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Showing content with the highest reputation on 07/09/2020 in all areas

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    Almost a year ago I made a theme where I was pointing out things I don't like / that are wrong regarding HeliDrone mechanics. https://forum.worldwar3.com/index.php?/topic/10220-featurevehicles-rework-few-things-about-helidrone/&tab=comments#comment-49244 Seeing some changes were applied I think my concerns have been heard. Or I'm again thinking too high of myself. Again I don't know are/were works on HeliDrone being done already or not. Still, it will not stop me from creating this theme were I'll show things that aren't working well. Hope they will be taken into account by devs. Warning. Expect longread. Note. In this theme I will not touch the matter about nerfed rocket pods dmg. It was done in this theme and answer was given there too. https://forum.worldwar3.com/index.php?/topic/10645-devs-why-did-u-kill-helidrone/&tab=comments#comment-50869 Durability. IMO current HeliDrone's durability if not perfect is still really close to be called balanced, when experienced players can still go for 20-30 killstreaks even with machineguns if ppl on the ground don't want to make an efforts to shoot it down. With one important BUT!: HeliDrone is ULTRAWEAK against 12.7mm machinegun. Usually 10 hits is enough to destroy HeliDrone. I think HeliDrone should be buffed in that matter. Weaponry. This bug is still hindering us, so it should be taken into account that HeliDrone is not that effective as it can/should be. https://forum.worldwar3.com/index.php?/topic/8946-helidrone-crosshair-jumping-up-and-down-when-strafing/ We were talking about 12.7mm gun, let's continue doing this. 12.7mm HeliDrone machinegun. ABSOLUTELY useless thing. U use it if u want to: a) give handicap to enemy team.b) if u want to fast destroy enemy HeliDrone and continue playing. Otherwise there is no point in using 12.7mm MG. Here is why: Shots placement. It can be clearly seen that there is some space between hit marks. Well, to be expected as we are talking about two separate machineguns hanging on two winglets. The problem is that this space is big enough so that only 1 bullet(left or right) will hit the body of the infantryman. Rate of Fire. 0.8.7 patch RoF of the 12.7mm TWO-barrel machinegun of the HeliDrone is... 240 RpM. Yes. 240. Same as all the other 12,7mm MGs mounted on ground vehicles, even though it has 2 barrels. For example 30mm BMPT and Bumerang cannons have 200 RpM, and Hydras rockets have 500 RpMRoF. SO, if only every 2nd bullet is hitting enemy infantryman that is staying still, u need no less than 0.5 secs to kill him. And it is with that remark that u need to aim to the left or to the right from the target or u can simply miss the target landing hits to the left and to the right from it. Shooting at enemy vehicles with that RoF is totally useless too. My suggestion is to fix this, I'm sure it's a bug, and let dem HeliDrone 12.7mm MGs have at least ~500 RpM RoF. Or it will continue to be useless and almost nobody will use it. 7.62mm machineguns. The same problem as with 12.7mm MGs. Space between hit marks and damage per second. For those who don't know: bodyhit is 35 dmg. So, if u hit the limbs it's no less than 4 hits to kill infantryman. Yes, experienced "pilots" can do even headshots, but still, MRAP RCWS machineguns is much more intimidating than HeliDrone machineguns. IMO, their RoF should be increased too. Note: HP ammo is a must for 7.62mm MG pods. While I wasn't going to talk about rocket pods dmg I'll talk about other issues with 1 particular pod that almost nobody uses. FZ233 guided rockets. They were useless when rockets were powerful. They are useless now. Here is why. 1st. @Rozmo, @weedtime, don't know who to poke now, but count this as bug report. There is NO explosions shown and NO sounds of explosions when FZ233 are hitting the target further than 200 meters from ur HeliDrone. Though the rockets actually explode and deal the dmg. Gif below. Equipping guided rockets when u don't know where u are hitting? No, thx. Second issue with FZ233 rockets. I don't know how actually they are working. Is there any invisible pointer and rockets follow this "light spot" or there is some another mechanic, but I must say that FZ233 are half-broken and they work as guided only when ur HeliDrone is hanging still and u use ur mouse to guide the rockets. Yes, then they will follow ur crosshair. But when u try to strafe while shooting them... they suddenly forgot that they are guided and literally don't care. I'll repeat, I DON'T know how this guiding is working, but I can say for sure that when u strafe while shooting and trying to keep one spot in ur crosshair this "guiding" isn't working. Gif below. Equipping guided rockets to shoot them only when u aren't moving? No, thx. Devs, plz, do something with FZ233 rockets. Or there will be absolutely no point in equipping them. Bombs and miniMap. There is one "issue" with bombs momentum. I think it was purposely implemented that they do not have momentum and fall vertically when u drop them. And here come the problem: u CAN'T see what is actually below. And then u can drop bombs only approximately. IMO, there should be one thing done to make bomb drops more precise and more "playable": when equipping bombs or packs there should be miniMap permanently enabled. And it will look like this. Not long ago I made a theme about icons of the strikes/gadgets not appearing when there is miniMap active. https://forum.worldwar3.com/index.php?/topic/11796-strikesgadget-and-their-visibility-on-mapminimap/ On the gif above we see that when flying above the tank we can only approximately see that enemy vehicle is below, so I suggest that should be or HeliDrone icon added to the miniMap or some kind of crosshair, that will show us the exact point where bombs will fall. Something like this. Decided to create a theme in Suggestions. https://forum.worldwar3.com/index.php?/topic/11856-strikefeature-minimap-enabled-for-helidrone/ And last. Optics hitboxes. If all above I see as the must have features, that should be added for the greater good this one is my egoistic request. Currently we have MiniDrone as the gadget, right? And while it's a REALLY small gadget it's quite easy to destroy it if u have spotted it. Why? Hitboxes. They're quite large for this tiny thing. My last(controversial) suggestion is to increase the hitboxes for HeliDrone's OPTICS. It's rly rare to see ur optics damaged and it NEVER was disabled completely. It's almost no point in having the optics to be destructible because chances for it to be hit are extremely small. I'm making this suggestion so that even if it will be hard to destroy enemy HeliDrone with handheld weapon's fire, infantry will be able to force it to retreat to base for repairs. And that is all what I have to say about HeliDrone in patch 0.8.7.
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