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Foxhound Elite
Seraphim Initiative. CRONOS.
53
|
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). |
gbghg
L.O.T.I.S. RISE of LEGION
1625
|
Posted - 2013.05.14 19:14:00 -
[2] - Quote
I run active scanners on my python, helps with spotting targets. But I get your point, had it happen to me many a time. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
30
|
Posted - 2013.05.14 19:14:00 -
[3] - Quote
From a dedicated dropship pilot: swarms are fine.
Your story sounds pretty balanced. Plenty of time to respond, take evasive maneuvers, etc.
This is the real story:
Call in dropship. Get it in dropship. Take off. Everything looks quite, fly a little closer to the battle. Still quiet. BOOM forge gun hit. Crap where did that come from!? Turn on module. Come on activate activate activate Try to change direction. This is like reversing a cruise ship. BOOM forge gun hit.Burning damage. Dead. 1 MIL ISK out the window. |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
13
|
Posted - 2013.05.14 19:15:00 -
[4] - 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).
Oh I have had times where im hovering over land and all of a sudden my ship goes from 100% health to exploding for no apparent reason, like I have crashed into something invisible.
I do hope CCP improve the situation for dropships.
|
Nguruthos IX
Hellstorm Inc League of Infamy
424
|
Posted - 2013.05.14 19:18:00 -
[5] - Quote
Here's a more likely story.
You're cruising along at full speed high above anything.
BOOM rail turret. From full to 20% HP and burning, ship destabilized. BOOM. Dead.
or alternatively. You land for 1 second to pick up some squad. BOOM. Forge gun, 20% health and burning. The first shot came out of nowhere with no warning but guess what, that forge gunner already has his second shot lined up and ready to fire before you saw the first hit. BOOM Death.
That was a fun way to spend 10 million SP and 1.5 million ISK. This was BEFORE we had our PG cut 25%, and armor and shield HP lowered like 25% from skill changes.
While every single other vehicle got an HP increase. I can't imagine how DS are looking NOW. |
Nguruthos IX
Hellstorm Inc League of Infamy
424
|
Posted - 2013.05.14 19:18:00 -
[6] - Quote
CommanderBolt 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). Oh I have had times where im hovering over land and all of a sudden my ship goes from 100% health to exploding for no apparent reason, like I have crashed into something invisible. I do hope CCP improve the situation for dropships.
If one forge gun hits you the exact same time as anything else, you will be instantly dead. GG
|
Nguruthos IX
Hellstorm Inc League of Infamy
424
|
Posted - 2013.05.14 19:19:00 -
[7] - Quote
ALM1GHTY B44L R00 wrote:From a dedicated dropship pilot: swarms are fine.
Your story sounds pretty balanced. Plenty of time to respond, take evasive maneuvers, etc.
This is the real story:
Call in dropship. Get it in dropship. Take off. Everything looks quite, fly a little closer to the battle. Still quiet. BOOM forge gun hit. Crap where did that come from!? Turn on module. Come on activate activate activate Try to change direction. This is like reversing a cruise ship. BOOM forge gun hit.Burning damage. Dead. 1 MIL ISK out the window.
Why didn't you take Iron Wolf's advice and "Learn to fly better" ?
It's clearly all you had to do there! |
Cappy Gorram
BetaMax Beta CRONOS.
10
|
Posted - 2013.05.14 19:23:00 -
[8] - Quote
I've seen CCP talk about giving dropships WP in a 'non-exploitable' way, but I still have no idea how you could exploit a mobile CRU for that. You have to keep your vehicle alive and manned for it to work, so you're not getting WP for doing nothing. Your teammates have to die in order to use it, which is not a thing people do just for funsies.
The only thing I can think of is that they don't you to call in multiple mCRU-equipped dropships, let other people fly them, and then award WP to either a caller who isn't piloting the ship, or a DS driver who didn't call it in (depending on whether the WP are assigned to the caller or current driver). Really, neither way seems terribly exploity to me, but if both of those are such terrible things, only give out WP when the person in the pilot seat is the one who called it in. |
gbghg
L.O.T.I.S. RISE of LEGION
1625
|
Posted - 2013.05.14 19:23:00 -
[9] - Quote
Swarms are fine tbh, forge guns on the other hand are way too effective. Their charge up time especially the assault forge guns is murderous. The assault forge charges up in what? 2-3 seconds once you invest sp into it, the afterburner module takes around 2 seconds to activate and around another half a second to fully move it from its previous location. |
Taurion Bruni
Nightingale Logistics Pty Ltd
11
|
Posted - 2013.05.14 19:24:00 -
[10] - Quote
I don' t like it when a BLUEBERRY can become bored and take shots at you with an instillation, throwing you into a building or land mass, and causing you to explode. those are the ones that I cant stand |
|
Dust Evo 514
Ostrakon Agency Gallente Federation
6
|
Posted - 2013.05.14 19:24:00 -
[11] - Quote
So you're telling us that you do not like being taken out by something that is designed to take you out?
*head explodes* |
Foxhound Elite
Seraphim Initiative. CRONOS.
57
|
Posted - 2013.05.14 19:28:00 -
[12] - 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.
|
Nguruthos IX
Hellstorm Inc League of Infamy
426
|
Posted - 2013.05.14 19:30:00 -
[13] - 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*
Troll?
crawl back where you came from or grow up. |
gbghg
L.O.T.I.S. RISE of LEGION
1629
|
Posted - 2013.05.14 19:31:00 -
[14] - Quote
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. |
Nguruthos IX
Hellstorm Inc League of Infamy
426
|
Posted - 2013.05.14 19:31:00 -
[15] - Quote
The sad and disgusting thing is that apparently CCP thinks this forge gun / DS dynamic is balanced.
Indicated by the relentless and unexplained nerfs, followed by overall vehicle buffs (Us explicitly excluded). |
Nguruthos IX
Hellstorm Inc League of Infamy
426
|
Posted - 2013.05.14 19:33:00 -
[16] - Quote
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. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
32
|
Posted - 2013.05.14 19:40:00 -
[17] - 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.
The real kicker here is that dropships actually have less relative survivability than a dropsuit. Can you imagine how much complaining there would be if half the STD anti-infantry weapons could drop prototype suits as quickly and effortlessly as forge guns take out dropships? |
Foxhound Elite
Seraphim Initiative. CRONOS.
59
|
Posted - 2013.05.14 19:44:00 -
[18] - 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. |
gbghg
L.O.T.I.S. RISE of LEGION
1631
|
Posted - 2013.05.14 19:45:00 -
[19] - Quote
ALM1GHTY B44L R00 wrote: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. The real kicker here is that dropships actually have less relative survivability than a dropsuit. Can you imagine how much complaining there would be if half the STD anti-infantry weapons could drop prototype suits as quickly and effortlessly as forge guns take out dropships? Infantry (most,not all) don't give a **** about anything but suits/infantry weapons, any else either doesn't matter or is "OP". Only vehicles they ever complain about is tanks, and that's when they're highly effective at their jobs, if not a tad OP, and even then they complain that their militia grade weaponry can't kill high level tanks quickly, like you could in battlefield. |
Daedric Lothar
Onslaught Inc RISE of LEGION
307
|
Posted - 2013.05.14 19:46:00 -
[20] - Quote
Here you go all you trolls.
Read this and shove it in your pie hole. Stuff gets blown up
Life isn't fair |
|
DUST Fiend
OSG Planetary Operations Covert Intervention
3041
|
Posted - 2013.05.14 19:47:00 -
[21] - Quote
Here's something every dropship pilot should be able to relate to
BAIL BAIL BAIL, WE'RE GOIN DOWN!! |
Nguruthos IX
Hellstorm Inc League of Infamy
427
|
Posted - 2013.05.14 19:52:00 -
[22] - Quote
Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000
You're not a very smart man.
game balance =/= real life. Try again. Let's be realistic! All the technology is dust is made up/impossible. Now we have to remove it all and play CoD |
M3DIC 2U
Hellstorm Inc League of Infamy
63
|
Posted - 2013.05.14 19:58:00 -
[23] - Quote
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 |
Skihids
The Tritan Industries RISE of LEGION
1300
|
Posted - 2013.05.14 19:59:00 -
[24] - Quote
gbghg wrote: Infantry (most,not all) don't give a **** about anything but suits/infantry weapons, any else either doesn't matter or is "OP". Only vehicles they ever complain about is tanks, and that's when they're highly effective at their jobs, if not a tad OP, and even then they complain that their militia grade weaponry can't kill high level tanks quickly, like you could in battlefield.
What we need are a few maps where infantry needs a dropship to get to the battle.
Make them see us as a required team asset and they might actually care about our surviability. |
Daedric Lothar
Onslaught Inc RISE of LEGION
307
|
Posted - 2013.05.14 20:00:00 -
[25] - Quote
Nguruthos IX wrote:Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000 You're not a very smart man. game balance =/= real life. Try again. Let's be realistic! All the technology is dust is made up/impossible. Now we have to remove it all and play CoD
I think the balance is fine. I like laughing at DS pilots who spend lots of money and get shot down. I don't fly expensive dropships and if you do, then I am thinking you might be pointing the "dumb" finger the wrong direction. |
Skihids
The Tritan Industries RISE of LEGION
1300
|
Posted - 2013.05.14 20:01:00 -
[26] - 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
Then why did CCP give it a THIRD turret? If the pilot is busy bugging out how the hell is he supposed to use it? |
Nguruthos IX
Hellstorm Inc League of Infamy
428
|
Posted - 2013.05.14 20:01:00 -
[27] - 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
There's a difference between tanking and being able to take an unexpected hit giving you a moment to leave before being demolished instantly.
We currently can't do the former or latter. And that just got worse. |
Nguruthos IX
Hellstorm Inc League of Infamy
428
|
Posted - 2013.05.14 20:03:00 -
[28] - Quote
Skihids wrote: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 Then why did CCP give it a THIRD turret? If they pilot is busy bugging out how the hell is he supposed to use it?
To anyone who has actually tried to use that turret too they should know it's not really...
Well, very usable.
Imagine if your AR was constantly trying to stare at the moon. And to even aim level you had to hold the control stick at a certain pressure between half way down and all the way down, as it bounces all over the place because that's impossible to keep still.
Assault dropships, designed to constantly flee and do nothing else? It seems so and that's what some people on this forum are saying. |
Nguruthos IX
Hellstorm Inc League of Infamy
428
|
Posted - 2013.05.14 20:05:00 -
[29] - Quote
Daedric Lothar wrote:Nguruthos IX wrote:Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000 You're not a very smart man. game balance =/= real life. Try again. Let's be realistic! All the technology is dust is made up/impossible. Now we have to remove it all and play CoD I think the balance is fine. I like laughing at DS pilots who spend lots of money and get shot down. I don't fly expensive dropships and if you do, then I am thinking you might be pointing the "dumb" finger the wrong direction.
Assault DS base price. 700,000 3 turrets, 700,000
starting price: 1.5 mill. Yeah lets throw the cheapest modules on that, seems a smart way to more easily waste the heavy part of the cost. Yeah, I totally wrote that price tag or had any choice in the matter.
I think you nailed it. There's no reason to fly at all for that price. Which is why this game could use some actual balance in regard to dropships, they are clearly ignored. |
gbghg
L.O.T.I.S. RISE of LEGION
1633
|
Posted - 2013.05.14 20:05:00 -
[30] - 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 We, pilots, get no reward for doing so, though we still do it because its our job and we take pride in it. Infantry, has no need of us, why entrust yourself to that dropship which could get shot down, when you can just call in a free LAV and get there just as fast and with less chance of getting shot. Or even better, why not just walk their, it doesn't take that much longer, and theres all those spawns so close to the action, dropships aren't needed. Fact is, only time I've seen dropships used properly is in corp battles, and even then only at the start, once the action gets underway dropships are basically unused.
The problem is, like skihids said, we're not needed, maps are too small, free LAV's diminishes the need for a dropship, and we're treated as an easy kill. Fact is dropships simply aren't needed right now. |
|
Solarisjock
One-Armed Bandits Heretic Initiative
27
|
Posted - 2013.05.14 20:09:00 -
[31] - Quote
well, OP, you died cause you didnt use your single advantage. Mobility. if you stay where you are and try and find the AV guy, your dumb. you call out over comms that there is swarm launcher, as you bug the hell out. once your infantry find the guy you come in, and kill it.
and yes, proto suits do die to militia weapons if they dont move. seriously, im not sure the cycle time on a CRB-7 swarm off the top of my head, but i bet a Militia AR or SMG can dump its entire magazine in the time it took the first to swarms to lock on and hit you, and that will kill the crap outta even a super tanked logi/heavy if he is not moving. |
Solarisjock
One-Armed Bandits Heretic Initiative
27
|
Posted - 2013.05.14 20:14:00 -
[32] - Quote
I agree that the WP of dropships needs to be looked at, and the free LAV does gimp the purpose of em. that being said, i do love the free iskies from av nading the crap outta the LAV's |
gbghg
L.O.T.I.S. RISE of LEGION
1634
|
Posted - 2013.05.14 20:20:00 -
[33] - Quote
Solarisjock wrote:well, OP, you died cause you didnt use your single advantage. Mobility. if you stay where you are and try and find the AV guy, your dumb. you call out over comms that there is swarm launcher, as you bug the hell out. once your infantry find the guy you come in, and kill it.
and yes, proto suits do die to militia weapons if they dont move. seriously, im not sure the cycle time on a CRB-7 swarm off the top of my head, but i bet a Militia AR or SMG can dump its entire magazine in the time it took the first to swarms to lock on and hit you, and that will kill the crap outta even a super tanked logi/heavy if he is not moving. Problem being, that to do your job/support your team, you have to lose that mobility. |
ladwar
Dead Six Initiative Lokun Listamenn
404
|
Posted - 2013.05.14 20:26:00 -
[34] - Quote
Nguruthos IX wrote:Daedric Lothar wrote:Nguruthos IX wrote:Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000 You're not a very smart man. game balance =/= real life. Try again. Let's be realistic! All the technology is dust is made up/impossible. Now we have to remove it all and play CoD I think the balance is fine. I like laughing at DS pilots who spend lots of money and get shot down. I don't fly expensive dropships and if you do, then I am thinking you might be pointing the "dumb" finger the wrong direction. Assault DS base price. 700,000 3 turrets, 700,000 starting price: 1.5 mill. Yeah lets throw the cheapest modules on that, seems a smart way to more easily waste the heavy part of the cost. Yeah, I totally wrote that price tag or had any choice in the matter. I think you nailed it. There's no reason to fly at all for that price. Which is why this game could use some actual balance in regard to dropships, they are clearly ignored. I dunno if im right but I think CCP master plan is for ADS to kill fighters and fighters to kill other DS which would make sense and the concept art is there so maybe soon. I don't think they will have much in HP so a ADS could be the fighter hunter. |
Solarisjock
One-Armed Bandits Heretic Initiative
28
|
Posted - 2013.05.14 20:31:00 -
[35] - Quote
that is true, i am not going to even attempt to say the Dropship is in a good place role wise right now. just that AV is at a decent balance with them. if you slap the burners and move swarms will not likely kill you. now proto triple complex damaged modded forge gun wielding heavy, yes, he will layout the smacking, but he has also invested largely into dedicated AV, he should be able to seriously hurt the weakest of vehicles. again, if the pilot is moving, and the forge gunner can hit him, that is damn good shot.
just for emphasis, i agree the role and WP mechanic of DS's needs to be looked at. |
gbghg
L.O.T.I.S. RISE of LEGION
1634
|
Posted - 2013.05.14 20:38:00 -
[36] - Quote
Solarisjock wrote:that is true, i am not going to even attempt to say the Dropship is in a good place role wise right now. just that AV is at a decent balance with them. if you slap the burners and move swarms will not likely kill you. now proto triple complex damaged modded forge gun wielding heavy, yes, he will layout the smacking, but he has also invested largely into dedicated AV, he should be able to seriously hurt the weakest of vehicles. again, if the pilot is moving, and the forge gunner can hit him, that is damn good shot.
just for emphasis, i agree the role and WP mechanic of DS's needs to be looked at. Yeah gotta agree with you there, it's just how you can be one-two'd in before you can do anything which is incredibly frustrating. |
Nguruthos IX
Hellstorm Inc League of Infamy
429
|
Posted - 2013.05.14 20:41:00 -
[37] - Quote
gbghg wrote:Solarisjock wrote:that is true, i am not going to even attempt to say the Dropship is in a good place role wise right now. just that AV is at a decent balance with them. if you slap the burners and move swarms will not likely kill you. now proto triple complex damaged modded forge gun wielding heavy, yes, he will layout the smacking, but he has also invested largely into dedicated AV, he should be able to seriously hurt the weakest of vehicles. again, if the pilot is moving, and the forge gunner can hit him, that is damn good shot.
just for emphasis, i agree the role and WP mechanic of DS's needs to be looked at. Yeah gotta agree with you there, it's just how you can be one-two'd in before you can do anything which is incredibly frustrating.
That be the problem. Coupled with high cost and zero profit. |
Reaper Of Dust
The Generals EoN.
1
|
Posted - 2013.05.14 20:47:00 -
[38] - Quote
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. |
Adelia Lafayette
DUST University Ivy League
28
|
Posted - 2013.05.14 21:02:00 -
[39] - 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.
ADS pilot here. Forge gun is fine maybe an optimal falloff tweak but they are still pretty much fine. I just want enough time to react to a forge gun pounding. I like how the swarm launchers at least knock me around so I can't aim even if they don't do much damage. A small power grid buff and hp buff would go miles to making my ship viable again but I'm probably going to spec out and try again later because currently I can't afford it, and my corp can't afford it. |
gbghg
L.O.T.I.S. RISE of LEGION
1637
|
Posted - 2013.05.14 21:10:00 -
[40] - 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. My only complaint against forge guns is the charge up times the assaults can achieve when you put a lot of sp into them, that's it. As for the damage output they have, I'm cool with it, dropships just need a small HP buff. |
|
Skihids
The Tritan Industries RISE of LEGION
1306
|
Posted - 2013.05.14 21:10:00 -
[41] - Quote
We aren't needed, so we aren't wanted, and therefore we get the crap end of the stick.
We might as well fly kites for all the good we can do and all the rewards we can reap for it.
I love flying, but I toss a DU and a hive down before running off to call in my ship so I can get some WPs. I can make the middle of the leaderboard often by that action.
As it stands DUST is a non-tactical, non-strategic lobby shooter where most players lone-wolf it. I was initially sold on the game based on the promise of real team play, but there is jack all need for it in its current incarnation. I went into piloting with the assumption that pilots would offer corporations a strategic advantage, and I wanted to be the best.
For all the lore, there is really only two roles that matter in this game. Free Beers called when he said if you aren't Assault or Logi-killer you I'll be useless in PC. It's the guy with the gun and his sidekick medic that matter, the rest is window dressing.
You can mess around with WP rewards, but that won't matter one scintilla until you alter the basic game play to require real tactics and strategy beyond "get there first" and "shoot first with the biggest gun".
Frankly I find that simple minded repetitive play boring. I can't see how it would keep anyone occupied this long.
I was against AFKers, but the irony is that is exactly how effective I am while flying. I may as well "fly" the MCC as my dropship for all the good it does my team. |
Nguruthos IX
Hellstorm Inc League of Infamy
435
|
Posted - 2013.05.14 21:13:00 -
[42] - 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.
It's true.
Forge guns are probably ok against other vehicles. Seeing as how they're balanced against takes to keep those in check. The problem is that DS is left out of this equation properly and so caught in the cross fire of titans it shrinks into the distance. Ne'er to return, else be destroyed.
I think all of us pilots would agree that some HP increase would be preferable to nerfing other elements of the game (where they're fine). But instead we just took ANOTHER hp decrease in the patch today.
at this rate we'll just fade away. |
gbghg
L.O.T.I.S. RISE of LEGION
1637
|
Posted - 2013.05.14 21:15:00 -
[43] - Quote
Yeah beers has a weird way of calling things as he sees them and being pretty accurate with it. |
Nguruthos IX
Hellstorm Inc League of Infamy
435
|
Posted - 2013.05.14 21:16:00 -
[44] - Quote
Skihids wrote:We aren't needed, so we aren't wanted, and therefore we get the crap end of the stick.
We might as well fly kites for all the good we can do and all the rewards we can reap for it.
I love flying, but I toss a DU and a hive down before running off to call in my ship so I can get some WPs. I can make the middle of the leaderboard often by that action.
As it stands DUST is a non-tactical, non-strategic lobby shooter where most players lone-wolf it. I was initially sold on the game based on the promise of real team play, but there is jack all need for it in its current incarnation. I went into piloting with the assumption that pilots would offer corporations a strategic advantage, and I wanted to be the best.
For all the lore, there is really only two roles that matter in this game. Free Beers called when he said if you aren't Assault or Logi-killer you I'll be useless in PC. It's the guy with the gun and his sidekick medic that matter, the rest is window dressing.
You can mess around with WP rewards, but that won't matter one scintilla until you alter the basic game play to require real tactics and strategy beyond "get there first" and "shoot first with the biggest gun".
Frankly I find that simple minded repetitive play boring. I can't see how it would keep anyone occupied this long.
I was against AFKers, but the irony is that is exactly how effective I am while flying. I may as well "fly" the MCC as my dropship for all the good it does my team.
Actually you'll net more WP, ISK, and SP by standing AFK and tossing a hive or uplink occasionally. (The very type of 'exploit' CCP has staved off giving any WP to pilots MCRU for a YEAR to prevent lol).
Not to mention there's zero risk of losing several million ISK a match...
When this is the position pilots are placed in, is it any wonder we're upset? |
Dust Evo 514
Ostrakon Agency Gallente Federation
6
|
Posted - 2013.05.14 21:30:00 -
[45] - 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
EXACTLY! Dropships are transportation vehicles first and foremost. You fly in, pick up soldiers, drop off at point whatever, then fly away to repeat the process.
Dropships are NOT sky tanks. The turrets are to cover the troops getting dropped off! Not to wage war on ground pawns. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
38
|
Posted - 2013.05.14 21:57:00 -
[46] - Quote
Dust Evo 514 wrote: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 EXACTLY! Dropships are transportation vehicles first and foremost. You fly in, pick up soldiers, drop off at point whatever, then fly away to repeat the process. Dropships are NOT sky tanks. The turrets are to cover the troops getting dropped off! Not to wage war on ground pawns.
Then why are the only rewards for flying these things earned by "waging war on ground pawns?"
Furthermore, how are we supposed to drop off infantry if the moment we fly anywhere NEAR the sort of area where infantry would want to go, we get either OHKed without warning, or at best, left with 20% of our HPs and given a 2-5 second Window to get halfway acrossed the map just to get out of range of shot #2?
|
Brush Master
HavoK Core RISE of LEGION
459
|
Posted - 2013.05.14 23:23:00 -
[47] - Quote
certainly a lot of challenges and a very hard professional to stick with. If you would like to contribute more to dropship feedback, I would suggest joining 514th Wing, a pilot feedback group. You can read more about it here, https://docs.google.com/a/havokcore.com/document/d/1igsSZOT0Zaf8TXDhFZWHkQ5r0MTzgxNXwOfdtu56MaU This group is independent of anything in dust. in-game channel is 514th Wing
|
XV1
Challenger 4
9
|
Posted - 2013.05.18 12:36:00 -
[48] - Quote
While possible OHK on a proto suit takes alot of effort with forge guns as it seems to have an accuracy issue. I see my shots seemingly "veer" off into anything that can even be close to in the way. Not to mention that splash damage seems to just not work about 75% of the time. Landing a dead on shot on moving infantry is very difficult with forge guns so OHK on proto seems about fair plus you have to wait three seconds between shots anyway, plenty of time for that proto to chew your heavy to bits with the currently ridiculous AR mechanics.
I personally only ever use my forge gun if I see a DS or caldari tank. I use forge gun against DS because swarms currently do next to nothing to just about anything even the free LAVs sometimes survive the standard swarm launcher.
I would like to see the DS with mobile CRUs receive some WP incentive as it is much more money and risk than DU are.
Also I would say that ADS are for assaulting enemy DS, all I would use them for. |
Jaron Pollard
Uitraan Diversified Holdings Incorporated
63
|
Posted - 2013.05.18 12:54:00 -
[49] - 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? |
Big Popa Smurff
Seraphim Initiative. CRONOS.
189
|
Posted - 2013.05.18 13:52:00 -
[50] - Quote
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. |
|
Jaron Pollard
Uitraan Diversified Holdings Incorporated
63
|
Posted - 2013.05.18 13:54:00 -
[51] - 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. |
Big Popa Smurff
Seraphim Initiative. CRONOS.
189
|
Posted - 2013.05.18 14:01:00 -
[52] - Quote
Its very easy, u should actually test it before making ur arguments here. |
Jaron Pollard
Uitraan Diversified Holdings Incorporated
63
|
Posted - 2013.05.18 14:07:00 -
[53] - 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. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
302
|
Posted - 2013.05.18 15:31:00 -
[54] - Quote
As he so often does, Skihids hit the nail on its problematic head. The problem isn't that any particular weapon is too powerful against dropships (although a range reduction on Forge Guns would be nice), it's that dropships (and other vehicles for that matter) have no role. Need to get to that objective on the other side of the map? Nine times out of ten it's quicker to walk there than to wait for air transport. Need to assault an entrenched position? Anything a HAV can do, small arms can do cheaper.
Don't get me wrong, I have a lot of confidence in CCP's ability to make strategic play. I just hope they do it faster than they did with EVE. For those of you who aren't aware about 75% of EVE ships, especially T1s, were more-or-less useless until the last expansion. Like, the only T1 frigate worth flying was the Rifter. Took them, what, nine years to fix that? |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
90
|
Posted - 2013.05.18 19:46:00 -
[55] - Quote
Jaron Pollard wrote: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.
This is like telling a Heavy that they just need to out strafe a sniper. It's just not realistic. In order to do ANYTHING useful a drop ship pilot has to slow down and lose their momentum. Be it pick passengers up, drop them off, or even provide covering blanket fire. Once you lose your momentum in a dropship, it takes about 6-7 seconds to get back up to speed, and that's assuming you're moving in a straight line. Evasive maneuvers actually slow down the craft because they augment your momentum in different directions as you bob and weave.
So, the first shot is a freebie, because again, to be useful you have to slow down. So, BLAM, if you're flying a very well fit dropships, you now have in the ballpark of 2000-2500 HP left. Now, the next 6-7 seconds is spent either moving in a straight line to try and get some speed and hoping the FGer is a terrible shot OR you're trying to twist and dodge in slow motion for 10-15 seconds. If you pick option A, the forge gunner gets two shots at an object moving in a straight line, with option B they get 4 or 5 shots on a slow but erratic target. If they hit you with EITHER, you're done, you may be able to technically survive, but you WILL be in burning damage, and you'll have roughly 5 seconds to finish your evasive maneuvers, get to a safe location, and either land, jump out, and use a rep tool on your boat, or hover close to a supply depo.
Basically "fly better" is a nonsense reply. If the game gave me the ability to "out fly" forge gunners reliably, I wouldn't be complaining... I'd just out fly them. Realistically though, the game mechanics, and the extremely high damage output crossed with ease of use of the forge gun just doesn't allow for such things. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
304
|
Posted - 2013.05.18 19:52:00 -
[56] - Quote
One thing worth mentioning is that an afterburner can drop that "6-7 seconds" down to "1-3 seconds". This is, of course, infeasible for shield dropship pilots as they would have to sacrifice an extender, and thus a very large portion of their survivability, but for those of us that went armor it's a life saver. Doubly so, in fact, thanks to the top-speed and momentum penalties that come with plating. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
91
|
Posted - 2013.05.18 20:02:00 -
[57] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:One thing worth mentioning is that an afterburner can drop that "6-7 seconds" down to "1-3 seconds". This is, of course, infeasible for shield dropship pilots as they would have to sacrifice an extender, and thus a very large portion of their survivability, but for those of us that went armor it's a life saver. Doubly so, in fact, thanks to the top-speed and momentum penalties that come with plating.
So, did they un-nerf the afterburners?
I used to use them unitl the nerf, and they did make the dropship gameplay much more dynamic. However, after the nerf, they took 3 seconds to activate, and only gave about a 10-15% speed increase. So, you spent 3 seconds after getting hit waiting for it to activate, and then shaved about half a second off what was left of your escape... in exchange you had to give up enough PG to increase your eHP about 1500 HP.
Before the nerf, if you were quick, the afterburner was even usable on shield ships. I used them regularly on a Myron. Trigger immediately after the first forge gun shot and it charged up and activated just a moment or so before the forge gunner had his gun charged back up, hurtling the dropship up and out of his sights. The only problem with it was that your eHP was so low with it onboard, a forge gunner and basically any other AVer simply had to fire on you at the same time and you were toast... which honestly, I always considered good play by the opponent and never felt cheated when beat in that manner. |
Skihids
The Tritan Industries RISE of LEGION
1384
|
Posted - 2013.05.18 20:16:00 -
[58] - Quote
Guys, just give it up.
There is no place in DUST for pilots. There is no mission that can't be better accomplished with an Assault suit and an AR.
The sole mission in DUST is to kill, so get yourself a beefy suit and a rifle. It's the only thing that is rewarded. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
91
|
Posted - 2013.05.18 20:17:00 -
[59] - Quote
I still think there are 2 or 3 relatively simply things CCP could do to fix dropships.
1. Give Dropships a built in resistance vs energy based attacks, but increase the knockback damage.
My suggestion, based on what must be 100s of hours flying, would be to give dropships a 30% resist, and 40% more knockback. This effectively let dropships tank one more forge gun shot, but more importantly, would reward good pilots and punish half-assed forge gun attacks. See, With extra knockback, a bad pilot will be left careening out of control, but a GOOD pilot could recover from said knockback, and possibly even use the momentum to their advantage if they were skilled enough. Otoh, the forge gunner could use the extra knockback to more strategically attack a dropship, or set up ambushes. Positioning themselves so the dropship will be between themselves and a building for example. The forge gunners could also work together with swarm launcher users by using the knockback to kill a dropships forward momentum (by hitting up in the nose as we fly in), leaving us vulnerable to a swarm attack to finish off our armor. This would make the DS vs. AV fights much more dynamic and skill/strategy based.
2. More dropship specific modules.
CCP have already given us the Afterburners, so we know they aren't adverse to Aerial Vehicle specific modules. So how about a module that basically does an even higher resistance than my suggestion in 1 say 60% reduction to energy damage (by diverting the energy into kinetic knockback of, again, 40%) that otherwise works the same way as the current active resist modules. Since it would be active, and would require a slot of the ship, it gets the higher resistance.
3. Give Dropships more skills with more passive bonuses to skill into.
I've got about 7 million SP invested into vehicle usage, mostly dropships, and I'm running out of skills already. Sure, the climb to those last few levels to get 3% faster shield recharge is still there, and for HUGE SP investments I can still squeeze out a tiny bit more effectiveness. But overall, I'm just about maxed out already, after what? 6 weeks of play? Give me more 5x skills to increase my PG, get more resistance, increase afterburner efficiency, etc, etc. If you code it, we'll skill in to it. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
304
|
Posted - 2013.05.18 20:19:00 -
[60] - Quote
There was a pretty large segment over the winter where I wasn't able to play much, so I don't know anything about what the nerf was like, or whether it has been reversed, but I know that when I activate my afterburner I'm able to get out of dodge significantly faster than otherwise. I'm hesitant to guess what the factor of increase is, since airspeed is a pain to estimate, but it's definitely non-trivial. It's not enough to avoid swarm missiles, but it's saved my ass plenty. |
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ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
91
|
Posted - 2013.05.18 20:25:00 -
[61] - Quote
Skihids wrote:Guys, just give it up.
There is no place in DUST for pilots. There is no mission that can't be better accomplished with an Assault suit and an AR.
The sole mission in DUST is to kill, so get yourself a beefy suit and a rifle. It's the only thing that is rewarded.
Hey man, you and I have been in this particular trench fighting this fight together for awhile now, I know how you feel. I've also seen you fly many times, and we've even been in some air-to-air battles before. You're a good pilot. At the risk of sounding conceited (which I assure you, I AM), I'd say you're an equal match to my own flying skills.
You know as well as I do that although the current balance for dropships is borked, the reality is that a few fairly minor tweaks is all that is needed to make these things viable again. It's true that we've been asking for something to be done for a long time, and it's true that the only thing we've gotten as pilots is nerf after nerf after nerf, but it's also true that only lately have we really started to get ANY feedback from the Devs that maybe, just maybe, something may be done about this. We're even starting to get forge gun users speaking up and taking our side, because they're just plain old bored with how easy it is to swat us out of the sky.
I know that you're making the above post out of frustration, I've made similar posts as well, but I'd hate to see one of the best pilots out there just give up on the cause.
This issue is hitting a critical mass lately, we need to keep the momentum going, not give up right as the devs are beginning to respond and our opponents with the FGs are starting to speak on our behalf. |
DUST Fiend
OSG Planetary Operations Covert Intervention
3101
|
Posted - 2013.05.18 20:26:00 -
[62] - Quote
4. Introduce falloff damage to forge guns and tweak back their optimal range, making them nasty killers at close to medium range, and more support / harassment at long ranges.
5. Replace rail gun installations in all red zones with an equal or greater number of missile turrets. (this is more of a random thought without having to actually touch how rail guns work in general, as I don't know how that can be adjusted, I just know they're insanely effective vs dropships for extremely little effort or risk) |
Nariec
Carbon 7
12
|
Posted - 2013.05.18 20:35:00 -
[63] - Quote
Foxhound Elite wrote: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.
Well, in modern warfare (Not any video games but in real life) how can a Stinger Missile shoot down enemy aircraft with just one shot? How can a Javilin Missile take down Tanks with its warhead? I know this setting is in the "future" so I understand that vehicles are built more durable and high tech, but so as the Infantry weapons made to counter them, specially in the EVE universe, where the arms race of four powerful empires is always at full throttle, trying to find the cheapest counter. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
92
|
Posted - 2013.05.18 20:36:00 -
[64] - Quote
DUST Fiend wrote:4. Introduce falloff damage to forge guns and tweak back their optimal range, making them nasty killers at close to medium range, and more support / harassment at long ranges.
5. Replace rail gun installations in all red zones with an equal or greater number of missile turrets. (this is more of a random thought without having to actually touch how rail guns work in general, as I don't know how that can be adjusted, I just know they're insanely effective vs dropships for extremely little effort or risk)
Both great suggestions.
However, railgun turrets aren't honestly as much of a concern IMO, because turrets are just as easy for our forge gun toting allies to take out as we are to our forge gunning enemies. When I'm flying with my team, I have confidence that any turret I need removed will be removed post haste. Since turrets actually show up on the HUD fairly reliably, I feel like overall this part of the gameplay is fairly well balanced honestly.
That being said, missile turrets still hit pretty hard, and are A LOT more dynamic to be up against with a dropship. One of my favorite activities is ducking and dodging missile installation barrages.
In the long term, turret placement will be dynamic, so your suggestion would only be a temporary one anyhow.
Introducing falloff damage to forge guns and tweaking back their optimal range would definitely be a huge improvement. The only real problem I see with it is that it would also reduce the forge gun's efficacy against HAVs, which they are currently fairly well balanced against. (I'm not yet convinced that FG's should have the 10% buff they recently received rolled back, but that's not a debate I want to start here). |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
92
|
Posted - 2013.05.18 20:37:00 -
[65] - Quote
Nariec wrote:Foxhound Elite wrote: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. Well, in modern warfare (Not any video games but in real life) how can a Stinger Missile shoot down enemy aircraft with just one shot? How can a Javilin Missile take down Tanks with its warhead? I know this setting is in the "future" so I understand that vehicles are built more durable and high tech, but so as the Infantry weapons made to counter them, specially in the EVE universe, where the arms race of four powerful empires is always at full throttle, trying to find the cheapest counter.
The problem with this argument is that it can be applied to every gun in the game. If this is your argument, then it follows that you are arguing that basically every weapon should OHK all infantry as well.
|
Crash Monster
Snipers Anonymous
292
|
Posted - 2013.05.18 20:42:00 -
[66] - Quote
ALM1GHTY B44L R00 wrote:The problem with this argument is that it can be applied to every gun in the game. If this is your argument, then it follows that you are arguing that basically every weapon should OHK all infantry as well.
In the right situations... when the weapon strength takes advantage of a target weakness... why not? Although we'd get cries of nerf it nerf it all over the place.
To me, the deal is, use strategy to get yourself into the "right" situation and avoid presenting that to another... which might just take teamwork and coordination. |
gbghg
L.O.T.I.S. RISE of LEGION
1722
|
Posted - 2013.05.18 20:46:00 -
[67] - Quote
I I run afterburners on my python, there worth it over an extra extender IMO, better not to get hit by that second shot in at all. Activation time on it is roughly 2 seconds and your talking another 1-2 seconds before it fully moves you out of where you were, the assault forge gun has what a 2.5 second charge up time? And by the time you get hit by a FG round at least 1 second has passed, in the time it takes afterburners to get you out of there an AFG will have a taken at least 3 shots at you. |
Skihids
The Tritan Industries RISE of LEGION
1387
|
Posted - 2013.05.18 21:01:00 -
[68] - Quote
It may seem as though my post is mere frustration, but I assure you it is not.
I've had a good long look at the game as it stands, and it is quite apparent that there is but one role, that of slayer.
The game does not need Scouts, Transports, Reconisance, or any non-high-DPS fitting. The way to win is to shoot the other guy in the face before he shoots you in the face. The game play really is that shallow right now.
There are no tactics beyond that and there is certainly no strategy required. Ambush is straight up mass killing with no pretense at anything else. Skirmish is Ambush with Null Cannons for decoration. There is some reward for hacking one, but absolutley nothing to be gained for defending it. That means that if the battle front is far from the cannon, it will be abandoned so the player can get some points for killing. There is no need for transport because it's easy to get to the front by walking.
The only way to make dropships worth flying in matches where winning counts is to turn them into gunships, and the player population is not ready to accecpt a gunship that can put out that kind of DPS. Just look at the ADS thread with the tanker's buddy crying about how the light blaster turret blew up his "proto" tank for a taste of what you would see in a dozen threads.
Until CCP introduces a requirement for dropships, some need that is better served by air, the dropship will be a solution looking for a problem.
Yes, with some help we could possibly fly around and not lose money, but that would just be us having fun. We wouldn't be doing anything that would get us invited to PC battles where every clone has to bring high-DPS to win. |
slypie11
Planetary Response Organisation
283
|
Posted - 2013.05.18 21:08:00 -
[69] - Quote
IMO, dropships, maps and AV need significant changes. 1. bigger maps so dropships are important 2.larger teams so the maps can be filled(and huge air raids would be sick) 3.countermeasures for dropships 4.faster missiles to counter the countermeasures(and make it more realistic) 5.WP tweaks for dropships 6.more hp for dropships 7. make an assault varient for the missile turret that fires similar to the missile installation, so ADSs can hit things while remaining accurate 8. the dedicated dropships should have a docking mode when on the ground where all damage is reduced by 10% so they can pick up teammates in the midst of battle without being destroyed |
Dark Deviser
XERCORE E X T E R M I N A T U S
0
|
Posted - 2013.05.18 23:07:00 -
[70] - Quote
so basically...
>dropship get nerf >pilot get mad >ccp dont give >pilot rage on fourm >other pilots join rage on fourm >all non pilots dont give >pilot leave butt hurty >end story |
|
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
93
|
Posted - 2013.05.18 23:16:00 -
[71] - Quote
Dark Deviser wrote:so basically...
>dropship get nerf >pilot get mad >ccp dont give >pilot rage on fourm >other pilots join rage on fourm >all non pilots dont give >pilot leave butt hurty >end story
I suppose if you want to break it down in the douchiest way possible, yes.
The dropships are being handled so poorly that most of the pilots are going to quit piloting after they get their respec unless something is done about it. Depending on what your opinion is on battlefield diversity and strategic gameplay, this is either a problem or a godsend. If you're a proponent for deepening the strategic gameplay and diversity, then it's a problem. If you're interested in seeing Dust further sink into a CQC CoD style rush tactic game, then rejoice. |
total masshole
Seykal Expeditionary Group Minmatar Republic
12
|
Posted - 2013.05.18 23:24:00 -
[72] - Quote
why can't the vehicle propulsion skill give %5 to the effectiveness of the afterburner? |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.18 23:45:00 -
[73] - Quote
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. |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
96
|
Posted - 2013.05.19 00:51:00 -
[74] - Quote
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. |
Nguruthos IX
Hellstorm Inc League of Infamy
531
|
Posted - 2013.05.19 00:54:00 -
[75] - Quote
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.
He is clearly making things up. It's sad really |
bumm baliste
TTCorp
4
|
Posted - 2013.05.19 01:06:00 -
[76] - Quote
DS need some love, higher resists but get kicked around is my vote. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
304
|
Posted - 2013.05.19 01:07:00 -
[77] - Quote
Lol @ infantry support for a dropship. TIL infantry can fly. I mean, I could try dropping guys on you, except you could be literally anywhere on the ground on the map (300m is a long damn way) and no one is going to want to jump out of my dropship just so they can spend half a second stunlocked from the landing animation in front of you while you unload SMG rounds into them. |
The Cobra Commander
Bojo's School of the Trades
19
|
Posted - 2013.05.19 01:11:00 -
[78] - Quote
Skihids wrote:It may seem as though my post is mere frustration, but I assure you it is not.
I've had a good long look at the game as it stands, and it is quite apparent that there is but one role, that of slayer.
The game does not need Scouts, Transports, Reconisance, or any non-high-DPS fitting. The way to win is to shoot the other guy in the face before he shoots you in the face. The game play really is that shallow right now.
There are no tactics beyond that and there is certainly no strategy required. Ambush is straight up mass killing with no pretense at anything else. Skirmish is Ambush with Null Cannons for decoration. There is some reward for hacking one, but absolutley nothing to be gained for defending it. That means that if the battle front is far from the cannon, it will be abandoned so the player can get some points for killing. There is no need for transport because it's easy to get to the front by walking.
The only way to make dropships worth flying in matches where winning counts is to turn them into gunships, and the player population is not ready to accecpt a gunship that can put out that kind of DPS. Just look at the ADS thread with the tanker's buddy crying about how the light blaster turret blew up his "proto" tank for a taste of what you would see in a dozen threads.
Until CCP introduces a requirement for dropships, some need that is better served by air, the dropship will be a solution looking for a problem.
Yes, with some help we could possibly fly around and not lose money, but that would just be us having fun. We wouldn't be doing anything that would get us invited to PC battles where every clone has to bring high-DPS to win.
I wish I could give you more likes for this! Your analysis is spot on. I am about 95% sure I am not going back into DS after the respect. It is just not worth it in the end.
This game really boils down to now being able to shoot the other guy in the face before he shoots you first.
I really wish the domination mode was more like the one in MAG. That game had its issues but that model of Domination made a player feel like what the captured or defended mattered!
|
Baal Omniscient
L.O.T.I.S. RISE of LEGION
528
|
Posted - 2013.05.19 01:24:00 -
[79] - Quote
It's ike this: You work as a team, your people take out the AV for you. You don't, then you're shizzz goes bye-bye.
AND as for pub matches, if you aren't prepared to loose it to support your squad, then don't use it to support your squad. In this scenario you knew damn well that they had AV and yet you kept going back with no confirmation that they were supressed and/or eliminated. YOU'RE fault, not the game design.
ALSO, you're 1.2 million ISK DS is capable of dropping a 150-250k dropsuit in a single shot (I know, I've been on the receiving end of DS's with such weaponry). AND you have infinite ammo. AND you have the ability to move 20x faster than a dropsuit. AND you can hover above us when we are in firefights and pick us off while we are busy and unable to hide or defend ourselves. AND you can fly so high now that we can't hit you even if you were straight above us. AND you have mostly unobstructed airspace to navigate while we are stuck on the ground fending off enemies, weaving around obsticles and climbing ladders just to get a proper shot at you.
Your QQ is invalid. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
306
|
Posted - 2013.05.19 01:27:00 -
[80] - Quote
Hey, guys, turns out we're all just awful pilots. Turns out if we put Baal in a dropship he'd just get infinity kills and never die and make us all look like tools. Well, problem solved, I guess. I'll just go back to failing to ever satisfy a woman.
Boy, I wish that last sentence was as sarcastic as the others. |
|
Baal Omniscient
L.O.T.I.S. RISE of LEGION
528
|
Posted - 2013.05.19 01:32:00 -
[81] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Hey, guys, turns out we're all just awful pilots. Turns out if we put Baal in a dropship he'd just get infinity kills and never die and make us all look like tools. Well, problem solved, I guess. I'll just go back to failing to ever satisfy a woman. Boy, I wish that last sentence was as sarcastic as the others. Oh, yeah, totally. Because I just got through sharing how EPIC I am at flying a DS..... No, tactics are tactics, and if you are dumb enough to fly into AV when you know it's there, who do you blame? THE AV! Of coooooourse! It's the AV's fault for capitalizing on your bad judgement! Ah, I should have grasped it long ago.... |
Sgt Kirk
SyNergy Gaming EoN.
604
|
Posted - 2013.05.19 01:35:00 -
[82] - Quote
What I hate most is that I rarely get my dropship destroyed directly from enemy fire. 87% of the time it's because the railgun, FG, Swarms, push me all the way into oblivion and push me off into an obstruction. That's what pisses me off the most. |
gbghg
L.O.T.I.S. RISE of LEGION
1727
|
Posted - 2013.05.19 01:45:00 -
[83] - Quote
Baal Omniscient wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Hey, guys, turns out we're all just awful pilots. Turns out if we put Baal in a dropship he'd just get infinity kills and never die and make us all look like tools. Well, problem solved, I guess. I'll just go back to failing to ever satisfy a woman. Boy, I wish that last sentence was as sarcastic as the others. Oh, yeah, totally. Because I just got through sharing how EPIC I am at flying a DS..... No, tactics are tactics, and if you are dumb enough to fly into AV when you know it's there, who do you blame? THE AV! Of coooooourse! It's the AV's fault for capitalizing on your bad judgement! Ah, I should have grasped it long ago.... Actually your right, if you fly into AV you basically deserve to get shot down. Problem is forge guns killing you before you even know that they're there. |
The Cobra Commander
Bojo's School of the Trades
19
|
Posted - 2013.05.19 01:49:00 -
[84] - Quote
gbghg wrote:Baal Omniscient wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Hey, guys, turns out we're all just awful pilots. Turns out if we put Baal in a dropship he'd just get infinity kills and never die and make us all look like tools. Well, problem solved, I guess. I'll just go back to failing to ever satisfy a woman. Boy, I wish that last sentence was as sarcastic as the others. Oh, yeah, totally. Because I just got through sharing how EPIC I am at flying a DS..... No, tactics are tactics, and if you are dumb enough to fly into AV when you know it's there, who do you blame? THE AV! Of coooooourse! It's the AV's fault for capitalizing on your bad judgement! Ah, I should have grasped it long ago.... Actually your right, if you fly into AV you basically deserve to get shot down. Problem is forge guns killing you before you even know that they're there.
No, you got it all wrong...see your tactics will allow you to know that they are there....just forget about the rendering issues at times...
|
slypie11
Planetary Response Organisation
287
|
Posted - 2013.05.19 01:55:00 -
[85] - Quote
slypie11 wrote:IMO, dropships, maps and AV need significant changes. 1. bigger maps so dropships are important 2.larger teams so the maps can be filled(and huge air raids would be sick) 3.countermeasures for dropships 4.faster missiles to counter the countermeasures(and make it more realistic) 5.WP tweaks for dropships 6.more hp for dropships 7. make an assault varient for the missile turret that fires similar to the missile installation, so ADSs can hit things while remaining accurate 8. the dedicated dropships should have a docking mode when on the ground where all damage is reduced by 10% so they can pick up teammates in the midst of battle without being destroyed
|
Nguruthos IX
Hellstorm Inc League of Infamy
533
|
Posted - 2013.05.19 01:57:00 -
[86] - Quote
The Cobra Commander wrote:gbghg wrote:Baal Omniscient wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Hey, guys, turns out we're all just awful pilots. Turns out if we put Baal in a dropship he'd just get infinity kills and never die and make us all look like tools. Well, problem solved, I guess. I'll just go back to failing to ever satisfy a woman. Boy, I wish that last sentence was as sarcastic as the others. Oh, yeah, totally. Because I just got through sharing how EPIC I am at flying a DS..... No, tactics are tactics, and if you are dumb enough to fly into AV when you know it's there, who do you blame? THE AV! Of coooooourse! It's the AV's fault for capitalizing on your bad judgement! Ah, I should have grasped it long ago.... Actually your right, if you fly into AV you basically deserve to get shot down. Problem is forge guns killing you before you even know that they're there. No, you got it all wrong...see your tactics will allow you to know that they are there....just forget about the rendering issues at times...
Don't you mean magical psychic powers ?
Sans rendering issues fact still remains that one FG could be anywhere on the map at any time. And that's all it takes to trounce you. Two is just simply unfair.
I guess I'll just go tell my infantry to scour the whole SqKm of the map and find this little fellow before anyone knows he exists. Right? |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
307
|
Posted - 2013.05.19 02:35:00 -
[87] - Quote
Baal Omniscient wrote:Oh, yeah, totally. Because I just got through sharing how EPIC I am at flying a DS..... No, tactics are tactics, and if you are dumb enough to fly into AV when you know it's there, who do you blame? THE AV! Of coooooourse! It's the AV's fault for capitalizing on your bad judgement! Ah, I should have grasped it long ago.... Pre edit: boy, this post ended up a lot longer than I intended.
I mean, you're not making a totally invalid point. The guy in the OP definitely didn't handle the situation well. We should expect someone who handles things the way OP did to die, just as we would expect someone who charges a HAV with a couple AV grenades to die. If you're scissors you don't go head-to-head with rock. *
But we're five pages into this thread, we've moved on from that to the general issues facing dropships. And one of those issues is that these counters are often entirely too stiff, especially given the up front cost. My laptop broke recently, which means I can't do any work and have had nothing to do over the last few days but rock some DUST, and I've gotten decent with my assault DS. In my best match I got eight kills and 11 assists and topped the leaderboard at 600+ WP. If no one bothers to bring out any AV I average about 350 to 400 WP. This puts me approximately on par, contribution wise, with some dude in a standard assault suit. The try-hards in the proto suits would do a lot better, hell I used to do 500 WP pretty regularly in a militia logi suit. the point is my million isk dropship is roughly as good as a 30k dropsuit.
And, because of the cost difference, my gameplay style has to differ. I can't afford to lose it, so if even one swarm launcher shows up I have to bug out and wait on the edge of the map for a few minutes and hope he dies and switches fits. If there's at least one out consistently it's going to be a <100WP match, and I'm going to get jack all of a pay day, which I need because these things cost over a million isk**. Not to mention my crummy SP, which have never been over 3k (I play ambush exclusively).
I mean, yeah, I could get a couple people out of corp chat and have them join up with me. But I don't feel like I should have to do that to survive***. Every infantry role (even logi!) can survive and thrive without a headset on. Sure, they're more effective, and we should expect it to be of vital importance in the competitive planetary conquest matches, but for a pub match I just want to play while I'm watching hulu on my laptop. I used to do it all the time as a logi!
That's really all we want here, is to be cost effective. We don't care about racking up kills or any of that nonsense. We just want to be able to fly every match and, if we fly well, earn enough isk to support ourselves. For me, at least, flying is all I'm really interested in doing, and doing so in a support role like a dropship is exactly how i want to do it. I dream of the day when my job is cap chaining HAVs like in the gathering forces trailer, or electronic warfare fighting like in this old dev blog. I don't want to shoot you guys. It's just my only option at the moment.
*I actually did this for funsies in the match I played after reading your post. My assault DS + guy with forge gun at point blank range = exactly what we all expected to happen.
**Don't bother telling me to use a cheaper fit. I'd love that option, but it isn't realistic. Just the hull is 600k, so it wouldn't make sense not to kit it out with good mods. I'd love to be able to switch to a cheaper hull, but that would require squad mates to man the turrets. See paragraph four.
***Nor am I entirely convinced that it would be enough to be cost effective. |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.19 05:35:00 -
[88] - Quote
Sgt Kirk wrote:What I hate most is that I rarely get my dropship destroyed directly from enemy fire. 87% of the time it's because the railgun, FG, Swarms, push me all the way into oblivion and push me off into an obstruction. That's what pisses me off the most.
This I can sympathize. Though I'm a dedicated FG wielder, one would think that the drop-ships of the far future would have some kind of gyro-stabilization or other impact compensation. I don't like the way DS go out of control from getting hit once by any AV. It just doesn't make sense. |
Shijima Kuraimaru
WarRavens
204
|
Posted - 2013.05.19 05:43:00 -
[89] - Quote
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 |
ALM1GHTY B44L R00
Subdreddit Test Alliance Please Ignore
98
|
Posted - 2013.05.19 06:18:00 -
[90] - Quote
Nguruthos IX wrote:The Cobra Commander wrote:gbghg wrote:Baal Omniscient wrote:Alan-Ibn-Xuan Al-Alasabe wrote:Hey, guys, turns out we're all just awful pilots. Turns out if we put Baal in a dropship he'd just get infinity kills and never die and make us all look like tools. Well, problem solved, I guess. I'll just go back to failing to ever satisfy a woman. Boy, I wish that last sentence was as sarcastic as the others. Oh, yeah, totally. Because I just got through sharing how EPIC I am at flying a DS..... No, tactics are tactics, and if you are dumb enough to fly into AV when you know it's there, who do you blame? THE AV! Of coooooourse! It's the AV's fault for capitalizing on your bad judgement! Ah, I should have grasped it long ago.... Actually your right, if you fly into AV you basically deserve to get shot down. Problem is forge guns killing you before you even know that they're there. No, you got it all wrong...see your tactics will allow you to know that they are there....just forget about the rendering issues at times... Don't you mean magical psychic powers ? Sans rendering issues fact still remains that one FG could be anywhere on the map at any time. And that's all it takes to trounce you. Two is just simply unfair. I guess I'll just go tell my infantry to scour the whole SqKm of the map and find this little fellow before anyone knows he exists. Right?
Yup, considering Forge Guns have crazy range, and do more SPLASH DAMAGE than a mass driver does DIRECT damage to infantry, there's no reason for FG users to use anything else. You've got a "better than a mass driver" anti-infantry weapon that can also blast DS and LAVs in 1 or 2 shots. |
|
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.
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Baal Roo
Subdreddit Test Alliance Please Ignore
1556
|
Posted - 2013.06.06 01:00:00 -
[121] - Quote
gbghg wrote: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.
Similarly, I've cut my Dust 514 time to near nil.
Haven't bothered booting the game up in about two weeks. I'll still float around here because this game may eventually get balanced and be fun in a year or two, but mostly I just swing in to see if anything has been done to help fix this disaster of a game and pop into a few threads here and there to toss a few pennies. |
Obodiah Garro
Tech Guard General Tso's Alliance
54
|
Posted - 2013.06.06 01:13:00 -
[122] - Quote
Dropships can be a pain in the ass to shoot down with swarms and if it is equipped with afterburners they are invincible. Using a proto swarm I could only put a little dent into a python and usually by the time my second swarm is in the air he is already gone.
Just don't expect to hover in 1 place and let your gunner mow down everybody in the area with immunity and you will be fine. |
gbghg
L.O.T.I.S. RISE of LEGION
2029
|
Posted - 2013.06.06 01:19:00 -
[123] - Quote
Obodiah Garro wrote:Dropships can be a pain in the ass to shoot down with swarms and if it is equipped with afterburners they are invincible. Using a proto swarm I could only put a little dent into a python and usually by the time my second swarm is in the air he is already gone.
Just don't expect to hover in 1 place and let your gunner mow down everybody in the area with immunity and you will be fine. Swarms aren't the problem, they're actually balanced quite well against dropships, against most vehicles actually. Forge and railguns and RDV's are the problem. |
Moochie Cricket
SyNergy Gaming EoN.
313
|
Posted - 2013.06.06 14:21:00 -
[124] - Quote
gbghg wrote: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.
Try a proto fragmented missile with skills at level 5 and a damage mod. It tears through most everything, suits and vehicles. |
ChromeBreaker
SVER True Blood Unclaimed.
542
|
Posted - 2013.06.06 14:27:00 -
[125] - Quote
gbghg wrote:Obodiah Garro wrote:Dropships can be a pain in the ass to shoot down with swarms and if it is equipped with afterburners they are invincible. Using a proto swarm I could only put a little dent into a python and usually by the time my second swarm is in the air he is already gone.
Just don't expect to hover in 1 place and let your gunner mow down everybody in the area with immunity and you will be fine. Swarms aren't the problem, they're actually balanced quite well against dropships, against most vehicles actually. Forge and railguns and RDV's are the problem.
Ive invested lets say 5mill skill points into my FG fit... and have trouble taking out a well fitted std Tank...
Its not the FG thats the problem |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
147
|
Posted - 2013.06.06 17:14:00 -
[126] - Quote
well I think we can all agree on is this, when the ADV-PRO DSes come they better fix A2A collision because that would be way to much ISK lost every time an RDV is shot down and turns into you or is invisible but since you see the tags at the last second you still die.
if RDVs can be invisible displacing the light can they use some thing to displace their molecule structure so DSes can fly through them but shots fared can still do damage? |
Baal Roo
Subdreddit Test Alliance Please Ignore
1558
|
Posted - 2013.06.06 21:29:00 -
[127] - Quote
Played 3 matches last night, lost 2 Logi Dropships to RDVs. |
ER-Bullitt
Elements Of Death Elite
5
|
Posted - 2013.06.06 21:29:00 -
[128] - Quote
gbghg wrote:Obodiah Garro wrote:Dropships can be a pain in the ass to shoot down with swarms and if it is equipped with afterburners they are invincible. Using a proto swarm I could only put a little dent into a python and usually by the time my second swarm is in the air he is already gone.
Just don't expect to hover in 1 place and let your gunner mow down everybody in the area with immunity and you will be fine. Swarms aren't the problem, they're actually balanced quite well against dropships, against most vehicles actually. Forge and railguns and RDV's are the problem.
As of late I have been an avid forge gunner. Recently learned to fly a dropship, and having flown choppers in BF3 I always like to fly in these types of games. I understand the plight of the dropship pilots, but I read alot about "forge gun OP this, railgun OP that"...
Lets put this into perspective...
I am running about the battlefield in my 200k isk Proto Heavy Suit looking for trouble.... I decide to cross the field to the other objective, but a sniper picks me off with an advanced tactical sniper rifle, 3 shots, dead (probably a headshot or two, not hard for a seasoned sniper to pull off on a heavy). Ladies and gentlmen, I just met the scissor to my paper. A measly 4-5k isk sniper rifle just took out my 200,000 suit.
Now lets transfer that over to dropship...
I am flying about the battlefield in my 600k isk Dropship looking for trouble... I decide to fly into the combat zone to blow up some red dots, but a Forge Gun sniper picks me off with an advanced forge gun, 2 shots, dead, not hard for a seasoned forge gun sniper to pull off on a slow moving dropship). Ladies and gentlemen, I just met the scissor to my paper. A measly 10-20k forge gun just took out my 600,000 dropship.
These two scenarios are very similar, so why arent people calling for a BUFF MY SUIT SO NO LOLSNIPERS CAN KILL ME SO FAST GARRGG!
What is the solution.... start communicating with your team. If you dont have a team, form one.. otherwise there will be no rock to crush that scissor.
Got a forge gun up on a roof somewhere? Get your sniper buddy to take him out. Have your dropship out of his line of sight, have your buddy let you know when he is down, head over in your DS and take out his uplink, keep it moving. Railgun Tank on the field, have your buddies take out the tank. They will both come back, be prepared, do it again. If I get sniped in my heavy suit.. am I going to keep charging accross the field towards the sniper so he can keep killing me? No I am going to switch tactics and go take him out .. and if I cant do it, I will ask my squad for help.
Oh whats that? You are a lone wolf dropship pilot who wants to fly around Pub matches pwning face by yourself all day from the safety of your dropship.... awww, BF3 is that way ------------->
NOt saying Dropships dont need attention... but come on guys use your brains out there. If you expect CCP to buff dropships to the point where they have no counter you are daydreaming. |
SILVERBACK 02
BetaMax. CRONOS.
106
|
Posted - 2013.06.06 21:30:00 -
[129] - Quote
Baal Roo wrote:Played 3 matches last night, lost 2 Logi Dropships to RDVs.
"RARE" -_- |
DUST Fiend
OSG Planetary Operations Covert Intervention
3453
|
Posted - 2013.06.06 21:41:00 -
[130] - Quote
SILVERBACK 02 wrote:Baal Roo wrote:Played 3 matches last night, lost 2 Logi Dropships to RDVs. "RARE" _-
If by rare you mean sizzling on the outside and bleeding on the inside, then yes, quite rare indeed |
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Baal Roo
Subdreddit Test Alliance Please Ignore
1558
|
Posted - 2013.06.06 22:28:00 -
[131] - Quote
SILVERBACK 02 wrote:Baal Roo wrote:Played 3 matches last night, lost 2 Logi Dropships to RDVs. "RARE" -_-
I'd say somewhere in the neighborhood of 15% of my dropships are taken out by RDVs. They just appear out of nowhere in exactly the places a dropship generally needs to be to be doing our job. If they so much as scratch our paint, we go up in flames. It's absolutely ridiculous.
|
gbghg
L.O.T.I.S. RISE of LEGION
2055
|
Posted - 2013.06.06 23:24:00 -
[132] - Quote
ER-Bullitt wrote:gbghg wrote:Obodiah Garro wrote:Dropships can be a pain in the ass to shoot down with swarms and if it is equipped with afterburners they are invincible. Using a proto swarm I could only put a little dent into a python and usually by the time my second swarm is in the air he is already gone.
Just don't expect to hover in 1 place and let your gunner mow down everybody in the area with immunity and you will be fine. Swarms aren't the problem, they're actually balanced quite well against dropships, against most vehicles actually. Forge and railguns and RDV's are the problem. As of late I have been an avid forge gunner. Recently learned to fly a dropship, and having flown choppers in BF3 I always like to fly in these types of games. I understand the plight of the dropship pilots, but I read alot about "forge gun OP this, railgun OP that"... Lets put this into perspective... I am running about the battlefield in my 200k isk Proto Heavy Suit looking for trouble.... I decide to cross the field to the other objective, but a sniper picks me off with an advanced tactical sniper rifle, 3 shots, dead (probably a headshot or two, not hard for a seasoned sniper to pull off on a heavy). Ladies and gentlmen, I just met the scissor to my paper. A measly 4-5k isk sniper rifle just took out my 200,000 suit. Now lets transfer that over to dropship... I am flying about the battlefield in my 600k isk Dropship looking for trouble... I decide to fly into the combat zone to blow up some red dots, but a Forge Gun sniper picks me off with an advanced forge gun, 2 shots, dead, not hard for a seasoned forge gun sniper to pull off on a slow moving dropship). Ladies and gentlemen, I just met the scissor to my paper. A measly 10-20k forge gun just took out my 600,000 dropship. These two scenarios are very similar, so why arent people calling for a BUFF MY SUIT SO NO LOLSNIPERS CAN KILL ME SO FAST GARRGG! What is the solution.... start communicating with your team. If you dont have a team, form one.. otherwise there will be no rock to crush that scissor. Got a forge gun up on a roof somewhere? Get your sniper buddy to take him out. Have your dropship out of his line of sight, have your buddy let you know when he is down, head over in your DS and take out his uplink, keep it moving. Railgun Tank on the field, have your buddies take out the tank. They will both come back, be prepared, do it again. If I get sniped in my heavy suit.. am I going to keep charging accross the field towards the sniper so he can keep killing me? No I am going to switch tactics and go take him out .. and if I cant do it, I will ask my squad for help. Oh whats that? You are a lone wolf dropship pilot who wants to fly around Pub matches pwning face by yourself all day from the safety of your dropship.... awww, BF3 is that way -------------> NOt saying Dropships dont need attention... but come on guys use your brains out there. If you expect CCP to buff dropships to the point where they have no counter you are daydreaming. The counter to your argument is this, as a heavy you have a chance to actually tank to some degree, so does a dropship, so we're equal in that scenario. Where we differ however is that you get a chance to save your suit if a friendly medic is nearby, dropships don't, but that's one of the benefits of being infantry.
Another of the benefits of being infantry is that if your running for cover and get hit by a round traveling in excess of 7000m/s you hardly even flinch, whereas in a dropship we get thrown in an often fatal half spin.
And do you want to know the most common situation I run into these days, redline tanks, they park on an incline and they can literally shoot from almost redline to redline on some maps, they can also hit targets all the way up to the flight ceiling. And seeing how a forge gun has a 300m range, and the flight ceiling is only 500m high, a forge gunner on any elevated position can hit a dropship almost anywhere it tries to go.
And here's something, often when a forge gunner gets on a high position like a tower, a teammate will put drop uplinks down, you see this a lot in PC battles, and these uplinks are often placed somewhere the sniper can't see, so a dropship has to be used to either kill the uplink or get the sniper into a position where he can.
The current forge/railgun/dropship balance is so ludicrous right now it's at the stage where it isn't even a case of Rock Paper Scissors anymore, things are so bad that paper has said "to hell with it" and decided not to even exist anymore. |
ER-Bullitt
Elements Of Death Elite
5
|
Posted - 2013.06.07 16:03:00 -
[133] - Quote
gbghg wrote:ER-Bullitt wrote:gbghg wrote:Obodiah Garro wrote:Dropships can be a pain in the ass to shoot down with swarms and if it is equipped with afterburners they are invincible. Using a proto swarm I could only put a little dent into a python and usually by the time my second swarm is in the air he is already gone.
Just don't expect to hover in 1 place and let your gunner mow down everybody in the area with immunity and you will be fine. Swarms aren't the problem, they're actually balanced quite well against dropships, against most vehicles actually. Forge and railguns and RDV's are the problem. As of late I have been an avid forge gunner. Recently learned to fly a dropship, and having flown choppers in BF3 I always like to fly in these types of games. I understand the plight of the dropship pilots, but I read alot about "forge gun OP this, railgun OP that"... Lets put this into perspective... I am running about the battlefield in my 200k isk Proto Heavy Suit looking for trouble.... I decide to cross the field to the other objective, but a sniper picks me off with an advanced tactical sniper rifle, 3 shots, dead (probably a headshot or two, not hard for a seasoned sniper to pull off on a heavy). Ladies and gentlmen, I just met the scissor to my paper. A measly 4-5k isk sniper rifle just took out my 200,000 suit. Now lets transfer that over to dropship... I am flying about the battlefield in my 600k isk Dropship looking for trouble... I decide to fly into the combat zone to blow up some red dots, but a Forge Gun sniper picks me off with an advanced forge gun, 2 shots, dead, not hard for a seasoned forge gun sniper to pull off on a slow moving dropship). Ladies and gentlemen, I just met the scissor to my paper. A measly 10-20k forge gun just took out my 600,000 dropship. These two scenarios are very similar, so why arent people calling for a BUFF MY SUIT SO NO LOLSNIPERS CAN KILL ME SO FAST GARRGG! What is the solution.... start communicating with your team. If you dont have a team, form one.. otherwise there will be no rock to crush that scissor. Got a forge gun up on a roof somewhere? Get your sniper buddy to take him out. Have your dropship out of his line of sight, have your buddy let you know when he is down, head over in your DS and take out his uplink, keep it moving. Railgun Tank on the field, have your buddies take out the tank. They will both come back, be prepared, do it again. If I get sniped in my heavy suit.. am I going to keep charging accross the field towards the sniper so he can keep killing me? No I am going to switch tactics and go take him out .. and if I cant do it, I will ask my squad for help. Oh whats that? You are a lone wolf dropship pilot who wants to fly around Pub matches pwning face by yourself all day from the safety of your dropship.... awww, BF3 is that way -------------> NOt saying Dropships dont need attention... but come on guys use your brains out there. If you expect CCP to buff dropships to the point where they have no counter you are daydreaming. The counter to your argument is this, as a heavy you have a chance to actually tank to some degree, so does a dropship, so we're equal in that scenario. Where we differ however is that you get a chance to save your suit if a friendly medic is nearby, dropships don't, but that's one of the benefits of being infantry. Another of the benefits of being infantry is that if your running for cover and get hit by a round traveling in excess of 7000m/s you hardly even flinch, whereas in a dropship we get thrown in an often fatal half spin. And do you want to know the most common situation I run into these days, redline tanks, they park on an incline and they can literally shoot from almost redline to redline on some maps, they can also hit targets all the way up to the flight ceiling. And seeing how a forge gun has a 300m range, and the flight ceiling is only 500m high, a forge gunner on any elevated position can hit a dropship almost anywhere it tries to go. And here's something, often when a forge gunner gets on a high position like a tower, a teammate will put drop uplinks down, you see this a lot in PC battles, and these uplinks are often placed somewhere the sniper can't see, so a dropship has to be used to either kill the uplink or get the sniper into a position where he can. The current forge/railgun/dropship balance is so ludicrous right now it's at the stage where it isn't even a case of Rock Paper Scissors anymore, things are so bad that paper has said "to hell with it" and decided not to even exist anymore.
Yup, I am one of those dropship > elevated position > uplink > respawn proto forge type of guys. Dont even need a teammate to help, i can setup my own nest. Its profitable and somewhat enjoyable, helps the team win, and I dont have to worry about bunny hopping scout shotguners, mod controlled tac AR's, or murder taxi's on the ground anymore. Its my lazy way of playing Pub matches, and my last corp wanted me doing it in PC so yeah thats it. but, now that I have a taste for Dropships.. I will respec 100% to assault DS... and fly around until The Last of Us comes out next week. Hope I get my respec in time.
Some of the maps with high buildings have few locations that a sniper can counter... and when coordinated with a hiding dropship, it is feasable to get infantry on the uplink to destroy it before the forge gunner can respawn after being killed by a good sniper. Not the best solution, but something.
Redline tanks, yeah nothing to say to counter your point there. Between that an invisible RDVs destroying your DS I can see where the frustration comes from. Ah well, bring it on Im bored and need to burn the rest of my moneys |
Skihids
The Tritan Industries RISE of LEGION
1545
|
Posted - 2013.06.07 16:16:00 -
[134] - Quote
Specing into dropships will be a very good way to burn through your ISK.
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gbghg
L.O.T.I.S. RISE of LEGION
2068
|
Posted - 2013.06.07 18:25:00 -
[135] - Quote
ER-Bullitt wrote:gbghg wrote:
The counter to your argument is this, as a heavy you have a chance to actually tank to some degree, so does a dropship, so we're equal in that scenario. Where we differ however is that you get a chance to save your suit if a friendly medic is nearby, dropships don't, but that's one of the benefits of being infantry.
Another of the benefits of being infantry is that if your running for cover and get hit by a round traveling in excess of 7000m/s you hardly even flinch, whereas in a dropship we get thrown in an often fatal half spin.
And do you want to know the most common situation I run into these days, redline tanks, they park on an incline and they can literally shoot from almost redline to redline on some maps, they can also hit targets all the way up to the flight ceiling. And seeing how a forge gun has a 300m range, and the flight ceiling is only 500m high, a forge gunner on any elevated position can hit a dropship almost anywhere it tries to go.
And here's something, often when a forge gunner gets on a high position like a tower, a teammate will put drop uplinks down, you see this a lot in PC battles, and these uplinks are often placed somewhere the sniper can't see, so a dropship has to be used to either kill the uplink or get the sniper into a position where he can.
The current forge/railgun/dropship balance is so ludicrous right now it's at the stage where it isn't even a case of Rock Paper Scissors anymore, things are so bad that paper has said "to hell with it" and decided not to even exist anymore.
Yup, I am one of those dropship > elevated position > uplink > respawn proto forge type of guys. Dont even need a teammate to help, i can setup my own nest. Its profitable and somewhat enjoyable, helps the team win, and I dont have to worry about bunny hopping scout shotguners, mod controlled tac AR's, or murder taxi's on the ground anymore. Its my lazy way of playing Pub matches, and my last corp wanted me doing it in PC so yeah thats it. but, now that I have a taste for Dropships.. I will respec 100% to assault DS... and fly around until The Last of Us comes out next week. Hope I get my respec in time. 300m is usually enough to cover the combat area around close letters... but its not as far as one would think. Its not that easy to hit a moving dropship at that distance, but with enough practice I am sure someone can become godly with it. Dropships do need a lock on warning of some kind. Countermeasures would be nice, but it doesnt seem like Swarms are your biggest problem. Assault dropship shoud carry 2 gunners only, have more health, cloaking ability, and should be able to take out a tank with enough focused fire... not just an annoyance like a bumble bee. Some of the maps with high buildings have few locations that a sniper can counter... and when coordinated with a hiding dropship, it is feasable to get infantry on the uplink to destroy it before the forge gunner can respawn after being killed by a good sniper. Not the best solution, but something. I was flying around in a decent aerial pack transport DS the other day, got shot twice by a railgun, on fire, no shield/health and falling to the ground.. but I activated armor repairer and the DS came back to life and I flew away to recover. Is that normal operating procedure for you DS pilots? Again I am a newb, so forgive me if this is common practice. Seemed like a good idea to save the armor repairers until you are on fire then activate and fly away. I myself as a forge gunner usually ignore a DS that has zero health and is on fire.. maybe others will do the same and you can escape? Redline tanks, yeah nothing to say to counter your point there. Between that an invisible RDVs destroying your DS I can see where the frustration comes from. Looks you ended up in that rare spot, majority of the time you hit 0 armour you go into a fall, there's nothing you can do about it, even reppers won't save you, you end up crashing with like 500 armour. However on some very rare occasions the damage you take isn't enough to finish off that minuscule amount of hull dropships have and you can save them, that is very very rare however.
As for tanks, a poorly fitted or driven one I can take out, a good one however is a different issue. It eithers ends up in them taking cover or driving back into the redline, if they cycle their reps you can wound them but not kill them. I've run into a couple of good tankers like caeilo sin doneas, who I simply couldn't kill and just retreated to their redline, and they came very very close to killing me due to them shifting their cone of fire.
IMO a assault dropship is most effective as a tank killer if it works with another tank, the reason for this is because an ADS engaging before the tank does can force the target to trigger his reps early, leaving him much more vulnerable against your allied tank, and can also keep fire on him if he moves out of the allied tanks LOS. A fellow ADS on the same target can actually be a hazard, he limits your movement if you start taking AV fire and if you don't pay attention you could collide.
And while 300m is not much, it's more than enough against dropships.
Countermeasures will be nice when they finally arrive, though as you said swarms aren't our biggest problem. |
Foxhound Elite
Seraphim Initiative. CRONOS.
192
|
Posted - 2013.06.13 21:18:00 -
[136] - Quote
also bumping so CCP notice. |
KOBLAKA1
Opus Arcana Orion Empire
74
|
Posted - 2013.06.13 22:36:00 -
[137] - Quote
Might have missed it but I think the -90 WP is ridiculous as well. |
Foxhound Elite
Seraphim Initiative. CRONOS.
192
|
Posted - 2013.06.13 22:39:00 -
[138] - 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. |
Yeva Kalsani
Reckoners
126
|
Posted - 2013.06.13 22:57:00 -
[139] - Quote
gbghg wrote:Swarms are fine tbh, forge guns on the other hand are way too effective. Their charge up time especially the assault forge guns is murderous. The assault forge charges up in what? 2-3 seconds once you invest sp into it, the afterburner module takes around 2 seconds to activate and around another half a second to fully move it from its previous location. I'm a dedicated Forge Gunner. It's actually 1.875 seconds charge up time for the DAU/2 and Ishukone Assault Forge Guns if you have Forge Gun Proficiency level 5. In public matches, I almost exclusively spawn in with FG fittings, if someone rolls out a very strong HAV, I will call in my prototype FG with 2 complex damage modifiers. Base damage of over 1.5k + 15% for level 5 proficiency and +10% for each complex damage modifier, and hit the HUGE weakspot on a dropship, and you're going to have a very, very, VERY bad day as a pilot. A good tank or LLAV on the other hand just gets something to chew on or some area denial.
This is why I keep saying that dropships need more total HP, it's currently harder to kill LLAVs with a FG than it is to take down militia tanks or well, ANY dropship. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
8
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Posted - 2013.06.13 23:21:00 -
[140] - Quote
Forge Gunner here, can attest to them being too deadly against dropships. Usually kills outright, sometimes they get away, either way you deny them access to a good portion of the map in a rough 600m circle around where they estimate you to be.
Travel time is really quite fast. Never had a ship survive 2 hits of an Ishukone Assault running two complex dams. Charge time at Op V is 1.875 seconds with an Assault. Any smithy worth his salt will be using these, better DPS by some margin, more reactive and forces you to improve your aiming as it doesn't allow you to dither. You can also feather it to kinda mimic a held charge, constantly charging then releasing about 2/3rds through.
Dropships not making evasive maneuvres are easy to track. After the first hit they have about a second and a half to react, not much considering they have to also account for and correct the knockback.
About that knockback, for the one shooting the DS it's predictable and can be factored into the next shot. That the DS has to specifically assess and correct it is a variable that hampers their evasive reaction further.
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.
In a scenario where you have an attacker and a defender, one side tasked with seizing the objective their opposite number is defending, then we might start seeing more strategies and roles become viable. HAVs become important for their ability to push forward, making the enemy infantry hunker down and letting their own advance. Dropships can bypass the frontline, airdropping in a squad behind it to either attack the frontline from a second angle or make an attempt at the objective by themselves. Dedicated AV impede the capacity for a vehicular push. Snipers deny infantry free use of the best vantage points, are among the best disposed for killing infantry AV as they fire on friendly vehicles.
A focused objective is sorely needed. The moment we have an objective of great enough strategic importance to be worth dropping on is when we'll start seeing dropships get proper use. That it'll form a tangible frontline around it will also make a whole host of other playstyles more important based on their ability to push, to hold, to threaten, to deny. Will also naturally lead to a wider team dynamic, having the whole of each side all working together to maintain the defence or to break it. |
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Mary Sedillo
BetaMax Beta CRONOS.
118
|
Posted - 2013.06.13 23:34:00 -
[141] - 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).
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. |
Foxhound Elite
Seraphim Initiative. CRONOS.
192
|
Posted - 2013.06.13 23:35:00 -
[142] - 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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Mary Sedillo
BetaMax Beta CRONOS.
118
|
Posted - 2013.06.13 23:41:00 -
[143] - Quote
Poplo Furuya wrote:Forge Gunner here, can attest to them being too deadly against dropships. Usually kills outright, sometimes they get away, either way you deny them access to a good portion of the map in a rough 600m circle around where they estimate you to be.
Travel time is really quite fast. Never had a ship survive 2 hits of an Ishukone Assault running two complex dams. Charge time at Op V is 1.875 seconds with an Assault. Any smithy worth his salt will be using these, better DPS by some margin, more reactive and forces you to improve your aiming as it doesn't allow you to dither. You can also feather it to kinda mimic a held charge, constantly charging then releasing about 2/3rds through.
Dropships not making evasive maneuvres are easy to track. After the first hit they have about a second and a half to react, not much considering they have to also account for and correct the knockback.
About that knockback, for the one shooting the DS it's predictable and can be factored into the next shot. That the DS has to specifically assess and correct it is a variable that hampers their evasive reaction further.
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.
In a scenario where you have an attacker and a defender, one side tasked with seizing the objective their opposite number is defending, then we might start seeing more strategies and roles become viable. HAVs become important for their ability to push forward, making the enemy infantry hunker down and letting their own advance. Dropships can bypass the frontline, airdropping in a squad behind it to either attack the frontline from a second angle or make an attempt at the objective by themselves. Dedicated AV impede the capacity for a vehicular push. Snipers deny infantry free use of the best vantage points, are among the best disposed for killing infantry AV as they fire on friendly vehicles.
A focused objective is sorely needed. The moment we have an objective of great enough strategic importance to be worth dropping on is when we'll start seeing dropships get proper use. That it'll form a tangible frontline around it will also make a whole host of other playstyles more important based on their ability to push, to hold, to threaten, to deny. Will also naturally lead to a wider team dynamic, having the whole of each side all working together to maintain the defence or to break it.
To your post's point of stating that Dropships have no "role", I strongly disagree. I use mine effectively in many ways. Let me list the ways:
1) Ground Suppression - When enemies are moving in mass, there is nothing more fun than thinning their numbers with my side gunner running my XT Accelerated Missile Launcher strikes. To STD suits, they one shot, and 2-3 shot PRO/ADV suits. Sure, a forge gunner may take a swing at me, but I can shrug it off, pop my speed booster (which throws off my predictability), pop my repair tool and re-engage, thinning the ground.
2) Fast transportation to Targets - Not an important role on smaller maps, on larger maps dropping a full load on a target is QUITE effective -=AND=- afterwards I can drop into a Ground Suppression role.
3) Tank Suppression/Destruction - Foolish is the tank that wanders out of his redline when I am in the sky. Sure, Redline Rail Tanks of sufficient power will force me to recall (and only rarely destroy me), but when they wander out, I will destroy them. Even if I fail to destroy them, which is rare, I have effectively kept the tank out of combat as he hauls ass for his safe zone.
There are so many other things to justify their existence. Unfortunately there are not many competent pilots out there, and Caldari is truly weak due to the fact that the strongest AV against us is especially effective vs. their shields. |
Mary Sedillo
BetaMax Beta CRONOS.
118
|
Posted - 2013.06.13 23:43:00 -
[144] - Quote
Foxhound Elite wrote: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.
That is because the lower grades are quite weak, and most folks have no experience using them. It makes me sad when I see people crash them so easily. It is nice dominating the other Dropships with mine though, although I do prefer a good fight over an ass whooping. |
Mary Sedillo
BetaMax Beta CRONOS.
118
|
Posted - 2013.06.13 23:44:00 -
[145] - Quote
Moochie Cricket wrote:gbghg wrote: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. Try a proto fragmented missile with skills at level 5 and a damage mod. It tears through most everything, suits and vehicles.
Use Accelerated, not the Fragmented. Higher damage potential, similar AoE, faster missile to target time. Better all around, but pricier. |
Mary Sedillo
BetaMax Beta CRONOS.
118
|
Posted - 2013.06.13 23:47:00 -
[146] - Quote
2-Ton Twenty-One wrote: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.
That was probably me lol. You guys hit like freight trains. Scared the balls out of me. I had a VERY small window of opportunity that match to engage before I was expecting hits. |
Scheneighnay McBob
Bojo's School of the Trades
1567
|
Posted - 2013.06.13 23:47:00 -
[147] - Quote
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. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.13 23:52:00 -
[148] - Quote
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. |
Foxhound Elite
Seraphim Initiative. CRONOS.
193
|
Posted - 2013.06.13 23:52:00 -
[149] - 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"
|
Poplo Furuya
Crux Special Tasks Group Gallente Federation
10
|
Posted - 2013.06.13 23:55:00 -
[150] - Quote
Mary Sedillo wrote: To your post's point of stating that Dropships have no "role", I strongly disagree. I use mine effectively in many ways. Let me list the ways:
1) Ground Suppression - When enemies are moving in mass, there is nothing more fun than thinning their numbers with my side gunner running my XT Accelerated Missile Launcher strikes. To STD suits, they one shot, and 2-3 shot PRO/ADV suits. Sure, a forge gunner may take a swing at me, but I can shrug it off, pop my speed booster (which throws off my predictability), pop my repair tool and re-engage, thinning the ground.
2) Fast transportation to Targets - Not an important role on smaller maps, on larger maps dropping a full load on a target is QUITE effective -=AND=- afterwards I can drop into a Ground Suppression role.
3) Tank Suppression/Destruction - Foolish is the tank that wanders out of his redline when I am in the sky. Sure, Redline Rail Tanks of sufficient power will force me to recall (and only rarely destroy me), but when they wander out, I will destroy them. Even if I fail to destroy them, which is rare, I have effectively kept the tank out of combat as he hauls ass for his safe zone.
There are so many other things to justify their existence. Unfortunately there are not many competent pilots out there, and Caldari is truly weak due to the fact that the strongest AV against us is especially effective vs. their shields. Fair enough, you seem to know what's up. Still think that a game mode focused on a more singular attack and defence would go a long way, anything that gives most classes and roles new ways to contribute to the outcome of a match is a good thing. Dropships getting even more of a place in Dust can only be a good thing in my eyes. I love dropships. There is nothing better than making a hot drop with a squad, the sheer tension and sublime unity of it. |
|
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 00:01:00 -
[151] - Quote
Foxhound Elite wrote:
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"
It is very much about the potential of the two dropships. The Caldari can't fit a speed booster without losing valuable shield tank ability, so very often, even in their ADS variant, they are slower than my Gallente. I recommend going Gallente at the moment due to the fact they are very much sturdier, lose no armor tank for mobility, and resist the strongest forms of AV that are effective against the Dropships. In the current, the Incubus, properly fitted, is a ***** to take out of the sky, even with proto AV gear and I provide a valuable service to my ground-bound comrades.
It is VERY MUCH a Gallente v. Caldari dropship issue. The shields just don't stand a chance against the AV that is effective against us. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 00:03:00 -
[152] - Quote
I do agree that the Standard and Logistics dropships move VERY SLOWLY, even with boosters which allows them to be hit hard many times. Even so, the Gallente fairs better than Caldari in that aspect, but I won't call out my Logistics Dropship unless requested. |
Charlotte O'Dell
Molon Labe. League of Infamy
462
|
Posted - 2013.06.14 00:21:00 -
[153] - Quote
Avid railgun user here and i don't think i've met a dropship that lasted more than 2-3 shots once he wandered into a space where I could shoot him. Make them faster or tankier because it isn't even fun at this point. |
Angus McBeanie
Seraphim Auxiliaries CRONOS.
19
|
Posted - 2013.06.14 01:13:00 -
[154] - Quote
Totally disagree with OP Go play EvE if you wanna fly around foxhound. This is LAV 514. |
Scheneighnay McBob
Bojo's School of the Trades
1572
|
Posted - 2013.06.14 01:25:00 -
[155] - Quote
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. |
Foxhound Elite
Seraphim Initiative. CRONOS.
196
|
Posted - 2013.06.14 02:17:00 -
[156] - 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. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 02:47:00 -
[157] - Quote
Charlotte O'Dell wrote:Avid railgun user here and i don't think i've met a dropship that lasted more than 2-3 shots once he wandered into a space where I could shoot him. Make them faster or tankier because it isn't even fun at this point.
Again, that is the sort of bad DS pilots that allow themselves to be hit so many times easily. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 02:48:00 -
[158] - Quote
Foxhound Elite wrote: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.
I have never lost a Dropship to an orbital even when it nicks me while in flight. I lost dropships last build to orbitals hitting where my Dropship was dropped.
|
Yeva Kalsani
Reckoners
127
|
Posted - 2013.06.14 06:38:00 -
[159] - 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. 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. |
Einon Yamaran
Codex Troopers
0
|
Posted - 2013.06.14 07:01:00 -
[160] - Quote
Skihids wrote:gbghg wrote: Infantry (most,not all) don't give a **** about anything but suits/infantry weapons, any else either doesn't matter or is "OP". Only vehicles they ever complain about is tanks, and that's when they're highly effective at their jobs, if not a tad OP, and even then they complain that their militia grade weaponry can't kill high level tanks quickly, like you could in battlefield.
What we need are a few maps where infantry needs a dropship to get to the battle. Make them see us as a required team asset and they might actually care about our surviability.
Defender teams start in base and try to raise defenses, while attacking teams start way far and have to rely on veichles, mainly dropships. Either that or have maps with dificult or impossible terrain parts, to promote the use of dropships and pilot class. That would give some variety to the planets/maps, like huge crevasses, canyons, large portions of water... Dropships would still need balance... maybe a lower price or better shields and armor? |
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Viktor Zokas
187.
0
|
Posted - 2013.06.14 07:46:00 -
[161] - Quote
I haven't flown dropships yet in this game. But I love flying crafts in other games, and as silly as it may sound. Going down fast and low is the best tactical decision you can make when you're taking fire from an unknown location. Most hostiles that lay down fire on you most likely have walls, and other objects around them. So going as low as your flying skills allow will in most cases provide you with the cover needed to recover and go in for another pass in a better position. It all takes time, but that's what it takes to survive. |
Klark Morrigan
Molon Labe. League of Infamy
47
|
Posted - 2013.06.14 08:39:00 -
[162] - Quote
After very many encounters with red-line railgun tanks and forge guns, I went that road with the respec, still having my dropships available. So far I haven't encountered a single red dropship that kept flying. Doesn't seem to be balanced when I can shoot a dropship down on deployment, on take-off, on approach, on landing, while it's providing CAS, you name it - all from a great distance. Ashland, for one instance, is so cramped that the eastern red-line is in plain sight - yesterday blown a Prometheus up before the RDV even released it. There are many people who don't know what they're doing, but it's hard to see how skilled they are if they are not given time to react.
In fact, I rarely fly now as there are barely any people who want to get involved with dropships, and soloing in a DS is fun as long as there are snipers on high ground. Railguns are much more profitable, they make it easy to get the most WP in a match, and it's more fun to take on red tanks with rails than to take great risks just to annoy them. Not to mention blasting infantry away. I will probably keep shooting dropships down until they either extinct or get fixed. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
325
|
Posted - 2013.06.14 08:45:00 -
[163] - Quote
Viktor Zokas wrote:I haven't flown dropships yet in this game. But I love flying crafts in other games, and as silly as it may sound. Going down fast and low is the best tactical decision you can make when you're taking fire from an unknown location. Most hostiles that lay down fire on you most likely have walls, and other objects around them. So going as low as your flying skills allow will in most cases provide you with the cover needed to recover and go in for another pass in a better position. It all takes time, but that's what it takes to survive.
Try to use only dropships for 10 matches, then come here and tell us how to fly, ok?
And by "using" dropships i mean use them for their intended role, pickup infantry and drop them near the objectives, not just fly 800m from the ground doing nothing. |
Foxhound Elite
Seraphim Initiative. CRONOS.
197
|
Posted - 2013.06.14 09:44:00 -
[164] - 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
|
Posted - 2013.06.17 19:55:00 -
[165] - Quote
bumping for CCP. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
46
|
Posted - 2013.06.18 13:23:00 -
[166] - Quote
Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000
But that is not a game, games are meant to be balanced and meant to be fun. Hell if everything was like real life you cant just sprint, then wait a few seconds then sprint fully again, eventually you becomes too tired to fully sprint.
Also you do not just appear in a vehicle instantly either, you have to climb into position in real life..... you see my point here? |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.18 13:35:00 -
[167] - Quote
Just to add my thoughts to an already long thread that I haven't read through...
There seem to be two main choices with vehicles: 1. Make them cheap, and therefore not be a problem if they die two or three times in a map 2. Make them FAR more expensive than infantry suits, and so expect that they should die only once every so many games
Our current situation is closest to (2), but not currently completely implemented. I'd prefer (1). There's a lot of balancing to be done. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
329
|
Posted - 2013.06.19 07:25:00 -
[168] - Quote
CommanderBolt wrote:Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000 But that is not a game, games are meant to be balanced and meant to be fun. Hell if everything was like real life you cant just sprint, then wait a few seconds then sprint fully again, eventually you becomes too tired to fully sprint. Also you do not just appear in a vehicle instantly either, you have to climb into position in real life..... you see my point here? Also, you would be able to play the game only once in your life... You can't respawn from death in real life |
The dark cloud
Seraphim Initiative. CRONOS.
1501
|
Posted - 2013.06.19 07:36:00 -
[169] - Quote
Dropships in public matches: oh look a pinata lets every 1 grab our militia swarm launcher and get a free kill!
Dropships in PC matches: oh look a throw away taxi and not a real threat (if the derpship gets 1 kill he will get instnatly proto forgegunned or shot down with proto swarms)
In both situations i would not advise to use anything better then a militia viper. The sad fact now is that they are only usefull to get high ground advantage quickly. Apart from that they are a non factor. |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
605
|
Posted - 2013.06.19 08:05:00 -
[170] - Quote
Cappy Gorram wrote:I've seen CCP talk about giving dropships WP in a 'non-exploitable' way, but I still have no idea how you could exploit a mobile CRU for that. You have to keep your vehicle alive and manned for it to work, so you're not getting WP for doing nothing. Your teammates have to die in order to use it, which is not a thing people do just for funsies.
The only thing I can think of is that they don't you to call in multiple mCRU-equipped dropships, let other people fly them, and then award WP to either a caller who isn't piloting the ship, or a DS driver who didn't call it in (depending on whether the WP are assigned to the caller or current driver). Really, neither way seems terribly exploity to me, but if both of those are such terrible things, only give out WP when the person in the pilot seat is the one who called it in.
ikr like as if a squad is going to park a CRU ship on the side of the map, spawn in it, get out, suicide and rinse and repeat, all to pad 1 guys mostly pointless wp |
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Foxhound Elite
Seraphim Initiative. CRONOS.
205
|
Posted - 2013.06.20 14:15:00 -
[171] - Quote
bumpity bump, CCP. |
Mikael Murray
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.20 19:06:00 -
[172] - Quote
The dark cloud wrote:Dropships in public matches: oh look a pinata lets every 1 grab our militia swarm launcher and get a free kill!
Dropships in PC matches: oh look a throw away taxi and not a real threat (if the derpship gets 1 kill he will get instnatly proto forgegunned or shot down with proto swarms)
In both situations i would not advise to use anything better then a militia viper. The sad fact now is that they are only usefull to get high ground advantage quickly. Apart from that they are a non factor.
My exact thoughts. Great post |
PlanetsideTwo F2PonPS4
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.06.21 20:32:00 -
[173] - Quote
The dropships need a rework, too bad nothing said by ccp. |
dazlb72
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
8
|
Posted - 2013.06.21 20:37:00 -
[174] - Quote
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. |
Foxhound Elite
Seraphim Initiative. CRONOS.
206
|
Posted - 2013.06.21 21:02:00 -
[175] - 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. |
Planetside2onPS4
Algintal Core Gallente Federation
1
|
Posted - 2013.06.22 07:43:00 -
[176] - Quote
My Thoughts in 2 min.
Likes appreciated |
Ferren Devarri
ARES.inc
23
|
Posted - 2013.06.22 08:32:00 -
[177] - Quote
The big problem overall is map design and DS cost
1. The map sizes are too small. The key advantage to a dropship is to go from point A to point B quickly while being unimpeded by terrain, but map sizes are so small that the gains are minimal compared to free LAV's.
2. The lack of large structures and terrain that could allow a dropship to maneuver and break line of sight are virtually nonexistant. Most maps are just pits with a few 2-3 story buildings. 1-2 AV hidden along the periphery walls or redlines can pretty much deny any air operation with impunity, particularly with lousy detection mechanics. |
Faquira Bleuetta
0uter.Heaven League of Infamy
12
|
Posted - 2013.06.22 09:08:00 -
[178] - Quote
gbghg wrote:Swarms are fine tbh, forge guns on the other hand are way too effective. Their charge up time especially the assault forge guns is murderous. The assault forge charges up in what? 2-3 seconds once you invest sp into it, the afterburner module takes around 2 seconds to activate and around another half a second to fully move it from its previous location.
is theres no sniper in ur team to shoot at AV heavies need to stand still and concentrating at aiming they are easy target. |
PonyClause Rex
TRAMADOL KNIGHTS
182
|
Posted - 2013.06.22 12:00:00 -
[179] - Quote
This is the answer i get from people and so i will tailor it to your "situation" lol
Drop ships are not bad you the pilot are bad |
Foxhound Elite
Seraphim Initiative. CRONOS.
208
|
Posted - 2013.06.22 13:34:00 -
[180] - Quote
also, RDVs not showing up on the radar in time to avoid instant-death anti-air hammers. allied included. |
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XX-Heavy-Rain-XX
Algintal Core Gallente Federation
0
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Posted - 2013.06.22 15:03:00 -
[181] - Quote
I've not used the forge gun before but had it used on my HAVs and LAVs. Isn't it quite range limited with a loping flight trajectory?
I've been flying dropships for the last week and have never had one shot down. Crashed a few, been shot a few times but never taken out. The bottom line is most people piloting dropships are awful at it. If your going to float about in the sky aimlessly then yes you will die which is what most seem to do. If you call one in and your positioned in the middle of the map you will die.
When you go to lift off and immediately take terminal damage you have most likely been rail gunned, your fault again for calling one in when a enemy tank can get a line of sight on it.
As an HAV user I one shot DS's surprisingly frequently with a standard compressed railgun and moderate dam mods. These people are getting bog standard unmodified DS's dropped off in the stupidest of places and wonder why they die hard?
I'm still rolling the miltia DS's and they are perfectly suitable for their roles, (transport) and strong enough when modded right.
Here is a "crash" course in DS use and survival:
Rule 1: Only call them in where you can be sure a tank can't shoot it.
Rule 2: Never remain motionless unless you are above a certain height after which you will be out of range of any weapons.
Rule 3: Don't worry about shield boosters and such you need every slot available to increase overall shield and armor hitpoints, this way you can take a few hits but still have time to get away. You can easily heal shields and such naturally by using the DS to quickly retreat to a safe zone.
The DS is no diff from any other vehicle. When you only have around 3000 hitpoints its only going to take 3-4 big hits to take it down. If you land beside a guy with a Forge gun you are probably going to die. I wouldn't recommend landing anywhere near the enemy. Use it to bypass the enemy.
If you want to get any use out of it outside of being your own private plane you will need to be on the mic to your team and be clear about what you all intend on doing once loaded up. Don't try to fly around shooting people it's not a gunship. I recommend troops para jumping from DS rather then landing to drop off.
Couple of ideas for improvements to DS's would be a bomb drop for the pilot to use.
Also perhaps a electronic jamming module so that as you landed it would disrupt HAV's and perhaps weapons and suits in the immediate area. That way you could rescue your team with out getting blown to bits. Landing can be a slow dangerous process and a activated ECM module could be just the ticket to increasing the DS's usefulness and survivability without effecting the balance between weapons and survivability the rest of the time. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
365
|
Posted - 2013.06.22 15:14:00 -
[182] - Quote
To sum all that up:
"Only request a dropship in Skirmish matches while hidden behind the red line. Dropships are not to be used in Ambush unless you know the exact location of every enemy on the map and what weapon system they are operating. Never do anything productive with your dropship. Just fly around high and fast where you can't pick anyone up (not that they'd want you to) and your gunners can't reliably shoot anyone or anything. Also, I think pure buffer tanks are a good idea even with an armor fit."
Which, I guess it's true. If you do that you're almost certain to survive the match. |
XX-Heavy-Rain-XX
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 15:31:00 -
[183] - Quote
I do actually play mostly skirmish, but they work for domination as well with defined "sides".
If you don't have mic comms then they are not much use for more then yourself.
I used one today in a skirmish to spot a sniper, land a little way off behind him, then run over and grenaded him.
Yes fly around high and fast ideally, then land as rapidly as you can to do whatever it is you want to do, rinse and repeat.
You could always fit a spawn point then run a shuttle loop service around the upper stratus, players free to jump at their stop!
If you can't mic with other players then your options are limited how does anyone know whats going on? How about a in ship LED readout with a brief mission statement? |
Thor Odinson42
Molon Labe. League of Infamy
420
|
Posted - 2013.06.22 16:01:00 -
[184] - Quote
Daedric Lothar wrote:Nguruthos IX wrote:Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000 You're not a very smart man. game balance =/= real life. Try again. Let's be realistic! All the technology is dust is made up/impossible. Now we have to remove it all and play CoD I think the balance is fine. I like laughing at DS pilots who spend lots of money and get shot down. I don't fly expensive dropships and if you do, then I am thinking you might be pointing the "dumb" finger the wrong direction. I now won't feel bad wiping your corp out of PC. |
Klark Morrigan
Molon Labe. League of Infamy
80
|
Posted - 2013.06.22 17:23:00 -
[185] - Quote
Five of the reasons I'd prefer flying in Chromosome over flying in Uprising.
- I could see any and all vehicles in the red zone from the map view, and so could my gunners if I have had something better to do. Now it's easier to simulate the map view by flying high.
- I could see those shiny tanks out in the distance, way beyond their reach. All I needed to do is do a few passes around the map to scout possible sniper tank locations, and keep track of red RDVs afterwards. Now I can only see a tank as soon as I'm in range of its compressed particle accelerator (already trained in my general direction if I'm doing my job). Same goes for installations. I can still see RDVs even beyond the rendering distance, but their cargo I can't; I need to hug cover and fly all the way there to see if it's something bad or just a MLT LAV.
- I could hear and see swarms from afar, plus they didn't have active lag cloaking.
- There was more cover to use, and more hills to pancake snipers on.
- Players in general were more agreeable towards using dropships, since the game lacked updates that would bring more stuff to do on the ground.
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Yani Sing
Krusual Covert Operators Minmatar Republic
1
|
Posted - 2013.06.22 18:38:00 -
[186] - Quote
Dropships are toast, hope 1.2 addresses this. |
Foxhound Elite
Seraphim Initiative. CRONOS.
283
|
Posted - 2013.07.17 20:27:00 -
[187] - Quote
rebumping |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
105
|
Posted - 2013.07.17 20:37:00 -
[188] - Quote
I weep for my colleagues who fly dropships.
Straight up: you guys really get the short end of the stick.
I see so many dropships falling mournfully to the ground in flames. I feel so bad I don't even shoot at dropships anymore.
Hopefully they can do something to give you a bit of hope in the next update.
Munch |
Sona Nara
DUST University Ivy League
8
|
Posted - 2013.07.17 20:59:00 -
[189] - Quote
I have an ADS but I rarely fly it anymore. On occasion ill call it in for a specific reason and recall it once I've scared away that sniper / drop ship. Trying to be useful in a DS is a foregone conclusion.
On the plus side I've seen two Devs recently mention that vehicles should be getting some love soon. Even a dev blog about them in the next day or two. Maybe 1.3 will be good to DSs? |
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