|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Rage Racer
Company of Marcher Lords Amarr Empire
25
|
Posted - 2014.03.03 10:59:00 -
[1] - Quote
I like my Python. If I'm not facing a proto rail tank then there usually is enough time to activate my shield booster, get back to full health and activate the shield hardener.
I also try to stick very close to the ground and always hide behind buildings as best I can. You just have to pay attention not to smash into buildings. If you are flying at 100-200m of height you are making yourself the perfect target.
Still, at a price of 410k for each ship it is quite a challenge to stay ISK positive. |
Rage Racer
Company of Marcher Lords Amarr Empire
25
|
Posted - 2014.03.03 11:16:00 -
[2] - Quote
Judge Rhadamanthus wrote:Zirzo Valcyn wrote:if he couldn't evade the 2nd shot he wasn't all that of a pilot, just sayn You have a beginners knowledge of dropships and rail tanks ROF. Just sayn.
Why do you hover in the middle of the map with a DS that has ~3000 total HP without your hardeners on when you know perfectly well that a rail tank can kill you in 2 hits? |
Rage Racer
Company of Marcher Lords Amarr Empire
25
|
Posted - 2014.03.03 12:27:00 -
[3] - Quote
ALT2 acc wrote:What am I supposed to do, activate my hardener if I want to shoot? No... Yes. Get close to an objective, activate hardener, kill stuff, and GTFO when hardeners run out. Once cooldown is over, repeat. Maybe you are... *gasp* NOT supposed to hover over an objective farming defenseless infantry without running your hardeners AND get out unharmed once someone starts shooting at you. Because, lets be honest, if it wasn't for the rail tanks and proto forgers ADS would beat the crap out of infantry at the moment. |
Rage Racer
Company of Marcher Lords Amarr Empire
25
|
Posted - 2014.03.03 13:48:00 -
[4] - Quote
Judge Rhadamanthus wrote:So just to clarify the ADS is the top level ship this build. As a top level craft it needs powerful counters. In this build the powerful counters are the rail tank, missile tank and adv to proto forge guns. So your comment reads like this
"if the ads had all of its counters removed there would be nothing to counter it". Well duuuhhhh. No. What I was trying to say is that you most of the time can survive getting hit by anything when you have your hardeners on and then retreat and survive. As I see it, hardeners for ADS are meant to create a window of opportunity where you have a few seconds to do whatever you like and then get out unharmed. Though it has to be balanced in a way so that you should never be killed in 2 shots with your hardeners on and where that does not apply it has to be changed.
Though what I get the feeling you want this to be like is staying and farming infantry as much as you like and when a threat to your ADS finally shows up you want to activate your modules and get away unharmed as well. And I think it should not be like that.
The infantry you kill does not have the luxury of surviving just because they had enough time to activate some modules either. You can kill most of them in 2 shots from your ADS missile turret. They lose their stuff. But when you are able to activate your hardeners after being shot at and survive, you lose nothing. Granted, their suits most of the time don't cost as much. But, as we can see from the proto-stomper debacle, balancing things by ISK is not a good way to do it anyway and there have to be some changes to this. |
|
|
|