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deezy dabest
Warpoint Sharx
157
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Posted - 2014.01.18 08:15:00 -
[31] - Quote
I think dropships are fine where they are. I primarily fly a viper as a transport role. The only time I have an issue is during take off and landing (obvious vulnerable times that I should be most likely to be taken down).
As to dropship / av balance I do feel that swarm lock on distance should be increased along with a lock on indicator and a slight armor buff to account for this higher vulnerability time (maybe limited counter measures instead of the armor buff to keep from rewarding reckless pilots more than those who are very aware of danger zones).
OP: I think you need to toy with more fits primarily hardeners and shield boosters as well as working on your flight patterns. If you are getting dropped by FGs you are either flying very slowly or in a very straight line, either way asking to be shot down. |
TechMechMeds
Swamp Tempo
2197
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Posted - 2014.01.18 08:41:00 -
[32] - Quote
Dovallis Martan JenusKoll wrote:You forgot the irrational blimp mechanics of the ships..
Why do you have to tilt the nose to the ground to go forward when the engines can just rotate to point backwards... same thing with stopping.. nose up? And then there's the strange inertia winding that forces you to float in some random direction if you have even a tiny bit of inertia left over when you try to hover.
Air resistance would severely limit the swinging and random swaying of the ships alone... so the physics make me think there is no atmosphere at all on these planets... also... no gravity for half of the maneuvers, but the other half of them get 2x gravity pull out of seeming nowhere.
This, this all the way.
I got pretty damn good with assault derpshts in beta and uprising yet iv always thought why they defy physics a considerable amount for habitable planets or ones with gravity.
As of 1.7 I am sht with them, either they are too weird to handle or I'm too heavy handed.
And yes the regulars are pretty sht I find and no one wants to get in them.
Would be nice to get an opinion from judge or foxhound.
Level 2 forum warrior.
Swamp iz on dat welevant flex fam
I sold my family to the Amarr for isk, its a valid tactic
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TechMechMeds
Swamp Tempo
2197
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Posted - 2014.01.18 08:50:00 -
[33] - Quote
ANON Cerberus wrote:I could understand giving DS`s a tad move manoeuvrability but not too much more. Already right now I have seen pilots like Judge and Foxhound pull off some pretty awesome piloting feats.
However If you stuck around and took 2 breach FG rounds then I cant have much sympathy for you. Its hard work swatting things with a breach. Granted the first shot will surprise them and sting a lot but 9/10 times the pilot will move off and out of the way by the time the 2nd round is ready to fire.
Haha, foxhound has done some acrobatic risky sht that I can't even get my head around. Mind blown seriously.
Level 2 forum warrior.
Swamp iz on dat welevant flex fam
I sold my family to the Amarr for isk, its a valid tactic
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Bojo The Mighty
L.O.T.I.S.
2775
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Posted - 2014.01.18 09:29:00 -
[34] - Quote
deezy dabest wrote:I think dropships are fine where they are. I primarily fly a viper as a transport role. The only time I have an issue is during take off and landing (obvious vulnerable times that I should be most likely to be taken down).
As to dropship / av balance I do feel that swarm lock on distance should be increased along with a lock on indicator and a slight armor buff to account for this higher vulnerability time (maybe limited counter measures instead of the armor buff to keep from rewarding reckless pilots more than those who are very aware of danger zones).
OP: I think you need to toy with more fits primarily hardeners and shield boosters as well as working on your flight patterns. If you are getting dropped by FGs you are either flying very slowly or in a very straight line, either way asking to be shot down. Vipers are more maneuverable than Gorgons I also shouldn't have to use armor hardeners, it just doesn't make sense why armor tanking doesn't work.
Check out latest BSOTT Guide
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Bojo The Mighty
L.O.T.I.S.
2775
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Posted - 2014.01.18 09:31:00 -
[35] - Quote
Justin Tymes wrote:Are you kidding me? Forge Guns and Tanks are the only thing that can down dropships. Tanks are confirmed to be getting a nerf, and flyers still are still complaining about being vulnerable to Heavies with FG while being invincible to any other suit in the game? I'm complaining that the DS is so unresponsive it doesn't give me a choice I'm complaining that they broke the DS equivalent of legs Also I'm talking strictly Grimsnes maybe Myron here
Check out latest BSOTT Guide
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The dark cloud
The Rainbow Effect
2081
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Posted - 2014.01.18 10:57:00 -
[36] - Quote
When you have a grimsnes you can tank it properly to not explode after 2 hits. So its your fault for beeing shot down so quickly. And assault dropships are fine how they are. When you put a heavy rep on you can tank 1 swarm launcher forever. And a incubus got some shield buffer so when it gets hit better hit the AB and get out of the sight for the forgegunner. And dont tell that this doesnt work. I can tell you from both sides that its working simply cause i got a ishukone assault forge and fly a incubus.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Beld Errmon
The Southern Legion
1232
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Posted - 2014.01.18 14:02:00 -
[37] - Quote
TechMechMeds wrote:Dovallis Martan JenusKoll wrote:You forgot the irrational blimp mechanics of the ships..
Why do you have to tilt the nose to the ground to go forward when the engines can just rotate to point backwards... same thing with stopping.. nose up? And then there's the strange inertia winding that forces you to float in some random direction if you have even a tiny bit of inertia left over when you try to hover.
Air resistance would severely limit the swinging and random swaying of the ships alone... so the physics make me think there is no atmosphere at all on these planets... also... no gravity for half of the maneuvers, but the other half of them get 2x gravity pull out of seeming nowhere. This, this all the way. I got pretty damn good with assault derpshts in beta and uprising yet iv always wondered why they defy physics a considerable amount for habitable planets or ones with gravity. As of 1.7 I am sht with them, either they are too weird to handle or I'm too heavy handed. And yes the regulars are pretty sht I find and no one wants to get in them. Would be nice to get an opinion from judge or foxhound.
I can't understand why you find this to be so, the only thing i noticed that changed was my missiles started hitting harder with splash and hitting worse with direct hits (not so sure about that last one maybe direct dmg and splash stack, im never still enough to notice the numbers) |
Texs Red
DUST University Ivy League
114
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Posted - 2014.01.18 14:22:00 -
[38] - Quote
Another thing to consider: Caldari Sentinal suits will have massive resistances to missile splash damage (currently the only realistic way to attack infantry with a dropship) to the point where it will take 6 proto missiles to take one down or a full clip of standard. Then if you disengage for long enough that it's shield regen kicks in a standard missile turret will probably be unable to kill it and a proto will probably take the full clip or will fail to take it down. All while it is shooting at you with a forge gun.
To those who aren't familiar with dropships: To fight a heavy with a forge you are better off trying to dodge it's attacks as a good forge gunner can 3 hit you through hardeners plus getting hit rocks the dropship making it impossible to aim. Therefore to fight the caldari sentinal you have to land 6-8 consecutive hits, while dodging forge gun rounds, and never disengaging for more than a few seconds. Challenging, even for the best pilots out there. What's worse is that I can make a militia heavy with a militia forge gun that is a threat to a dropship for less than 20-30k isk and it is a serious threat to an assault dropship whose base frame is over 300k isk. To boot, militia and standard dropships lack the responsiveness needed to dodge more than one or two forgegun rounds. |
VonSpliff
0uter.Heaven Ishuk-Raata Enforcement Directive
28
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Posted - 2014.01.18 14:43:00 -
[39] - Quote
WTF seriously man. If you don't fly an ADS you are flying a transport first off. Meaning you don't kill, you transport. Plates will effect movement, making it hard to get away. But with the ceiling in the upper atmosphere it's not hard to get away with a booster. There is only 3 weapons that can take you down (rail tank, rail turret, proto forge). Keep that in mind when you are flying. But some of the physic are F'd, like gravity, I feel you should have to use throttle when doing hover maneuvers.
Now the ADS is probably the most OP weapon in the game (if spec'd into its core's). The rockets 1-2 shot 700hp all day. On top of that they are as mobile as RGIII out of the pocket.
"Long live the Empress, unless you got some isk" |
Texs Red
DUST University Ivy League
114
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Posted - 2014.01.18 14:54:00 -
[40] - Quote
VonSpliff wrote: Now the ADS is probably the most OP weapon in the game (if spec'd into its core's). The rockets 1-2 shot 700hp all day. On top of that they are as mobile as RGIII out of the pocket.
The ADS is the most OP weapon in the game? Really? Because whenever I play an ambush match it's dropships getting spammed not militia tanks. They may have a strong ability to kill infantry but a single sica in the redline can prevent you from using a dropship at all on most maps. Also, consider how much easier it is for a forge gun, rail tank, or rail turret to hit a dropship vs a dropships ability to return fire. Judge's video here clearly demonstrates this. |
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