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KING ZUMA
The Unholy Legion of Darkstar DARKSTAR ARMY
23
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Posted - 2013.05.26 13:06:00 -
[1] - Quote
After this respec want to spec into dropships
Yes I know they suck and there are no rewards but I am in love with the idea of dropships and they should improve soon and if they don't...well then you can have my stuff
after the respec and after spending some on core skills I will have about 4mil SP
so I want to know- Shields or armor? skills needed? Best fitting? and other useful info
I was a pilot late in the closed beta for a bit, I have never crashed or stuffed up a landing and I could also hover level at 3ft off the ground for a long time, these are skills that should be useful
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gbghg
L.O.T.I.S. RISE of LEGION
1841
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Posted - 2013.05.26 16:29:00 -
[2] - Quote
Can't really comment on shields vs armour because I only use shields, but armour dropships fly like a box of bricks, whereas shield dropships handle,more like a brick.
As for core skills Vehicle core upgrades to LV 5, it's your only source of PG increase now Vehicle electronics lv5 big increase in CPU, helps with fittings but it isn't major Vehicle engineering LV4, you only need to get it to lv4 to get access to the top PG modules, Depending on your choice get either vehicle shield upgrades or vehicle armour upgrades to LV5, the resistance isn't the greatest skill but its better than nothing and can be useful. I'd also recommend getting vehicle maneuvering to LV3, jovians and afterburners are well worth the investment.
Useful info If you fly an ADS, don't put proto turrets on the sides, there's no need for them and they just increase the amount you lose when your ship goes down.
I'd also recommend you keep moving, never stay in one spot longer than you have too. I'm training myself to count to 15 seconds, once I reach that, or if I start taking AV fire, I leave the area. |
Ser Chard
Benevolence Life Insurance
12
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Posted - 2013.05.26 16:53:00 -
[3] - Quote
I fly mostly Pythons.
MY TYPICAL FITTING:
- - SHIELD BOOSTER - - SHIELD EXTENDER - - 2X SHIELD HARDENERS - OVERDRIVE - TURRET DAMAGE AMP
SIDE TURRETS - 1x Cycled Missile Launcher, 1x Blaster FRONT TURRET - 1x Accelerated Missile Launcher
ARMOR vs SHIELD: Both can be effective. Shield can laugh off swarms and with passive shield regen most small-arms fire is negligible. However, they are rocked by railguns and forge guns and laser weapon fire (scrambler rifle, laser rifle) can actually do significant damage. I feel the difference isn't as pronounced as it is with HAVs - though its easier for Shield DS to take damage mods while Armor DS makes no sacrifice to take afterburners (though I prefer torque boosters to be honest)
FITTINGS: I consider 1X REPPER and 1X EXTENDER/PLATES to be mandatory. You need that extra health and you need a way to repair it. The rest is up to taste. I like Hardeners because they are light on PG. The dropship is mobile enough where I can trigger them and be out of harms way 20 seconds later when they end. The 25% hardeners increase your effective shield by 33%, which on my Python gives me effectively 553 more shield WHILE IN EFFECT. Because it REDUCES damage, it also effectively improves your BOOSTERS and SHIELD REGEN by the same amount. However, because it is short-lived and active it is important you stay mobile. Thus once you have a booster and an extender, the rest of your fitting is up to taste and you should experiment to see what you like. Note that on a DS a passive resistance amplifier probably isn't worth it. EDIT: Actually, now that I can buy the 15% ones it may be... I'm gonna experiment with using two of these instead of two hardeners. So ignore that last sentence.
I also love the torque boosters - I feel weird flying without at least one.
GUNS: For your passengers, I recommended fragmented missiles, cycled missiles or blasters. Hard to hit with railguns unless you are going after tanks. For your front gun on an assault dropship, it's really up to taste but I like Accelerated Missile Launchers. The splash lets me get plenty of assists, and if I get a DIRECT HIT it's an instant kill on many suits - their accuracy lets me line up my first shot and take out a suit before they know they are under fire. I find that with blasters or cycled missile launchers they take cover before I can finish them off.
SKILLS: Vehicle skills can do a lot - you can boost your turret damage a ton with skills. Still, you don't have to go that heavy into skills to be effective with a drop ship. I like to keep my drop ships on the cheap side because of issues with RDVs one-shotting them so I don't use the upper-level modules.
TACTICS: Too much to go into here but one of the best things you can do is flush enemies out of cover for your allies to rout, or force them into corners as your allies advance - you can turn many games with a single dropship. It's not the damage you cause, but the confusion and panic you generate (explosions and blaster fire!) that will win your team the game. Especially true with assault dropships. You can also hunt tanks if you have a gunner or two. LAVs can become decent prey as well.
TIPS: Watch out for RDVS Learn to use the momentum swarms hitting you gives you to boost you out of danger NEVER panic in an enclosed area - it will kill you. If you are a shield DS, carry an armor repper on your suit. Can't say how many times armor burn killed me. If there's a large rail gun or a forge gun nearby, get the hell out. Watch out for RDVs. Don't even pretend to go near them. You can crush people with your dropship. It's awesome. Don't be afraid to use your actives. If under fire, pop the booster before you need all of it. Don't stay in one place too long - fire off some shots, then circle back around to a new position. Learn to "swing" your assault dropship up and down to target enemies below your normal aim limit. Learn where your gunners can fire and keep the enemies in their sights. Stay low where cover protects you or high where it's hard to hit you - mid-height is wher |
gbghg
L.O.T.I.S. RISE of LEGION
1848
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Posted - 2013.05.26 21:03:00 -
[4] - Quote
^he covered most of the things I should have put in my post but forgot to, good advice all of it. Though I personally see afterburners as mandatory, makes you much harder to hit and gets you out of trouble really fast. |
Ser Chard
Osmon Surveillance Caldari State
15
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Posted - 2013.06.09 05:32:00 -
[5] - Quote
This is kinda an old thread, but I felt this was the best to add some new things I've learned.
MODULES: I now believe passive resistance amps are the way to go vs hardeners, at least for shields. Penalty is minimal if you only stack two, and they are in effect always - hardeners may not kick in until you've taken some damage anyway. I notice a big boost to my Python's survival rate when I use two 15% passive resistance amps instead of two hardeners. This may not apply to armor, which has a pretty good hardener - perhaps they'd be best taking one hardener and a second armor plate if it fits.
COVER: Unless you are feeling risky or have good team support, avoid piloting in maps without cover, which is usually towers or installations. Drop ships are quick and can easily run to cover when under overwhelming fire - cover will save you. Stay low and limit the angles from which you are exposed to potential fire. By choosing only to pilot on these choice maps I save a lot of isk.
TACTICS: Splatter - Learn to use the drop ship itself as a weapon. You can dive-bomb enemies and squish them at high speed without hitting the ground. This works especially well on suits standing on top of buildings. If a swarmer or forge gun is being annoying (they like to stand on buildings - too bad they are more vulnerable to drop ships there) you can make runs from cover to cover across them, firing en route and careening at high speed towards them, lowering your altitude to flatten them against your cockpit. If you can handle a magazine of swarms, there's a good chance they'll let you just fly over them and drop down on them.
Fish in a Barrel - Drop ships and tanks make good teams. You'll compete for enemy AV attention and you can route and kill entire squads. Generally squads take cover vs tanks - tanks project a heavy presence that pushes infantry into cover. Get behind that cover and let loose - you'll either flush enemies out and into the sights of the tank, or have easy pickin's as they are grouped and partially immobile behind said cover. This tactic applies to supporting your allied infantry too, but tanks generally do this better as enemies are more likely to "hunker down" vs tanks. If you follow a tank around, you're guaranteed to find cowering, grouped and distracted infantry ripe for slaughter - this is the closest to fish in a barrel I've encountered.
Anyone else have good advice? I think I have solo gunship down well, but I need to work on being good to my gunners and dogfights - I usually give up and fly away after a few rounds. |
gbghg
L.O.T.I.S. RISE of LEGION
2086
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Posted - 2013.06.09 17:58:00 -
[6] - Quote
Oh dogfighting? I can help there.
Now first thing first, if you want to dogfight the python is the way to go, the speed advantage it has over an incubus is a massive factor, the other one is that missiles are the biggest thing you will come across in dogfights, and they do bonus damage against armour. I've done dogfights in both ADS against both ADS, and the incubus is a horribly thing to dogfight in, you're constantly outmanoeuvred and the only chance of survival you have is having enough tanks and activating your reps at the right time. The only reason I win dogfights in it against pythons was because their pilots were A) bad B) cocked up
At it's simplest form Dogfighting is like a thumb war, your aim is to get above your opponent and keep him trapped there, by being in the highest position you gain 2 advantages 1) you have a larger target as you have the dropships entire back to shoot at 2) you are much harder to hit as your opponent has to dip back to hit you, meaning he loses height, reinforcing your advantage.
Now then, the first and most important thing is dogfighting is situational awareness, know where your enemy is, know where any enemy AV that might interfere is, know where any allied dropships or AV is, and most importantly, know where your grilling surroundings are!! Seriously the amount of pilots I've seen either fly into the ground or a building during the middle of a dogfight is ridiculous.
Second, know when to retreat. Even if retreating will let your opponents shield/armour regen if your in a worse state fall back, as should be blatantly aware of by now, dropships are terrible at tanking, if you try to slug it out with an opponent and his fit/skills are better than yours you will die. Knowing when to fall back will save you.
Third, restrict your foes movements, put him in the position where if he tries to get above or around you he risks a collision, this let's you direct his movements, needless to say dont let this happen to you. |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
597
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Posted - 2013.06.09 23:00:00 -
[7] - Quote
KING ZUMA wrote:After this respec want to spec into dropships Yes I know they suck and there are no rewards but I am in love with the idea of dropships and they should improve soon and if they don't...well then you can have my stuff after the respec and after spending some on core skills I will have about 4mil SP so I want to know- Shields or armor? skills needed? Best fitting? and other useful info I was a pilot late in the closed beta for a bit, I have never crashed or stuffed up a landing and I could also hover level at 3ft off the ground for a long time, these are skills that should be useful
gallente armor for extractions and air to ground assaults,
caldari is much nicer to fly, faster, but more vulnerable to forge, so it's a poor choice for extraction/air to ground assault which requires you to hover/land, 1 FG shot will take down a shielded caldari but the gallente can take an extra hit or 2. |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
597
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Posted - 2013.06.09 23:15:00 -
[8] - Quote
Ser Chard wrote:
Anyone else have good advice? I think I have solo gunship down well, but I need to work on being good to my gunners and dogfights - I usually give up and fly away after a few rounds.
i beat my head against the wall trying to get some noobs from my last corp to coordinate on my Incubus, 1 gunner + 3 AV hotdroppers would really give a tank some hell. they wanted to run around solo with their pre nerf TAC rifles tho so i never was able to put a crew together.
i found the funnest place to fly is in battle academy.. very few forges there |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
6
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Posted - 2013.06.10 00:41:00 -
[9] - Quote
This has all been very helpful, dropship piloting has been something that's interested me a while. Problem is my main is specced into Forge Guns and only just started on speccing into it's alternative role, probably Logi of some kind. That's going to take so long I'll probably just make an alt to fly dropships with, perhaps stick the passive SP on them and keep Poplo pushing forward on active..
Then again, that'd move it up from about two months 'til my main is upgraded from being a completely half-assed Logi to only being moderately half-assed. That's a prospect I'm not keen on. Get workable Logi twice as fast or make the road even longer for the sake of a dropship pilot alt who'll also be iffy for ages in the dropship stakes and mediocrity incarnate when it comes to everything else.
Eh, at least it'll be something different. Time to research those vehicle skills and modules, have a good think about what order of skill investment would be wise. |
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