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Nguruthos IX
Hellstorm Inc League of Infamy
964
|
Posted - 2013.08.01 23:49:00 -
[1] - Quote
I think pretty much everybody agrees dropships are in a terrible spot right now. And I think most people agree forge guns are (at least intended) to be balanced against HAVs.
And so nerfing the forge gun does not necessarily solve the problem without creating others. Also Dropships are just as easily destroyed by red-line rail installations and red-line Rail Tanks.
So a buff to the passive damage resist of dropships, like the LAV undeserving got along with a minor HP buff which the LAV/HAV also got seems in order. Strangely enough the dropship... did not gain HP the same time HAV and LAV did, nor did it receive a built in resist as the Logi Lav received.
Obviously somebody coding this in Shanghai misread Lav as DerpShip when they implemented those changes :P
*Side note, red-lines are a terrible mechanic and should be removed or adjusted intelligently. |
gbghg
L.O.T.I.S. RISE of LEGION
2907
|
Posted - 2013.08.01 23:55:00 -
[2] - Quote
A built on resistance would be nice, but what amount? Too much and a fix to turret aiming could make the ADS slightly overpowered, too little and well the pile of **** will be slightly shallower. |
Telleth
DUST University Ivy League
86
|
Posted - 2013.08.01 23:57:00 -
[3] - Quote
+1 I forge and giggle in anticipation of the +75 when I hear a dropship. Well as long as the kill gets credited. What I would really like would be some actual landing gear, can't set a dropship down without it exploding or taking quite a while... |
Nguruthos IX
Hellstorm Inc League of Infamy
964
|
Posted - 2013.08.01 23:58:00 -
[4] - Quote
gbghg wrote:A built on resistance would be nice, but what amount? Too much and a fix to turret aiming could make the ADS slightly overpowered, too little and well the pile of **** will be slightly shallower.
Enough that every conceivable fittings/build isn't easily 2-3 shot in under 2.5 seconds by assault forge guns would be a good amount I think. |
Adelia Lafayette
DUST University Ivy League
146
|
Posted - 2013.08.01 23:59:00 -
[5] - Quote
Just let passengers shoot out of the passenger seat that way you can obliterate everything with the forge gunners in the derpship |
Nguruthos IX
Hellstorm Inc League of Infamy
964
|
Posted - 2013.08.01 23:59:00 -
[6] - Quote
Telleth wrote:+1 I forge and giggle in anticipation of the +75 when I hear a dropship. Well as long as the kill gets credited. What I would really like would be some actual landing gear, can't set a dropship down without it exploding or taking quite a while...
My favorite thing is how you hear any dropship from across the map when a driver enters the vehicle, and then there is a constant sound everyone hears when it is flying.
Why'd they remove forge light indicators?...
Also I hear there is like a change in battle-music when dropships are deployed but I never have music on so I'm not sure. But seriously, could CCP make these things killed any faster if they tried?
Answer: Yes, RDV's still cost me 20 million a day. |
EternalRMG
ZionTCD
508
|
Posted - 2013.08.02 00:01:00 -
[7] - Quote
Nguruthos IX wrote:gbghg wrote:A built on resistance would be nice, but what amount? Too much and a fix to turret aiming could make the ADS slightly overpowered, too little and well the pile of **** will be slightly shallower. Enough that every conceivable fittings/build isn't easily 2-3 shot in under 2.5 seconds by assault forge guns would be a good amount I think.
Afterburner, armor reps and armor hardeners are they key Activate those 3 when you get hit, you will be able to resist 3 shots from a fully spec-¦ ed forge guneer with the ishukone Assault forge and by the time they want to hit you a fourth timr you are way to far |
Nguruthos IX
Hellstorm Inc League of Infamy
964
|
Posted - 2013.08.02 00:02:00 -
[8] - Quote
Adelia Lafayette wrote:Just let passengers shoot out of the passenger seat that way you can obliterate everything with the forge gunners in the derpship Everyone would complain how OP that is. Even if it is only the same thing as FG being on a tower or something (Which most claim is just tactics/HTFU). Could claim its fair because its harder for them to aim while moving?
Still increasing the offensive capabilities of a derpship isn't the issue right now. defensively they're just an expensive liability |
Nguruthos IX
Hellstorm Inc League of Infamy
964
|
Posted - 2013.08.02 00:10:00 -
[9] - Quote
EternalRMG wrote:Nguruthos IX wrote:gbghg wrote:A built on resistance would be nice, but what amount? Too much and a fix to turret aiming could make the ADS slightly overpowered, too little and well the pile of **** will be slightly shallower. Enough that every conceivable fittings/build isn't easily 2-3 shot in under 2.5 seconds by assault forge guns would be a good amount I think. Afterburner, armor reps and armor hardeners are they key Activate those 3 when you get hit, you will be able to resist 3 shots from a fully spec-¦ ed forge guneer with the ishukone Assault forge and by the time they want to hit you a fourth timr you are way to far
I'd like to point out the time-frame.
You are hovering/landing/dropping/picking up/gunning or anything other than zooming around fast being useless*
1. Forge hits you out of nowhere. Assault CAN do 5000 damage if it hits weak spot, your ship will be dead if you have no defenses on. So lets assume you had all hardeners running fresh.
2. From the moment of impact you now can take perhaps 2 more hits before being dead. Takes you a split second to activate AB and REP and start moving fast to evade.
3. The charge time of assault forge gun has already finished. He was half way charged when the first bullet hit you, When you turned on modules and started to build momentum he already had the second shot lined up and its in the air. It hits you because you simply cannot move that fast.
4. After burner still takes a second to boot up. Also takes time to build momentum. Can you move even one ship-space away before the third shot kills you now? Depends on a few variables but often times not.
From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you.
2 seconds is enough time to realize you've been hit, activate an after burner, activate a rep. the remaining 0.5 seconds is not enough time to move out of FG's tracking on you. Momentum can't be built that fast.
Can't you should constantly be moving because everyone knows this means you are a wasted player flying around looking pretty. All of the DS functions require some slowing down or stabilization at points. |
EternalRMG
ZionTCD
508
|
Posted - 2013.08.02 00:15:00 -
[10] - Quote
Nguruthos IX wrote:EternalRMG wrote:Nguruthos IX wrote:gbghg wrote:A built on resistance would be nice, but what amount? Too much and a fix to turret aiming could make the ADS slightly overpowered, too little and well the pile of **** will be slightly shallower. Enough that every conceivable fittings/build isn't easily 2-3 shot in under 2.5 seconds by assault forge guns would be a good amount I think. Afterburner, armor reps and armor hardeners are they key Activate those 3 when you get hit, you will be able to resist 3 shots from a fully spec-¦ ed forge guneer with the ishukone Assault forge and by the time they want to hit you a fourth timr you are way to far I'd like to point out the time-frame. You are hovering/landing/dropping/picking up/gunning or anything other than zooming around fast being useless* 1. Forge hits you out of nowhere. Assault CAN do 5000 damage if it hits weak spot, your ship will be dead if you have no defenses on. So lets assume you had all hardeners running fresh. 2. From the moment of impact you now can take perhaps 2 more hits before being dead. Takes you a split second to activate AB and REP and start moving fast to evade. 3. The charge time of assault forge gun has already finished. He was half way charged when the first bullet hit you, When you turned on modules and started to build momentum he already had the second shot lined up and its in the air. It hits you because you simply cannot move that fast. 4. After burner still takes a second to boot up. Also takes time to build momentum. Can you move even one ship-space away before the third shot kills you now? Depends on a few variables but often times not. From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you. 2 seconds is enough time to realize you've been hit, activate an after burner, activate a rep. the remaining 0.5 seconds is not enough time to move out of FG's tracking on you. Momentum can't be built that fast. Can't you should constantly be moving because everyone knows this means you are a wasted player flying around looking pretty. All of the DS functions require some slowing down or stabilization at points.
Evasibe manuevers.
As soon as you get hitAB are first, then reps then hardener
But the key to avoiding forge shots is thinking like a forge gunner. They always aim to the middle of the dropship or above it of youre moving.They key is placing your thrusters in the front and then go like in reverse, look at the second shot pass in front of you, tilt the dropship to the front, and GTFO ask your team to take him out while you hover above the battlefield out of his range |
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Nguruthos IX
Hellstorm Inc League of Infamy
964
|
Posted - 2013.08.02 00:17:00 -
[11] - Quote
EternalRMG wrote:Nguruthos IX wrote:EternalRMG wrote:Nguruthos IX wrote:gbghg wrote:A built on resistance would be nice, but what amount? Too much and a fix to turret aiming could make the ADS slightly overpowered, too little and well the pile of **** will be slightly shallower. Enough that every conceivable fittings/build isn't easily 2-3 shot in under 2.5 seconds by assault forge guns would be a good amount I think. Afterburner, armor reps and armor hardeners are they key Activate those 3 when you get hit, you will be able to resist 3 shots from a fully spec-¦ ed forge guneer with the ishukone Assault forge and by the time they want to hit you a fourth timr you are way to far I'd like to point out the time-frame. You are hovering/landing/dropping/picking up/gunning or anything other than zooming around fast being useless* 1. Forge hits you out of nowhere. Assault CAN do 5000 damage if it hits weak spot, your ship will be dead if you have no defenses on. So lets assume you had all hardeners running fresh. 2. From the moment of impact you now can take perhaps 2 more hits before being dead. Takes you a split second to activate AB and REP and start moving fast to evade. 3. The charge time of assault forge gun has already finished. He was half way charged when the first bullet hit you, When you turned on modules and started to build momentum he already had the second shot lined up and its in the air. It hits you because you simply cannot move that fast. 4. After burner still takes a second to boot up. Also takes time to build momentum. Can you move even one ship-space away before the third shot kills you now? Depends on a few variables but often times not. From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you. 2 seconds is enough time to realize you've been hit, activate an after burner, activate a rep. the remaining 0.5 seconds is not enough time to move out of FG's tracking on you. Momentum can't be built that fast. Can't you should constantly be moving because everyone knows this means you are a wasted player flying around looking pretty. All of the DS functions require some slowing down or stabilization at points. Evasibe manuevers. As soon as you get hitAB are first, then reps then hardener But the key to avoiding forge shots is thinking like a forge gunner. They always aim to the middle of the dropship or above it of youre moving.They key is placing your thrusters in the front and then go like in reverse, look at the second shot pass in front of you, tilt the dropship to the front, and GTFO ask your team to take him out while you hover above the battlefield out of his range
still less than 50% success rate against any decent FG. However its hard to tell team to "take him out" when he could be anywhere and nobody knows where. Also if up high then they can't do anything about it without a derpship. Which a cheap one he'd just shoot down instantly. A good one he could still deny the area around him if hes decent.
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Arx Ardashir
Imperium Aeternum
161
|
Posted - 2013.08.02 00:32:00 -
[12] - Quote
Nguruthos IX wrote:From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you. Base assault forge charge up is 2 seconds. With level 5, it's 75% of that, or 1.5 seconds. The forgegunner needs 4.5 seconds to get the rest of his clip out. 3 shots in 2.5 seconds is 1 shot every 0.8 seconds, and that's wrong.
Now, I'm not saying 4.5 seconds is a lot of time, and I agree that dropships are easy to take out (I have no problem when just running a militia variant with no FG skills whatsoever), but you shouldn't have such blantantly inaccurate statements in your arguments, it weakens the perception of them, no matter how accurate your intent. |
Nguruthos IX
Hellstorm Inc League of Infamy
965
|
Posted - 2013.08.02 00:36:00 -
[13] - Quote
Arx Ardashir wrote:Nguruthos IX wrote:From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you. Base assault forge charge up is 2 seconds. With level 5, it's 75% of that, or 1.5 seconds. The forgegunner needs 4.5 seconds to get the rest of his clip out. 3 shots in 2.5 seconds is 1 shot every 0.8 seconds, and that's wrong. Now, I'm not saying 4.5 seconds is a lot of time, and I agree that dropships are easy to take out (I have no problem when just running a militia variant with no FG skills whatsoever), but you shouldn't have such blantantly inaccurate statements in your arguments, it weakens the perception of them, no matter how accurate your intent.
Sorry was I off by a second?
After the first hit is fired, traveled and impacts the vehicle the second shot is at least half charged or right about to fire correct?
What is the fire time per shot? So we can figure out how quickly 2 shots can be fired after the first one has hit and player has a half second reaction time? |
Cy Clone1
Ancient Exiles Negative-Feedback
179
|
Posted - 2013.08.02 00:40:00 -
[14] - Quote
im confused why some people say the turrets are not working. Aside from rails they are near perfect. I can kill very easily with ads and my gunners can also. and to the guy saying better landing gear I say you need better flying. I think they need more resistances/ hp and redline tanks and forges need to change. |
Texs Red
SVER True Blood
52
|
Posted - 2013.08.02 01:00:00 -
[15] - Quote
Problem is there is a fine line between the dropship being as tough as wet toilet paper and it being practially impossible to kill. The reason why I think they left them out is because with afterburners and the ability to tank at least 3 shots from a forge gun I am almost impossible to take down short of being hit by 3 forge shots at the same time and swarms are a joke as all I do is blast away, rep, and then fly back in.
What I think needs to be done is give dropships great alpha strike ability. It may be able to tank only 2-3 hits but in that time it is highly lethal. For the most part helicopters were not originally designed to hang around an area and offer a constant rain of fire, they would pop out of cover (a hill or building), fire off a salvo of rockets, and then flee (as a single tank shot would destroy it).
Problem with that theory is that while sustained fire from a dropship is quite effective at times it requires staying still in an area for a sustained period of time, so with fragile dropships that makes dead pilots. Not to mention the pilot spends a great deal of time fighting his own vehicle to try and stay in position. Honestly the dropship is probably the most counter-intuitive vehicle I have every flown. I've been flying dropships for months and still most of my kills fall under the luck category rather than skill. |
Nguruthos IX
Hellstorm Inc League of Infamy
965
|
Posted - 2013.08.02 01:01:00 -
[16] - Quote
Cy Clone1 wrote:im confused why some people say the turrets are not working. Aside from rails they are near perfect. I can kill very easily with ads and my gunners can also. and to the guy saying better landing gear I say you need better flying. I think they need more resistances/ hp and redline tanks and forges need to change.
Well since uprising there has been a bug this does not allow any turret gunner on ANY dropship to aim the turret near the lower front half of the ship, or the gun snaps out of their hand and aligns itself along the side of the ship. This drastically cuts down on your kill-zone while flying. And if you turn the ship a little while normally the turret would be okay to move with the ship some, if it hits that zone again it gets reset upward and aiming at nothing. This is
REALLY REALLY ANNOYING. But only someone who guns in a derpship would know about this bug, hence not many people talk about it.
That and missiles still have some accuracy problems when moving. A little. |
Cy Clone1
Ancient Exiles Negative-Feedback
179
|
Posted - 2013.08.02 01:02:00 -
[17] - Quote
Nguruthos IX wrote:Cy Clone1 wrote:im confused why some people say the turrets are not working. Aside from rails they are near perfect. I can kill very easily with ads and my gunners can also. and to the guy saying better landing gear I say you need better flying. I think they need more resistances/ hp and redline tanks and forges need to change. Well since uprising there has been a bug this does not allow any turret gunner on ANY dropship to aim the turret near the lower front half of the ship, or the gun snaps out of their hand and aligns itself along the side of the ship. This drastically cuts down on your kill-zone while flying. And if you turn the ship a little while normally the turret would be okay to move with the ship some, if it hits that zone again it gets reset upward and aiming at nothing. This is REALLY REALLY ANNOYING. But only someone who guns in a derpship would know about this bug, hence not many people talk about it. That and missiles still have some accuracy problems when moving. A little.
o ok yeah that is true |
Nguruthos IX
Hellstorm Inc League of Infamy
965
|
Posted - 2013.08.02 01:05:00 -
[18] - Quote
Texs Red wrote:Problem is there is a fine line between the dropship being as tough as wet toilet paper and it being practially impossible to kill. The reason why I think they left them out is because with afterburners and the ability to tank at least 3 shots from a forge gun I am almost impossible to take down short of being hit by 3 forge shots at the same time and swarms are a joke as all I do is blast away, rep, and then fly back in.
What I think needs to be done is give dropships great alpha strike ability. It may be able to tank only 2-3 hits but in that time it is highly lethal. For the most part helicopters were not originally designed to hang around an area and offer a constant rain of fire, they would pop out of cover (a hill or building), fire off a salvo of rockets, and then flee (as a single tank shot would destroy it).
Problem with that theory is that while sustained fire from a dropship is quite effective at times it requires staying still in an area for a sustained period of time, so with fragile dropships that makes dead pilots. Not to mention the pilot spends a great deal of time fighting his own vehicle to try and stay in position. Honestly the dropship is probably the most counter-intuitive vehicle I have every flown. I've been flying dropships for months and still most of my kills fall under the luck category rather than skill.
Well you don't take 3 shots, as I said. You tank 2 and die on the third. Also just because they handle similar to helicopters does not mean they are as dangerous or fill the same role. Helicopters are weak because of how their flight mechanism works. Throw something in those blades and they go crazy and blow up. Also it needs to be light to fly. Dropships are "Medium air vehicles*" yet LAV's have several times the resilience.
Just saying, I hate this constant comparison to helicopters. It's so not appropriate |
Nguruthos IX
Hellstorm Inc League of Infamy
965
|
Posted - 2013.08.02 01:07:00 -
[19] - Quote
Cy Clone1 wrote:Nguruthos IX wrote:Cy Clone1 wrote:im confused why some people say the turrets are not working. Aside from rails they are near perfect. I can kill very easily with ads and my gunners can also. and to the guy saying better landing gear I say you need better flying. I think they need more resistances/ hp and redline tanks and forges need to change. Well since uprising there has been a bug this does not allow any turret gunner on ANY dropship to aim the turret near the lower front half of the ship, or the gun snaps out of their hand and aligns itself along the side of the ship. This drastically cuts down on your kill-zone while flying. And if you turn the ship a little while normally the turret would be okay to move with the ship some, if it hits that zone again it gets reset upward and aiming at nothing. This is REALLY REALLY ANNOYING. But only someone who guns in a derpship would know about this bug, hence not many people talk about it. That and missiles still have some accuracy problems when moving. A little. o ok yeah that is true blasters are mostly fine and rails seem unable to damage direct targets sometimes. I parked 2 feet in front of a turret installation once and fired small rails out of the front gun on DS. I sat there and fired for a solid 2 minutes and at point blank only one shot did damage. Unless they're only supposed to damage vehicles? I know small rails hit dropships just fine. Hitting infantry with them is near impossible though. |
Arx Ardashir
Imperium Aeternum
161
|
Posted - 2013.08.02 01:18:00 -
[20] - Quote
Nguruthos IX wrote:Arx Ardashir wrote:Nguruthos IX wrote:From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you. Base assault forge charge up is 2 seconds. With level 5, it's 75% of that, or 1.5 seconds. The forgegunner needs 4.5 seconds to get the rest of his clip out. 3 shots in 2.5 seconds is 1 shot every 0.8 seconds, and that's wrong. Now, I'm not saying 4.5 seconds is a lot of time, and I agree that dropships are easy to take out (I have no problem when just running a militia variant with no FG skills whatsoever), but you shouldn't have such blantantly inaccurate statements in your arguments, it weakens the perception of them, no matter how accurate your intent. Sorry was I off by a second? After the first hit is fired, traveled and impacts the vehicle the second shot is at least half charged or right about to fire correct? What is the fire time per shot? So we can figure out how quickly 2 shots can be fired after the first one has hit and player has a half second reaction time? 2 of your 3 questions were answered in the post you quoted.
Flight time vs charge time is irrelavant, as that second shot will still have the same flight time (or more if the dropship is moving away or less if the dropship is moving forward), and thus for a static dropship, the time between shots hitting is the same as the time between the shots being fired. The second shot isn't hitscan after the first had travel time. They both have travel time.
But the problem was that you were claiming that FGs fired twice as fast as they actually do, which will make it easy for people to dismiss your valid argument by saying it is based on faulty facts.
I think I'm coming across as more hostile than I intend. We're both on the same side here, I just want to make sure we plug up any holes in the argument so that the case is solid.
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Azura Sakura
Militaires-Sans-Frontieres
411
|
Posted - 2013.08.02 01:31:00 -
[21] - Quote
Make the map bigger, so the gap from MCC to the objective is larger and remove MCC. Makes drop ships important and we get bigger maps |
Nguruthos IX
Hellstorm Inc League of Infamy
966
|
Posted - 2013.08.02 01:47:00 -
[22] - Quote
Arx Ardashir wrote:Nguruthos IX wrote:Arx Ardashir wrote:Nguruthos IX wrote:From the moment the first shot hits you out of nowhere you have about a total of 2.5 seconds to react and evade the remaining 3 shots in his clip, of which only 2 are needed to kill you. Base assault forge charge up is 2 seconds. With level 5, it's 75% of that, or 1.5 seconds. The forgegunner needs 4.5 seconds to get the rest of his clip out. 3 shots in 2.5 seconds is 1 shot every 0.8 seconds, and that's wrong. Now, I'm not saying 4.5 seconds is a lot of time, and I agree that dropships are easy to take out (I have no problem when just running a militia variant with no FG skills whatsoever), but you shouldn't have such blantantly inaccurate statements in your arguments, it weakens the perception of them, no matter how accurate your intent. Sorry was I off by a second? After the first hit is fired, traveled and impacts the vehicle the second shot is at least half charged or right about to fire correct? What is the fire time per shot? So we can figure out how quickly 2 shots can be fired after the first one has hit and player has a half second reaction time? 2 of your 3 questions were answered in the post you quoted. Flight time vs charge time is irrelavant, as that second shot will still have the same flight time (or more if the dropship is moving away or less if the dropship is moving forward), and thus for a static dropship, the time between shots hitting is the same as the time between the shots being fired. The second shot isn't hitscan after the first had travel time. They both have travel time. But the problem was that you were claiming that FGs fired twice as fast as they actually do, which will make it easy for people to dismiss your valid argument by saying it is based on faulty facts. I think I'm coming across as more hostile than I intend. We're both on the same side here, I just want to make sure we plug up any holes in the argument so that the case is solid.
I was just asking for clarification on the actual charge time of a single shot with skills allocated to it. But thanks, no worries. |
Nguruthos IX
Hellstorm Inc League of Infamy
966
|
Posted - 2013.08.02 01:48:00 -
[23] - Quote
Azura Sakura wrote:Make the map bigger, so the gap from MCC to the objective is larger and remove MCC. Makes drop ships important and we get bigger maps valid question for CCP would be are we able to get larger maps than this on PS3?
Or is it a limiting factor. Seems the player count is the real limiting factor. If they could manage to get 2x as many players then expanding the map wouldnt be an issue. But it's said that the reason maps are small is 16 vs 16 is small. |
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