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Death Shadow117
New Age Empire. General Tso's Alliance
181
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Posted - 2014.08.02 08:11:00 -
[1] - Quote
Idk math so ill just put this at proto swarm levels. You need at least 3 proto swarms. What you do is get everyone to lock on to the ads at once. When everyone is locked point swarms upward and fire all of them at the same time. Gives the ads'er no time to fly away as all of the swarms will hit at once or in very rapid succession. I dont even swarm and this idea was easy to think up. Get some skill and stop complaining about ads'es scrubs.
What?
"This looks like a job for me so, everybody just follow me cause it feels so empty without me."
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Atiim
Onslaught Inc RISE of LEGION
11187
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Posted - 2014.08.02 08:15:00 -
[2] - Quote
This won't work because I'll use my Afterburner the moment i hear the sound effect (long before it actually hits btw), and simply out-run all of them.
It's not hard either. Well, unless you use Incubi...
edit: Your best bet against an ADS is a Methana with a damage modded Accelerator or Cannon.
Hotfix Charlie = Uprising 1.7
-HAND
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Death Shadow117
New Age Empire. General Tso's Alliance
181
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Posted - 2014.08.02 08:17:00 -
[3] - Quote
Atiim wrote:This won't work because I'll use my Afterburner the moment i hear the sound effect (long before it actually hits btw), and simply out-run all of them.
It's not hard either. Well, unless you use Incubi... Dont you talk bout my incubus *****. Those hacks your using to hear swarms before they launch sad.
What?
"This looks like a job for me so, everybody just follow me cause it feels so empty without me."
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Death Shadow117
New Age Empire. General Tso's Alliance
181
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Posted - 2014.08.02 08:20:00 -
[4] - Quote
Dont forget the same thing applies to coordinated forgers too.
What?
"This looks like a job for me so, everybody just follow me cause it feels so empty without me."
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Kyr Kitar
Storm Wind Strikeforce Caldari State
29
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Posted - 2014.08.02 08:22:00 -
[5] - 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. |
Death Shadow117
New Age Empire. General Tso's Alliance
181
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Posted - 2014.08.02 08:49:00 -
[6] - Quote
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.
What?
"This looks like a job for me so, everybody just follow me cause it feels so empty without me."
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Syeven Reed
G0DS AM0NG MEN
807
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Posted - 2014.08.02 08:53:00 -
[7] - Quote
It's been so long since iv killed a ADS.... Mostly because my controller broke a while back and its taking ages to come through the post..
Word Crimes
21Day Free Trial
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Chunky Munkey
5093
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Posted - 2014.08.02 10:32:00 -
[8] - Quote
Just FG them.
Destiny won't kill Dust.
CCP already did that.
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Nocturnal Soul
Immortal Retribution
3756
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Posted - 2014.08.02 10:48:00 -
[9] - Quote
Fg Is better
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1787
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Posted - 2014.08.02 13:31:00 -
[10] - Quote
Cal sent with breach forge + Min Comm with swarm. When it first arrives hit it with the breach then the swarms are almost guaranteed one or two vollies. |
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Joel II X
Dah Gods O Bacon
2747
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Posted - 2014.08.02 14:44:00 -
[11] - Quote
The hard part is coordination. I get two shots in with Forge, but never the killing blow. |
Nocturnal Soul
Immortal Retribution
3758
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Posted - 2014.08.02 14:51:00 -
[12] - Quote
Joel II X wrote:The hard part is coordination. I get two shots in with Forge, but never the killing blow. You need to hit the Ds either on the nose or the tail to make it spin to help land that 3rd shot. Doesn't always work but it helps when it does.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!!
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Thumb Green
The Valyrian Guard
1196
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Posted - 2014.08.02 15:39:00 -
[13] - Quote
This sounds familiar; 3 people to take out 1 person, get some skill, scrubs. Next thing you know we'll be hearing "Because it's an ADS".
Kill Scotty
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DontChimpOut
Kang Lo Directorate Gallente Federation
56
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Posted - 2014.08.02 16:04:00 -
[14] - Quote
Atiim wrote:This won't work because I'll use my Afterburner the moment i hear the sound effect (long before it actually hits btw), and simply out-run all of them.
It's not hard either. Well, unless you use Incubi...
edit: Your best bet against an ADS is a Methana with a damage modded Accelerator or Cannon. So you can hear swarms leaving their tubes at their max range? That's some mighty good hearing you have there. |
Justice Prevails
314
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Posted - 2014.08.02 16:18:00 -
[15] - Quote
Thumb Green wrote:This sounds familiar; 3 people to take out 1 person, get some skill, scrubs. Next thing you know we'll be hearing "Because it's an ADS".
This. "Hey guys, forget about the objective, that tank, and the 14 other enemies, let get some swarms, and shoot at this guy, so he flies away.....and comes back a minute later fully healed."
Embracing my inner scrub since 2013.
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DontChimpOut
Kang Lo Directorate Gallente Federation
56
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Posted - 2014.08.02 16:23:00 -
[16] - Quote
Death Shadow117 wrote:Idk math so ill just put this at proto swarm levels. You need at least 3 proto swarms. What you do is get everyone to lock on to the ads at once. When everyone is locked point swarms upward and fire all of them at the same time. Gives the ads'er no time to fly away as all of the swarms will hit at once or in very rapid succession. I dont even swarm and this idea was easy to think up. Get some skill and stop complaining about ads'es scrubs. You're asking for teamwork, and they've all already demonstrated that they're incapable of working together to bring down a vehicle, thus why they've successfully had vehicles nerfed so many times. |
Justice Prevails
314
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Posted - 2014.08.02 16:29:00 -
[17] - Quote
DontChimpOut wrote:Death Shadow117 wrote:Idk math so ill just put this at proto swarm levels. You need at least 3 proto swarms. What you do is get everyone to lock on to the ads at once. When everyone is locked point swarms upward and fire all of them at the same time. Gives the ads'er no time to fly away as all of the swarms will hit at once or in very rapid succession. I dont even swarm and this idea was easy to think up. Get some skill and stop complaining about ads'es scrubs. You're asking for teamwork, and they've all already demonstrated that they're incapable of working together to bring down a vehicle, thus why they've successfully had vehicles nerfed so many times.
Shouldn't need teamwork to take out one mercenary. Here we go again.
Embracing my inner scrub since 2013.
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Cass Caul
270
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Posted - 2014.08.02 16:51:00 -
[18] - Quote
Justice Prevails wrote:Thumb Green wrote:This sounds familiar; 3 people to take out 1 person, get some skill, scrubs. Next thing you know we'll be hearing "Because it's an ADS". This. "Hey guys, forget about the objective, that tank, and the 14 other enemies, let get some swarms, and shoot at this guy, so he flies away.....and comes back a minute later fully healed."
Actually, this is rarely how it works out. First you spawn AV, you hit them with a FG or a Swarm volley. They take notice, if they can't kill you after the 2nd hit, they use the afterburner right before or right as the third one happens. They get away, regenerate HP, then they go pester a different part of the map
Then either you need to switch back to a regular suit or stand there being useless until the next vehicle enters your 175m/300m range. Only for the same thing to happen again.
People always like their hypothetical situations where the ADS just runs away and comes back, but it is far worse than that because they have the maneuverability to just leave your range and render you useless/ineffective while they go and dominate another part of the map.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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OP FOTM
Commando Perkone Caldari State
275
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Posted - 2014.08.02 16:52:00 -
[19] - Quote
pretty sure the easiest way is to jihad derpship
Dust servers will be a ghost town on 09/09/14
Destiny kicks ass... Like Halo knocked up Mass Effect and gave birth
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Monkey MAC
Rough Riders..
3217
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Posted - 2014.08.02 17:11:00 -
[20] - Quote
Death Shadow117 wrote:Idk math so ill just put this at proto swarm levels. You need at least 3 proto swarms. What you do is get everyone to lock on to the ads at once. When everyone is locked point swarms upward and fire all of them at the same time. Gives the ads'er no time to fly away as all of the swarms will hit at once or in very rapid succession. I dont even swarm and this idea was easy to think up. Get some skill and stop complaining about ads'es scrubs.
What is it Spkr used to say? Teamwork for thee but no teamwork for me?
It should not require 3 people to destroy or supress a vehicle, fortunately it can achieved with one person with ADV swarms no less. So for actual people who play this game, and further more play an AV role as in actual AV role not just! Ooh look tank!
Step 1: Lock-on to the enemy pilot ideally they want to be relatively close and unaware of your prsecense Step 2: After lock-on is achieved spin 180-¦ and launch the volley away and into the sky Step 3: Spin-round again and lock-on as quickly as possible Step 4: If steps 1-3 have been done correctly firing now will produce 2 swarms incredibly close together. Step 5: Irrespective of wether step 4 was succesful continue to fire as fast as possible.
Done correctly the first 2 swarms will hit within very quick succession which means no regen for pythons and no spider sense for incubus, the subsequent 3 volley probably already in the air by this point has a clear shot at armour.
In addition to this the pilot reacts irratically, because he is fooled into believing he is under attack from 2 swarmers. This will often result in the pilot bugging out to his redline at rather fast rate of knots.
Remember you don't have destroy him simply suppress, using this tactic will allow you suppress an area of 70,000 metres from the pilot, which provided you have enough ammo means 1 or 2 points in a skirmish, the active battlezone in a domination and your entire team in Ambush.
You will also be handsomely rewarded with 75wp for each time you succesfully get all 3 volleys to hit, making it more profitable to actually keep him alive. This tactic works best with a commando of anykind due to the reload bonus they recieve from their racial skills, although Minmatar also recieve an extra 10% d0to swarm damage as well, making the Swarms bite just amlittle bit sharper.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Justice Prevails
316
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Posted - 2014.08.02 17:15:00 -
[21] - Quote
Cass Caul wrote:Justice Prevails wrote:Thumb Green wrote:This sounds familiar; 3 people to take out 1 person, get some skill, scrubs. Next thing you know we'll be hearing "Because it's an ADS". This. "Hey guys, forget about the objective, that tank, and the 14 other enemies, let get some swarms, and shoot at this guy, so he flies away.....and comes back a minute later fully healed." Actually, this is rarely how it works out. First you spawn AV, you hit them with a FG or a Swarm volley. They take notice, if they can't kill you after the 2nd hit, they use the afterburner right before or right as the third one happens. They get away, regenerate HP, then they go pester a different part of the map Then either you need to switch back to a regular suit or stand there being useless until the next vehicle enters your 175m/300m range. Only for the same thing to happen again. People always like their hypothetical situations where the ADS just runs away and comes back, but it is far worse than that because they have the maneuverability to just leave your range and render you useless/ineffective while they go and dominate another part of the map.
Probably the main reason I run commando. So if they do that, I'm can still attack and defend against infantry.
Was mainly just attacking the logic that it should take more than one proto AV skilled mercenary to take out a dropship.
Personally, as long as I do enough damage to make the vehicle run away, I'm happy.
Embracing my inner scrub since 2013.
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Derpty Derp
Dead Man's Game Dark Taboo
242
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Posted - 2014.08.02 17:31:00 -
[22] - Quote
First up, this will likely work... Nothing to with co-ordination, just the fact that when the frame-rate drops it becomes stupidly difficult to pilot the dropship. With all those missile coming at once frame lag like you wont believe.
Secondly, every time someone mentions an ads it always includes "afterburners." I sometimes wonder if people who don't pilot can tell if a ship has afterburners going, because I often get told I'm a "scrub" for afterburning away in my Bus from av with my scanner going... See where I went there... Stupid people wont get this. Point being everyone wants swarms to hit when something that's supposed to counter it is activated... Once again completely ignoring all the other vehicles that don't run them, that can't escape their 'fly to the last known location & then around the object they're hiding behind' targeting. |
RYN0CER0S
Rise Of Old Dudes
779
|
Posted - 2014.08.02 19:58:00 -
[23] - Quote
Easier: Deploy a Scout. Get to the CA Railgun Installation just beyond the redline, before the HAVs get to them. Hack. Suppress all Vehicles, successfully.
Who farted?
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Dauth Jenkins
Merc-0107
555
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Posted - 2014.08.02 21:20:00 -
[24] - Quote
Vulpes Dolosus wrote:Cal sent with breach forge + Min Comm with swarm. When it first arrives hit it with the breach then the swarms are almost guaranteed one or two vollies.
Yea, my python just got instapoped by two breach forge gunners. GG to them, it was a full proto domination match, with both teams pulling out ADS and Tanks. I think I made 500isk that match.
-Sincerely
--The Dual Swarm Commando
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Death Shadow117
New Age Empire. General Tso's Alliance
188
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Posted - 2014.08.02 21:37:00 -
[25] - Quote
Derpty Derp wrote:First up, this will likely work... Nothing to with co-ordination, just the fact that when the frame-rate drops it becomes stupidly difficult to pilot the dropship. With all those missile coming at once frame lag like you wont believe.
Secondly, every time someone mentions an ads it always includes "afterburners." I sometimes wonder if people who don't pilot can tell if a ship has afterburners going, because I often get told I'm a "scrub" for afterburning away in my Bus from av with my scanner going... See where I went there... Stupid people wont get this. Point being everyone wants swarms to hit when something that's supposed to counter it is activated... Once again completely ignoring all the other vehicles that don't run them, that can't escape their 'fly to the last known location & then around the object they're hiding behind' targeting. Actually people were complaining about tanks using fuel injectors to escape certain death.
My tears come out of my dick so have fun with that cup of 'em.
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ROMULUS H3X
research lab
132
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Posted - 2014.08.02 21:50:00 -
[26] - Quote
Death Shadow117 wrote:Dont forget the same thing applies to coordinated forgers too.
I'll forge by myself and do juuuuuust fine thank you.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Kyr Kitar
Storm Wind Strikeforce Caldari State
29
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Posted - 2014.08.02 22:50:00 -
[27] - 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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Mike De Luca
STOP TRYING TO RECRUIT ME
234
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Posted - 2014.08.03 07:05:00 -
[28] - Quote
Joel II X wrote:The hard part is coordination. I get two shots in with Forge, but never the killing blow. I used to have this issue too, then I switched to an IAFG, I only lose out on the killing blow if I twitch.
what i think of when charging fg
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Crimson ShieId
Psygod9
730
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Posted - 2014.08.03 07:19:00 -
[29] - Quote
Or, instead of trying to get three or four people together, all of which need to be invested in prototype swarms, I could just... get a militia dropship and ram them versus calling out a fourth of my team to deal with one threat.
Nova Knives are best sidearm.
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Alena Ventrallis
S0VER31GN
1512
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Posted - 2014.08.03 07:40:00 -
[30] - Quote
Destroy should take multiple people, unless the DS is being a derp and hangs around to be popped. One should be enough to drive them off.
Seeing as that's how it works...
Rattati has spoken. CalScout hitbox is fine. You're gun game is broken.
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