High tier and even standard Dropships.with good modules give me a run, I need at least 3 to 4 shots for these ships. After the first shot hits they can usually get away if the map allows them. What im trying to say is that Dropships need ALOT of buffs, to shield/armor and to acceleration and the miltia/standard could use an SP and Isk price reduction. You guys need to ask for that. But the way your all talking CCP will nerf the Forge Gun and not only do we not need anymore nerfs, the Forge Gun especially does not need nerfs. CCP has already balanced the Forge Gun class allot. Between the shake, crouching duck, and tight ammo our weapon takes skill. We even had a indirect nerf with the ground vehicle HP buffs. So I don't expect them to pull out the nerf bat any time soon. Just weather the calls to nerf.
Rather I'm more afraid of an accidental big-buff and suddenly there are allot of Forge Gunners on the field. It is rather nice that there are more vehicles on the field than FG-ers.
Until CCP get's a better handle on the pilot's plight then there will be AV-hate as the only recourse. That or MCC guard detail. |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.19 20:30:00 -
[93] - Quote
ALM1GHTY B44L R00 wrote:Shijima Kuraimaru wrote:ALM1GHTY B44L R00 wrote:Shijima Kuraimaru wrote:OMG... AV too good? Really? Do you realize that the players who go AV are sacrificing their ability to effectively deal with infantry engagements. And the FG lost a lot of range when heavy weapon sharp shooter got removed. I've heard that the standard FG is locked at 300 meters now but I can't verify that.
Where's the infantry support for you pilots? While I'm running my FG, I'm hell on vehicles but have to rely on my SMG for infantry encounters. Yep. That's right, an SMG. Don't get me wrong, I've done my fair share of forge sniping but that takes distance and elevation to be consistent and it still takes a lot of luck with the increased dispersion. It's very difficult up close and personal. Otherwise, my squad supplies over watch and tactical intel to help me keep my fat slow butt alive and fighting.
There are many times when I've hit pilots with my 9K330. I manage to rap out two or three shots before they've out ranged me and come back repped. Meanwhile I have to run around dodging enemy infantry. Does this bug me? Hell no. I expect it. However, if I start pounding you with my 9K330 and you just sit there, or fly straight at me like a few have done, don't expect any sympathy as I turn your ds into burning slag.
One last thing, I can rarely take out a DS or HAV that's well supported by infantry unless I'm in a really advantageous position, and those are hard to get into. Then you are bad at forge gun. 3 shots from an 9K330 will take out any dropship in the game, most in 2, and OHKs all infantry. The 9K330 does more splash damage than a direct hit from an EXO mass driver, with basically the same radius, and TWICE the splash damage. I'm not a pro player and I will never claim to be. So no, I don't land every shot, but I work well with my corp squad and they like having a dedicated AV on the team. I believe 9K330 has a 1.5 meter radius, I think the MDs have 3.3. I'm not too sure as I'm more interested in a direct hit with the FG and I've never used a MD. But yes, 3 hits usually has a high end DS on fire. Low to mids still take two to three to bring down. But I have had DS targets bolt on the first hit, take a second, then were out of range by either climbing or speeding off. You guys don't all fit your DS the same. LOL The 9K330 splash radius is 0.3 meters smaller than the EXO (realistically, they are for most intents and purposes the same), and it's splash damage does just under twice the damage of the EXO's splash. And to reiterate, the splash on the 9k330 does as much damage as the direct damage of the EXO. A direct hit with the 9K330 is an OHK on every dropsuit in the game. I assure you, I've fit every combination possible with DSs, and YES we basically all use the same fits because our PG has been nerfed so far that there are only 2 or 3 viable options for each model that a competent pilot would ever actually fly. The most tanked out dropship cannot survive 3 shots from a 9K330 without, at best, being DEEP into burning damage. You have to understand, that USUALLY you don't get the notification of a kill, because when burning damage takes us out we either get charged with a team kill or a suicide. You see the guy fly away after that 3rd shot, and if you don't pay attention to their escape, you'll likely never know that they crashed and burned trying to pull off a hot landing with a rep tool.
Nice. Well for me anyway. But still, splash damage isn't something I've ever really paid attention to with my FG because my goal is direct hits. And considering what the FG is meant for, OHK on a direct hit on infantry, if I can counter the charge time + tracking + shake + scatter, should be expected. I don't QQ when I get OHK by another FG wielder. I'm give them a mental salute and think *Good shot.*
On the other side... I think the burning mechanic should be removed. It's a bit ridiculous IMO and I don't even use any vehicles other than the free LAV to get from place to place. |
gbghg
L.O.T.I.S. RISE of LEGION
1737
|
Posted - 2013.05.19 21:18:00 -
[94] - Quote
Armour burn has cost me many a dropship, what's the point of having enough buffer to survive a forge round if armour burn kills me before I can land and rep? |
Ilkazar
The Sound Of Freedom Renegade Alliance
0
|
Posted - 2013.05.20 08:25:00 -
[95] - Quote
Coming from both sides of the argument having both a character that runs vehicles including DS and a character that is heavily speced into FG AV I know how this feels from both sides.
On one hand we have the DS that is supposed to be used by a team tactically which does not seem to be anywhere in the game right now other than bringing people to rooftops or allowing for MCRU on the new domination maps. As a pilot it sucks to be shot down, It feels bad to lose something you worked so hard to get just to be shot down by militia gear, and that is one thing I cannot stand is being shot by militia gear that takes no skill what so ever to use. However credit is due when i get hit by proto swarms or a proto forge gun because they are spending those SP to take me down its part of their job and I understand it. However we should get countermeasures to these things like warning sounds when a forge gun locks onto us or flares to negate 1 shot of swarms every 30 seconds. Just something to help us actually be of some use.
Looking at it from the AV side I've spent about 6m SP purely into getting forge gun skills up. So yes when I pull out my proto breach FG and I one shot your DS because it only has 2000 HP I do feel bad because it was so easy but it also is partly your fault, as a DS pilot if I am hit by a FG or I see a blue explosion near me ill run away and know where to stay away from. Too many pilots come straight at me like I'm not going to shoot them again. As AV I have no other job than to take down vehicles so yes when you being them out I will make it my job to shoot you down.
Looking at it objectively AV does not need a nerf it needs a different scaling system militia swarms do the same amount of damage as prototypes so those should be reduced and DS health should also be buffed slightly so that its not as easy to take one down. However if you are flying shield or use any type of shield vehicle they are broken and I would recommend switching to armor, who cares if they are slower it's barely noticeable now and I rarely lose my DS anymore after making the switch hardeners save my life 9 times out of 10. |
Sir Snugglz
Red Star. EoN.
11
|
Posted - 2013.05.20 08:41:00 -
[96] - Quote
More love for the dropship!!! I dont care what it is anymore, change the color of headlights to neon blue!!! or put in a radio station so the pilot and bump some jams when flying around, or or, OMG!!! a pilot emergency eject seat!!! w/ the parachute!!! or or, aa warp drive to lets us warp through the map!!! that'll be awesome |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.21 02:13:00 -
[97] - Quote
Ilkazar wrote:Coming from both sides of the argument having both a character that runs vehicles including DS and a character that is heavily speced into FG AV I know how this feels from both sides.
On one hand we have the DS that is supposed to be used by a team tactically which does not seem to be anywhere in the game right now other than bringing people to rooftops or allowing for MCRU on the new domination maps. As a pilot it sucks to be shot down, It feels bad to lose something you worked so hard to get just to be shot down by militia gear, and that is one thing I cannot stand is being shot by militia gear that takes no skill what so ever to use. However credit is due when i get hit by proto swarms or a proto forge gun because they are spending those SP to take me down its part of their job and I understand it. However we should get countermeasures to these things like warning sounds when a forge gun locks onto us or flares to negate 1 shot of swarms every 30 seconds. Just something to help us actually be of some use.
Looking at it from the AV side I've spent about 6m SP purely into getting forge gun skills up. So yes when I pull out my proto breach FG and I one shot your DS because it only has 2000 HP I do feel bad because it was so easy but it also is partly your fault, as a DS pilot if I am hit by a FG or I see a blue explosion near me ill run away and know where to stay away from. Too many pilots come straight at me like I'm not going to shoot them again. As AV I have no other job than to take down vehicles so yes when you being them out I will make it my job to shoot you down.
Looking at it objectively AV does not need a nerf it needs a different scaling system militia swarms do the same amount of damage as prototypes so those should be reduced and DS health should also be buffed slightly so that its not as easy to take one down. However if you are flying shield or use any type of shield vehicle they are broken and I would recommend switching to armor, who cares if they are slower it's barely noticeable now and I rarely lose my DS anymore after making the switch hardeners save my life 9 times out of 10.
Um yeah. I like your post except for one thing. FGs don't lock onto target. They're entirely manual aim. So if they let the DS have a warning that a FG is aimed at them, then troopers should get a warning any time any manually aimed weapon is aimed at them. |
Makyre Vahliha
The White Hawk Knights
77
|
Posted - 2013.05.21 02:28:00 -
[98] - Quote
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).
Wow, you're an excellent writer and storyteller! It really drew me in and made me consider wanting to be a pilot too. You should pen stories for EVE/Dust.
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DJINN leukoplast
Hellstorm Inc League of Infamy
453
|
Posted - 2013.05.21 02:39:00 -
[99] - Quote
The problem with AV and dropships, is that the AV is pretty much designed to take out the most powerful thing in the game, a tank. So when a dropship comes along with nowhere near the resistance or HP (far as I am aware) they are turned into Swiss cheese fairly easily. |
Ilkazar
The Sound Of Freedom Renegade Alliance
0
|
Posted - 2013.05.21 04:43:00 -
[100] - Quote
Shijima Kuraimaru wrote:
Um yeah. I like your post except for one thing. FGs don't lock onto target. They're entirely manual aim. So if they let the DS have a warning that a FG is aimed at them, then troopers should get a warning any time any manually aimed weapon is aimed at them.
I realize this I was more thinking of swarms when I was writing this and put down the FG but there should be some warning system for FG,or at least make it so the mods have a faster rep time, why should FG be able to already have their second charge ready by the time I have activated my repper and am waiting for it to turn on. If their skill works on reaction time why shouldn't ours, as a forge gunner I can be using an assault FG on top of a building and wipe a DS before it even knew it had been hit. |
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Darius Ashran
BetaMax. CRONOS.
24
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Posted - 2013.05.21 05:08:00 -
[101] - Quote
M3DIC 2U wrote:Is a derpship supposed to provide overhead protection or just deploy a squad then bug out?
To me a DROPship, drops off troops and leaves, not tries to tank overhead. IMHO
Give the man a prize.
He seems to understand using a vehicle in its defined role. Shocking concept I know but lets look at that notion. The dropship needs looking at that is fact, probably an HP buff and a slight increase to acceleration.
In all seriousness dropship pilots. I run a militia dropship, sometimes for the team other times just to put a beacon in a nice spot. All the same I have little to no SP investment. While I am certainly not as hard to kill as you gents. Most of the time I seem to do fine. The odd OHK from a proto forge is unpleasant but if I exposed myself low enough and slow enough knowing AV is on the field well I am **** out of luck and its my fault. Teamwork. You are never going to be a 1 man death machine its not your role. Nor will you eve be very durable.
Did no one watch fanfest about the new vehicle presentations or just not at all pay attention to vehicle classifications in Dust? Before anything else they cant balance your favorite toy to meet what is right now without having to go back and rework it once they add the new content later this year. Guys have some perspective. This game despite release isnt not complete that isn't an excuse its a statement of fact. It still actively is being developed and they have to tweak and adjust in light of those coming changes not just in light of what is already out. This is not ideal but its is still true. That said, please pay attention to this next bit.
ITS A LIGHT AIR VEHICLE.
Its the god damn lav of air vehicles.
if I sit in a lav in the middle of the road rather then kite hostile AV and present a idle easy to hit target. I will probably die. Much the same can be said of a dropships EVEN a shiny one. If you stick around long enough to present a target your going to go pop people its not a flying tank. It never will be hell it wont even come close.
Yes it needs tweaks but overall it IS working as intended. Stop trying to use it like a god damn Apache gunship its not one. I am not insinuating that you are bad players that is not the case. But if you use something beyond its defined role dont expect positive results. Pilots you need to work on your strategy its not just about piloting skill alone you need situational awareness and most importantly you need teamwork.
If you don't get that or you don't think you should have to. Well all I can say is wait for solo attack craft. Because until then your never going to be pleased using a air support vehicle in a way it was not intended.
Also side note i do think we definitely need a serious revision for the WP system in relations to pilots. On that I am in full agreement they deserve better for the vital role they play. |
2-Ton Twenty-One
Imperfects Negative-Feedback
554
|
Posted - 2013.05.21 05:24:00 -
[102] - Quote
We fought against a betamax ADS today, he was very well built and skilled dropship. We had a hard time brining him down and he was def a factor on the battlefield. So clearly they can be built and that can have high survivability. My Officer forge gun and our tank had to be on constant lookout for him and he defiantly was a major threat.
So i disagree after seeing that assault dropship. I used to think they where no factors but after that battle I would say they can have a major impact if used and built right. |
Blind Nojoy
G I A N T EoN.
27
|
Posted - 2013.05.21 06:56:00 -
[103] - Quote
Cheap weapons can quickly destroy very expensive vehicles. That's the fact of the matter in present, so I don't see why it would change in the future.
The drop ships are pretty much the helicopters of the future. A $20 million AH-64 attack helicopter can be easily dispatched by an SA-7 (cheap russian shoulder fired anti aircraft missile)that you could probably buy for a couple thousand bucks.
That's the way it should be, too. But drop ship weapons should be much more effective against infantry.
They shouldn't be very survivable, if someone whips out some AA missiles, as a DS driver you should be sh*tting your pants. Likewise you should mop up unprepared enemies.
What I think the DS needs is less survivability, in all honesty, but they also need some kind of expendable countermeasures that the swarms could bite off on if deployed in a timely manner. Like the flares and chaff we have in today's aircraft. And after you sh*t out all your expendables, you need to swing by a supply depot to reload them before you continue on in battle. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1367
|
Posted - 2013.05.21 07:11:00 -
[104] - Quote
Blind Nojoy wrote:Cheap weapons can quickly destroy very expensive vehicles. That's the fact of the matter in present, so I don't see why it would change in the future.
The drop ships are pretty much the helicopters of the future. A $20 million AH-64 attack helicopter can be easily dispatched by an SA-7 (cheap russian shoulder fired anti aircraft missile)that you could probably buy for a couple thousand bucks.
That's the way it should be, too. But drop ship weapons should be much more effective against infantry.
They shouldn't be very survivable, if someone whips out some AA missiles, as a DS driver you should be sh*tting your pants. Likewise you should mop up unprepared enemies.
What I think the DS needs is less survivability, in all honesty, but they also need some kind of expendable countermeasures that the swarms could bite off on if deployed in a timely manner. Like the flares and chaff we have in today's aircraft. And after you sh*t out all your expendables, you need to swing by a supply depot to reload them before you continue on in battle.
These are great points and suggestions, assuming your goal is for no one to ever skill into dropships. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
157
|
Posted - 2013.05.21 07:13:00 -
[105] - Quote
Buff drop ship and HAV POG by 50% and vehicles will be perfect. |
Nguruthos IV
Namtar Elite Gallente Federation
15
|
Posted - 2013.05.21 07:26:00 -
[106] - Quote
Well I gave up guys, did you? |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.21 19:25:00 -
[107] - Quote
Ilkazar wrote:Shijima Kuraimaru wrote:
Um yeah. I like your post except for one thing. FGs don't lock onto target. They're entirely manual aim. So if they let the DS have a warning that a FG is aimed at them, then troopers should get a warning any time any manually aimed weapon is aimed at them.
I realize this I was more thinking of swarms when I was writing this and put down the FG but there should be some warning system for FG,or at least make it so the mods have a faster rep time, why should FG be able to already have their second charge ready by the time I have activated my repper and am waiting for it to turn on. If their skill works on reaction time why shouldn't ours, as a forge gunner I can be using an assault FG on top of a building and wipe a DS before it even knew it had been hit.
We do work on reaction time. Adjusting our aim is a reaction to being off target. Firing is a reaction to believing we have optimal firing solution on our target. FG does have to deal with travel time on our munitions too, so unless it's sitting still, or flying straight at us, we have to manually calculate how much to lead the target. |
Sir Snugglz
Red Star. EoN.
24
|
Posted - 2013.06.05 19:41:00 -
[108] - Quote
Darius Ashran wrote:
ITS A LIGHT AIR VEHICLE.
Its the god damn lav of air vehicles.
if I sit in a lav in the middle of the road rather then kite hostile AV and present a idle easy to hit target. I will probably die. Much the same can be said of a dropships EVEN a shiny one. If you stick around long enough to present a target your going to go pop people its not a flying tank. It never will be hell it wont even come close.
Yes it needs tweaks but overall it IS working as intended. Stop trying to use it like a god damn Apache gunship its not one. I am not insinuating that you are bad players that is not the case. But if you use something beyond its defined role dont expect positive results. Pilots you need to work on your strategy its not just about piloting skill alone you need situational awareness and most importantly you need teamwork.
If you don't get that or you don't think you should have to. Well all I can say is wait for solo attack craft. Because until then your never going to be pleased using a air support vehicle in a way it was not intended.
Also side note i do think we definitely need a serious revision for the WP system in relations to pilots. On that I am in full agreement they deserve better for the vital role they play.
I was in an LAV surrounded by 6 AV people with exo's, swarms, and FG, (non-militia), not only did I flip the car, but was able to drive away with 3 bars of shield. It required atleast 4-5 proto rail shots to do some damage.
Putting the Assault DS aside and just looking at the logistics class of both LAV and DS, there seems to be too much of a difference.
If we are to call the DS an LAV of air vehicles, then it should be able to survive like one.
All I'm saying is that if AV weapons are meant for a tank, but yet LAV's can take a beating, DS should too regardless of their objective to just "transport" troops. |
Sir Snugglz
Red Star. EoN.
24
|
Posted - 2013.06.05 19:43:00 -
[109] - Quote
Blind Nojoy wrote:Cheap weapons can quickly destroy very expensive vehicles. That's the fact of the matter in present, so I don't see why it would change in the future.
The drop ships are pretty much the helicopters of the future. A $20 million AH-64 attack helicopter can be easily dispatched by an SA-7 (cheap russian shoulder fired anti aircraft missile)that you could probably buy for a couple thousand bucks.
That's the way it should be, too. But drop ship weapons should be much more effective against infantry.
They shouldn't be very survivable, if someone whips out some AA missiles, as a DS driver you should be sh*tting your pants. Likewise you should mop up unprepared enemies.
What I think the DS needs is less survivability, in all honesty, but they also need some kind of expendable countermeasures that the swarms could bite off on if deployed in a timely manner. Like the flares and chaff we have in today's aircraft. And after you sh*t out all your expendables, you need to swing by a supply depot to reload them before you continue on in battle.
I dont like the idea of having to resupply at a depot. But taking the concepts from Battlefield 3, they should be on a cooldown just like modules and stuff. |
Skihids
The Tritan Industries RISE of LEGION
1527
|
Posted - 2013.06.05 20:34:00 -
[110] - Quote
The dropship is a medium vehicle, yet it is an order of magnitude weaker than the LAV.
I exercise reasonable caution but have no fear when driving for roadkill.
I play tag with SL users and can usually bump them off. If not i know I can drive away to cover after a few hits to come back and try again. I see only an occasional FG, and when I do it's often before he takes his first shot. If he's in the road his first thought is usually to run rather than stand and shoot. If by chance he is inaccessible I can use my speed and manuverability to get to cover before he can wreck my ride. Even if I lose one due to getting it stuck I don't fret. They are cheap enough that I still make money with the occasional loss.
Contrast that with the dropship.
When I am in the air I have 10% of the cover I have on the ground. In the dropship I am exposed to fire from a huge portion of the map so I'm spotted first and may not have an idea of the AV users location even after he fires. I have weak acceleration and my flight path is completely predictable to anyone who knows how vector thrust craft fly. I can't "jink" or "weave" to throw off his aim. Add to that the fact that the AV user doesn't fear my weapons. The best small turret is still pretty weak, especially fired from a moving platform, and its range is usually shorter than the AV. If I lose a ship I'm out a pretty big chunk of change.
Putting aside the lack of any viable mission, this would make the MAV dropship useless.
The upshot is that LAV driving is extreme fun and dropship piloting is just a frustrating pain. Ending a match driving with 14-0 is heart pounding fun. Ending a match 0-1 shot down or 0-0 cowering in my dropship is not.
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gbghg
L.O.T.I.S. RISE of LEGION
2018
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Posted - 2013.06.05 20:42:00 -
[111] - Quote
Skihids wrote:The dropship is a medium vehicle, yet it is an order of magnitude weaker than the LAV.
I exercise reasonable caution but have no fear when driving for roadkill.
I play tag with SL users and can usually bump them off. If not i know I can drive away to cover after a few hits to come back and try again. I see only an occasional FG, and when I do it's often before he takes his first shot. If he's in the road his first thought is usually to run rather than stand and shoot. If by chance he is inaccessible I can use my speed and manuverability to get to cover before he can wreck my ride. Even if I lose one due to getting it stuck I don't fret. They are cheap enough that I still make money with the occasional loss.
Contrast that with the dropship.
When I am in the air I have 10% of the cover I have on the ground. In the dropship I am exposed to fire from a huge portion of the map so I'm spotted first and may not have an idea of the AV users location even after he fires. I have weak acceleration and my flight path is completely predictable to anyone who knows how vector thrust craft fly. I can't "jink" or "weave" to throw off his aim. Add to that the fact that the AV user doesn't fear my weapons. The best small turret is still pretty weak, especially fired from a moving platform, and its range is usually shorter than the AV. If I lose a ship I'm out a pretty big chunk of change.
Putting aside the lack of any viable mission, this would make the MAV dropship useless.
The upshot is that LAV driving is extreme fun and dropship piloting is just a frustrating pain. Ending a match driving with 14-0 is heart pounding fun. Ending a match 0-1 shot down or 0-0 cowering in my dropship is not.
Honestly the only reason I call in my ADS anymore is to either kill another ADS, because its necessary for a PC battle, or to kill a particularly annoying vehicle in a high spot. But even the last one is worthless because anyone who knows what they're doing will just recall the vehicle. Flying is no longer fun for me, I get more enjoyment from driving LAV's or running about as a scout on the ground. If I want to fly a vehicle in a game I just go over to battlefield 3 where the things actually work properly. |
Panoscape
BurgezzE.T.F
139
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Posted - 2013.06.05 20:49:00 -
[112] - Quote
I'm having a great time flying my armor ADS. I'm still getting the hang of hitting targets, but getting better. I've put a large shield extender on it so as soon as that goes down, it's time to beat feet fast. Kick in my armor hardener and I'm good to go rep in a safe area. It tanks swarms and has yet to be shot down (knock on wood.)
But, mostly I use cheap DS to get me to a high vantage so I can proto swarm all the LAV's, HAV's, turrets and DS's. I've got my swarms at a level that they almost one hit turrets and pop madrugers in four volleys. So far, I've been enjoying the respec into swarms and ADS. Making things go boom is so satisfying. |
Tarsious Jones
Regime Of Shadow Marines Alpha Wolf Pack
28
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Posted - 2013.06.05 20:54:00 -
[113] - Quote
Can we get any feedback on this from a dev? Is this being looked at? There are dozens of threads on how the dropship is underpowered, and nobody is even arguing against this fact. You have been served feedback on a clearly broken feature of your game on a silver platter for months now, and while the price drop was nice, albeit very overdue, allowing pilots to gain wp from spawns should be the simplest feature to implement.
I hardly make any ISK supporting my team in these deathtraps, some wp for my efforts doesn't seem like too much to ask. At least enough for the profession to become economically viable for skilled pilots. |
gbghg
L.O.T.I.S. RISE of LEGION
2021
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Posted - 2013.06.05 21:20:00 -
[114] - Quote
Last feedback from blam I saw on the matter of dropships was this
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.
In this thread https://forums.dust514.com/default.aspx?g=posts&t=75841&p=8 |
Moochie Cricket
SyNergy Gaming EoN.
312
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Posted - 2013.06.05 21:27:00 -
[115] - Quote
Hell, I would accept a big nerf to small turret damage if they would buff the dropship's hp or damage resistance. |
gbghg
L.O.T.I.S. RISE of LEGION
2024
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Posted - 2013.06.05 21:38:00 -
[116] - Quote
Moochie Cricket wrote:Hell, I would accept a big nerf to small turret damage if they would buff the dropship's hp or damage resistance. Small turrets are crap enough already, and we already received a nerf to them when they reduced the skill bonus and removed the turret proficiency skills. |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
50
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Posted - 2013.06.05 21:51:00 -
[117] - Quote
0. For the love of all the is unholy, do something about $%!@#$@# redline rail tanks. 80% of my deaths are from these things. Incredibly hard sometimes to find where the things are shooting you from (hiding behind mountains), they can cover half the map or more, and then literally impossible to kill. You can't hurt them, they just roll further back or recall if you actually score a hit. They are killing you with absolutely no risk to themselves. This is beyond broken.
1. Dropships are medium vehicles. At least learn what you are talking about.
2. Please DO NOT NERF Forge Guns. They don't need to be nerfed (and I'm saying this as a pilot). At most, make their projectile backtrail a little more visible, so when one is hiding under a rafter, I know what is shooting at me if I survive the shots.
3. Rail guns need a backtrail. I'm sick of flying around a map half the game, constantly being shot at, and having no clue wtf is shooting at me (usually a redline rail tank somewhere in a mountain range).
4. Buff the Dropship survivability. Either through hp, resists, or (my preference) active counter measures that pilots need to deploy with skill. If you add active counter measure modules, please either add slots/cpu/pg, or make them innate to the DS. Otherwise we are going to have to lose survivability to fit them, and that's just counter productive.
5. Fix all the damn bugs. Side turrets still hit my own DS. Fix the controls on my main turret so I'm not constantly fighting with it.
6. RDVs RDVs RDVs RDVs. Really? They don't even take damage when they kill me? The slightest tap is an instant death, even if it's on my own team? They appear instantly giving you no time to react to them at all? What drunken monkey decided any of this is a good idea. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1554
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Posted - 2013.06.06 00:39:00 -
[118] - Quote
Felix Faraday wrote: 6. RDVs RDVs RDVs RDVs. Really? They don't even take damage when they kill me? The slightest tap is an instant death, even if it's on my own team? They appear instantly giving you no time to react to them at all? What drunken monkey decided any of this is a good idea.
It's amazing how high of a percentage of my dropship deaths can be directly attributed to RDVs. Many times the enemy will just use free LAVs as their anti-aircraft.
To be fair though, considering how bad most of the mechanics in the game are, it really shouldn't be a surprise this is done poorly too. |
DUST Fiend
OSG Planetary Operations Covert Intervention
3434
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Posted - 2013.06.06 00:47:00 -
[119] - Quote
Baal Roo wrote:To be fair though, considering how bad most of the mechanics in the game are, it really shouldn't be a surprise this is done poorly too.
I avoid losing my dropships to RDVs by respecing to infantry |
gbghg
L.O.T.I.S. RISE of LEGION
2029
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Posted - 2013.06.06 00:49:00 -
[120] - Quote
DUST Fiend wrote:Baal Roo wrote:To be fair though, considering how bad most of the mechanics in the game are, it really shouldn't be a surprise this is done poorly too. I avoid losing my dropships to RDVs by respecing to infantry I avoid it by cutting my flight time to near nil. |
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