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Iron Wolf Saber
Den of Swords
5339
|
Posted - 2013.06.20 11:16:00 -
[1] - Quote
You know the Drill.
Design/Change/Create from Scratch the Roles, purpose, functions, controls, whatever for our favorite flying bus.
Go. |
Arkena Wyrnspire
Turalyon Plus
1210
|
Posted - 2013.06.20 11:19:00 -
[2] - Quote
Implement WP and by extension isk rewards for dropship piloting. Make them more durable. Change turret AI so it doesn't splat them from across the other side of the map. Generally make their role more worth using - perhaps instant spawns in mCRUs to increase power projection with a dropship would help. Dropships would greatly benefit from larger maps and larger scale battles.
EDIT: While many have gotten used to the dropship controls, they aren't very intuitive to learn. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4458
|
Posted - 2013.06.20 11:27:00 -
[3] - Quote
1. Give them the ability to force eject passengers (but not in the red zone). Sure there is potential for abuse, but pits the players' responsability to be careful where they spawn, the tactical benefits of forcibly deploying many teammates to attack an objective makes it worth it. Also, it makes mCRUs much more useful since ejecting players will allow more to spawn on the mCRU, and thus increase dropship usefulness to the team. |
Daedric Lothar
Onslaught Inc RISE of LEGION
682
|
Posted - 2013.06.20 11:50:00 -
[4] - Quote
I see alot of roles for the dropship. I am not talking about Fighters or Bombers here, but just the Dropship.
In my mind I see two versions, The first is the Transport Ship, its a cloakable troop transport with no weapons, its lightning fast but made of paper and you have to decloak to get the CRU part of the ship to work. This ship can get in, drop off your guys and get out and thats what it is there for. However it also can act as a mobile resupply point so it can land and gear up the troops and then take off. I also think it would really be cool if you could swap the cloak for hardened armor and turn it into a RDV, which can transport vehicles around the map. (Maps will really need to be bigger for this ship to be effective, even more so if they take away the ability to spawn on an objective.)
[Edit]: Also for the transport, I would like Sensors to really matter, if the enemy has a very high sensor rating they will be able to tag and see you even while cloaked, so then you also have to balance fitting some shield/speed modules with Sensor dampeners to keep from being shot down.
The second role I see for a Dropship is the Mobile Gun Platform. This thing should be extremely slow like a HAV, but able to fit powerful armor and mount numerous turrets along the sides and bottom of the ship. It shouldn't offer any cloak or resupply, and maybe not even a CRU, but it should pack enough armor and firepower to level just about anything. The balance to this ship would be turrets and Fighters, a measly Forge Gun should be able to eventually bring it down, but after numerous shots. I would make the PG/CPU layout so that you can make the ship almost invincible but only able to mount a full complement of machine gun turrets and maybe one anti-vehicle cannon, or you can make it just tough and mount a full assortment of death cannons.
As for incentives to fly one, I have been a supporter that if you are wearing a flight suit and your ship explodes then at the end of the match, if you got enough WP while in the ship, you get a free militia BPC version of the ship (No fittings or modules included). This prevents ISK farming abuses that would come from increasing the ISK payout of the suit.
As for WP, The transport ship should get points for CRU Spawns, Resupplies, and any Hack points if the hack takes place within about 30 seconds to 1 minute of dropping off a player, also a portion of any points made from kills from occupants while decloaked, or god forbid.... any kills made by vehicles while they are being transported. For the Gun Platform, bring on the kill points. |
Heavy Salvo
Ill Omens EoN.
11
|
Posted - 2013.06.20 11:52:00 -
[5] - Quote
1.Access to better turrets. not saying the things should have a large blaster turret sitting on each side but something like a medium turret would make the damn things more viable, especially if your using an assault where that small turret does little to nothing unless your running a prototype turret on it which sends the price of that paper crane your flying ludicrous.
2.Forcing out passengers/gunners, a blueberry sitting in on a turret seat in a dropship constantly hitting the ship is detrimental to the safety of the passengers/pilot as well as the pilots own sanity, not saying you should make it so your pretty much shooting the guy out of a cannon into the red zone, but just dropping them out the bottom couldn't hurt.
3.The Modules necessary and/or devoted to the dropship themselves that allow you to turn that flying crane...Into a flying bomb :3 . |
Judge Rhadamanthus
Kapow Heavy Industries
163
|
Posted - 2013.06.20 12:03:00 -
[6] - Quote
The main point to factor is therole of the vehicle.
Lets run on the assumption that the game is heading toward larger maps, or/and terrain features that would push a team to use troop transport. Such features would be multi objective maps (which we have now) hilly terrain with roads that ground units can use but at a much reduced time to destination... and so on. In this future what roles and tasks should a Drop ship be expected to fulfil?
Roles
1)Transport of a full squad. 2)Pick up and Delivery of Players at the beginning of a match and during the match for point to point transport
To complete these roles what must a drop ship be able to do ?
1)Move quickly 2)Carry at least 6 3)Survive the trip 4)Survive delivery and pickup in hot zones 5)Assist in the safety of those being dropped or picked up
These are the key factors that should drive the design. The main points I think are capacity and survival. Damage is a minor point. The Drop ship must by design and function land slowly (due to impact damage and tight terrain) and hover for short periods of time. This requires high damage absorption.
It can take a full minute of slow movement and being stationary to land, drop, pick then leave an objective. currently drop ships are very venerable when trying to do this. With the range and strength of a forge or swarm once within 300m of an objective I will come under sustained fire. I have to cover the 300m. Land. Wait to load. Take off, then travel the 300m again. This requires high HP or EHP and takes quite some time.
I would prefer a fair damage but very high EHP drop ship. The current versions do fair damage. ItGÇÖs fair because aiming is hard, it takes more than one player to operate the side turrets and the weapons are quite weak. I think to meet the role above we need :
1)Current weapons increased in damage slightly. We still need 3 people to operate so the current damage model is not over powered 2)Double our current EHP, or more. High ehp is not over powered if our DPS is low (which it is. Very low) 3)Counter measures
Risks
BUT if we are too strong in EHP even with our hard to aim weak weapons we could become OP. So I would prefer active ehp rather than passive. Make surviving skill based to balance high ehp. For example we have to time our approach with module cool down to consider, with high passive we could roll on in anytime. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 12:05:00 -
[7] - Quote
High HP, low speed, flares, and all come with a pilot turret. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
363
|
Posted - 2013.06.20 12:28:00 -
[8] - Quote
In my mind there should be three variants of the dropship. I see it as a support aircraft, and want to encourage that role.
The base dropship works essentially like our current base dropships. It's capable of carrying troops and gets bonuses to things like mCRU respawn or scanner radius.
The second would be the logi dropship. This would work differently than our current logi dropships, in that I would nix the built-in mCRU and exchange it for bonuses to range and transfer amount of reps and cap transfers, as well as bonuses to certain remote buffs such as tracking speed. Basically it's the vehicle version of a logi suit. Turrets which function like remote reps and which also benefit from these bonuses would be very useful. These are essentially the T2 logi cruisers from EVE.
The final variant is the recon variant. An example would be the one at the end of this dev blog. It's a dropship that specializes in electronic warfare. It's still a support ship, but offers its support offensively through such things as cap neuting, sensor jamming, and the like. It's essentially a T2 recon cruiser from EVE
You'll notice no assault or bomber dropships. Those roles deserve their own hulls, and I suspect that's where CCP ultimately wants to end up. They just wanted to give us these roles to play with while they work on other things.
Things to assist dropships that aren't actually the dropship:
Larger maps and team sizes. The biggest problem with all vehicles, not just dropships, is the lack of role. Because of the small maps and team sizes there's not much a vehicle can do that small arms can't do more cost effectively. I suspect this is why CCP hasn't implemented transport assist WPs. They know that even if they were in the game, we'd almost never get any, because why sit around waiting for a dropship when you can just walk? This would help eliminate issues with dropships durability, as they would not necessarily have to sit in place to operate anymore.
Transport requests. An option available to troops to bring up the map, select a point, and have a request broadcast to friendly transport pilots of their location and where they want to go.
|
Daedric Lothar
Onslaught Inc RISE of LEGION
687
|
Posted - 2013.06.20 15:08:00 -
[9] - Quote
Oh and dropships should be Eject their people over a dropzone! Yea it may result in trolling, but honestly it would just end up the same as a LAV, getting into a Murder taxi, you have already made a nonverbal agreement that you are both going to die horribly. |
darkiller240
INGLORIOUS-INQUISITION
4
|
Posted - 2013.06.20 15:19:00 -
[10] - Quote
Dropsihps should gain points for when an ally that entered the dropship then got out dropship flyer should gain assist for what he/she does for around 5 mins that would really help dropship pilot do what they spose to do Troop transport. Also a great thing is to include Cloaks this would really resolve the low health problem |
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darkiller240
INGLORIOUS-INQUISITION
4
|
Posted - 2013.06.20 15:22:00 -
[11] - Quote
Also the dropships look epic no redesigning on appearance needed ^^ |
Django Quik
R.I.f.t
697
|
Posted - 2013.06.20 16:16:00 -
[12] - Quote
Countermeasures, AV target warnings and better WP rewards would all go a long way to improving dropships but as several others have already mentioned bigger teams would make them far more useful than they currently are.
Oh yeah and an eject passengers button is a must for all vehicles. |
Judge Rhadamanthus
Kapow Heavy Industries
164
|
Posted - 2013.06.20 22:53:00 -
[13] - Quote
I hit my knee on a low table. Now it hurt but for some reason I can't quite remember the word for the small red swelling that appeared a few minutes after i hit it. Anyone know the word for that? |
iceyburnz
Crux Special Tasks Group Gallente Federation
885
|
Posted - 2013.06.20 23:43:00 -
[14] - Quote
Fix light weapon turrets.
- Really hard to hit stuff with due to the pixel sized hit detection.
- Tiny fire arc, that doesn't hit the drop ship itself.
- Make new weapons specific for assault dropships. The weapon systems of the A10 tank burster could be the insperation. I personally think assault dropships should function like attack helicopters. No crew but may an additional gunner control side mounted weapon systems.
Fix Pilot rewards.
- Dropship pilots should get kill assists for a successful drop.
Fix Drop mechanics.
- Mercs should drop striaght down regardless of the velocity of the dropship. While the angular momentum of of dropping mercs is fun and hilarious to watch it doesn't help the dropships role at all. And Im sure the engineers of new eden have figured out a way to funnel dropsuits down a graviton tunnel or some sci fi nonses so that passengers drop on a target directly below the dropship. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
972
|
Posted - 2013.06.21 00:04:00 -
[15] - Quote
My ideas for redesign
Basic DS -
1. pilots gets a small turret 2. be able to fit a full squad plus gunners (so max capacity is 8 + pilot) 3. hitpoints should be equivalent to a HAV. 4. an eject button for everyone but the gunners
Assault DS
1. Should be able to fit large turrets in all slots 2. should be able to fit 2 plus gunners (max capacity is 4+ pilot) 3. HP should be just higher than an LAV making it a glass cannon.
I want to be able to use an assault dropship to clear a roof and drop a small strike team, or use a basic to drop a team into a lightly defended area.
|
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 00:06:00 -
[16] - Quote
Bump, good post Judge mate.
I should be asleep, 1am in London here.
Okay dropships should definitely have a flare systems or a counter-measure to AA we are what, 19,000 years into the future and you can not even stop an incoming explosive. This would greatly ease the burden of having to climb to dodge the swarm/forge shot.
Also in first person view you should have a different view instead of a circle that I drew with the bottom of a cup, it should look like you are actually sitting there. You should also be able to look around like in Birds of Steel, you press down on the d-pad and use the right analog stick to look around, This would be very tactically used instead of rellying on a gunner to tell you that there is enemy AA active in the area. In this view there should also be a altimeter and a speed meter.
Now, modern day planes have anti-collision computers and so why can't a very advanced computer systen like Tacnet warn of a collision, it should warn when a aerial vehicle or AA is in the vicinity.
Well that said would help the core of the dropship problems.
And within 1-2 years we really need to see fighter jets and definitely gunships like is seen at the end of the 2009 Fanfest video in the MCC where there is a blue hologram of it floating. Gunships should be seen like AC-130's.
Spash damage, should be improved, firing a missile in front of the enemy sometimes won't even scratch the suit of the enemy. What happens with orbital strikes, I do not give a damn if they are launched from 1 billion ISK high tech metal ships with lasers. This proves a fault in your turret damage system, how can a a laser blast from space kill a merc when its origin of impact was 10 metres away whereas a missile blast half a metre from a nercs face can not even scratch him, in my opinion the splash damage system should be removed as well as impact damage and it should be replaced with a systen in which whatever is within its blast radius will take the full damage of the missile, you can not take complaints saying this would be over powered because how can it be realistic?
On the contrary Assault Dropships should be like Chopper Gunners I being an Incubus pilot would like to see a improvement to the pilot aiming system. in the fixed first person view you can not see an ant without rolling forward. in third person the pilot should have a complete overhead view when looking underneath the ship with crosshairs.
And finally for dropship gunners, you can't even shoot when the dropship is moving at a velocity without the missile or blast impacting the dropship, this can lead to loss of control in some cases, especially with railgun turrets, for the pilot. This is probably one of the most ridicoulous
I really hope a Dev or CPM member looks at my post as it would greatly improve pilots lives. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
363
|
Posted - 2013.06.21 01:50:00 -
[17] - Quote
There are a lot of good suggestions in this thread*, and a lot of incredibly bad ones. But ultimately I think that the fixes for the DS are conceptually very simple, but incredibly difficult to implement. It's an operational tool in a game where everything is at a tactical level. The bulk of the problem is in the scale and scope of the game at present. Bring in large maps and large teams and rapid transport will become invaluable.
*MIne is the best, obviously. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 18:17:00 -
[18] - Quote
I will bump this forum till seen.
correction: bump this topic* |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 18:21:00 -
[19] - Quote
BUMP FOR TOP TOPIC!
COME ON GUYS! |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 18:23:00 -
[20] - Quote
BUMP KEEP POSTING YOUR AWESOME IDEAS!
Dropships having a bomber variant sounds quite dubligous... is that how you spell it?
Could we have more details on this variant? |
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Django Quik
R.I.f.t
709
|
Posted - 2013.06.21 18:35:00 -
[21] - Quote
Evolution-7 wrote:I will bump this forum till seen.
correction: bump this topic* It's a CPM thread; it doesn't need a dev to come on and say he's seen it; the CPM will take it directly to the team responsible once the player feedback has been compiled. You really don't need to keep bumping. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
363
|
Posted - 2013.06.21 18:54:00 -
[22] - Quote
Evolution-7 wrote:dubligous Are you trying to say "dubious"? |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 19:18:00 -
[23] - Quote
Yup sorry dubious.
Well then Django Quik, we will bump for more players to see the post at the top so we CAN get the players ideas. I have already written some extensive stuff to improve the overall feel of the DS.
Also back to the bomber dropship, please, please. It would be awesome for this dropship to be defendable against other aerial attack. Instead of current turret positions like turrets on the side, it should have two turrets, one directly under the barrel of the dropship and one on the top-rear of the ship for future purposes of anti-air defence. This should also be a reason of introducing swarm launchers for light turrets that can lock onto vehicles as well as other swarms, if flares can not be designed for some reason we could have that as an alternative defense.
I figured out how to implement the use of flares, this could be by pressing X(currently unused in aerial vehicles, although I somehow managed to get the ADS to zoom once and I could never do it again only by pressing random buttons, could someone point out how to do this to me) To implement an eject passenger feature you should press L3 as it is unlikely to be pressed normally, it will give space between all main buttons on the ps3 controller, thus preventing accidental removal of passengers but this should not be allowed in the ground units redzone as aerial and ground have different redzones. To add a look feature, you could tap SQUARE once to allow the R3 stick to move around to show the surroundings. This is then tapped again to return to normal vision.
When remote repping I would like to see the beam of energy from the dropship to the target like seen in the Gathering Forces trailer.
For ADS you could also add maybe multiple ammo-types to switch between.
I just thought of an awesome idea, just like soldiers are cloaked when spawning, you can guess what I am going to say..... ADD a temporary 5-10 second invincibility of vehicles to give them a chance to move when dropped by the RDV and to prevent RDV pilot stupidness.
Also add some sort of laser so the pilot can laze targets for gunners, that would be awesome.
All ideas in this topic are awesome. Keep posting guys.
EDITED 3 time because of mistake in controller buttons. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 20:11:00 -
[24] - Quote
Bump |
Klivve Cussler
S.e.V.e.N.
187
|
Posted - 2013.06.21 20:13:00 -
[25] - Quote
Complete redesign, eh?
TL;DR: Survivability is good. Retool the Logi dropship to deploy equipment rather than troops.
First, let's take a look at what dropships are: VTOL vehicles resistant to small-arms fire. In this way, they are closest in capability to the "Chopper", UH-1 Huey helicopter made famous by the Vietnam war.
Like the Huey, the current dropship holds six, has door guns, and has a snowball's chance in hell of surviving over an active combat zone. Huey's can't handle hot LZ's (not well, anyway) and neither can the Dropship.
This configuration presents a problem for two reasons: one, the entire map is an active combat zone, which severely limits the dropship's ability to survive there; and two, there isn't a huge need for terrain avoiding troop transportation. This leaves the dropship in this role a tool of occasional use, and is usually disposable.
The Assault dropship adds maneuverability, and therefore some survivability, and more weapons at the cost of transport capacity. Here we have the Huey Gunship. Except we can't mount a heavy machine gun to it like they did in Vietnam. However, it's vulnerability to anything heavier than an AR is still a weakness.
The Logi Dropship is an upgraded version of the transport dropship, without the need to land in the safe zone to pick up troops. This saves time, but doesn't seriously add to the survivability. It is also painted yellow as camouflage when hiding in canary flocks.
It's important to realize that the dropships in Dust are not Pelicans, or Clone Wars Gunships, or even Pave Hawks. They are Choppers. Play them as such, and they're pretty good.
So, now what do we want dropships to be? I think the answer is divided into two parts: Survivability and Role.
For survivability, I think that most people have already hit the high points: Better threat detection, countermeasures/ECM, stealth. For the Assault variant, I think heavier shields and armor would be appropriate, to bring it in line with the MI-24 Hind gunship it's trying to be (Passenger capability is why I didn't say Apache)
Role, I think, is the bigger question: What can you use a dropship for? I think that the assault role makes sense, with more survivability, and the basic transport role has its uses, but the Logi dropship, I think, should primarily be used for dropping equipment.
Imagine a yellow demon swooping low over the battlefield dropping mobile uplinks, AV mines, and remote explosives. You lock on, and it turns on its ECM, breaking your lock. MDs and Plasma launchers rise up and damage the ship, and it flies back behind the redline to repair and resupply. |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.06.21 21:08:00 -
[26] - Quote
Klivve Cussler, I like your very smart thinking, the only problem I see is the gunship being a new variant of the dropship, hell no.
A new vehicle all together something like a Heavy aerial Vehicle should look like this: http://www.bing.com/images/search?q=futuristic+gunship&id=A5387C4F00BF0FB386D78C037335E8519D575904&FORM=IQFRBA#view=detail&id=A5387C4F00BF0FB386D78C037335E8519D575904&selectedIndex=0 |
Meeko Fent
Seituoda Taskforce Command Caldari State
89
|
Posted - 2013.06.21 21:14:00 -
[27] - Quote
While I haven't Really Used the Dropship all that Much, I have Used the MIL Model, and I Believe several things need to Occur
1) WP for Spawn-Ins- Consider the CRU as a Drop Uplink that Lasts Forever. That Way their is a Reason to Fly Dropships besides to Blow ISK. It Would Provide a Safe Spawn Point For the Squad to Rally Before Assaulting a Position. But Non of That Matters If 2 isn't Considered
2) Larger Map s + Larger Player Counts- Why Spawn onto a flying bull's-eye when you can walk to the target? If Maps were Bigger we wouldn't have to Question that. Not Only Would it improve DS survivability, which in its current State is Worse then Murder Taxis, as if it came Under Attack, it Could Run Away, but as Give the DS purpose as Would You Rather Walk Across The Map that I Propose Became Open (Next Time you Play, Before you Spawn, Zoom all the way out. ) Or would you rather take a Ride in the Now More Survivable DS to the Target, And Then have Numerous Attempts At taking the Objective with the CRU being put to use as the Pilot is now getting WP for Fitting it.
A] The Speed of the Average Skirmish Match needs to be Slowed Down Immenselly. Or Replace It woith Something with more clearly Defined Attackers and Defenders. I Posed on a Thread that Explains a very good Replacement For the Kitteny Skirmish We have Now Here is the tread
3) Give the Capability To Remove the Side Turrets all together-The Purpose I am suggesting for the DS requires both a CRU, and the Simple Requirement that all Non-Suicide Vehicles of extensive use of Tanking Mods, and the Turrets should be eliminable for those preferring to Simply Drop the Troops Off and Then Leave to Save fitting space |
Jathniel
G I A N T EoN.
489
|
Posted - 2013.06.21 22:01:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:1. Give them the ability to force eject passengers (but not in the red zone). Sure there is potential for abuse, but its the player's responsibility to be careful where they spawn, and the tactical benefits of forcibly deploying many teammates to attack an objective makes it worth it. Also, it makes mCRUs much more useful since ejecting players will allow more to spawn on the mCRU, and thus increase dropship usefulness to the team.
2. Allow dropships to deploy without turrets (and vehicles in general). Turrets use up PG//CPU that could otherwise be used for more productive purposes. Not all dropships are for combat, many are far transportation or reconnaissance, so it does not make sense to require turrets from all of them.
3. Obviously WP for players spawning on your mCRU.
This^
Why do I HAVE to deploy into battle with a weapon? (Same for dropsuits.)
4. Dorsal and Ventral turrets for better fore and aft weapon coverage.
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. |
IR Scifi
Silver Talon Corporation
37
|
Posted - 2013.06.21 22:11:00 -
[29] - Quote
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. |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
96
|
Posted - 2013.06.21 22:26:00 -
[30] - Quote
Give all dropships a CRU built in and WP for people who used the dropship to enter the battlefield (drop out of dropship and hit an enemy within a certain timespan, bonus points for a kill or hack).
Give dropships the ability to rearm people like a nanohive and add a armor rep module, that reps the armor of people in an area below the dropship automatically.
Give people the ability to use a rope or something to hang below the dropship for quick extraction or insertion near NULL cannons or other objectives, so the dropship doesn't need to land on the ground to let mercs enter, near the ground should be enough.
Make the AI of turrets not shoot dropships.
and give them a resist bonus against Forge Guns (25% or something).
Also; Restrict Drop Uplinks to be only deployable outdoors. |
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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. |
|
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
|
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
|
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
|
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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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.07.07 11:19:00 -
[61] - Quote
Assault dropships should not be called gunships. If they do become the gunships of Dust then............................................................................................................. |
Jackof All-Trades
Bojo's School of the Trades
119
|
Posted - 2013.07.16 01:30:00 -
[62] - Quote
An MAV/Squad car that can fly. Currently they're flying LAVs, but with less tank in the case of the logi dropship, and not terribly much opportunity to run people over. Not that I want that last point on a Dropship. |
Alena Ventrallis
Osmon Surveillance Caldari State
7
|
Posted - 2013.07.16 07:20:00 -
[63] - Quote
I agree with many ideas presented here. I want to make note of one, the idea of having an independent control for assault dropships.
YES, YES, HAIL MARY FULL OF GRACE, YES!!! Aiming is ridiculous for assault dropships, the fact that we are forced to fit them is even more annoying. IF it is meant for aerial suppression of ground targets, then it needs to move independently of the dropship in order to have any sort of efficiency. I think having this turret mobility tied to the fire button is a bit finicky though. Considering how hard it is to line up shots now, the first several shots will miss. This doesn't seem like much, but that also builds up heat, which will cut into our DPS when we have to build up some heat to even aim the thing. I believe toggling moving the turret to R3 (clicking in the right stick) is a grand idea. At the first sign of trouble, click it again to regain control of the dropship and get the hell out of dodge.
Also, for this to be viable (and to save a LOT of the headache involved with dropships currently) have a "hold altitude" button that allows the dropship to hover perfectly still, perhaps tied to L3. Or, an I would like this option better, revamp dropship controls. Currently there is a steep learning curve in order to fly a dropship, which we have to learn under battlefield conditions, making other players as much of a danger as our own mistakes (imagine learning to drive if everyone was shooting at you during practice. And that's without leaving the ground!) Having a skill curve is one thing, but its almost impossible to keep the thing still for turret gunners to get off any good shots, and even then, that makes us easy targets, and since we have almost no tank, holding still gets us killed. Unless we get a respectable buff to our survivability, then we need easier controls to give our gunners the ability to effectively defend us.
Another thing unrelated to dropships, but is more a problem with turrets in general, blaster turrets feel ridiculously accurate as they are. I have to keep that dot RIGHT ON my target to get hits. Perhaps add in a spread effect like AR's have, starting out like they are now and decreasing with more shots. This means we can hold down the trigger at relative close ranges and have enough spread to hit moving targets, and it makes gunners use fire discipline at longer ranges.
I had other ideas for this post, but it's 2am and my brain isn't functioning on all cylinders. Hoping a blue will take note of these ideas. Or at least tell us that they're not looking to tweak dropships yet. Negative response would be better than none at all. |
Sarducar Kahn
xCosmic Voidx The Superpowers
9
|
Posted - 2013.07.17 13:49:00 -
[64] - Quote
Talos Alomar wrote:My ideas for redesign
Basic DS -
1. pilots gets a small turret 2. be able to fit a full squad plus gunners (so max capacity is 8 + pilot) 3. hitpoints should be equivalent to a HAV. 4. an eject button for everyone but the gunners
Assault DS
1. Should be able to fit large turrets in all slots 2. should be able to fit 2 plus gunners (max capacity is 4+ pilot) 3. HP should be just higher than an LAV making it a glass cannon.
I want to be able to use an assault dropship to clear a roof and drop a small strike team, or use a basic to drop a team into a lightly defended area.
No, they do not need tank HP and ADS certaintly does not need 3 large cannons. A DS should never be able to solo a competent tank, 3 large missile launchers flying in the sky is extreme even for the large arial vehicle gunship ideas... |
Sarducar Kahn
xCosmic Voidx The Superpowers
9
|
Posted - 2013.07.17 13:54:00 -
[65] - Quote
Alena Ventrallis wrote:I agree with many ideas presented here. I want to make note of one, the idea of having an independent control for assault dropships.
YES, YES, HAIL MARY FULL OF GRACE, YES!!! Aiming is ridiculous for assault dropships, the fact that we are forced to fit them is even more annoying. IF it is meant for aerial suppression of ground targets, then it needs to move independently of the dropship in order to have any sort of efficiency. I think having this turret mobility tied to the fire button is a bit finicky though. Considering how hard it is to line up shots now, the first several shots will miss. This doesn't seem like much, but that also builds up heat, which will cut into our DPS when we have to build up some heat to even aim the thing. I believe toggling moving the turret to R3 (clicking in the right stick) is a grand idea. At the first sign of trouble, click it again to regain control of the dropship and get the hell out of dodge.
Also, for this to be viable (and to save a LOT of the headache involved with dropships currently) have a "hold altitude" button that allows the dropship to hover perfectly still, perhaps tied to L3. Or, an I would like this option better, revamp dropship controls. Currently there is a steep learning curve in order to fly a dropship, which we have to learn under battlefield conditions, making other players as much of a danger as our own mistakes (imagine learning to drive if everyone was shooting at you during practice. And that's without leaving the ground!) Having a skill curve is one thing, but its almost impossible to keep the thing still for turret gunners to get off any good shots, and even then, that makes us easy targets, and since we have almost no tank, holding still gets us killed. Unless we get a respectable buff to our survivability, then we need easier controls to give our gunners the ability to effectively defend us.
Another thing unrelated to dropships, but is more a problem with turrets in general, blaster turrets feel ridiculously accurate as they are. I have to keep that dot RIGHT ON my target to get hits. Perhaps add in a spread effect like AR's have, starting out like they are now and decreasing with more shots. This means we can hold down the trigger at relative close ranges and have enough spread to hit moving targets, and it makes gunners use fire discipline at longer ranges.
I had other ideas for this post, but it's 2am and my brain isn't functioning on all cylinders. Hoping a blue will take note of these ideas. Or at least tell us that they're not looking to tweak dropships yet. Negative response would be better than none at all.
I burned a mil in militia DS trying to learn how to fly, and then how to land, if you can land you are a competent pilot. The I spent another 100mil+ learning every nuance of piloting and I an still going, yes it is hard but it is incredibly rewarding when you know you can outfly anything they send at you. Leave the leaning curve because simplifying controls will make flying well/effectively harder. |
Serimos Haeraven
Deep Space Republic Top Men.
265
|
Posted - 2013.07.17 16:06:00 -
[66] - Quote
I suppose one thing i can add easily are the amazing quotes from ideas given on my dropship thread about 4 months ago, because they still completely apply today (and that are relevant to how we would like to see dropships changed). So here we goo, oh and the first one contains a little comment from you a while back ;)
DUST Fiend wrote:Iron Wolf Saber wrote:Look overall in terms of flying the dropship and losing them has changed rather vastly, Controls are different, if you where very good in chomosome then I apologize but some of your mind set on flying does need to adjust to the newer controls and work from there.
In an overall state of dropship as both pilot and destroyer, I am finding them far more fun than frustrating to fly and a challenge to shoot down now.
This topic needs to stew a bit, people get used to the new controls and figure out what is new and isn't new.
I am very proud to see people wanting to gun in my dropships again and trying to use it help in transporting from spot a to b, their survivability is vastly superior to chromosome's, mistakes far more forgiving as well.
As for warpoints its a bigger than dropship problem it is a game wide problem that calls for its own topic just about.
I secretly cheered on the inside after seeing an assault drop-ship take out a tank. Ironwolf, you're the man, but this post shows that you don't understand or appreciate the position that pilots are in right now. Warpoint accrual IS a dropship problem, because we cannot, I repeat CANNOT make anywhere near enough ISK to fund our vehicles. Nevermind that we have the longest crawl to get any kind of SP gains, so it takes us that much longer and costs us that much more to get into our ships that can even remotely help us out. Us pilots CONSTANTLY adapt to new controls. Every freaking build. We ***** for a bit, then we adapt, and we do our job as best we can. Having CCP and now CPM show us that they don't understand or care about our positions as a serious role on the battlefield is just a little more than disheartening, and shows a very clear disconnect with this small but none the less important part of the community. I know HAVs suffer from this to a much lesser extent, but can also have issues funding their cost. However, they have it much easier in terms of being able to survive and still contribute to their team, all the while earning WP. With the new buffs to HAV in the works, this will only become easier.
Trainer Node wrote:If you want to see the problem clearly here's the clear cut perfect evidence:
Cheapest possible HAV (using ISK) = 138,040 ISK -likely ISK earned during a round using that HAV exclusively 200,000+ ISK
Cheapest possible Dropship (using ISK) = 151,840 ISK -likely ISK earned during a round using that dropship exclusively <80,000 ISK
Last build I was using militia HAVs to earn money to pay for my militia Dropships.
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Serimos Haeraven
Deep Space Republic Top Men.
265
|
Posted - 2013.07.17 16:28:00 -
[67] - Quote
Skihids wrote:The dropship is supposed to be a team-building vehicle, something to greatly enhance the available tactics and strategy.
I suppose the reason it hasn't seen any love and attention is that CCP hasn't developed any tactical element into the game yet. It's all been about getting the basic shooter experience working.
The dropship is meant for a different game than the one we are playing right now. It's in the game but not part of it. There is no need for it tactically. Every map is build for basic foot traffic.
I've said it before in other posts, but I'll say it again. The real ammunition of a DS is a coordinated infantry squad. Without that payload the DS is relegated to secondary missions. Uprising brings us squads of six so it is possible to experiment with the transport role for the first time, but given the maps we have their impact will still be minimal because it is still nearly as efficient to hoof it from one objective to another.
Others have said it in other threads, there is no strategy or tactics in the current game. It's just mindless zerging mobs and Brownian motion. A tactical vehicle has no place in DUST at this time.
I've come to the conclusion that we should all just put them away in their hangers for a year or two until CCP introduces a true need for them.
Gods Architect wrote:Its not a tricky topic we all know that pilots are underpaid, (tankers you have nothing to complain about besides the jacked up skills and how a forge gun is stronger than your cannon, that is all you deserve to ***** about) but what system model or layout that pilots deserve and make it fair for the rest of the player types is a hard one. No one unless you are using militia grade stuff usually cant make up the difference in one match. That is a fundamental fact that we are staring at right now. P/C is told to improve that but who knows. Right now we are all underpaid but the pilots are suffering the most.
Altina McAlterson wrote:If you make the main focus of AV weapons the destruction of vehicles you will never get the balance right. Instead the focus needs to be on suppressing the function of the vehicle and area of denial. In the case of tanks or LAV's this of course means destruction because they currently serve an offensive role.
The dropship however does not serve an offensive role so the destruction of the dropship is of less importance than denying them the ability to deposit additional forces in a certain area. To this end here are some ideas I've had. This is just brainstorming though, I'm not saying whether these are good or bad.
1. Substantial increase to the DS's ability to resistance damage. This could be accomplished by either increasing the base resistance or introducing resistance modules exclusive to aerial vehicles that offer a substantial increase in effectiveness over modules for ground vehicles or possibly a much, much shorter cool down period, etc.... The second option is probably the best since it requires skill and sound judgement on the part of the pilot to be effective instead of simply making them tougher across the board.
2. Remove all turrets from the DS and replace them with some sort of exclusive weapon that is only effective against other vehicles, possibly one similar to a swarm launcher but with a more limited ability to home in on the target and reduced damage or something along those lines. Honestly the DS has no need for anti-infantry weapons. It's too hard to hit anything with rails unless you are hovering over a tank in which case an exclusive AV weapon would also work. Blasters have too limited of a range and there's no way to make missile turrets work without breaking them again.
3. Bring back the old AB.
4. Maybe give DS an exclusive module that projects a shield around the ship that blocks almost all incoming damage but prevents anyone from jumping out giving the ship time to return to safety while preventing it from actually doing anything which as long as the DS has limited offensive capabilities
WyrmHero1945 wrote:No need to be nerfing this or that. Dropships are MEDIUM aerial vehicles. My militia Caldari LAV has more HP than a Myron. A slow vehicle like the dropship needs HP to tank FG and railgun hits, which atm their main weakness because of how slow they fly. 1075 HP is ok for a light aerial vehicle like a fighter and like. Take for example the transport helicopter in BF3. Than thing can tank like 4 RPG hits before exploding. Dropships are similar. So what we really need:
-HP buff (ie. 2000 shield HP for a Myron)
-WP for transported troop kills, hacks, revives whatever. What's so difficult to make it happen?
-WP for MCRU spawning. Don't need to be putting caps on WP gain. If I wanna boost/farm WP I can do it with a drop uplink and it's cheaper/easier.
-Countermeasures for AV. ECM Jammer, Flares, whatever you want. Or at least a "being lock on" sound. |
Serimos Haeraven
Deep Space Republic Top Men.
265
|
Posted - 2013.07.17 16:37:00 -
[68] - Quote
Moochie Cricket wrote:Very skilled and experienced pilot here:
In my opinion the biggest problem is that a completely decked out dropship(assualt logistics or standard) with all the modules and skills seems to be balanced ONLY when flown against militia/standard AV. Against AV at this level you will be denied your effectiveness around them yet still have an opportunity to do your job(troop transport, gunship, scout) for a few seconds before having to retreat. However, against proto AV you immediately have to retreat or your ship quickly becomes a burning wreck. Dropships NEED a big buff to shields/armor.
Andd that's about all of the really good & relevant feedback i can provide from the community onto this topic. It should give a pretty decent insight into what needs to be improved and how a lot of experienced pilots would like to see it changed. |
Serimos Haeraven
Deep Space Republic Top Men.
270
|
Posted - 2013.07.18 03:31:00 -
[69] - Quote
Bump-a-dee-bump |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.08.19 17:49:00 -
[70] - Quote
Bump!
Also, press a button to switch vehicle lights off!!! |
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Mobius Kaethis
Molon Labe. League of Infamy
577
|
Posted - 2013.08.19 18:12:00 -
[71] - Quote
I'd like to see a "gunship" varient. A slow, lumbering tank of the air where there are four (yes four) waist gunners as well as a ball turret on the belly of the beast (like the B17's of old). These air hulks would trundle about, wading through hails of forge and swarm fire to unleash hell with their 6 player focused weapons. The Pilot would have no weapon to aim but would have a targeting laser to point out targets.
Gunships would gain bonuses to racial small turrets Gallente - blaster turret range and RoF Caldari - missile blast radius Amarr - laser turret heat build up reduction Minmatar - projectile turret RoF and damage bonus.
The balance here would be the speed. To be effective in battle the pilots would have to skillfully manuver low to the ground. Too high/too slow and they are easy AV targets, too low/too fast they crash into terrain killing everyone on board instantly (no bailout time). |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
6
|
Posted - 2013.08.19 18:16:00 -
[72] - Quote
Mobius Kaethis wrote:I'd like to see a "gunship" varient. A slow, lumbering tank of the air where there are four (yes four) waist gunners as well as a ball turret on the belly of the beast (like the B17's of old). These air hulks would trundle about, wading through hails of forge and swarm fire to unleash hell with their 6 player focused weapons. The Pilot would have no weapon to aim but would have a targeting laser to point out targets.
Gunships would gain bonuses to racial small turrets Gallente - blaster turret range and RoF Caldari - missile blast radius Amarr - laser turret heat build up reduction Minmatar - projectile turret RoF and damage bonus.
The balance here would be the speed. To be effective in battle the pilots would have to skillfully manuver low to the ground. Too high/too slow and they are easy AV targets, too low/too fast they crash into terrain killing everyone on board instantly (no bailout time).
AWEEEESSSSOOOOOMMMEEEEE, just what I have said about 100 time so far. But gunships should not be a dropship variant! They should be Heavy Aerial Vehicles!!! |
Alena Ventrallis
Osmon Surveillance Caldari State
92
|
Posted - 2013.08.19 18:33:00 -
[73] - Quote
A hover button. They become transparent when looking down in 3rd person. Give the regular drop ship skill a resistance buff per skill level. Small increase to drop ship HP. |
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