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Melai For'Aiur
Shining Flame Amarr Empire
5
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Posted - 2013.08.01 20:52:00 -
[31] - Quote
Zeylon Rho wrote:
Part of the lack of parity with Dropships is the fact that just about anything that hits you will rock your ship, possibly sending you tumbling towards the ground regardless of your HP. An adjustment to total ship HP seems fair in this context as those sorts of control issues aren't things that HAVs or LAVs really have to deal with. If your car or tank is hit by swarms... it doesn't move. If your DS is hit... get ready for some course correction.
That's the prob as I see it. One kind of pilot has to deal with realistic physics from impacts, the other two can shrug it off. Having to deal with a reeling ship makes being a flyer harder, and dying easier. The HP don't reflect that. Neither does the fact dropships can carry.. what, 6 people? It's basically a crippled Pinata full of kills for enemies (assuming it could actually be used as a dropship) that has guns that aren't particularly useful at-range. |
843 nerfnut96
BurgezzE.T.F
33
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Posted - 2013.08.03 05:49:00 -
[32] - Quote
I would also like to see duel pilot controlled turrets on the front. I would however suggest that the be limited to being the same make and model. |
Vyzion Eyri
The Southern Legion
1121
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Posted - 2013.08.03 06:18:00 -
[33] - Quote
Dropships don't need THAT much of a HP buff. Half of what you suggest would be okay. To be honest, a 10% boost to current HP would be massive.
My main trouble is transporting people without voice communication. We need a green light, or a message to popup on our passengers' screens when we hit R/L3, perhaps.
Also, when the 'green light' isn't on, the dropship should be bathed in red light. That way, passengers don't panic and jump out in the middle of an orbital strike and get themselves killed, when I can fly out of it before being taken down.
Besides that, countermeasures and WP would be nice.
Oh, and fix the mCRUs. Currently people can only spawn into it after they've bled out. I've probably lost many potential passengers because of that, as most people choose a new spawn point whilst they're still bleeding out. |
D legendary hero
THE WARRIORS OF LEGEND
523
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Posted - 2013.08.03 06:31:00 -
[34] - Quote
Dropships and vehicle mods, turrets need their prices halves.
dropships also need a landing feature. I mean these are VTOL engine ships, i don't see wh landing is such a *****
i also need to be able to kick bitches out my dropship when they try to fly away with it |
843 nerfnut96
BurgezzE.T.F
43
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Posted - 2013.08.08 13:18:00 -
[35] - Quote
*cough* |
843 nerfnut96
BurgezzE.T.F
45
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Posted - 2013.08.19 21:32:00 -
[36] - Quote
BUUUUUUUUUUUMMMMMP!!!!!!!!!!!!! |
Blade Masterson
Hellstorm Inc League of Infamy
12
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Posted - 2013.08.20 01:56:00 -
[37] - Quote
843 nerfnut96 wrote:I would also like to see duel pilot controlled turrets on the front. I would however suggest that the be limited to being the same make and model. Agree remove the two side turrets and replace them with an extra front turret. Or release the fighter with atleast 2-4 fixed guns or a new turret altogether |
843 nerfnut96
BurgezzE.T.F
46
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Posted - 2013.08.27 02:14:00 -
[38] - Quote
BUMP |
darkiller240
K-A-O-S theory
162
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Posted - 2013.09.12 19:12:00 -
[39] - Quote
Bump for 1.5 |
Stefan Stahl
Seituoda Taskforce Command Caldari State
269
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Posted - 2013.09.13 18:33:00 -
[40] - Quote
I've recently been trying ADSing (yes, this is a word!) with my alt and noticed that armor ADS can tank a lot of gunfire before they go down due to the relative usefulness of the active armor hardeners. And generally they don't go down as a response to enemy fire but rather up because of those conveniently free high slots for the afterburner.
My verdict: - Once armor and shields are properly balanced I believe that both ADS will be rather useful for their intended purpose if they keep their current ehp-levels. For reference, I think an ADS should drop into a situation quickly, reap one or two kills and get out of there before it attracts too much attention or hardeners run out. - Standard and logistics dropships suffer horribly from their lack of maneuverability and will not be able to become useful until this is changed.
- Also, I still hate the way the engines rotate beyond a certain speed. So annoying. |
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Mary Sedillo
Mechanized Infantry Corps
307
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Posted - 2013.09.13 19:00:00 -
[41] - Quote
Presager wrote:Quote:I'm a proto swarmer. Your mom is fat. Quote:You guys don't need more defense. What dropships need are real air-to-ground weapons. Like unguided 1,000 pound bombs, and cluster bombs so that you can blister the surface. Objection: we are not talking about making dropships into bombers or a fighter jets - those are different types of aircrafts. We just want the dropships to be able to perform what they were designed for - transporting people in and out of the front lines providing tactical support. Right now pilots stand zero chances of surviving if they suddenly caught into scope by a couple of decent swarmers or just one good forgeguner or a railgun tank. ZERO. They don't even have to be prototype, advanced is enough. If you are running best and most expensive vehicle gear on your ship all you'll get is two second of agony to see how your babybird will be seared through by the next round. Dropships are not designed to fight back, but they deserve a chance to survive that kind of situations. And we want our buffs ASAP. It's been a while since the uprising release - the last update that touched dropship theme.
LOL at your fail build. If your build can't take 3 proto hits or more, don't fly it. Mine can, and I occasionally do.
ALSO, avoid flying maps with very open skies and very little cover. Rails and Forges love shooting you at these matches.
ALSO, AFTERBURNER module. Use one! |
Bojo The Mighty
Zanzibar Concept
1762
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Posted - 2013.09.13 19:05:00 -
[42] - Quote
Bojo's Magic Solution Wait until 1.5 because in 1.5 Dropships will be getting Health Buff and WP for transport as well as option to remove small turrets. Besides they aren't as bad as people make them out to be. I can fit a gorgon up to around 3900 HP and that is with minimum skills. (also it has other non-HP modules in the wake of lack) |
843 nerfnut96
BurgezzE.T.F Public Disorder.
49
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Posted - 2013.09.19 02:35:00 -
[43] - Quote
*bump* |
lithkul devant
Legions of Infinite Dominion
66
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Posted - 2013.09.19 03:02:00 -
[44] - Quote
Jathniel wrote:I'm a proto swarmer.
I almost always land the first volley... but the good dropship pilots always kick in those pesky afterburners and they run away and escape my second volley.... which is guaranteed to kill them.
Good pilots always get away from my swarms, and they're not much good for anything else for the rest of the match, because i will gladly sit there and wait in a nice comfortable corner for them to come back. The moment they come within range thinking it's safe, another volley of proto swarms to whisk them away again.
FYI. 6 missiles coming at you hits a LOT harder than 4. If you see 4 missiles coming, that's MLT. You can choose to tolerate the hit depending on circumstances. If you see 5 or more missiles coming at you. Hide yo kidz, and book it.
You guys don't need more defense. What dropships need are real air-to-ground weapons. Like unguided 1,000 pound bombs, and cluster bombs so that you can blister the surface.
Oh wait..... that's just content that CCP fears to release because of the whiney "I hate vehicle combat"-crowd. lol we need to start getting people used to vehicle-domination, if Dust is EVER going to be what was envisioned.
Tanks, Bombers, Jets, MTACS... Vehicles DOMINATE warfare people... VEHICLES always fight first, in order to enable ground combat between infantry. What does/should infantry do? Handle CQC, and invasion of buildings, street fighting where vehicles are not permitted for whatever reason (with the exception of snipers).
Oh well, rant complete.
Dropships getting away from forge guns.... that's a different story all together.
I almost completely agree with you on all the points you are making. If cluster bombs were to be added into the game, their would be a need for more defensible positions, aka places to hide for the infintry, or regulations about when you could actually use a cluster bomb. Such as having the cluster bomb be ammo dependant, that you had to actually assign it a slot in your weaponry otherwise people would just take a dropship and cruise at 1,000 meters and just drop bombs all day long and use someone on the ground to locate out positions of the enemy. Also, this would be completely devastating to have a vehicle like this in ambush until the countermeasure ships such as jets.
Simply put the mechanics are not in place for dropships to have massive bombs as they should have, but once they are it would be a lot of fun. Also, for vehicles to be dominating the battlefield and being used like you are talking about, isk would have to flow like a river instead of the small trickles we have in pubs. Otherwise the new pub stomp, would be unstopable tanks and/or dropships. I would very much like for vehicles to be a lot more common and powerful in the game, however, the mechanics must be there to support this. A tank that is proto specced up can be nearly impossible to beat if the driver is really good and your team just doesn't have the AV needed to counter it. As the tank is usually also fast enough to get to any tank being dropped and destroy it before it even lands if one team is already dominating the battlefield. |
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