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DUST Fiend
OSG Planetary Operations Covert Intervention
10478
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Posted - 2014.01.31 22:27:00 -
[31] - Quote
Cat Merc wrote:I would agree with you... But I've shot a dropship three times with my swarms and he just flied off to safety, only to return in like 10 seconds so we can do this dance again.
Eventually he killed me, but that just shows how swarms are pathetic against dropships.
Before ANYONE says anything, that was a proto swarm with triple damage mods. We all know swarms are useless right now
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Zahle Undt
Bullet Cluster Legacy Rising
634
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Posted - 2014.01.31 22:29:00 -
[32] - Quote
Judge Rhadamanthus wrote:Zahle Undt wrote:...but right now those redline rail tanks along with it actually taking skill to fly dropships are the only 2 things keeping dropships from absolutely dominating this game..... This is not true. Adam Of Eve (proto Forge) and I had a great fight on Monday this week, He kept me at bay and got my to 300 HP twice. Only leaving when my modules were cooling stopped him killing me. Forge Guns and swarms kill and deter dropships just fine. I see this comment often. But it just does not happen in game. I have been in and seen games where AV was non existent. Who dominated? Mr Rail Rife or Mr Combat Rife. Sure Noone killed the dropship and it did okay but they rarely if ever do better than an infantry player. Dropships are a medium threat at their best. The real threat is on the ground right with you.
While you are correct about the other ground pounders being more of a threat, I can at least kill them. As someone who is not specced into Sentinel or tanks there is not much I can do against drop ships because my adv. swarms are pathetic and only a really dumb pilot would ever let me destroy him with them. Missles are also no where near what they were when improvised gunships were wrecking the battlefield either.
I was writing with some bit of hyperbole. While I am glad that my pilot friends can have fun in the air again the average joe on the ground needs to be able to at least drive off good drop ship pilots and should be able to destroy the suck ones. Swarms need a little buff
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Skihids
Bullet Cluster Legacy Rising
2796
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Posted - 2014.01.31 22:46:00 -
[33] - Quote
Judge Rhadamanthus wrote:Skihids wrote:Dropships might be "ok" for dealing damage, but they won't be in a good place until they are effective at their main transport role.
That won't happen until we see new communication/coordination mechanisms that allow and encourage mercs to board a dropship for a drop on an objective. The transport awards are in place, but incentives mean nothing without the ability to carry out the mission. An older video many have seen but if readers have not seen it, have a look. Its to get people thinking, not we must do this; type of video. As to the OP. I think it is kind of hard to tell at the moment. Redline rails are breaking any chance we have to assess balance. In my experience when redline rails are gone, as I play with CEOPyrex, Bamm Havoc, and Delb0y every night so they kill tanks for me, there is a worry that dropships MIGHT be unbalanced if rail tanks are treated too harshly. I hate redline tanks like all pilots, BUT if we hit their stats too hard dropships lose a powerful foe. This will make the game less, not more. Lets be careful here.
It's a nice mechanic, but it needs to be reversed. The dropship pilot should advertise the assault target much like the squad leader does today and infantry would sign on as members of his assault team. Every team member would see markers for the ship and the attack target.
Dropships don't work well as taxis carrying one merc at a time. It's a waste of capacity and lone mercs don't make an effective assault. I'd go so far as to suggest placing rooftop snipers is counter productive to your team.
Each merc that joins the assault would shift voice coms to the dropship. Additionally they would get a cues such as a "Jump Light" that the pilot would activate when over the objective. |
Turtle Hermit Roshi
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
55
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Posted - 2014.01.31 22:49:00 -
[34] - Quote
actually ive started to think bout specing into 1 since im starting to like em and they dont get swatted by noob swarms
KA-ME-HA-MEHAAAAAA
the turtle hermit: professional Heavy
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Zirzo Valcyn
Holdfast Syndicate Amarr Empire
66
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Posted - 2014.01.31 22:55:00 -
[35] - Quote
i'll give it all up only if they return the prenerf afterburner that thing was beast
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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Judge Rhadamanthus
Amarr Templar One
1399
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Posted - 2014.01.31 23:07:00 -
[36] - Quote
Asha Starwind wrote: As far as tanks are considered where are you going to find the elevation that's not in the redline to aim at that dropship? Favorable inclines aren't everywhere nor are always conveniently placed so you can aim at the dropship you want to shoot at.
Outside the redline forges are really the only thing that threatens DS pilots who aren't a total idiots.
Almost anywhere. See my map of iron Delta as an example and this image of tank elevation. In this image of Iron dalta, the red zone is any area on the map a rail tank can hit me when I am 100 meters in the air. The blue zone is the safe area.
I tested this by using 3 people, going onto an object backing up with tank gun at max then using pythageras to get the angle. Tanks have a 45 degree elevation.
This chart is actually a SCALE map of this map, Spine cresent. The forge gunner (the person) is at the objective on the bridge. As you can see a tank can hit a dropship that is 200m in the air from 200m away. What is the world like to a dropship at 200m> This. in otherwords...tiny dots. We operateat 100m normally, what does this look like? This. See that Muzzle flash, thats you from 100m up. So look at this chart again. Look at the 100 meter line. See the issue?
Everything Dropship youtube channel
my Community Spotlight
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Chris F2112
Pradox One Proficiency V.
546
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Posted - 2014.01.31 23:29:00 -
[37] - Quote
I've grown better at identifying forges based on the charging light actually. That's by far the easiest way to tell who's about to kill meand focus on them. |
Roofer Madness
Tickle My Null-Sac
796
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Posted - 2014.01.31 23:32:00 -
[38] - Quote
I've spent a lot of time in the skies in 1.7. I agree that things are a lot better but it doesn't matter if rails are so broken. If they fix that then drop ships will be quite fun.
I spent half my ISK on gambling, alcohol and wild women. The other half I wasted.
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DUST Fiend
OSG Planetary Operations Covert Intervention
10479
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Posted - 2014.01.31 23:46:00 -
[39] - Quote
The thing about swarms is that they're tricky to balance because if the top end gets too much better, they suddenly become an incredibly simple to use weapon that just pops everything that moves. At least the forge gun takes much more immediate skill, particularly against a pilot of similar skill. I love dip and dodging shots, and I'm in a plated Incubus. Those Python guys are tricky to hit, but a good forge gunner takes his LAV on the hunt, preferably with at least one buddy manning the railgun in the back, which can put a serious hurt on dropships who decide to ignore it for too long, or softening it up for the AV as you approach and open fire.
Swarms just need to apply their damage more reliably, and standard and advanced need a bit of a damage buff. Proto could use the tiniest buff to damage, but their damage is actually about spot on once it's maxed and paired with complex damage mods.
Being able to apply the damage quicker and more reliably will go a very long way towards balancing them out vs dropships
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Scheneighnay McBob
Learning Coalition College
3859
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Posted - 2014.01.31 23:46:00 -
[40] - Quote
They only have 2 flaws IMO:
1. Too susceptible to redline rails 2. Afterburners cool down too quickly
I am your scan error.
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