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darkiller240
INGLORIOUS-INQUISITION
96
|
Posted - 2013.07.20 21:07:00 -
[1] - Quote
Dropships are under powered, we all know it, even AVers say they are so here is a small list which would balance the dropship starting from the most important.
1. Buff the Heath Yes they need it, after the vehicles got 'fixed' each vehicles resived a heath buff ( the reason Lav and LLavs are so annoying ) but dropships did not and its only fair to include their heath buff. Here's an idea: Gallente: Stranded and Assault Shield = 900 Amour = 2400 Logistics Shield = 1100 Amour = 3100
Caldari: Standard and Assault Shield = 2125 Amour = 825 Logistics shield = 2875 Amour = 975 Skills The skill 'Dropships' should increase the amour and shield by 5 % Caldari logistics 3% extra PG not CPU its Useless to Caldari. Last Time i checked they were Medium vehicles but have less heath then Light vehicles ( LAVs)
2. Increase the PG and CPU The pilots need it most off the time they are forced to put PG extenders taking up vital slots. Gallente PG - 155 extra CPU - 25 Extra Caldari PG - 95 CPU - 70
3. War points Pilots Gain Pilots gain virtuly no WP making them impossible to make a profit off.They get 35 for the standard vehicle kill assist but nothing for transport something they were made to do. Method 1: Award hack assist and kill assist for the pilot for 30 to 60 sec for the merc ho was in the dropship. It would promote what dropships are made to do TRANSPORT. Method 2 Award Spawn points for CRUs because why not ???? I have no idea it was not implemented before. Method 3 Award points for the active scanners ' 10 - 15 points Spot assist ' and also for the infantry version because it helps everyone why don't they deserve points? Also fix the range on them.
4. Automated Turrets Use the Auto targeting used in installations but make them a bit less accurate as it would be OP also make them target in priority method: 1.Things shooting the Dropship. 2. Infantry In Fall of range of the turret ( closest first ) 3. Vehicles in Fall of range of the turret. Do NOT make it target Installations As it would spell doom for the dropship. When the turret gets a kill the it registers as the pilots kill ( pilot gets stranded 50 points per kill ) When a merc gets in in the turret spot they get full control of the turret and it goes to the old system ( Each kill getts the standard 35 points per kill ) It would Help Dropship pilot Get a thew kills and have the supporting role without using a merc ho could be on the battlefield.
5. Knock back, Terrain Damage and hit Detection They are not reliable The knock back is not consistent sometimes it barely nugest you and sometimes time it nearly spins the dropship upside down, Also this accrues with Hitting the terrain, sometimes i tap a poll and half my heath is gone ans sometimes i smash into the ground full speed and no damage at all. The hit detection If completely off Always giving the wrong information. they fixes would make flying the dropship less about luck and more about skill.
So Thoughts? |
Baal Roo
Subdreddit Test Alliance Please Ignore
1977
|
Posted - 2013.07.20 21:30:00 -
[2] - Quote
I think you're pissing into the wind |
darkiller240
INGLORIOUS-INQUISITION
96
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Posted - 2013.07.20 21:33:00 -
[3] - Quote
Baal Roo wrote:I think you're pissing into the wind ??????what? troll -_- |
Alena Ventrallis
Osmon Surveillance Caldari State
21
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Posted - 2013.07.20 22:17:00 -
[4] - Quote
He means that it won't get fixed.
As a dropship pilot, I agree with a majority of your points. We do need a HP buff to do our jobs effectively, and we need a boost to pg, because we can't even fit a proper tank without two pg modules. But having the turrets auto-target is not a good idea. Maybe I don't want them to shoot that blaster tank because I know he can drop me in seconds if he looks at me. But for ADS, they do need to fix the control of the front turret. Having to fight it to stay on target is a *****, especially if we can't even see what were aiming at. |
CLONE117
Planetary Response Organization
44
|
Posted - 2013.07.21 00:11:00 -
[5] - Quote
all the dropship needs is a buff in damage output.... |
darkiller240
INGLORIOUS-INQUISITION
96
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Posted - 2013.07.21 20:04:00 -
[6] - Quote
CLONE117 wrote:all the dropship needs is a buff in damage output.... no i dosent that will just make it a bigger target |
Taurion Bruni
D3M3NT3D M1NDZ
142
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Posted - 2013.07.22 03:11:00 -
[7] - Quote
CLONE117 wrote:all the dropship needs is a buff in damage output....
my damage is fine, If there is nobody trying to take me out, I can line up a shot and kill anything quickly. My main problem, however, is that when even a militia fit av class is in the field, I spend most of my time running away, and out of the action. with a buff to hp, I would be able to take slightly more damage before I have to leave the area... |
darkiller240
INGLORIOUS-INQUISITION
99
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Posted - 2013.07.25 07:16:00 -
[8] - Quote
Taurion Bruni wrote:CLONE117 wrote:all the dropship needs is a buff in damage output.... my damage is fine, If there is nobody trying to take me out, I can line up a shot and kill anything quickly. My main problem, however, is that when even a militia fit av class is in the field, I spend most of my time running away, and out of the action. with a buff to hp, I would be able to take slightly more damage before I have to leave the area... There we go a dropship pilot ho knows what hes talking about |
Presager
WE ARE LEGENDS
0
|
Posted - 2013.07.25 08:28:00 -
[9] - Quote
I support this thread in general. Some thoughts from a former pilot (used to be before the respec):
Quote:War points Pilots Gain Pilots gain virtuly no WP making them impossible to make a profit off.They get 35 for the standard vehicle kill assist but nothing for transport something they were made to do. Method 1: Award hack assist and kill assist for the pilot for 30 to 60 sec for the merc ho was in the dropship. It would promote what dropships are made to do TRANSPORT. Method 2 Award Spawn points for CRUs because why not ???? I have no idea it was not implemented before. Method 3 Award points for the active scanners ' 10 - 15 points Spot assist ' and also for the infantry version because it helps everyone why don't they deserve points? Also fix the range on them.
Method 1: Way too complex. It be fair enough if the pilot could get 10 WP for passenger pickup once per clone. Method 2: Agreed Method 3: Agreed
Automated turrets are just not going to happen.
I dream that dropships will get some exclusive defense modules as they are the most vulnerable and harmless vehicles. For example "Anti-rocket flares" as an active module for 10 seconds & "Anti-rail field" module that deflects one railgun or forgegun shot once activated with considerable recharge time.
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darkiller240
INGLORIOUS-INQUISITION
100
|
Posted - 2013.07.25 08:34:00 -
[10] - Quote
Presager wrote:I support this thread in general. Some thoughts from a former pilot (used to be before the respec): Quote:War points Pilots Gain Pilots gain virtuly no WP making them impossible to make a profit off.They get 35 for the standard vehicle kill assist but nothing for transport something they were made to do. Method 1: Award hack assist and kill assist for the pilot for 30 to 60 sec for the merc ho was in the dropship. It would promote what dropships are made to do TRANSPORT. Method 2 Award Spawn points for CRUs because why not ???? I have no idea it was not implemented before. Method 3 Award points for the active scanners ' 10 - 15 points Spot assist ' and also for the infantry version because it helps everyone why don't they deserve points? Also fix the range on them. Method 1: Way too complex. It be fair enough if the pilot could get 10 WP for passenger pickup once per clone. Method 2: Agreed Method 3: Agreed Automated turrets are just not going to happen. I dream that dropships will get some exclusive defense modules as they are the most vulnerable and harmless vehicles. For example "Anti-rocket flares" as an active module for 10 seconds & "Anti-rail field" module that deflects one railgun or forgegun shot once activated with considerable recharge time. I was hoping for an equipent slot for cloackes flares and dematerislers |
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Presager
WE ARE LEGENDS
0
|
Posted - 2013.07.25 13:13:00 -
[11] - Quote
Quote:I was hoping for an equipent slot for cloackes flares and dematerislers
I'm thinking about One special slot added for "active defense systems" only (and one special skill eventually). You cant get your ship over powered with only one of those systems, but you'll get the slight chance to save your ship, money and nerves. It's all a skilled pilot needs. I'm not sure if equipment like "cloakers" and "dematerislers"(whatever that might be) will bring balance into the game, but defense systems I've described earlier should do that.
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TechMechMeds
Swamp Marines
91
|
Posted - 2013.07.25 19:24:00 -
[12] - Quote
Bump |
Presager
WE ARE LEGENDS
1
|
Posted - 2013.07.26 08:37:00 -
[13] - Quote
i crave for that buffs |
XANDER KAG
Red Star. EoN.
168
|
Posted - 2013.07.26 08:48:00 -
[14] - Quote
Over all great Idea, but either the Gallente Dropship would need about 200 more health or the Caldari Dropship should get another 200 less. The whole point of armor is having more Hp than shield based enemies and those numbers are awful close(besides we fly like a brick anyway). But other than that +1 |
Jathniel
G I A N T EoN.
704
|
Posted - 2013.07.26 09:19:00 -
[15] - Quote
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. |
Presager
WE ARE LEGENDS
1
|
Posted - 2013.07.26 12:04:00 -
[16] - Quote
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.
|
darkiller240
INGLORIOUS-INQUISITION
105
|
Posted - 2013.07.26 18:38:00 -
[17] - Quote
I hope these are added to 1.4 |
darkiller240
INGLORIOUS-INQUISITION
107
|
Posted - 2013.07.27 09:01:00 -
[18] - Quote
darkiller240 wrote:I hope these are added to 1.4 Oh watt CCP blam never comes to the forums |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
52
|
Posted - 2013.07.27 10:07:00 -
[19] - Quote
As a Gallente pilot I think there is also a psychological problem with the design.
When you fire at a Cal DS and see your militia swarm does seemingly nothing to the shield you consider giving up and switching back to the fight. When you fire at the Gall DS and strip its shields, you think "Yeah kick ass!" (and others follow suit) - I've even had guy's drive deep into our territory to continue firing at me (Yeah, thanks guy's on the ground for the support -_- )
Staying airborne in these times is an artform. getting the ISK to bring them out is even more difficult
Also what is the point of the small rail gun? completely useless even proto'd, heat sinked, spooled and enhanced |
Cosgar
ParagonX
3241
|
Posted - 2013.07.27 10:11:00 -
[20] - Quote
darkiller240 wrote:darkiller240 wrote:I hope these are added to 1.4 Oh watt CCP blam never comes to the forums Isn't Wolfman in charge of vehicles now? |
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darkiller240
INGLORIOUS-INQUISITION
107
|
Posted - 2013.07.27 11:26:00 -
[21] - Quote
Cosgar wrote:darkiller240 wrote:darkiller240 wrote:I hope these are added to 1.4 Oh watt CCP blam never comes to the forums Isn't Wolfman in charge of vehicles now? No i think hes in charg of gunplay |
darkiller240
INGLORIOUS-INQUISITION
107
|
Posted - 2013.07.27 18:47:00 -
[22] - Quote
Bumb |
darkiller240
INGLORIOUS-INQUISITION
111
|
Posted - 2013.07.29 09:34:00 -
[23] - Quote
i feel lonly |
843 nerfnut96
BurgezzE.T.F
32
|
Posted - 2013.07.29 14:12:00 -
[24] - Quote
Here is my take on fixing ADS's:
1: You need to be able to, i don't know..... LOOK DOWN!? In first person veiw you need to be able to moke the cammera independently up and down using the left stick just like in third person view.
2: Be able to look down and see whats below you! Right now when you are in third person view you can look down to aim but for some reason you can't see your target... OH YEAH! there's a big dropship in the way! There are many ways i can think to do this, one you could make the drop ship kind of go transparent when looking down, or two have a small view screen in the upper/lower left that shows what the turret sees.
3: Buff our health by at least 50%, i've seen LAVs that have more health than my ADS.. i mean come on.
4: Module slots, right now we have 4 primary slots (high for caldari, low for galenite) and two secondary (Low for caldari, high for galenite). that is the same as a basic tank. here are my suggestions on slots, i would like to see one extra high and one extra low (and CPU/PG to match) added to each races assault dropship, this may sound like im asking you to make dropships over powered and stronger than tanks but please remember that we are working with light armor and shield mod and light reps, light everything, we are basically flying LAVs except we cost about 6X as much as an LAV and 2 1/2X as much as a tank.
5: As the name implies the ADS is best suited for getting in and out of hot arias with your ground troops to both give some fire support and draw some fire off of them, so one thing i would like to see is the ability to have infantry shoot out of the side when the doors are up that way they can both lay more cover for the guys on the ground and help clear out their own LZ. I can understand why this is not a feature on every dropshit verant but this is one that i think could be done without being abused as ADS's only have to extra seats for non-turret operators.
CCP please don't take my sarcasm as disrespect i know you have a lot you are already working on to make the game better for the players, but i feel that dropships have been overlooked for quite some time (minus the introduction of the new variant in uprising 1.0). If the is a fix in the works it would be great if you would confirm it, even if you just say yes we are fixing dropships in 1.--- thats better than nothing and you don't even need to go into details. Thank you for your time. |
Darth Fett123
The Unholy Legion Of DarkStar DARKSTAR ARMY
29
|
Posted - 2013.07.29 14:18:00 -
[25] - Quote
You know... They could make like a Black Ops dropship that has a cloaking module that turns them invisible and interferes with lock-on... Because let's be honest, the dropships need it. |
843 nerfnut96
BurgezzE.T.F
33
|
Posted - 2013.07.30 03:31:00 -
[26] - Quote
BUMP |
Thurak1
Psygod9 RISE of LEGION
17
|
Posted - 2013.07.30 04:54:00 -
[27] - Quote
A cloak that requires a skill would be interesting. Especially if the dropship was to be used primarily for transport. Firing the weapons in the dropship should break cloak at least for a few seconds. |
843 nerfnut96
BurgezzE.T.F
33
|
Posted - 2013.08.01 04:49:00 -
[28] - Quote
*bump* CCP give us a reply or a like or some sort of acknowledgment please, i beg of you let us know you care!
|
darkiller240
INGLORIOUS-INQUISITION
113
|
Posted - 2013.08.01 04:54:00 -
[29] - Quote
843 nerfnut96 wrote:Here is my take on fixing ADS's:
1: You need to be able to, i don't know..... LOOK DOWN!? In first person veiw you need to be able to moke the cammera independently up and down using the left stick just like in third person view.
2: Be able to look down and see whats below you! Right now when you are in third person view you can look down to aim but for some reason you can't see your target... OH YEAH! there's a big dropship in the way! There are many ways i can think to do this, one you could make the drop ship kind of go transparent when looking down, or two have a small view screen in the upper/lower left that shows what the turret sees.
3: Buff our health by at least 50%, i've seen LAVs that have more health than my ADS.. i mean come on.
4: Module slots, right now we have 4 primary slots (high for caldari, low for galenite) and two secondary (Low for caldari, high for galenite). that is the same as a basic tank. here are my suggestions on slots, i would like to see one extra high and one extra low (and CPU/PG to match) added to each races assault dropship, this may sound like im asking you to make dropships over powered and stronger than tanks but please remember that we are working with light armor and shield mod and light reps, light everything, we are basically flying LAVs except we cost about 6X as much as an LAV and 2 1/2X as much as a tank.
5: As the name implies the ADS is best suited for getting in and out of hot arias with your ground troops to both give some fire support and draw some fire off of them, so one thing i would like to see is the ability to have infantry shoot out of the side when the doors are up that way they can both lay more cover for the guys on the ground and help clear out their own LZ. I can understand why this is not a feature on every dropshit verant but this is one that i think could be done without being abused as ADS's only have to extra seats for non-turret operators.
CCP please don't take my sarcasm as disrespect i know you have a lot you are already working on to make the game better for the players, but i feel that dropships have been overlooked for quite some time (minus the introduction of the new variant in uprising 1.0). If the is a fix in the works it would be great if you would confirm it, even if you just say yes we are fixing dropships in 1.--- thats better than nothing and you don't even need to go into details. Thank you for your time. i think ADS should have 2 front turets as there is no such thing as a medium turret
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1457
|
Posted - 2013.08.01 06:39:00 -
[30] - Quote
I like the idea of the Dropship skills conferring bonus to ships... it seems like part of that should already be the case.
Some of the fitting issues would be eased if they returned engineering to "+ PG% per level" instead of a CPU reduction on PG modules... which is a total bullshit sort of passive in comparison.
I'd agree it would be nice to see some more HP on ships. I would mind more slots either, though that's a different matter.
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.
A flying target is more vulnerable by its very nature as well. Even not particularly evasive tanks/lavs are always actually moving on ground that can block swarms. Slight changes in terrain can block attacks against both types of land vehicles. Dropships are forced to actually find buildings to hide behind... or outrun the missiles.
It's great that it's possible to outrun the missiles, but one of your chief strategies basically requires fitting maneuvering modules, which tanks and lavs aren't really forced to do.
In light of all of this, I'd say a HP bump is in order, but I sure miss the actual PG bonus from engineering too. |
|
Melai For'Aiur
Shining Flame Amarr Empire
5
|
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
|
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
|
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
|
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
|
Posted - 2013.08.08 13:18:00 -
[35] - Quote
*cough* |
843 nerfnut96
BurgezzE.T.F
45
|
Posted - 2013.08.19 21:32:00 -
[36] - Quote
BUUUUUUUUUUUMMMMMP!!!!!!!!!!!!! |
Blade Masterson
Hellstorm Inc League of Infamy
12
|
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
|
Posted - 2013.08.27 02:14:00 -
[38] - Quote
BUMP |
darkiller240
K-A-O-S theory
162
|
Posted - 2013.09.12 19:12:00 -
[39] - Quote
Bump for 1.5 |
Stefan Stahl
Seituoda Taskforce Command Caldari State
269
|
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. |
|
Mary Sedillo
Mechanized Infantry Corps
307
|
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
|
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
|
Posted - 2013.09.19 02:35:00 -
[43] - Quote
*bump* |
lithkul devant
Legions of Infinite Dominion
66
|
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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