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Xaviah Reaper
Nyain San EoN.
118
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Posted - 2013.10.12 02:10:00 -
[1] - Quote
If you are wanting to take dropships to the logistics level, read on.
First, create a dropsuit. Name this suit your "Pilot" suit, as it is useless for anything else. -MLT minmatar scout -MLT scrambler pistol/smg -Basic Drop uplink -2 kenetic catalyzers (speed buff)
Eryx (logi) : you will need to stack health with this ship, and fit your best missile turrets either side. (preferably the accelerated missile variant).
My Eryx loadout:
HP module -3 azeotropic shield extenders -1 clarity ward booster
LP module -1 5% shield/ recharge/ PG expansion -1 12% PG expansion
Turrets -2 XT1 Accelerated missiles
Flight tactics: Grab two committed turret gunners, preferably heavies (ask in corp or local, or create a squad in squad finder), and ask them to spawn into your ship once its called out at the beginning of the battle. The game mod and map selected will drastically change your flight tactics, so i'll give you the basics and you'll need to implement them in all maps available.
microphones are very useful for calling out enemy positions that may not be immediately obvious to your gunners!
Ambush: At the start of the game, be wary of enemies close by. spawn in the Pilot fitting you created earlier. spring off to the closest red zone area, or until you are 100% certain of the security of the landing zone. Before calling your Eryx, drop your uplink. The heavies can spawn on these and wait for the Eryx to provide extra security, but the uplink is mainly incase something goes terribly wrong, such as your Eryx crushing you when being dropped. You can immediately recover the ship by respawning on your uplink.
once both turret gunners enter the vehicle, locate the enemy. Usually on 50clone Ambush, the enemy will group up very tight making it very easy to shoot them up if you are flying overhead.
second, scout any enemy AV, such as forge guns, heavies, Swarm launchers. These units are often easy to pick out from the crowd, as the forge gun will surround the player with a bright blue light when charging up. The swarm launchers are often medium suits with a shoulder mounted launcher, making them easy to pick out from the medium suits with other assault weaponry such as ARs.
third, communicate to your gunners where you will be positioning the enemy in comparison to the ship, so they can start placing effective round on target as soon as possible. Once you have reached the position you wish to allow the gunners to attack, the hard part begins..
Stability! Your gunners aim is only as good as the platform they shoot from. If you fly erratically and make a steady aim impossible, not only will they not enjoy the battle, but nobody in the ship will gain points and therefore very little ISK reward at the end. To gain stability, you must practice counter balancing the ship by tipping it back and forth. Once you are in the location of the enemy, use of the thrusters should be very limited. Only use thrusters to reposition your gunners for a better shot.
note: Constantly think of how well your gunners can hit their target. try to avoid obstructions. Scaffolding, pillars, walls, etc.
a good way to find the perfect balance in stability, is to be very very light with the controls for the ship while engaging enemy. Try going into first person (temporarily) and getting the camera perfectly in line with the horizon. if you are slowly drifting towards the horizon, pull the ship back a little to stop movement.
Once your crew have nailed a few redberries, chances are, they have relocated or respawned with some AV. Don't lose your cool here! be constantly surveying the ground for AV troops, and be prepared to take counter measures.
Counter measures! If hit by a forge gun.. -Activate shield booster IMMEDIATELY! -Find cover! -Fly eratically and make it as hard as possible for the forge gunner to aim at you, without losing control of the ship and crashing. -regain full HP and wait until your booster is off CD -prepare for counter attack. If you or your gunners located the forge gun, communicate this immediately, and prioritise those targets over all other redberries. -If the forge gunner is distracted, regain stability in an area where your gunners can engage, and fly slowly to avoid being a static target. If re spotted by the forger, be prepared to activate your boosters again, but remember your turrets should hopefully take him out, so try to be a little braver here. activate boosters ONLY when hit, and wait as long as possible before you know for certain staying around is a bad idea. Once you move off, repeat the steps over and over until you can continue your Logi ship massacre.
If hit by swarm launchers.. -Activate shield booster IMMEDIATELY! -Fly as fast as you possibly can away from the launcher location, trying to fly around buildings and cause missiles to dropoff or hit the walls. -regain full HP and wait until your booster is off CD -prepare for counter attack. If you or your gunners located the location of the swarms, communicate this immediately, and prioritise those targets over all other redberries. -If the swarm launcher is spotted, chances are he will immediately engage you as you are most likely his only available target. regain stability in an area where your gunners can engage, and fly slightly faster to give yourself a head start if you need to fly away at top speed again. If the launcher is preoccupied with a tank or some other vehicle, Your opportunity to strike is now! be prepared to activate your boosters again, but remember your turrets should hopefully take him out, so try to be a little braver here. activate boosters ONLY when hit, but avoid waiting around long as it is not possible for you to know for certain if staying around is a bad idea. Once you move off, repeat the steps over and over until you can continue your Logi ship massacre.
Good luck! best score: 21-0 / 16/1
see you in the air
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Artificer Ghost
Bojo's School of the Trades
1091
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Posted - 2013.10.12 04:54:00 -
[2] - Quote
I appreciate people writing guides and having a fun time teaching other people, and I really do feel terrible about saying this next part, but the Eryx, Python, Prometheus and Incubus are being removed in 1.6, the next patch. Sadly, all of your typing was in vain. :( |
Xaviah Reaper
Nyain San EoN.
122
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Posted - 2013.10.12 11:12:00 -
[3] - Quote
not really, spec into it now and when its removed in 1.6, you get your SP back. this guide will help the people who want to try them and do well first time at them before they're gone.. Im an optimistic kindof guy .. bright sides and all that. Thanks for the post though |
Vyzion Eyri
The Southern Legion The Umbra Combine
1467
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Posted - 2013.10.14 10:06:00 -
[4] - Quote
A better tip for the gunners:
Hold off on their spawn until the dropship is deployed; then spawn into the in-built mCRU.
As for avoiding AV, if you know where it's coming from turn in the opposite direction, dive down at a -45 degree angle then fly as low as possible. Chances are their shot will be obstructed by obstacles you've placed between you and them during the dive.
Alternative evasive action: the Condor(k) maneuver
If you don't know where AV is coming from, go straight up. Following this ascent you've forced all AVers to raise the sights to the sky; they will be like headless chickens for any team members on the ground to pick them off. At the flight ceiling you will be a speck and since you can barely understand where you are relative to the map, your movement will be erratic anyway. Preferably (although I haven't tested this extensively) if you're being fired at by a forge gun, perform a backflip (when your dropship is upside down hold down the reverse thrusters to provide UPWARD lift) and when you're right side up and pointing towards the ground, use the momentum to dive with your forward thrusters and get out of there. The backflip basically tells whoever is using AV that you don't give a **** about them and the dive following is to get out before they try take you out after being momentarily stunned due to your aerial acrobatics.
The above are all theories that I rarely put to practise and I will not be held liable for any permanent damage. |
Vulpes Dolosus
Neanderthal Nation Public Disorder.
99
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Posted - 2013.10.14 14:42:00 -
[5] - Quote
Replace one of the shield extenders with an afterburner. It is absolutely paramount to your ship's survival. Despite it's high ehp stats, you will not be tanking any more than 3 or so forgeguns or swarms, which will easily hit with your low maneuverability. Use the afterburner and gtfo when things get heavy. |
Xaviah Reaper
Nyain San
148
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Posted - 2013.10.18 03:14:00 -
[6] - Quote
Vulpes Dolosus wrote:Replace one of the shield extenders with an afterburner. It is absolutely paramount to your ship's survival. Despite it's high ehp stats, you will not be tanking any more than 3 or so forgeguns or swarms, which will easily hit with your low maneuverability. Use the afterburner and gtfo when things get heavy.
i've experimented with afterburners a lot, and the survivability is not ideal. Usually, you get smashed up before you can do any damage and you'll me ineffective or dead. just my experience |
Infamous Erich
Inf4m0us
6
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Posted - 2013.10.20 21:10:00 -
[7] - Quote
i run the prometheus heres my load out
high's: after burner, wavelength scanner
lows's: proto light rep, smallest 60m plate, then two voltic passive 15%
turret's: XT1 fragmented or accelerated missiles,fragment are better for gunners who don't have good aim but the accelerated can fill the kill feed if u have some 1 thats good with leading missiles
the ds sits at about 2500 amour at 35% passive ressistance as soon as the forge hits u active ur speed mod and gtfo any logi ds needs a afterburner in my opinion just cause they don't have the speed as the ADS and if you're wondering why i use the scanner its key for finding red dots and letting your turret gunners know where to shoot so i dont have to tell them where to lol :P
-Infamous Erich |
Cy Clone1
Cy CL0Ne 1
284
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Posted - 2013.10.21 19:28:00 -
[8] - Quote
I would drop down to just one extender and throw on two 15%resistence modules. You could either run damage mods in your lows, or the local dig(7%) so that you get a little more health/ recharge rate. |
Xaviah Reaper
Nyain San Proficiency V.
179
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Posted - 2013.11.07 14:47:00 -
[9] - Quote
Cy Clone1 wrote:I would drop down to just one extender and throw on two 15%resistence modules. You could either run damage mods in your lows, or the local dig(7%) so that you get a little more health/ recharge rate.
i use two azeo extenders, a clarity booster, and a 15% resistance ward along side 2x 10% damage mods on my python. 527 damage up from 455 per missile on frag/accell/regulars, and rate of fire.. its mean :) also makes tank killing with proto cycled missiles pretty damn easy. not done the maths, but its over 800 per volley i think. |
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