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Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 04:33:00 -
[1] - Quote
Fitting and Demonstation Video Working as intended
Antics 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. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1131
|
Posted - 2013.08.24 04:36:00 -
[2] - Quote
Jadek Menaheim wrote:Fitting and Demonstation VideoWorking as intended Antics 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.
Yeah lol. Try surviving a single forge blast with 2 afterburners fitted.
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Mac Dac
Wraith Shadow Guards
145
|
Posted - 2013.08.24 04:40:00 -
[3] - Quote
Jadek Menaheim wrote:Fitting and Demonstation VideoWorking as intended Antics 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. Trying this ASAP before CCP fix it.
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Foundation Seldon
Gespenster Kompanie Villore Accords
67
|
Posted - 2013.08.24 04:44:00 -
[4] - Quote
Nguruthos IX wrote:Jadek Menaheim wrote:Fitting and Demonstation VideoWorking as intended Antics 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. Yeah lol. Try surviving a single forge blast with 2 afterburners fitted.
You'll be dead in 2 forge shots regardless, so that doesn't change anything.
Interesting idea OP, I'll be sure to try it out the next time I'm throwing my dropship to the wolves. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 04:46:00 -
[5] - Quote
Nguruthos IX wrote:Yeah lol. Try surviving a single forge blast with 2 afterburners fitted. While I don't have the skills to test it quite yet, you could fit certain fit two afterburners on a Gallente logistics dropship with several armor plate and powergrid modules. You'd probably be able to tank 1 or 2 shots well enough before things went critical. By that time you should have you thrusters active and achieving considerable vertical lift. Remember supply depot will repair vehicle armor quite quickly so you wouldn't necessarily need to carry an on-board repair unit. |
Heathen Bastard
The Bastard Brigade
587
|
Posted - 2013.08.24 04:46:00 -
[6] - Quote
Nguruthos IX wrote: Yeah lol. Try surviving a single forge blast with 2 afterburners fitted.
Yeah, you try landing that one shot. that thing's faster than a scout lav, and moving in 3 dimensions, semi-randomly. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2921
|
Posted - 2013.08.24 04:47:00 -
[7] - Quote
... You're telling me we had fighters all along? |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 04:49:00 -
[8] - Quote
Heathen Bastard wrote:Nguruthos IX wrote: Yeah lol. Try surviving a single forge blast with 2 afterburners fitted.
Yeah, you try landing that one shot. that thing's faster than a scout lav, and moving in 3 dimensions, semi-randomly.
Does anybody know the maximum effect range of a forge gun and swarm launcher? I'd love to have an altimeter to calculate the time it would take to reach a safe ceiling. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 04:50:00 -
[9] - Quote
TheAmazing FlyingPig wrote:... You're telling me we had fighters all along?
Kamikaze fighters to be exact |
Heathen Bastard
The Bastard Brigade
588
|
Posted - 2013.08.24 04:52:00 -
[10] - Quote
300 meters on swarms, 600 on forges.
though, I like that dropship, goes from 0 to "I need new pants!" in nothing flat. |
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Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 04:52:00 -
[11] - Quote
I'm sure the end of that video is going to spawn some NERF MINMATAR HACKING SPEED threads. Objective A down in 3.5 seconds. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 04:53:00 -
[12] - Quote
Heathen Bastard wrote:300 meters on swarms, 600 on forges.
though, I like that dropship, goes from 0 to "I need new pants!" in nothing flat.
Awesome! Now what's the current flight ceiling on maps? A Dev might know that one. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 05:06:00 -
[13] - Quote
I'd be really curious with how this translates toward use in an assault dropship. I would imagine it to be outlandishly fast. In an earlier match I was able to easily out climb one in a militia gorgon avoiding his turrets and several forge blasts in the process. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 05:26:00 -
[14] - Quote
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. |
Nguruthos IX
Red and Silver Hand Amarr Empire
1131
|
Posted - 2013.08.24 05:43:00 -
[15] - Quote
Heathen Bastard wrote:Nguruthos IX wrote: Yeah lol. Try surviving a single forge blast with 2 afterburners fitted.
Yeah, you try landing that one shot. that thing's faster than a scout lav, and moving in 3 dimensions, semi-randomly. Try doing any useful thing while flying around that fast and out of range of forge guns. |
Bright Cloud
Namtar Elite Gallente Federation
32
|
Posted - 2013.08.24 05:45:00 -
[16] - Quote
looks like the "old" afterburner to me when you activated both at the same time. Only true pilots know what im talking about. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 06:13:00 -
[17] - Quote
Nguruthos IX wrote:Heathen Bastard wrote:Nguruthos IX wrote: Yeah lol. Try surviving a single forge blast with 2 afterburners fitted.
Yeah, you try landing that one shot. that thing's faster than a scout lav, and moving in 3 dimensions, semi-randomly. Try doing any useful thing while flying around that fast and out of range of forge guns.
Well there are other inventive applications to one's 'work' as a dropship that might not earn you kill assists. Have you considered using this boosting mechanism as a better "merc canon." If only pilot had a crew bay eject button.
CEO Pyrex and others demonstrate the concept here. |
Jadek Menaheim
WarRavens League of Infamy
42
|
Posted - 2013.08.24 06:20:00 -
[18] - Quote
Mr. Menaheim, I went and made a better video. Enjoy |
forteXVI
89th Infantry Division
69
|
Posted - 2013.08.24 06:25:00 -
[19] - Quote
YES!!! YESS!! XD this made my night XD |
Sgt Buttscratch
G I A N T EoN.
668
|
Posted - 2013.08.24 06:30:00 -
[20] - Quote
had just turned my ps3 off for the night, guess I'm gunna have to jump back on and go supah fast |
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calisk galern
BurgezzE.T.F
790
|
Posted - 2013.08.24 06:32:00 -
[21] - Quote
this is new?
drop ships always troll swarm launchers. |
Ulme Mees
Eesti Leegion
9
|
Posted - 2013.08.24 11:21:00 -
[22] - Quote
Forge 600m???? More like 300m and swarms lock untill 400m but missiles dont fly that far. |
Kaminoikari
Intrepidus XI EoN.
39
|
Posted - 2013.08.24 14:02:00 -
[23] - Quote
Gallente Assault Dropship confirmed for being nigh invincible with 2 active. Plus you can outrun the swarms literally doing 2 backflips. Literally. Forgeguns have a significantly less chance to hit, and since an ADS has a naturally higher base speed (They're faster) it adds the effect almost again. I hope this doesn't get fixed nor do I hope it's a glitch because this will help Gallente pilots significantly. Sig-ni-fi-cant-ly.
Note: I ran 2 Fuel Inj, 1 Beta PG module, 1 Voltaic Energized Plating, 1 Light Efficient Armor Rep., 1 Light Payload Control System II, 2 ST Acell. And finally 1 XT-Cycled.
This fit proved very useful... Except for when I landed in my redzone to rep a small around of amor (Why waste the module?) a blueberry in a Charbydis purposely ran into my ship. Purposely. That was 801k down the drain. |
Jadek Menaheim
WarRavens League of Infamy
45
|
Posted - 2013.08.24 16:04:00 -
[24] - Quote
Kaminoikari wrote:Gallente Assault Dropship confirmed for being nigh invincible with 2 active. Plus you can outrun the swarms literally doing 2 backflips. Literally. Forgeguns have a significantly less chance to hit, and since an ADS has a naturally higher base speed (They're faster) it adds the effect almost again. I hope this doesn't get fixed nor do I hope it's a glitch because this will help Gallente pilots significantly. Sig-ni-fi-cant-ly.
Note: I ran 2 Fuel Inj, 1 Beta PG module, 1 Voltaic Energized Plating, 1 Light Efficient Armor Rep., 1 Light Payload Control System II, 2 ST Acell. And finally 1 XT-Cycled.
This fit proved very useful... Except for when I landed in my redzone to rep a small around of amor (Why waste the module?) a blueberry in a Charbydis purposely ran into my ship. Purposely. That was 801k down the drain.
Oh, that is fantastic to hear. Well, not the story with that damned blueberry, but what you are able to accomplish with the fitting. Good job! |
Jadek Menaheim
WarRavens League of Infamy
45
|
Posted - 2013.08.24 16:26:00 -
[25] - Quote
I would find this evasive system more useful with a target warning system. Additionally, if counter measure flares were introduced as a high slot, high powergird modules we could have a balance to tactical choices in using either flares or afterburners, but not both effectively. Deployment of flares could keep your gunners useful a a lower height by nullifying several vollies of flares, however the ship would lose the capability of a quick getaway when needed. |
Takahiro Kashuken
Red Star. EoN.
1040
|
Posted - 2013.08.24 16:49:00 -
[26] - Quote
If it is infact a fitting gltich then expect a quick fix patch to stop it from being used because it means no skill crutch scrubs with swarms wont be getting easy kills from dropships and thus is unfair |
NINJAPIRATEROBOTZOMBIE
Subdreddit Test Alliance Please Ignore
103
|
Posted - 2013.08.24 16:49:00 -
[27] - 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.
Want to build the fastest thing in this game get an Incubus with two afterburners and 4 jovan power planets = zero to cloaked in .01 secs. |
Scheneighnay McBob
Bojo's School of the Trades
3124
|
Posted - 2013.08.24 17:11:00 -
[28] - Quote
Afterburners have always worked great for avoiding AV.
However, if you want your gunners to hit anything, or your passengers to not fly across the map when they jump out, you'll have to slow down. |
Jadek Menaheim
WarRavens League of Infamy
46
|
Posted - 2013.08.24 17:20:00 -
[29] - Quote
Takahiro Kashuken wrote:If it is infact a fitting gltich then expect a quick fix patch to stop it from being used because it means no skill crutch scrubs with swarms wont be getting easy kills from dropships and thus is unfair At least we'd have video evidence of another bygone era. |
Jadek Menaheim
WarRavens League of Infamy
46
|
Posted - 2013.08.24 17:24:00 -
[30] - Quote
Scheneighnay McBob wrote:Afterburners have always worked great for avoiding AV.
However, if you want your gunners to hit anything, or your passengers to not fly across the map when they jump out, you'll have to slow down.
Passengers flying across the map isn't always a bad thing. If you know how to aim your buddies you can make a viable Merc Canon with the added speed bonus. |
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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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