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Jadek Menaheim
WarRavens League of Infamy
48
|
Posted - 2013.08.24 18:47:00 -
[31] - Quote
CCP Wolfman, others and myself would love to get your perspective on the use of dual afterburners in the context of the 1.5 vehicle overhaul. Will they by left in, modified, or enhanced to any degree? Thank you. |
Jadek Menaheim
WarRavens League of Infamy
48
|
Posted - 2013.08.24 19:21:00 -
[32] - Quote
Jadek Menaheim wrote:Seeing as there is only a basic level aerial afterburner module to skill into; I'm curious if CCP was planing on releasing level 3 and 5 tier modules. There are level 5 modules for ground vehicles.
If higher tier afterburner modules were released, what do people think would be agreeable fitting costs on such modules?
Both militia and basic afterburners require 38 cpu and 145 pg. |
Jadek Menaheim
WarRavens League of Infamy
48
|
Posted - 2013.08.25 04:13:00 -
[33] - Quote
Jadek Menaheim wrote:Fitting and Demonstation VideoVerdict: working as intendedAntics aside in my test, this appears to be a module fitting glitch that allows you to greatly modify the speed bonus of a dropship; a milita dropship that is in the video demonstration. The kicker is, it looks like it is going to be an essential glitch with the upcoming lock-on modifications to swarm launchers. Evasiveness and quick extractions are going to be key to staying alive and operational. This does not guarantee safety from AV attacks because the initial module activation time still leaves a pilot and crew open to a swarm volley or forge gun hit. While in radial switching some flight controls and view finding is locked. Additionally important to note, the fitting costs of afterburners can be quite taxing with 38 cpu and 145 pg. This makes its fitting on a shield dropship much more difficult when accounting for adding upgrades to guns. However, the additional low slots and powergrid on a armor dropship allow for greater degrees of freedom in this regard--note armor dropships are slower and more vulnerable to swarm launchers. In these regards, things appear balanced. I understand this topic may be more fitting under technical support and bug; however I want to put it forward for more field testing and discussion in the regards of dropship roles with upcoming changes in 1.4 to AV. This fitting example, whether intended or not by the vehicle development team allows Dropship pilots to serve a viable and necessary role of troop deployment and extraction whilst remaining survivable in a highly dangerous environment.
Anyone else have a chance to try this out and comment on the experience? |
Jadek Menaheim
WarRavens League of Infamy
49
|
Posted - 2013.08.25 07:50:00 -
[34] - Quote
Following from comments made elsewhere on the forum regarding cheating and exploits I want to ask if people feel afterburner stacking gives pilots an unfair advantage? Honest opinions please. To my knowledge, a DEV or CPM has not confirmed whether these modules are working as intended. Yes, they may be an exploit, however their use appears to be far from cheating. A pilot who is not vigilant and responsive to ground AV can still be woefully hard countered. |
Jadek Menaheim
WarRavens League of Infamy
49
|
Posted - 2013.08.25 19:05:00 -
[35] - Quote
Ulme Mees wrote:Forge 600m???? More like 300m and swarms lock untill 400m but missiles dont fly that far.
Off hand, I'm wondering how long exactly they'll follow you now. I remember back to the days in Chromosome and closed beta when they would chase you around the map for most of the game. It would be nice to have a mapable rear view camera. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2362
|
Posted - 2013.08.25 19:25:00 -
[36] - Quote
Dual afterburners isn't anything new. It certainly helps in the opening for the race to the high ground, but I'm not really convinced it's all that useful otherwise. If a single afterburner isn't doing the trick for you, I don't see how afterburning faster at the expense of all that CPU/PG is really worth it. The biggest weakness for dropships is when they're relatively stationary, which is the state you need to be in to do pretty much anything useful.
Sure, in PUB matches you might find some fun uses for it (like in the video), but if you're up against a real team with real AV on it, no one is shooting at you while you're moving anyway. All that does is alert you to the AV's position. Real AV players let a dropship pilot slow down and try to do something useful, and then unload... and dual afterburners don't really help combat this. You'll be dead before the burners ever kick in. |
Jadek Menaheim
WarRavens League of Infamy
49
|
Posted - 2013.08.25 19:48:00 -
[37] - Quote
Baal Roo wrote:Sure, in PUB matches you might find some fun uses for it (like in the video), but if you're up against a real team with real AV on it, no one is shooting at you while you're moving anyway. All that does is alert you to the AV's position. Real AV players let a dropship pilot slow down and try to do something useful, and then unload... and dual afterburners don't really help combat this. You'll be dead before the burners ever kick in.
Valid point. It may be too big of a trade-off for PG and space for resistance modules and heat sinks. In the case of finding AV players it would be nice to see Active scanner modules work more efficiently at scanning lower db readings. |
Jadek Menaheim
WarRavens League of Infamy
49
|
Posted - 2013.08.25 19:59:00 -
[38] - Quote
Jadek Menaheim wrote:Baal Roo wrote:Sure, in PUB matches you might find some fun uses for it (like in the video), but if you're up against a real team with real AV on it, no one is shooting at you while you're moving anyway. All that does is alert you to the AV's position. Real AV players let a dropship pilot slow down and try to do something useful, and then unload... and dual afterburners don't really help combat this. You'll be dead before the burners ever kick in. Valid point. It may be too big of a trade-off for PG and space for resistance modules and heat sinks. In the case of finding AV players it would be nice to see Active scanner modules work more efficiently at scanning lower db readings.
With the changes to squad vision in 1.4, I wonder how useful dual after burners and an active scanner module on a Caldari dropship would fair in relaying recon data to squads. A lone merc could zip about the airspace over a battlefield lighting targets below. The thing is, scanner range may be an issue so the pilot would have to fly in low and fast. It may be feasible. |
Jadek Menaheim
WarRavens League of Infamy
49
|
Posted - 2013.08.25 20:09:00 -
[39] - Quote
I'd be supper happy to see scanned kill assists translate to WP for pilots. |
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