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Gabriella Grey
The Neutral Zone
94
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Posted - 2013.11.19 21:35:00 -
[31] - Quote
Gû¦Gû+Gû¦ DROPSHIP UPDATE FOR 1.7 Gû+Gû¦Gû+
The future of dropships is here!!! Check out more about the coming update in the information and links below.
CCP Mintchip wrote:Hello fellow Immortals! It is our pleasure to bring to your attention some of the changes to updates that weGÇÖve made following some of your feedback! Brought to you by the one and only CCP Wolfman! Check it out in this new dev blog giving you a stat rundown on everything from Vehicle Changes to Turret changes! Hope you like math! Let me know what you think!
CCP Wolfman & Team Kongs Rework Dev Blog
Vehicles of Uprising 1.7 Thread
Want more dropship help and advice? Subscribe to this thread, and join Dust Red Flag public chat for in game help. |
Lanius Pulvis
Bojo's School of the Trades
62
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Posted - 2013.11.20 14:06:00 -
[32] - Quote
Respec question answered, and prices!https://forums.dust514.com/default.aspx?g=posts&t=122274
Not new, just new to you.
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Jakobi Wan
Legions of Infinite Dominion
47
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Posted - 2013.11.21 19:53:00 -
[33] - Quote
can i ask how you guys feel about the auto-pilot feature for dropship they've now implimented? like it? hate it? dont care? wish it was toggle-able? i'm curious what others think |
Vulpes Dolosus
SVER True Blood Public Disorder.
311
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Posted - 2013.11.21 21:24:00 -
[34] - Quote
I like it, but I know a lot of people don't. In fact, I'm the only veteran pilot I've seen here that likes it. So here's my case:
It's a good feature. Other pilots will say that it's a crutch for new players (Judge Rhadamanthus even called it the pilots equivalent of an aim-bot), but that's ridiculous. It only does one thing, level out the dropship. This is especially good if you're using it as a shooting platform for side gunners because it helps minimize drifting and overcorrection of the ship. I'm sure you know how difficult to know the pitch of your ship if you want to stand still; this feature really helps with that, and nothing else.
It doesn't help you fly. If you are in a position where you're going to crash, you maintain you velocity after the ship self-corrects pitch (which takes a second or two to kick in anyway), so you're still on the path to crash. It can't possibly affect any other skill a good pilot needs to be distinct from a novice (such as dives, rolls, escapes, fittings, managing modules, other maneuvers, etc etc), and if you think standing still is what should separate good pilots from novices, you're sorely mistaking.
It doesn't harm flight (*except in one way, which I'll address later). Every maneuver I've experimented with militia dropships have been executed without hinderance from self-adjusting.
There are only a few things I wish they'd change. The first is that they add a way to turn it off. I understand some people and play styles will not like it so they should not have to be inconvenienced by it. The second, as I alluded to earlier, is that it still kicks in after you use the right stick to turn or pitch, making easy banking difficult to maintain. What I'd ask to change is that the mechanic kicks in only after there have been no button/joystick presses. The last is it should also eliminate a very small amount of velocity if they dropship is just slightly drifting, making it completely still. The purpose of the leveling mechanic is to help pilots level out and keep the ship still, and while it does help level out the ship, there's still occasionally a small amount of drift, so if that could be eliminated it would really help keep still.
In short, I like it, it could be a little different/better, but it's not really bad in a significant way. Nay-sayers are overreacting.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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Gabriella Grey
The Neutral Zone
96
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Posted - 2013.11.24 16:15:00 -
[35] - Quote
CALDARI -VS- GALLENTE The biggest difference between Caldari and Gallente dropships are how they operate once in the air. The Caldari dropship is naturally more nimble, able to strafe with ease, left to right, backwards, and forward with little to no problem. It's concentration on shields allows it to go at much more of an more aggressive approach towards hostile areas, while being able to exit once danger persist to the dropship. The Gallente variant excels in being able to take much more damage compared to its Caldari variant. It has more mass giving it a much better diving top speed but be careful not to over do it at low altitudes, or you will find yourself in the warm grip of gravity. Play this vehicle variant strengths with its high speed dives, and straight angles of flight and you will do fine.
Some tactics these two types share is the basic of flight. If you haven't seen Judge Rhadamanthus videos, or even heard of them, well then that should be your first go to. You want to concentrate on grasping how to dive and use the environment as cover. Below is the 7 most undeniable laws of the dropship.
G¥¦ Avoid using the dropship like you would a HAV. That is not it's intended purpose. Like the scout on the ground, you play a support vehicle role. Cover fire, special tactical assaults, and transport are your best roles.
G¥+ You are the ultimate intel/information giver, surpassing a scout on the ground. Dropships can see everything that is going on in the sky. They know what objectives are left unguarded, and where the main focus of fighting is taking place. You have the power to lead your team into victory with information alone!
G¥+ You as a pilot are the Percision Strike multiplier! Your eyes in the sky also gives the best information on where to drop that Precision Strike.
G¥¦ Hoover in one area too long can be dangerous! You want to limit your time in one spot, then move to another angle, rotating constantly. This confuses attacking ground forces, and makes it more difficult for anti air to shoot you down.
G¥+ Situational awareness is king/queen. You must be aware of what is going on around you at all times.
G¥+ When fighting another dropship the most important thing to remember is play your dropships set-up to your advantage. Once the deployment of 1.7 this will be an even more important, taking it as far to your modules making them play even a more important role.
Want more dropship help and advice? Subscribe to this thread, and join Dust Red Flag public chat for in game help. |
Gabriella Grey
The Neutral Zone
101
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Posted - 2013.12.05 03:54:00 -
[36] - Quote
ARIAL ASSAULT 101
Arial Assaults are probably one of the less used tools on the battlefield. Here are a few compiled tips this week for using your squad/teams dropship in air support.
Gÿá Ground squad leaders should call in arial support for areas causing the squad or team issues. Gÿá When friendly fire is active it is important to know from your squad lead how close you giving support fire from the dropship to eliminate friendly deaths. Gÿá Always remember the longer you linger in an area giving support fire the enemy is planning a counter to your dropship. Gÿá Always keep moving to different angles of attack with a dropship to keep the enemy confused. Gÿá Dropships can support HAV's and LAV's being their much needed eyes in the sky, scouting much further ahead of them or giving flanking to support fire.
Want more dropship help and advice? Subscribe to this thread, and join Dust Red Flag public chat for in game help. |
Vulpes Dolosus
SVER True Blood Public Disorder.
380
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Posted - 2013.12.05 04:10:00 -
[37] - Quote
Gabriella Grey wrote:ARIAL ASSAULT 101
Arial Assaults are probably one of the less used tools on the battlefield. Here are a few compiled tips this week for using your squad/teams dropship in air support.
Gÿá Ground squad leaders should call in arial support for areas causing the squad or team issues. Gÿá When friendly fire is active it is important to know from your squad lead how close you giving support fire from the dropship to eliminate friendly deaths. Gÿá Always remember the longer you linger in an area giving support fire the enemy is planning a counter to your dropship. Gÿá Always keep moving to different angles of attack with a dropship to keep the enemy confused. Gÿá Dropships can support HAV's and LAV's being their much needed eyes in the sky, scouting much further ahead of them or giving flanking to support fire.
Want more dropship help and advice? Subscribe to this thread, and join Dust Red Flag public chat for in game help. Adding a little bit:
Active scanners are incredibly helpful to pilots. It allows us to see targets not visible on our passive scanner, especially through our hull when targeting.
As active tanking will be the better form of tanking (imho), an ADS can attack a tank and force it to activate it's mods, either forcing the tank to retreat to cover or allowing infantry AV an early chance of killing the tank.
Dropships are fantastic at flushing/thinning out enemies behind cover or at different angles respective to allied infantry. If a stalemate has been reached at a point, ADSs can kill or distract the enemy, giving you an advantage.
When a friendly dropship is in local airspace, DONT CALL IN ANY VEHICLES!!! Seriously, don't do it.
Pilots: announce where AV players are located (if possible); Infantry: announce where AV players have been killed.
[*]Infantry active scanners... Use them. A lot.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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