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Meeko Fent
Seituoda Taskforce Command Caldari State
90
|
Posted - 2013.06.21 22:53:00 -
[31] - Quote
IR Scifi wrote:Quote: 5. "No" to dorsal and ventral turrets? Let the passengers fire their hand weapons from the dropship (and LAV). Perhaps allow them to set-up their handheld weapons on extra gun mounts (sway from the dropship pilot is enough). I would love to see dropship sniping. Or using an HMG, AR, or scrambler rifle from a weapon mount.
I can already imagine the epic drive-bys and tears this would cause. Just watch as full squads go Air AV |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
|
Posted - 2013.06.22 09:40:00 -
[32] - Quote
Yes, but snipers shooting may cause a problem so they may need restrictions on the guns that can be used while firing out, I remember in E3 trailer it showed mercs firing out of a dropship.
You could have a module that allows a duplication of the dropship to trick the enemy like a radar jammer, or a false image of the dropship, I however think that this would be more like the Black Ops Dropships.
How about a dropship, sorry no, a new vehicle that is a gunship, like the Liberator of Planetside 2.
The turret problem needs to be fixed as gunners can not even get a good shot, you have to be almost still to be able to give a good shot for your gunners. |
develsgun
Uptown.OTF Only The Famous
29
|
Posted - 2013.06.23 03:31:00 -
[33] - Quote
1) dropships need enough ehp to be able to do there job as troop transport. If anything dropships should be near equal to a tank in ehp but also slow aswell. U expect us to pick people up how we ganna do that if we can't slow down and get close enough to the ground to do so. Ofcoarse we should have basicly no armor. The advance logi dropship should be redisighned to provide taticle aid to ground units. Focusing on remote reps and care packages aswell as troop transport. Care pakages would basicly be a giant nano hive replenishing health and ammo to those inside its field. Where as normal nanohives can only really support a squad this would be a team support having a wider radius to accompanny more people.sadly its also a larger target so it be easier to get shot up. I would also like to think it is possible to swap suits with it though the action of doing so drasticly reduces its nano count. This makes it lasts less time but could be usefull if the team runs into a tank and doesn't have av powerful enough to handel the tank. Drop it near them and they can quick swap if the tank doesn't shoot it first.
Assualt dropships should intime be replaced by gunships. A 2 man aircraft where u have a pilot whou ofcoarse flies the thing and activates all mods. 2 man is in charge of a large or medium turret mounted on the underbelly. Yes I know there ain't any medium turrets currently but a small is to small and a large may be to strong givin ur fireing down on everything. Assualt dropships would have a balance of speed and tank close to the current assualt dropships but a little more tank so it be possible to get hit by a forge and get away mabey even look around a bit so u can call him out.
The fighter would be the fastest of them all focusing on making sweeping passes at other aircraft the fighter would have nearly no tank but high manuverability. Probally just a one seater the gun would have to be larger then a small as a small guns range ain't enough.
This is basicly what airial vehicles should be set as though ofcoarse relistic cockpits and a few utility slot style evasion ewar or sensors would be nice. When I say sensors I mean a mod that's passive but once equiped it hoghlights all friends and foes accorsing to color who are in sensor range and able to be picked up on sensors
|
Wombat in combat
Internal Error. Negative-Feedback
42
|
Posted - 2013.06.23 03:47:00 -
[34] - Quote
All dropships should come with a built in CRU. More ways to earn WP. Remove the need to equip turrets. Make them a bit more effective at killing, but not as effective as they were two builds ago (the horror). Make dropships more viable as logistics for ground vehicles (massively increase repair range). |
J Lav
Opus Arcana Orion Empire
104
|
Posted - 2013.06.23 04:29:00 -
[35] - Quote
Thank you for asking.
Here's what I would do.
>. Make more than one kind - Transport and Combat -Transport would be a flying tank. Heavily armoured, and carry 6 people + pilot. 2 turrets, side mounted that are exclusive to dropships. These would be massive splash/ aura effect weapons, or extremely high rate of fire projectile weapons to cover the area and intimidate aggressors. -Combat vehicle would be small and sleek hover vehicles that seat 2-3 players. These are lightly armoured, nimble machines that take a primary dropship turret like above, and 1 secondary aura weapon - ie. EMP blast to shutdown shields and/or engines. Maybe even stall a nullcannon. These would be low-altitude vehicles, that are fast and highly maneuverable, but lightly armoured.
On the topic of WP's, -The Transport vehicle would be extremely heavily armoured (like 5000+ hp), but slow. Award people for players exiting the vehicle outside of the redline, and within a radius of an enemy objective. Each player would have a cool down timer attached to them when they exit of 1-2 min. This would also indirectly award WP for spawning into the dropship.
-Combat dropships are obviously awarded WP by blowing stuff up.
Logistics: -Transport ships should have a button to drop players , directly downward from the bottom of the ship, like a torpedo-high speed entry. The pilot would be able to initiate a menu that allows them to pick the slot, and execute the drop command. Players would also retain the ability to freely jump from the ship.
-Transport ships would operate on a thrust system as present.
-Combat ships would have a lower flight ceiling, and be vulnerable to light weapons fire, while having a simpler control scheme making them function more like a helicopter, and less like a thrust system. Using a levitation system, players could control their elevation with 2 buttons for up and down (mouse scroll), and maneuver in a self-levelling manner like a giro - using the left stick (kb). The primary turret controlled by the pilot, would rotate on a motorized gimbal, with the right stick, while the secondary weapon would be controlled by a second player.
Thanks for reading. |
Aoena Rays
Bragian Order Amarr Empire
240
|
Posted - 2013.06.26 02:58:00 -
[36] - Quote
I love all these ideas so far :o |
D3LTA Blitzkrieg II
0uter.Heaven League of Infamy
3
|
Posted - 2013.06.26 03:08:00 -
[37] - Quote
in order to see a aerial dynamic develop dropships need to be buffed in terms of offensive capability, but with modules allowing for AV or Anty Infantry only. Having a good all around drop ship makes it OP |
Gringo Nos
The Vanguardians
3
|
Posted - 2013.06.28 13:00:00 -
[38] - Quote
Following the last respec I went for assault dropships. I did this because they're fun to fly, even with all their problems. I have used dropships in each build since I started playing in the closed beta. They're definitely better now.
The problem I have with dropships is that they don't really fit in to their roles.
Logistics (Specifically Prometheus because that's the type I fly): As troop transport goes there's no real advantage to them. At the start of an objective based battle, by the time I've called in my dropship to transport my team/squad they've already made it the the objective on foot. Those that wait behind to get a lift can expect to be the targets of every anti-vehicle installation / merc on the battlefield. I have level 5 armour, repair and resistance modules but can still expect to be obliterated by any proto swarms / forge-gun blasts before I even realise where it came from. Not so with my tanks I'll hasten to add, much more balance there. Tanks are not invulnerable but their not tin cans either. Logistics dropships need to be a quick and effective way of transporting troops. Something that a squad wants to call in because it gives a tactical edge despite risks. At the moment people only fly dropships because they're good fun, not for any tactical benefit and certainly no war point bonuses. Currently it just makes more sense to run or drive. Why be vulnerable, visible and ineffective in offensive capability?
Problems: Too slow to deploy - should be faster than HAV / LAV to deploy to make it a viable entry system on the battlefield Too vulnerable - for a vehicle with almost no offensive capability why not tank it out Limited tactical advantage - everyone knows where you're going and what your doing and how to take you out Limited support ability - fitting troop repair modules costs a slot you NEED to survive, higher base armour / shields are needed No real incentive for troops to get in - I wouldn't and I like them! How will I get WP if I get in as a passenger or pilot? Expensive - my best fitting costs nearly 1 mil ISK but I MIGHT survive the match! If I lose it it'll take me 5 matches to recoup costs Conflicting role - small turrets are ineffective, inaccurate and unnecessary, get rid and let the passengers stick their guns out
Good things! :) Their fun! You can get to the top of a tower! :o They carry more troops than LAVs
Assault (Specifically Incubus because that's the type I fly): I love these! I needed level 5 small missiles, armour, repair and hardeners to make it worthwhile but I still love it! Again the role seems conflicted. Its a mix of troop transport and assault and not great at either. I want to see it fit well in to the one role but for the same reasons as above, no one want to get in it as a passenger for transport, it doesn't offer offensive or tactical support very well and it might as well have a bullseye on it. A big problem is the turrets and aiming system. Unless you are somehow surrounded (very careless maneuvering on behalf of your pilot?) at least one of the turrets will be redundant, normally two. For the side turrets to be effective you need to get close enough that the can hit something accurately (even with missiles). At range you are just carrying two extra passengers who can do nothing useful for you. I wouldn't want to see the side turrets gone like I would with the logistics, it wouldn't be an assault class then and I don't want more turrets, I don't even want the extra seats to be honest. Three seats and three turrets is enough but they need to be easier to aim and stick out at the sides so we can aim forward without shooting the dropship. Even with the best armour and repair modules these ships will still go down in a couple of shots from a good swarm-launcher or forge-gun and maybe that's ok if it can still do some damage whilst in the air. As with the logistics dropship, my best fit costs me nearly 1 mil ISK. As long as they're are no real anti-vehicle threats I can keep it for a whole match and maybe get 6 kills or so. Not a great return for the cost. Unlike the logistics class I don't think these should deploy any quicker, transport isn't the role I want here. I don't think they need to be tougher either but some alarm system before lock-on by swarms or heat-build up from forge-guns doesn't seem unreasonable. Maybe even some flares / chaff / IR defense systems etc etc? It seems to me that the role of an assault dropship should be to kill / disperse enemy mercs but without better weapon systems I just can't get the WP to justify spending a whole match in that role.
Problems: Expensive - why would I put 1 mil ISK in the middle of a group of red dots. It just won't pay off. Effectiveness - the small turrets just don't get the job done, normally only my turret at the front gets any kills Resilience - before I got level 5 armour, repair and hardeners I would expect to lose my dropship everytime Conflicting role (again) - make it transport or assault and give it what it needs to do whichever you pick
Good things! :) More fun than the Prometheus Easier to manoeuvre / escape Can fly to the top of a tower! Front turret means I can try to earn WP |
Gringo Nos
The Vanguardians
3
|
Posted - 2013.06.28 13:01:00 -
[39] - Quote
I think dropships are great and even though I can't get WP I still keep flying. Not very often because they're expensive. My tanks cost more but I can keep them for several battles. A dropship's role dictates that you can't be too careful, there's no point dropping your mercs far away from the battle. For the assault variants they don't need much to make them worthwhile. Nothing as fancy as stealth modules, ECMs, targetting systems etc etc. They just need to be cheaper and have better turrets. For the logistics to be worthwhile they need to be MUCH cheaper and provide proper support, ammo replen, spawning, repair modules should be fittable without sacrificing too much survivability because whatever armour/shields you put on it someone can take it down and you can't return the favour. |
Arcturis Vanguard
Militaires-Sans-Frontieres
36
|
Posted - 2013.06.28 13:21:00 -
[40] - Quote
I would get rid of the small winglets under the turrets and then get rid of the stupid fix the dev team made to keep turret operators from hitting the ship. Absolutely enrages me when I go to aim down and it wants to snap the camera back up to the front of the ship.gggrrrrr
I Miss our old gunship from chromosome. We were tank slayers in the sky and caused chaos to ground troops. Now the ship is only used for snipers to get on high ground. It's sad to see the drop ship in its current state. Useless. |
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ChromeBreaker
SVER True Blood Public Disorder.
603
|
Posted - 2013.06.28 16:00:00 -
[41] - Quote
Base them off bumble bees... crazy agility which reduces at speed, big with expenential acceleration. Give them twitch reactions so they can effectivly dodge. Give theem a way to make wp Kick pasangers Able to remove turrets Counter measures Easier to do barrel roll's |
Peter Dust-oevsky
League of Angered Gentlemen
7
|
Posted - 2013.06.28 16:12:00 -
[42] - Quote
Make multiple control schemes for dropships, or allow players to make their own controller and keyboard maps. That alone would make dropshipping a much more pleasant experience for me. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
358
|
Posted - 2013.06.28 16:36:00 -
[43] - Quote
Hw dropships should be IMO compared to now: Standard Dropships:
- A lot more manoeuvrable
- More HP and pg/cpu
- Passengers should be able to fire outside the dropship (only light weapons/sidearms, no swarm launchers)
- Since they are medium veichles they should have medium sized modules
- WP for moving people / mCRU
- Small turrests needs love
Logi Dropships:
- All of the above
- 100-200% role bonus to remote armor repair / shield transporters
Assault dropships:
- Call them GUNships
- Only 3 people carried, pilot + 2 gunners
- Gunners should be inside the ship, like tank gunners
- A new model. The dropship model with a turret attached is silly
Small turrets Love: Blasters. Current problem: You need pinpoint accuracy to hit anything, an hard thing to do while in a dropship. Railguns. Problem: needs stupid high accuracy to hit anything, for some reason have loooooow efficiency vs vehicles (eve if its supposed to be AV) Give Small rails 100% efficiency vs veicles Missiles Problem: Small splash radius, hard to hit stuff. Increase splash radius, decrease splash damage.
WP for dropships. mCRU Give +25 wp for every person that spawn in your dropship. Give it a cooldown like the repair tool. Transportation +10 wp for every person that disembark from the dropship. Give it a cooldown like the repair tool. Remote Rep / Shield Transporters +35 WP every x hp repaired. Give it a cooldown like the repair tool.
EDIT: Countermeasures to swarm missiles PLEASE. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
359
|
Posted - 2013.06.28 20:47:00 -
[44] - Quote
BUMP |
richiesutie 2
Mannar Focused Warfare Gallente Federation
67
|
Posted - 2013.06.28 22:06:00 -
[45] - Quote
Martin0 Brancaleone wrote:How dropships should be IMO compared to now: All Dropships:
- A lot more manoeuvrable
- More HP and pg/cpu
- Passengers should be able to fire outside the dropship (only light weapons/sidearms, no swarm launchers) - not sure on this one
- Since they are medium veichles they should have medium sized modules
- WP for moving people / mCRU
- Small turrests needs love
Logi Dropships:
- All of the above
- 100-200% role bonus to remote armor repair / shield transporters
Assault dropships:
- Call them GUNships
- Only 3 people carried, pilot + 2 gunners
- Gunners should be inside the ship, like tank gunners
- A new model. The dropship model with a turret attached is silly
Small turrets Love: Blasters.Current problem: You need pinpoint accuracy to hit anything, an hard thing to do while in a dropship. Railguns.Problem: needs stupid high accuracy to hit anything, for some reason have loooooow efficiency vs vehicles (even if its supposed to be AV) Give Small rails 100% efficiency vs veicles MissilesProblem: Small splash radius, hard to hit stuff. Increase splash radius, decrease splash damage. WP for dropships. mCRUGive +25 wp for every person that spawn in your dropship. Give it a cooldown like the repair tool. Transportation+10 wp for every person that disembark from the dropship. Give it a cooldown like the repair tool. Remote Rep / Shield Transporters+35 WP every x hp repaired. Give it a cooldown like the repair tool. EDIT: Countermeasures to swarm missiles PLEASE. small missile are fine as long as they are proto. |
loumanchew
Ametat Security Amarr Empire
15
|
Posted - 2013.06.29 00:05:00 -
[46] - Quote
1-No shooting your own ship 2-Less reaction from the ship when hit by stuff 3-WP from spawning inside the ship 4-Countdown on forced drop to the players inside: a)Make it do a sound or something to alert them that they are about to go airborn b)Have the chick say ''the pilot requests that you abort ship''. This way there would be less abuse while still improving coms. c)Give both options to the pilot 5-Make dropships mobile ammo restocking stations to encourage teamplay. This way maybe players might not go ''oh look a flying coffin, let me get away from it so I don't get splash damage''. 6-More slots and PG CPU, they are just too weak compared to whats out there damage wise. 7-Added bonuses to HP and or resistances if you skill into it. Make it expensive so that dropship pilots that invest truly get rewarded by not having a flying pigeon target while keeping the lower tier ships as they are. 8-Give like 10 wp when someone boards the ship with a countdown so that there isn't abuse but encourages pilots to go into the heat of battle. 9-Put a damn ''owner lock'' on the thing already! 10-Put a stabilizer button or a compass or something, the thing is like a rock. I find that controls were better in the last build. 11-Reduce damage from collision so that militia DS don't throw themselves at you while being rewarded for it. 12-Cloaking module |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
359
|
Posted - 2013.06.29 11:06:00 -
[47] - Quote
richiesutie 2 wrote:Martin0 Brancaleone wrote:How dropships should be IMO compared to now: All Dropships:
- A lot more manoeuvrable
- More HP and pg/cpu
- Passengers should be able to fire outside the dropship (only light weapons/sidearms, no swarm launchers) - not sure on this one
- Since they are medium veichles they should have medium sized modules
- WP for moving people / mCRU
- Small turrests needs love
Logi Dropships:
- All of the above
- 100-200% role bonus to remote armor repair / shield transporters
Assault dropships:
- Call them GUNships
- Only 3 people carried, pilot + 2 gunners
- Gunners should be inside the ship, like tank gunners
- A new model. The dropship model with a turret attached is silly
Small turrets Love: Blasters.Current problem: You need pinpoint accuracy to hit anything, an hard thing to do while in a dropship. Railguns.Problem: needs stupid high accuracy to hit anything, for some reason have loooooow efficiency vs vehicles (even if its supposed to be AV) Give Small rails 100% efficiency vs veicles MissilesProblem: Small splash radius, hard to hit stuff. Increase splash radius, decrease splash damage. WP for dropships. mCRUGive +25 wp for every person that spawn in your dropship. Give it a cooldown like the repair tool. Transportation+10 wp for every person that disembark from the dropship. Give it a cooldown like the repair tool. Remote Rep / Shield Transporters+35 WP every x hp repaired. Give it a cooldown like the repair tool. EDIT: Countermeasures to swarm missiles PLEASE. small missile are fine as long as they are proto.
I.E. all non proto missile turrets suck. That means tha THERE IS a problem |
richiesutie 2
Mannar Focused Warfare Gallente Federation
67
|
Posted - 2013.06.29 11:30:00 -
[48] - Quote
Martin0 Brancaleone wrote:richiesutie 2 wrote:Martin0 Brancaleone wrote:How dropships should be IMO compared to now: All Dropships:
- A lot more manoeuvrable
- More HP and pg/cpu
- Passengers should be able to fire outside the dropship (only light weapons/sidearms, no swarm launchers) - not sure on this one
- Since they are medium veichles they should have medium sized modules
- WP for moving people / mCRU
- Small turrests needs love
Logi Dropships:
- All of the above
- 100-200% role bonus to remote armor repair / shield transporters
Assault dropships:
- Call them GUNships
- Only 3 people carried, pilot + 2 gunners
- Gunners should be inside the ship, like tank gunners
- A new model. The dropship model with a turret attached is silly
Small turrets Love: Blasters.Current problem: You need pinpoint accuracy to hit anything, an hard thing to do while in a dropship. Railguns.Problem: needs stupid high accuracy to hit anything, for some reason have loooooow efficiency vs vehicles (even if its supposed to be AV) Give Small rails 100% efficiency vs veicles MissilesProblem: Small splash radius, hard to hit stuff. Increase splash radius, decrease splash damage. WP for dropships. mCRUGive +25 wp for every person that spawn in your dropship. Give it a cooldown like the repair tool. Transportation+10 wp for every person that disembark from the dropship. Give it a cooldown like the repair tool. Remote Rep / Shield Transporters+35 WP every x hp repaired. Give it a cooldown like the repair tool. EDIT: Countermeasures to swarm missiles PLEASE. small missile are fine as long as they are proto. I.E. all non proto missile turrets suck. That means tha THERE IS a problem pretty much. |
Narcil Dropfire
Subdreddit Test Alliance Please Ignore
28
|
Posted - 2013.06.29 19:40:00 -
[49] - Quote
The aiming mechanics of the assault dropship need to be tweaked.
Currently if I'm hovering and trying to shoot at someone, when they start to run and I try to track them the whole dropship has to turn for the gun to track. I would like to see the front turret have some arc of movement up, down, left, and right, independent of the dropship. This way when the target is trying to evade the turret can track left and right a bit before the dropship has to turn.
In order for this not to mess with the normal controls, the turret tracking should only be activated if the turret is firing, or maybe by clicking one of the control sticks
Other than this I agree with most of the other suggestions, mostly the ones about survivability. |
loumanchew
Ametat Security Amarr Empire
15
|
Posted - 2013.06.29 19:50:00 -
[50] - Quote
Narcil Dropfire wrote:The aiming mechanics of the assault dropship need to be tweaked.
Currently if I'm hovering and trying to shoot at someone, when they start to run and I try to track them the whole dropship has to turn for the gun to track. I would like to see the front turret have some arc of movement up, down, left, and right, independent of the dropship. This way when the target is trying to evade the turret can track left and right a bit before the dropship has to turn.
In order for this not to mess with the normal controls, the turret tracking should only be activated if the turret is firing, or maybe by clicking one of the control sticks
Other than this I agree with most of the other suggestions, mostly the ones about survivability.
Thats actually a really good idea! Hold the firing button and then it's the turret that you control...I like it. |
|
Gabriella Grey
XERCORE E X T E R M I N A T U S
2
|
Posted - 2013.06.30 15:37:00 -
[51] - Quote
Iron Wolf Saber wrote:You know the Drill.
Design/Change/Create from Scratch the Roles, purpose, functions, controls, whatever for our favorite flying bus.
Go.
What all dropships and future dust aircraft need: I. Flight Instruments A. Altimeter 1. The altimeter shows the aircraft's altitude above sea-level by measuring the difference between the pressure in a stack of aneroid capsules inside the altimeter and the atmospheric pressure obtained through the static system. B. Altitude Indicator 1. The attitude indicator (also known as an artificial horizon) shows the aircraft's relation to the horizon. From this the pilot can tell whether the wings are level and if the aircraft nose is pointing above or below the horizon.
II. Current Bugs A. Side turrets 1. Camera jerks to the front of the dropship when you aim near the front. 2. Currently no vehicle assist points and assist score are issued out to pilots.
III. Environment A. Clouds to hide in B. Flight ceiling 1. Damage roll off to how high arial vehicles can do effective damage. (dropship aircrafts only) 2. Damage roll off to how high vehicles and forge guns can do effective damage to arial vehicles
IV. Assault Dropships A. Turret Range 1. Increased turret range compared to standard and logistics type dropships. B. Suggestions 1. Shield/Armor or Module Buff a). AD can benefit with a shield and armor buff being their role on the battle field is for air assault and special 2 - 4 man team insertions. b). AD can benefit with low and high module boost of 10%
V. Logistic Dropships A. War Points 1. War points issued to dropship pilots for every 5th Mobile CRU spawn or team. a). Points could range in a reasonable number from 1 to 5. B. Low/High Modules 1. Hacking Modules a). Modules for increasing hacking speeds to ground troops. b). Enemy Team/Squad interruption to voice communication.
VI. Bomber Dropships A. Turrets 1. One large turret only (The new better turret radius anti air tank should keep this from being too powerful, along with assault dropships)
As far with controls of the dropship, I see no real use for a hover, but having the pilot suit perhaps can increase also the performance of how well you can balance out arial vehicles, small increase in percentages to modules and over all dropships stats. Hope my input is helpful. |
Heavy Salvo
Ill Omens EoN.
17
|
Posted - 2013.06.30 21:17:00 -
[52] - Quote
Dubious.
Also forgot to throw in a lil somethin somethin in regards to the not so appealing curves of the Gallente DS.
Thats right I said it, that bloated whale of a DS looks like a flying green twinkie and I am praying to baby jesus that someone takes it and molds it into one sexy beast, **** I originaly thought that was the theme for our gallente stuff sleek,sexy, and durable.
|
Gabriella Grey
XERCORE E X T E R M I N A T U S
2
|
Posted - 2013.07.01 02:37:00 -
[53] - Quote
Heavy Salvo wrote:Dubious.
Also forgot to throw in a lil somethin somethin in regards to the not so appealing curves of the Gallente DS.
Thats right I said it, that bloated whale of a DS looks like a flying green twinkie and I am praying to baby jesus that someone takes it and molds it into one sexy beast, **** I originaly thought that was the theme for our gallente stuff sleek,sexy, and durable.
Eve Online Ships
I actually like how the Gallente Dropship stays to the Eve Online roots. |
Heavy Salvo
Ill Omens EoN.
18
|
Posted - 2013.07.01 18:43:00 -
[54] - Quote
Gabriella Grey wrote:Heavy Salvo wrote:Dubious.
Also forgot to throw in a lil somethin somethin in regards to the not so appealing curves of the Gallente DS.
Thats right I said it, that bloated whale of a DS looks like a flying green twinkie and I am praying to baby jesus that someone takes it and molds it into one sexy beast, **** I originaly thought that was the theme for our gallente stuff sleek,sexy, and durable.
Eve Online ShipsI actually like how the Gallente Dropship stays to the Eve Online roots.
I dunno, it just isn't aesthetically pleasing to me but then again its probably not meent to be and LOL that Gallente Titan. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
2
|
Posted - 2013.07.01 18:58:00 -
[55] - Quote
Heavy Salvo wrote:Gabriella Grey wrote:Heavy Salvo wrote:Dubious.
Also forgot to throw in a lil somethin somethin in regards to the not so appealing curves of the Gallente DS.
Thats right I said it, that bloated whale of a DS looks like a flying green twinkie and I am praying to baby jesus that someone takes it and molds it into one sexy beast, **** I originaly thought that was the theme for our gallente stuff sleek,sexy, and durable.
Eve Online ShipsI actually like how the Gallente Dropship stays to the Eve Online roots. I dunno, it just isn't aesthetically pleasing to me but then again its probably not meent to be and LOL that Gallente Titan.
LOL.... Yes Don't think I want to get in the way of it. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
370
|
Posted - 2013.07.01 22:46:00 -
[56] - Quote
Gabriella Grey wrote:Heavy Salvo wrote:Gabriella Grey wrote:Heavy Salvo wrote:Dubious.
Also forgot to throw in a lil somethin somethin in regards to the not so appealing curves of the Gallente DS.
Thats right I said it, that bloated whale of a DS looks like a flying green twinkie and I am praying to baby jesus that someone takes it and molds it into one sexy beast, **** I originaly thought that was the theme for our gallente stuff sleek,sexy, and durable.
Eve Online ShipsI actually like how the Gallente Dropship stays to the Eve Online roots. I dunno, it just isn't aesthetically pleasing to me but then again its probably not meent to be and LOL that Gallente Titan. LOL.... Yes Don't think I want to get in the way of it.
The huge gallente ship in that pic is not a titan, it's Dreadnought THE BEST DREADNOUGHT OF ALL EVE the mighty MOROS 16k dps of pure SBRAAA to trow at your enemy's capital ships.
Back on topic: From CCP Cmdr Wang here
Dropships will get some love!!!! All pilots Rejoice!!!! |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
52
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Posted - 2013.07.02 08:22:00 -
[57] - Quote
well i fly the caldari versions and i think all of them need an extra highpower slot either for tank or speed boost maby even a cru module if ur in the sandard one but, hit points are the most important issue with dropships currently, the small turrets that come with the ships are really junk and u definatly need the advanced to make any noticeable effect on the area you are hovering over. dont put in a passenger eject thats ********, maby add a light inside the troop hold that the pilot can flash when he is over the target zone signalling his passengers its drop time.
i seen this idea in a pervious post about dropships being able to resupply and i think thats an awesome idea and there should be a logi ship specifically for that role kinda like the yellow spawning ships but ammo only no spawning in it unless u fit it with a cru and sacrifice some speed or tank. maby making it another color too to distinguish it from the spawn ships and make it where the ammo can be transfered like a nanohive from a conical area underneath the ship from about 25-45 meters off the ground.
another susestion is to make the repair tools on the logi ships way more easy to use by the operation from a single button like say the x button where when u hit the button it automaticlly repairs the people within range up to 4 people simultaneously because as it is now its just too complicated to do successfully and the same goes for the lavs repair tools also except maby forthe amount ofpeople repaired on activatio should maby be lowered on the cars but thats a whole other issue.
my main feedback is MORE TANK & MORE EHP active or passive and this is the main thing wrong with all the dropships |
Big Boss XIII
M.T.A.C Assault Operations Command
321
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Posted - 2013.07.02 17:59:00 -
[58] - Quote
Radar and alert drop ships high flyers with electronic warfare and support - this variant is not combat effective but a full support aircraft for the whole team over a large area helping enemy's show up to everyone also intel on incoming vehicles and what kind it is .. Can also offer long range fire support off the left hand side for marked targets (painted with a laser or smoke) needs a squad to operate to full potential .
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Gabriella Grey
XERCORE E X T E R M I N A T U S
3
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Posted - 2013.07.02 18:17:00 -
[59] - Quote
Big Boss XIII wrote:Radar and alert drop ships high flyers with electronic warfare and support - this variant is not combat effective but a full support aircraft for the whole team over a large area helping enemy's show up to everyone also intel on incoming vehicles and what kind it is .. Can also offer long range fire support off the left hand side for marked targets (painted with a laser or smoke) needs a squad to operate to full potential .
Good stuff Boss! Yes, electronic warfare for the skies and more sensitive radar would be great! |
Skybladev2
LUX AETERNA INT RUST415
2
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Posted - 2013.07.06 20:14:00 -
[60] - Quote
Repeat most important for me things here. If we talk only about dropships (no light and heavy aerial vehicles), so it must have high ehp, because now almost any dropship is a flying frag. Logi dropships must have the most ehp, while being less agile, as it now. Assault dropships should do something with turret aiming camera (incredibly hard to aim and stay still at the same time), like Narcil Dropfire said. It can also have only 2 gunners and no other passengers. But I think assault dropships are useless, because they still easy targets and deliver too few damage (mainly because of the camera). Assault vehicle should be light aerial craft. Bombers can replace assault dropships, that deliver massive damage to small area (i.e. tanks, precise ammo) or wide areas (infantry, aoe ammo). Cleaning out roof tops when there are swarms and forgeguns is not dangerous to dropshp - it is useless, because it have to hover very close to shoot anything. Also we need bigger maps to make a reason for tranporting infantry. And WP for spawing in is a must. |
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