Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

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Mystery_Man21333
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Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by Mystery_Man21333 » 07 Dec 2017, 16:33

This post is about what your thoughts about the dropships so far and also about whats your favorite attachments and loadout for the dropships!!! and as a side post what if the devs were to add a few more weapons and other trinkets and gadgets to them or what you think would be great for these magnificent flying killing machines!!
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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by Sargeantmuffinman » 07 Dec 2017, 16:40

It's a really useful tool. Allowing smaller but varied orbital strikes!

I wish they'd add bomb bays. Something like the mini-rockets but with more bombs.

Or give the mini-rockets more rockets and a bigger AOE.

And also another thing, I'd like to have different sounds for incoming munitions. Since the Banshee is supposed to have a wailing scream.
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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by Mystery_Man21333 » 07 Dec 2017, 16:52

The bomb bay sounds like a cool idea,it could be put on a dropship in the back center of the ship where you would put the compact smartgun at it would be alot more useful then haveing to have a on board smartgun while on a CAS mission.
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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by jalen earl » 08 Dec 2017, 23:36

Bomb bays sound like a great idea. Another potential use loading a crate into the bomb bay for supply drops in the event a squad loses their SL and beacons.

Also what about a motion tracker module for the front ports.

cluster bomb - with a delay on explosive fragments after initial smaller blast

Smart bomb - zeros towards movement on marked area

Flares and chaff - casts out half a dozen flares in all directions of the mark.

Just different options for cas to be more utility as well as raw firepower
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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by JennerH » 10 Dec 2017, 00:09

Flares are by far the best idea
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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by Bath Salts Addict » 10 Dec 2017, 07:20

The part fabricator definitely needs to generate points faster. Or at the very least, add a separate fabricator for CAS munitions and one for dropship parts. That way the points don't become a point of contention between the CAS pilots and transport pilots.

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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by Bronimin » 10 Dec 2017, 07:55

I am happy with just the fuel enhancer and a single GAU-21 as transport and often enough I don't even get to use the GAU. What would you even want to purchase, if I might ask? I haven't been pilot many times and most often I am CAS. CAS is a miles better target for the cooling booster in my opinion, too. -- 30 second CAS cooldown is robust.

Eh on flares since you can only laser where you can see the turf anyway. I am a big fan of keeper missiles then follow-up banshee and minirocket if I can trust the SL to get a good laser. Haven't seen toe point of the laser pointer detector since it is too slow and aliens will just run away, but I suppose if SLs are bluffing with the pointer a lot then maybe xenos will ignore it sometimes and you can get a good rocket.

I like the high-velocity GAU rounds because I hear that they melt T1-T2 xenos. I stay away from fatties because I prefer having one and a half keeper/ banshee/ widowmaker missiles. Never used the incendiary rocket pods but they are probably good if you can get a laser on a crusher, smoke them with a keeper then follow up with the incendiaries. Cheaper than a banshee anyway and probably about as effective...?

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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by jalen earl » 10 Dec 2017, 18:43

Just another idea RE flares

So have it lase an area it just randomises a drop of a few. But when landed it fires a few 360 degrees around the dropship.

Another idea some kind of non lethal concussion bomb. Originally designed for anti personal engagements with upp causes a short aoe stun.

Maybe stretcher vendor inside the ship

Option for rear node cell or containment tube for violent colonists. Could also open up a bit of CL rp with infected marines.
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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by misto » 10 Dec 2017, 22:39

yeah i got a thought on what can be added to dropships

https://gitlab.com/cmdevs/ColonialMarines/issues/882

that was my thought on dropships

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Re: Thoughts on the development of the dropships so far,and thoughts on the attachements so far.(Discussion)

Post by Mystery_Man21333 » 14 Dec 2017, 15:56

alot of these are great ideas for the drop ships and I hope to see a few of these implemented if the admins ever have a look at this topic and think about it some!!
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