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Xaviah Reaper
Nyain San Dirt Nap Squad.
436
|
Posted - 2014.04.06 06:24:00 -
[1] - Quote
as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster).
this sort of puts the incubus to a slight disadvantage here.
missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed).
However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets.
personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred.
basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure.
also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess?
Me IRL :)
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
5014
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Posted - 2014.04.06 18:52:00 -
[2] - Quote
Xaviah Reaper wrote:as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster). this sort of puts the incubus to a slight disadvantage here. missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed). However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets. personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred. basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure. also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess? More than anything else, Assault Dropships are in desperate need of a non-****** first-person view. We need less restriction of visibility and the ability to pitch the turret up and down in first person such that weapons other than Missiles can be efficiently used against targets.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
754
|
Posted - 2014.04.06 20:15:00 -
[3] - Quote
Mobius Wyvern wrote:Xaviah Reaper wrote:as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster). this sort of puts the incubus to a slight disadvantage here. missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed). However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets. personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred. basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure. also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess? More than anything else, Assault Dropships are in desperate need of a non-****** first-person view. We need less restriction of visibility and the ability to pitch the turret up and down in first person such that weapons other than Missiles can be efficiently used against targets.
I always imagined First person view to be the view you use to hover and kill. Auto stabilization, using the left stick you float around in all directions. The right stick controls turret position, up down left and right. It makes no damn sense that you can't actually control turret position in FPV like you can in 3rd person view.
Tanks - Balancing Turrets
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Xaviah Reaper
Nyain San Dirt Nap Squad.
437
|
Posted - 2014.04.07 10:38:00 -
[4] - Quote
yeah, needs to change soon
Me IRL :)
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KalOfTheRathi
Nec Tributis
1155
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Posted - 2014.04.07 11:51:00 -
[5] - Quote
Tanks are boring since 1.7 Nerf Hammered or super simplified the extensive possibilities they required. Which is to say I have been playing with ADS of late and here are a few observations, take them with the admitted New Berry grain of salt:
I am an armor tanker as 1.0 broke shield tanks completely and as expensive as skills were I could afford one or the other, not both. Thus I gravitate towards armor most of the time and fly Incubus. I am using AT and XT missiles turrets. One only as I fly alone. Multiple turrets will have to wait until I can max the fitting skills to lower PG/CPU.
The Python gives a decent enough missile bonus but the SP for the bonus is horribly expensive. So stopping early and getting the turret of your choice maxed is more effective use of SP. Once the missile skills are maxed then skilling into Python or Icubus can begin.
I have the PA and PC turrets as well. Their fitting is still limited of course. That said the biggest detriment to using them is they only have a single white pip for targeting. It is nearly impossible to see most of the time. When scanning or flying low enough that the Red icons are visible the white pip turns to orange which is still the wrong color for the red icons.
The missile turret have a cross. It works well enough. The Python skill bonus advantage is too slight in my opinion as it only adds more ammo and Faster Turret ROF. Which is nice but only if you have maxed out reload time. I am not sure that reload time improves as I have yet to time the differences. The Turret Proficiency Does Nothing. The turret speed stays exactly the same and no Dev has responded to acknowledge the problem. Thus no solution will be possible as the bug is not real, to them. Skilling into lvl 3 will allow fitting optimization though.
If you are a shield driver then being a shield pilot should not be a big leap. I am an armor tanker and staying with armor means that my default behaviors don't get me killed quite so quickly as flying a Python. Icubus stay together longer and are tougher to take down, in my opinion (means very little, BTW).
Both ADS are massively overpriced barely flying bricks with miserable controls, bad camera solutions and explode with they touch the Wrong Thing, whatever that freakin frack it was you just touched - too late you're dead. Not to mention that these tinker toy small turrets cost the exact same in SP as the large version do, and that is critically flawed.
Good Luck and use the one that is better for your skill set.
And so it goes.
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Mobius Wyvern
Ahrendee Mercenaries Dirt Nap Squad.
5018
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Posted - 2014.04.07 12:41:00 -
[6] - Quote
Tebu Gan wrote:Mobius Wyvern wrote:Xaviah Reaper wrote:as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster). this sort of puts the incubus to a slight disadvantage here. missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed). However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets. personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred. basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure. also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess? More than anything else, Assault Dropships are in desperate need of a non-****** first-person view. We need less restriction of visibility and the ability to pitch the turret up and down in first person such that weapons other than Missiles can be efficiently used against targets. I always imagined First person view to be the view you use to hover and kill. Auto stabilization, using the left stick you float around in all directions. The right stick controls turret position, up down left and right. It makes no damn sense that you can't actually control turret position in FPV like you can in 3rd person view. I don't see any need for adding "easymode" controls to first person. I'm perfectly capable of landing shots with the right stick while manually maintaining a hover with the left.
I imagine most players who uses them are more than capable of doing so as well.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
44
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Posted - 2014.04.07 16:15:00 -
[7] - Quote
I've became very comfortable with the controls, and the first thing you have to learn when aiming is precise timing and VERY gentle control over the sticks. When maneuvering, just try not to move so much to where you're flipping over. What bugs me is that turret optimization must be unlocked through proficiency, which increases turret turning speed, which is completely and utterly useless for a front turret. I wish fragmented missiles were reintroduced (eventually they will be), as they were a bit more forgiving when getting in out of situations with at least one kill or distracting the enemy. Cycled were excellent for gunners and anti-tank. The amount of content removed was monstrous, and when it's given back could (or will) be a long time... |
Evolution-7
The Rainbow Effect Negative-Feedback
433
|
Posted - 2014.04.07 18:13:00 -
[8] - Quote
Mobius Wyvern wrote:Xaviah Reaper wrote:as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster). this sort of puts the incubus to a slight disadvantage here. missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed). However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets. personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred. basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure. also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess? More than anything else, Assault Dropships are in desperate need of a non-****** first-person view. We need less restriction of visibility and the ability to pitch the turret up and down in first person such that weapons other than Missiles can be efficiently used against targets.
I thoroughly disagree with that, I would cry if CCP did that, that is what third person view is for.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Evolution-7
The Rainbow Effect Negative-Feedback
433
|
Posted - 2014.04.07 18:18:00 -
[9] - Quote
Xaviah Reaper wrote:as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster). this sort of puts the incubus to a slight disadvantage here. missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed). However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets. personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred. basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure. also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess?
https://forums.dust514.com/default.aspx?g=posts&m=1681877#post1681877
I flew everything and have experience with everything aerial since replication.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
|
Tebu Gan
Dem Durrty Boyz Dirt Nap Squad.
759
|
Posted - 2014.04.07 19:44:00 -
[10] - Quote
Mobius Wyvern wrote: I don't see any need for adding "easymode" controls to first person. I'm perfectly capable of landing shots with the right stick while manually maintaining a hover with the left.
I imagine most players who uses them are more than capable of doing so as well.
Agreed, just a thought in my head. But currently, the turret is in a fixed position when in FPV, would be nice to control it. I don't mind it requiring a little skill, but I do see it becoming difficult to maintain a hover in FPV if the right stick became turret control.
A little more HUD in the first person view would fix this. Adding things like elevation, tilt position, ect much like fighter aircraft of todays air force, would alleviate that and still require some skill to fly. Maybe they do have this, I just don't pay attention much lol.
Tanks - Balancing Turrets
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Dauth Jenkins
Ultramarine Corp
452
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Posted - 2014.04.08 01:54:00 -
[11] - Quote
Mobius Wyvern wrote:Xaviah Reaper wrote:as far as i am aware, unless you are literally (brain surgeon) hand steady, you cannot kill efficiently in an ADS using a blaster turret. Also, the way cpu and pg are set up with the python and incubus, the python (being caldari) is fit for missiles. and the incubus, is fit for hybrid (rail / blaster). this sort of puts the incubus to a slight disadvantage here. missiles can kill infantry efficiently, and most vehicles. where as blaster turrets require more effort to hit infantry, and do little damage to vehicles. rail turrets i will not comment on because I have not used one since turret updates (fragmented missiles etc were removed). However, python has 1 all purpose turret, and incubus has to choose between the 2 or compromise in resources and go with the missiles. This was not as much of an issue back when we had the old turrets. personally, all of those turrets worked very well and were a lot of fun to use (with maybe the exception of the rail)! the blasters worked well for ads with their extended range variants and high dps variants. and missile damage / radius was pretty well balanced across those variants. They were powerful enough to drop infantry, but the ship itself was weak as to be easily deterred. basically, I am not "crying for nerfs or buffs".. Im simply trying to see where the equality lies between the two ships. maybe in survivability? Im not sure. also, its 7:23am, i havnt slept, dont pick on every tiny detail here or ill ... fall asleep.. i guess? More than anything else, Assault Dropships are in desperate need of a non-****** first-person view. We need less restriction of visibility and the ability to pitch the turret up and down in first person such that weapons other than Missiles can be efficiently used against targets.
All dropships need a better first person view. Right now it sticks your camera right where the gun would be on a ADS, which is at the bottom of the ship.... so it's pretty easy to crash into stuff if your flying under it...
-Sincerely
--The Dual Swarm Commando
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