Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Iron Toast
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2014.06.19 00:04:00 -
[1] - Quote
I've been flying the Python for 2 days now having a blast and have a few questions.
1) Where should I add skills as I gain SP? I have: Turret Op 1 Small Turret Op 5 Small Missile Launcher 3
Vehicle Command 3 Dropship Op 3 Assault Dropships 1
Vehicle Upgrades 3 Vehicle Core Upgrades 1 Vehicle Shield Upgrades 1 Vehicle Armor Upgrades 1
2) Fitting recommendations? My fit is a Python with Militia AB, Militia PG, AT-1 missile turret and 2 Heavy Basic Shield Extenders.
Sort or related to SP allocation, I've seen fits on the forums suggesting 1 Cpx Heavy Extender and 1 Cpx Light Extender, but that's only about 400 extra HP. I'm inclined to put SP into rail turrets next up to level 3, then boost Assault Dropships and Caldari Assault Dropships before adding to shields.
2) I blew up in the red zone with 3 seconds left on the timer, is this typical?
3) Is there a safe way / place to view the map? I had a militia dropship explode when parked and looking at the map and haven't tried it again.
Thanks!
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1650
|
Posted - 2014.06.20 06:41:00 -
[2] - Quote
1.) Defenses > Core Upgrades > Weaponry > Optimization
First and foremost, get either shields or armor to 5 (for Pythons and Incubi respectively). You won't be don't much if you don't have the HP to survive. Core upgrades will unlock Afterburners (very important if you ask me), PG mods, and access to the actve mod duration/recharge skills, get this to 5 and the others to 4 eventually. Standard missiles should suffice against infantry in pubs (though proto is great if you don't mind the risk), get ammo and reload to 2 or 3. After that, it leveling up ADS skills, core skills, weaponry skills, etc.
Also look at getting drop uplinks to 3-4. Placing them can net a nice amount of WP and earn you more money.
2.) Afterburners are an absolute must on any DS in my opinion. I like to fit as much buffer (hp) as I can and have an AB to dodge or runaway easier. Hardeners aren't good because they're only slightly better while having a terrible recharge time, same with boosters. Don't ever let me catch you with a scanner or armor on your Python.
My Python fit is pretty much yours: cplx light ex, enh heavy ex, proto AB, PG and XT missiles. Use ProtoFits.com to experiment with different fittings and see what fitting skills you may need to work toward.
3.) Yes. Welcome to Dust.
4.) Avoid being in a socket (buildings basically) when pulling up your NEOCOM. Though honestly I don't see why you couldn't just fly really high, sometimes objects don't render if you're too far away so being able to fly near something would help.
Join the 1st Airborne chat if you'd like more advice, it's a chat channel with a ton of skilled and helpful pilots (including myself). Also check out Judge Rhadamanthus' Flight Tutorial video series on YouTube, it's a good way to nail the basics and perhaps learn some new maneuvers. Don't be afraid to mail me sometime to squad up, I love to help out new pilots (I'd really prefer you have a mic before you squad up though).
Hope that helps. Fly safe. o7
|
Tch Tch
Red Shirts Away Team
192
|
Posted - 2014.06.20 22:06:00 -
[3] - Quote
The timer gets you on foot as well and I used to remember it happening after exiting the red zone... Felt like I was the dude in Robocop being told I had ten seconds to drop the weapon and I already had.
Are domination maps the best to learn flying skills on as you can stay away from the action? I assume the six towers map could literally turn into a gauntlet if the opposing team is flying and forging too.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
|
Iron Toast
Tronhadar Free Guard Minmatar Republic
1
|
Posted - 2014.06.21 00:50:00 -
[4] - Quote
Tch Tch wrote:The timer gets you on foot as well and I used to remember it happening after exiting the red zone... Felt like I was the dude in Robocop being told I had ten seconds to drop the weapon and I already had.
Are domination maps the best to learn flying skills on as you can stay away from the action? I assume the six towers map could literally turn into a gauntlet if the opposing team is flying and forging too.
I've found both domination and skirmish maps to be reasonable to learn flying with the exception of Ashland (the big complex in the middle of a small map), which doesn't have a big enough safe zone behind the redline. Once I had the basic maneuvers down, I began to venture out and just hit the afterburner immediately upon taking fire. Most of my dropship losses are pilot error (crashing into things I didn't know were there or thinking I could take more damage than I really could), followed by other dropships ramming me while hanging about in a spot for too long. That said, the Python is much more responsive than the regular dropships, so it's still been an ISK intensive process to learn to fly even after feeling I had a reasonable handle on flying the standard dropships. |
Iron Toast
Tronhadar Free Guard Minmatar Republic
1
|
Posted - 2014.06.23 17:49:00 -
[5] - Quote
Vulpes Dolosus wrote:1.) Defenses > Core Upgrades > Weaponry > Optimization
Thanks for all the advice. One thing to note for any other new pilots is that Core Upgrades should come before Defenses for a Python (not sure about Incubus) because in order to more shields than that given by two basic heavy extenders you need to have a Complex Powergrid module. With this you then can fit an Enhanced and a Basic Heavy extender when shields are at 3 and a complex heavy and light when shields make it to 5.
|
TEBOW BAGGINS
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
1062
|
Posted - 2014.06.26 20:56:00 -
[6] - Quote
assault dropship 5 gives you +10% to small turret damage.
you sound like you'll end up doing fine, no complaining and you are observing the right things. the more experience/time/observation you dedicate to flying builds instinct as to when to hover and when to be moving. once you get your kill you need to get moving asap unless you have another target lined up you think is worth loitering for. your doing it right by flying in your half of the map, after a while you will know by instinct when it's safe to venture out into more danger zones. keep it up
AKA Zirzo Valcyn
|
TEBOW BAGGINS
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
1062
|
Posted - 2014.06.26 20:59:00 -
[7] - Quote
Tch Tch wrote:The timer gets you on foot as well and I used to remember it happening after exiting the red zone... Felt like I was the dude in Robocop being told I had ten seconds to drop the weapon and I already had.
Are domination maps the best to learn flying skills on as you can stay away from the action? I assume the six towers map could literally turn into a gauntlet if the opposing team is flying and forging too.
all maps except for ashland and the other small one are good for flying. imo skirmish is a lot easier because you can camp the point closest to MCC until you understand the map well. it's like a racing game once you know the track it gets easier.
the 6 tower map is good those towers are good for cover so is the 2 buildings over C and D you can camp behind those if there on your MCC's side. you can fly very low on that map and use the pipelines also for cover, the pit that alpha is in also provides alot of cover.
tanks tend to get owned on that map vs dropships theres so much cover for the pilot to utilize
AKA Zirzo Valcyn
|
|
|
|
Pages: 1 :: [one page] |