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Nguruthos IX
Vagina Bombers
1276
|
Posted - 2013.09.01 20:17:00 -
[1] - Quote
Alldin Kan wrote:Aside from the obvious problem of view being blocked, trying to keep my dropship steady only to barely hit someone with a blaster is too frustrating. Another major problem is that without proper turning of the front turret I was limited to these 2 options: keep hovering steadily so my gunner hit targets OR increase maneuverability at the cost of my gunner's accuracy so I could try to kill others with the front turret. In all, I have lost over 20,000,000 ISK in 5 hours (A few RDV/Environmental OHK) trying to pilot it even with the proper modules/turrets (damage is fine). SP cost of using the python ended up being a wasted 1.4 million (not counting skill previously leveled up).
With that said, CCP either needs to give me and all other pilots the SP reimbursed or somehow improve aiming with the Assault Dropship.
Also does not help that because of the ever-present DS TURRET BUG If you are trying to aim the front turret at anything, your gunners can not see or assist with that target. Else they be met with perpetual frustration, but never a view to shoot.
This leaves you with the horrible choice of either using your front gun OR side guns, but never both. So do you hover sideways to make every forge gunners life easier? While you're doing this YOU can't even see what your GUNNERS are looking at. And so you turn a blind eye to half the battlefield + whatever AV might be over there.
Gahhh this bugggggg |
Nguruthos IX
Vagina Bombers
1276
|
Posted - 2013.09.01 20:24:00 -
[2] - Quote
Aero Yassavi wrote:Say that to Halador, I was squadded up with him yesterday and he went 27-0 in an assault dropship as I only went 10-0. You can aim, it just takes practice.
Though I would like an option for the turret not remain aimed where you move it, currently it always wants to return to it's neutral position which can result in fighting the turret to keep a consistent aim on something.
This is not a mechanic, it is a bug that was introduced with the Uprising patch. It has since been ignored by CCP.
Prior to that, this never happened.
They attempted to add a no-aim zone around some parts of the ships, and you'll notice on the galentee this works fine for the top half. The bottom however is partitioned/coded incorrectly which results in the turret behavior you just described as returning to neutral position.
Although technically it's a front facing position, neutral is when you spawn it in both guns face out 90 degrees away from the front |
Nguruthos IX
Vagina Bombers
1276
|
Posted - 2013.09.01 20:27:00 -
[3] - Quote
Alldin Kan wrote:Aero Yassavi wrote:Alldin Kan wrote:Aero Yassavi wrote:Say that to Halador, I was squadded up with him yesterday and he went 27-0 in an assault dropship as I only went 10-0. You can aim, it just takes practice.
Though I would like an option for the turret not remain aimed where you move it, currently it always wants to return to it's neutral position which can result in fighting the turret to keep a consistent aim on something. Must have been a bad team, I had AV at all times. So do I and every assault dropship pilot. The key is to identify them and kill them. Ok ADS pilots run away from AV Good ADS pilots run away from AV then return with fiery Too bad this never works vs Forge Gunners.
They just come back 3 seconds later, and with a vengeance. Or some more teammates to LOL-WTF-DOUBLE-FORGE-1-SHOT you |
Nguruthos IX
Vagina Bombers
1276
|
Posted - 2013.09.01 20:59:00 -
[4] - Quote
Iron Wolf Saber wrote:... I hate to say it but based on my experiences in stolen ADSs the rail gun turret was more successful in aiming than the blaster. The blaster is only good for raking large targets such as vehicles and turrets which unfortunately at the angel you normally engage in leaves you to getting shot down by said things.
Hate to say it but small rails often deliberately go off target from where you are aiming. Coupled with the pitiful splash, heat and poor damage this makes the worst selection for any dropship gun ever.
You'll more easily sustain fire on a target with a blaster than accurately hit infantry with a rail (depending on angles).
Both are bad. blasters are pretty useless in a front gun turret but rails are completely out of the question. It's sad to have useless things in this game. |
Nguruthos IX
Vagina Bombers
1280
|
Posted - 2013.09.01 23:35:00 -
[5] - Quote
gbghg wrote:Spec Ops Cipher wrote:Iron Wolf Saber wrote:... I hate to say it but based on my experiences in stolen ADSs the rail gun turret was more successful in aiming than the blaster. The blaster is only good for raking large targets such as vehicles and turrets which unfortunately at the angel you normally engage in leaves you to getting shot down by said things. Respectfully disagree. The blaster is useless against vehicles, it's efficiency is too low, and at proto, with skills, you do about 50 dam per bullet. The efficiency on vehicles and installations is 10% and it is just awful Also respectfully disagree, even given the efficiency sustained fire is more than capable of taking down well fitted standard tanks, that said it takes a long time and works best against shield vehicles. The blaster turret is also particularly good at taking out LAV's, the "raking" as IWS out it gives a high chance of wounding, if not outright killing the crew of the vehicle. And given the drivers position you also tend together headshot bonus's as well, to date in my experience the blaster has proven the best small turret to stopping LAV's, and are competent at killing both vehicles and turrets. That said, IWS is wrong about small rails, the things are garbage in every respect.
Except if/when you manage to kill an LAV drive you have to hover there and fire at the bloody AFk vehicle for a minute before it dies.
AFK LAV > decked dropship survivability |
Nguruthos IX
Vagina Bombers
1280
|
Posted - 2013.09.01 23:37:00 -
[6] - Quote
gbghg wrote: I like to swoop down on forge gunners, particularly tower snipers, you always have to kill the uplink first in that scenario. IMO dancing with a forge gunner is one of the most challenging and fun things you can do in dust, nothing like seeing those blue streaks just miss you. That said things go badly when a second forge gunner enters the fray...
It can be fun and exciting. Till you realize you'd have to kill the guy 20 times to = the cost of your assets. Unless he's militia then like 200,000 |
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