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Crimson Judgment
ROGUE SPADES EoN.
9
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Posted - 2013.06.13 18:56:00 -
[1] - Quote
This is the very least that can happen for dropship pilots with the announcement of the destroyer HAV, my thoughts on how it should work (if they do implement it)
ad two extra slots to dropships and maybe tanks too
counter measure slot
and warning system slot
warning systems would be passive modules such as lock on warning for swarms, and for rail turrets/forge guns would warn you if a rail turret/forge gun is charging within 250 meters of you're ship,
as for counter measures of course flares or an EMP burst that negates locks for swarms with a 30 or 40 second cooldown time,
and for rail turrets/forge guns something like an inertia dampener (if someone has a better idea for rail/forge counter measures please feel free to suggest one )that slows down the round very greatly reduces damage (of these weapons only) that lasts for 15 seconds with a very long cooldown time say 90 or 120 seconds,
these should take 0 or very low pg/cpu and are not mandatory, cost about 5k per module, and have skills like 2% shorter cooldown per level,
this way you can have swarm warning systems with rail/forge counter measures but it wont do you very mch good as you would likely have to take a hit of a forge gun to know its shooting at you and it won't really matter if you know the swarms are coming cause you won't be able to counter them,
so to effectively counter av you would need both the warning system and the counter measures of one type, |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
71
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Posted - 2013.06.13 19:30:00 -
[2] - Quote
Quote:and for rail turrets/forge guns would warn you if a rail turret/forge gun is charging within 250 meters of you're ship,
That's cute. Do you know how many times I've been shot down around the ~550m range?
If you have problems with swarms killing you, you need to learn to fly better or you aren't fit right. |
Crimson Judgment
ROGUE SPADES EoN.
9
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Posted - 2013.06.13 19:38:00 -
[3] - Quote
Felix Faraday wrote:Quote:and for rail turrets/forge guns would warn you if a rail turret/forge gun is charging within 250 meters of you're ship, That's cute. Do you know how many times I've been shot down around the ~550m range? If you have problems with swarms killing you, you need to learn to fly better or you aren't fit right. i don't have to much of a problem with them they're just really annoying. and the 250 meter thing is negotiable i just tried not to overdo the range but i did end up under shooting it instead |
Charlotte O'Dell
Molon Labe. League of Infamy
546
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Posted - 2013.06.20 00:57:00 -
[4] - Quote
we need a counter to dropships!? my hav can take a fully specced and fitted assault dropship out at 600m with a mlt railgun 100% of the time!
i refuse to use this hav. it's a joke, unless they are about to release ridiculously powerful gunships. |
Gloomy Cobra
Hostile Acquisition Inc
16
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Posted - 2013.06.20 01:24:00 -
[5] - Quote
Umm u are using "Milita" railgun. It's not supposed to be effective against a fully fitted drophip. However i have been one shot killed by a proto rail a lot of times... We do need the warning system for the Forge cuz it's hard to see plus we dont have Proto Dropships (don't even know why they took out a proto tank and not the forge). Swarms are actually effective (strong ones) if you get close to one and you run the wrong way or two strong swarms are helping each other and u got no cover they can take you out. I would like to have a module where when i activate it it puts a round sphere and the dropship is safe for a certain time and forges cant do anything cuz it would suck the engery dry but swarms can get through. But i do agree that we need countermessures. Hopefully the new Pilot dropsuit is gonna do some really good stuff. |
Taurion Bruni
Nightingale Logistics Pty Ltd
56
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Posted - 2013.06.20 01:26:00 -
[6] - Quote
while the Destroyer is the bane of the DS, i have a feeling that they will be used only for the turret speed, to shut out ground forces easier... |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1064
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Posted - 2013.06.20 02:07:00 -
[7] - Quote
Two things.
First, the announcement of the Destroyer role was used as an example of new roles coming along. Stop assuming that we're only getting anti-air tanks. Don't you think they'd only add anti air tanks if they gave us some new air to anti? We're doing a fine job of it right now, but there's something coming soon that CCP felt the need to have a direct counter to. Bombers are coming too.
Second, more EHP will not make you a better pilot. Not sure why people keep throwing this suggestion around. The current problem with dropship survivability is that the maps are so small you're forced to play the entire match within range of every forge / rail on the map. As soon as maps become larger, you'll see a huge jump in dropship survivability.
Dropships are not gunboats. Stop hovering over B with your standard cycled missiles and expect to be godmode flying HAV with instagib rifles. Dropships transport troops quickly. They are very good at their intended role. |
Felix Faraday
KILL-EM-QUICK RISE of LEGION
91
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Posted - 2013.06.20 02:31:00 -
[8] - Quote
Quote:Don't you think they'd only add anti air tanks if they gave us some new air to anti?
I think CCP will do whatever they feel like, regardless of if it seems logical or not to us.
Quote:Second, more EHP will not make you a better pilot. Not sure why people keep throwing this suggestion around.
Because currently, a dropship in range of a railgun is a dead dropship. It isn't balanced, in the slightest.
Quote:As soon as maps become larger, you'll see a huge jump in dropship survivability.
Woo! I can fly around barren ground and not die. The second you get close to a useful objective, if there is a railgun on the ground, you're a dead dropship again... this time with a full boat of people.
Quote:They are very good at their intended role.
No, they aren't. A railgun within 600m of your intended target shuts you down completely. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1067
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Posted - 2013.06.20 02:47:00 -
[9] - Quote
I'm curious as to how people think straight up EHP will make their dropships more survivable. Honestly, I am curious. If you're within range of forges / rails 100% of the time, would that HP matter? All it would take is a follow up shot. Odds are if you decide to duck behind cover, the instant you come back up the guy will be firing straight at you again.
I also think I made a valid point with map sizes being the primary reason dropships can't perform their intended role very well, being troop transport / insertion. When maps become larger and objectives are spaced far enough apart to warrant the need of a transport, dropships will finally be able to perform their role effectively, since not all of the opponents AV will be within range of you. Granted, the rail gun / forge guns could use a decay effect over range, rather than apply full damage from all ranges.
And yes, they are good at their intended role, being troop transport. We just have no need for it as of right now because you can run from A to B much faster than wait for a dropship to pick you up. They are not good, however, at being gunboats (which I speculate will be filled with the Bomber role coming soon).
I will emphisize, though, that my personal opinion on forges and railguns is that they should have an optimal and a falloff like every other weapon. Blapping a dropship from 600m away should not apply full damage, however if you hover 15m from an objective and get a faceful of forge, you should pay the price. EHP is not the issue here. |
Schalac 17
Dedicated Individuals Committed to Killing
272
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Posted - 2013.06.20 02:48:00 -
[10] - Quote
Crimson Judgment wrote:This is the very least that can happen for dropship pilots with the announcement of the destroyer HAV, my thoughts on how it should work (if they do implement it) ad two extra slots to dropships and maybe tanks too counter measure slot and warning system slot warning systems would be passive modules such as lock on warning for swarms, and for rail turrets/forge guns would warn you if a rail turret/forge gun is charging within 250 meters of you're ship, as for counter measures of course flares or an EMP burst that negates locks for swarms with a 30 or 40 second cooldown time, and for rail turrets/forge guns something like an inertia dampener (if someone has a better idea for rail/forge counter measures please feel free to suggest one )that slows down the round very greatly reduces damage (of these weapons only) that lasts for 15 seconds with a very long cooldown time say 90 or 120 seconds, these should take 0 or very low pg/cpu and are not mandatory, cost about 5k per module, and have skills like 2% shorter cooldown per level, this way you can have swarm warning systems with rail/forge counter measures but it wont do you very mch good as you would likely have to take a hit of a forge gun to know its shooting at you and it won't really matter if you know the swarms are coming cause you won't be able to counter them, so to effectively counter av you would need both the warning system and the counter measures of one type, I don't feel you should have warning systems for rail/FG. For lock on weapons though, yes you should have warnings and counter measures. BF3 does warning and immediate threat awesome. For lock on you get a pulse tone, for immediate threat you get a solid tone. DS pilots should get the same thing, but for projectiles, negative.
What you should get as a DS pilot for projectiles is an immediate threat assessment. Basically it would pinpoint where the projectile came from so that you can run away from it. So once you are hit by a projectile, or even missed but within close proximity, your computer triangulates the origin of the projectile and tells you where it came from. Pinpoint accuracy. If people think that is wrong, I just spent a year in Afghanistan where we had a system where we could pinpoint to the meter what direction and distance people were shooting at us from.
Add a slight HP buff to dropships, not assault dropships, actually I feel if your dropship has a pilot controlled gun you should be easier to shoot down. |
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Eriknaught
Vader's Taco Shack
9
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Posted - 2013.06.20 02:58:00 -
[11] - Quote
Crimson Judgment wrote:This is the very least that can happen for dropship pilots with the announcement of the destroyer HAV, my thoughts on how it should work (if they do implement it) ad two extra slots to dropships and maybe tanks too counter measure slot and warning system slot warning systems would be passive modules such as lock on warning for swarms, and for rail turrets/forge guns would warn you if a rail turret/forge gun is charging within 250 meters of you're ship, as for counter measures of course flares or an EMP burst that negates locks for swarms with a 30 or 40 second cooldown time, and for rail turrets/forge guns something like an inertia dampener (if someone has a better idea for rail/forge counter measures please feel free to suggest one )that slows down the round very greatly reduces damage (of these weapons only) that lasts for 15 seconds with a very long cooldown time say 90 or 120 seconds, these should take 0 or very low pg/cpu and are not mandatory, cost about 5k per module, and have skills like 2% shorter cooldown per level, this way you can have swarm warning systems with rail/forge counter measures but it wont do you very mch good as you would likely have to take a hit of a forge gun to know its shooting at you and it won't really matter if you know the swarms are coming cause you won't be able to counter them, so to effectively counter av you would need both the warning system and the counter measures of one type,
^****ing right. Forget WP/SP buffs. This is EXACTLY what Dropships and Pilots alike need. That is all. Eriknaught out. END TRANSMISSION. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
0
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Posted - 2013.06.20 03:05:00 -
[12] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
Mobius Wyvern
BetaMax. CRONOS.
2013
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Posted - 2013.06.20 03:28:00 -
[13] - Quote
http://www.youtube.com/watch?v=t2nWNZfKFSI |
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