Kyr Kitar
Storm Wind Strikeforce Caldari State
29
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Posted - 2014.08.02 08:22:00 -
[1] - Quote
It might work depending on the player who flies the dropship. I have a scout setup with adv swarms and a damage mod (and remotes... but they never want to land in front of me!) and even together with my proto buddy we sometimes can't bring down a dropship. We'll both get the first hit in, then we fire a second as the dropship reacts, some of these may hit or he may outfly them, but we always fire a third volley as well. I've had matches where a dropship was circling the objective and everytime he came our way he was gone pretty quick as we always landed 2-4 volleys on him. He must have escaped with less than 5% health a dozen times... It's a difficult debate to finetune. I'd rather see the swarms fly faster so I do get my kills but is that balanced? Even if you react fast with a dropship you're still always gonna get hit at least twice before you fly off. If the chasing swarms then catch up with you, the likelihood of surviving becomes rather small. I wouldn't say that is balanced. I was thinking, why don't dropships get countermeasures? Make swarms faster, but give pilots the option to drop decoys that attract some, if not all, of the incoming swarms away from the ship. This could be a module you put on your ship rather than a built-in option. Admittedly I know nothing about dropship slot layouts and what they usually put on there, for all I know you don't have space on a dropship to swap out a module. |
Kyr Kitar
Storm Wind Strikeforce Caldari State
29
|
Posted - 2014.08.02 22:50:00 -
[2] - Quote
Death Shadow117 wrote:Kyr Kitar wrote:It might work depending on the player who flies the dropship. I have a scout setup with adv swarms and a damage mod (and remotes... but thcts, some of these may hit or he may outfly them, but we always fire a third volley as well. I've had matches where a dropship was circling the objective and ev rytime he came our way he was gone pretty quick as we always landed 2-4 volleys on him. He must have escaped with less than 5% health a dozen times... It's a difficult debate to finetune. I'd rather see the swarms fly faster so I do get my kills but is that balanced? Even if you react fast with a dropship you're still always gonna get hit at least twice before you fly off. If the chasing swarms then catch up with you, the likelihood of surviving becomes rather small. I wouldn't say that is balanced. I was thinking, why don't dropships get countermeasures? Make swarms faster, but give pilots the option to drop decoys that attract some, if not all, of the incoming swarms away from the ship. This could be a module you put on your ship rather than a built-in option. Admittedly I know nothing about dropship slot layouts and what they usually put on there, for all I know you don't have space on a dropship to swap out a module. Ok so what you said in the beggining was you have adv swarms when i specifically said proto. Then you go on and say you and a buddy when i said at least 3. Read and pay attention to the op because you just explained that you weren't doing what i said. I would like to see a flare option like helicopters have though.
Are you just an idiot, or what? If you could read properly you would see that I agree with you. In case you still miss it, it's the first line. I am literally saying your tactic could work, depending on the player flying the ship and with that I mean some pilots are more cautious than others, some will make the mistake of hanging around an area where 3 proto swarmers might hide out. I then proceed to give you an idea of how I go about my swarming usually to actually emphasise the point you are making about needed 3x proto to pull off a, so to speak, one-shot kill on a dropship.
Read and pay attention to those who bother to reply seriously to your topic. Engage in proper discussion rather than trying to flame me.
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