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Judge Rhadamanthus
Amarr Templars Amarr Empire
882
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Posted - 2013.12.05 20:22:00 -
[1] - Quote
I did some number crunching on the new 1.7 Dropship skill tree to see how many SP you will need to max out one of the racial dropships. I took the defence skills to level 5, skipped turret rotation and remote repping, CRUs and anything not related to defense or assault. I maxed one weapon type, Missiles in this case.
16, 975, 960 Skill Points
This will give you a 1.6 equivalent of a python in terms of maxed trees. Im not talking about the same level of operational effectiveness, just maxing those skills that you will want to keep you alive longer and kill faster.
Want to get a Gallente ADS too? : another 2, 039, 600 SP to level 5 it for the turret max bonus. Although you can fly it at level 1. Want to max blasters too? another 3, 793, 180 SP
So to max out blasters, missiles and both available dropship to ADS level :
22, 298, 840 Skill Points
My advice. Max one racial variant and missiles. I would choose caldari. That high shield regen on a shield ship which is designed for missiles seems on paper to be the strongest.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
883
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Posted - 2013.12.05 20:58:00 -
[2] - Quote
I maxed out armour and shields there in that first figure. I guess you could drop it some but not doing armour too.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
884
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Posted - 2013.12.05 21:01:00 -
[3] - Quote
Arkena Wyrnspire wrote:How much would you estimate the SP cost to be for a decently built ADS rather than a maxed out one?
Goes to Excel.........
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Judge Rhadamanthus
Amarr Templars Amarr Empire
884
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Posted - 2013.12.05 21:05:00 -
[4] - Quote
Well lets drop Damage mods to Level 0, Shield duration recharge to Level 3 , active Module duration to level 3 but leave missle buffs at max :
Id say a decent ship is around 12, 188, 010 SKill Points.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
885
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Posted - 2013.12.05 21:14:00 -
[5] - Quote
Arkena Wyrnspire wrote:
Missile buffs at max? Is that truly necessary?
I think so. You have a limited window when your modules are up. You need to punch as hard as you can in that window if you plan on asualting rather than doing a transport drop. If i drop damage down a bit more then also only take the ADS to level 1...
The best deal I can do you is 5, 596, 500 Skill points, It's not great but she runs, it's round back though. Not one I keep in the showroom. That's my lowest offer mate.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
885
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Posted - 2013.12.05 21:23:00 -
[6] - Quote
T'orq wrote:Wow. I also am building a dropship pilot, knew it would take awhile, but not that long. My first character only have about 10 mil sp
Around the 5 or 6 million mark. You'll need CPU skills up and PG skills too.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
885
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Posted - 2013.12.05 21:52:00 -
[7] - Quote
Vulpes Dolosus wrote:The basics I think you'll need for a decent Caldari dropship (you'll need to look up Gallente and the SP totals yourself)
Vehicle Command- 3 Dropship Command- 3 Assault DS- 1 Caldari ADS- 1
Turret Op- 1 Small Turret Op- 5 Small Missle Op- 3 (5 for proto)
Vehicle Upgrades- 3 Shield Upgrades- 5 Shield Fitting Optimization- 4 Core Upgrades- 5
3, 283, 320 SP. Cheap but I really don't think its got the tank or enough punch. I think it will be a bit weak. HAve you done the numbers on the fitting cost PG/CPU wise. Can you even fit that build?
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Judge Rhadamanthus
Amarr Templars Amarr Empire
887
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Posted - 2013.12.05 22:58:00 -
[8] - Quote
before investing in the AB test the base speed first, We are getting our speed doubled. I did a video where i compared, split screen, AB vs non AB. The AB was exactly twice as fast as non AB. So this may mean our max speed in 1.7 is the same as current AB speed. If this is the case an AB may not be needed.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
911
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Posted - 2013.12.09 17:54:00 -
[9] - Quote
i think you missed my point slightly. I said that i was talking about tree maxing and not a comparisson of performance. What I was meaning was ignore the actual stats, and just look at level 5. Topping all the trees now is cheaper than topping all the trees tomorrow. That was my point.
As for performance, no one really knows till we play it.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
912
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Posted - 2013.12.09 18:54:00 -
[10] - Quote
Foxhound Elite wrote:
.. Next week on 'Dropship Dealers', Judge finds a rusty old Viper from the scrapyard and transformers her into a afterburnin' assault airdevil...
Just call me Judge Xzibit.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
914
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Posted - 2013.12.09 19:12:00 -
[11] - Quote
Operative 1171 Aajli wrote:It'd be nice to see a video on gunning with the missile launcher in an ADS for both the pilot and gunners.
I have some great gunning footage. It just got pushed back a bit. Ill get to it after 1.7
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Judge Rhadamanthus
Amarr Templars Amarr Empire
915
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Posted - 2013.12.09 23:07:00 -
[12] - Quote
Sir Snugglz wrote:Assuming I get all vehicle SP back plus what i have in reserve... I'll have 11.7 mil to play with... Hey judge, tell me what to spec into with that limit for a python. lol.
This is a good place to start :
Vehicle Command lvl 3 Dropship Command lvl 3 Caldari ADS lvl 1 Assault DS- 1
Turret Operation lvl 1 Small Turret Operation lvl 5 Small Missile Operation lelv 3 at least
Vehicle Upgrades lvl 3 Shield Upgrades- lvl 5 Shield Fitting Optimization about lvl 4 Core Upgrades to lvl 5
THen straight to max the skills to boost your active module run time and recharge. This is a good start. After getting to this base I would make sue you have the PG skills to equip the best shield mods and also up your Missile damage. Avoid the skills to boost amo count (base is 67 i think) and reload times. Those can wait till we have seen the real effects in battle.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
915
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Posted - 2013.12.09 23:31:00 -
[13] - Quote
Plenty. My post is about, from memory, 6 million. You can then up you ADS level or look at getting some armour mods. I would not max a caldari. THe gallente looks better for fitting scanners etc.. so going a bit into both gives more flexibility. I will stream live to my youtube tomorrow from reset if you want to watch me try to sort it out.
My advice is to do as above then play a few rounds and add skills where you feel there are gaps in your ships ability.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
916
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Posted - 2013.12.09 23:50:00 -
[14] - Quote
Sir Snugglz wrote:Armor is the last thing i'm speccing into. The way I see it, ammo cap/reload are luxury skills, focus will be shields, missiles, and PG/CPU. Then probably resistance, shield recharge, and maybe other turrent types. we'll see.
Turrent.... Judge has a small seizure. Jokes aside, armor reps are passive only now. So can be of se to an class of ship.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
916
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Posted - 2013.12.10 00:07:00 -
[15] - Quote
IM thinking of having a booster too, but the CPU use effects other modules you woul.d normally fit to an Inki, I have decided to spec both to a high level rather than one to a max level. Gives me flexibility of builds
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