Skybladev2
LUX AETERNA INT RUST415
121
|
Posted - 2014.09.28 12:16:00 -
[1] - Quote
I agree with previous posts: Myron have to 'attack' and defend both with high slots. Low slots are useless for that ship, especially when you removed overdrives (I had to use it in my old Python fits pre 1.7)
So let's view my Grimsnes fit:
High Slots: 1x Active Scanner or 1xMCRU (for team assist) 1x Afterburner (as defensive module to avoid damage)
Low slots: 4 x Armor Repairers (to stand for low DPS and returning in battle faster when took heavy damage)
Compare to Myron: High slots 1 x Afterburner (shield dropships have to avoid damage even harder, because they lesser tanked) 1 x Active Scanner or 1xMCRU (for gaining WP) 2 x (Tanking modules)
Low slots: Armor modules? - they are useless, because armor plates slow down Myron. Also Myron havs low base armor HP. CPU Enhancers? - Myron have more CPU than Grimsnes Damage Control Units? - I do not fit turrets to Myron to save CPU/PG. Also, random blueberries are useless in most cases. PG modules? - maybe, but this is not an attack/defense module. Most turret upgrades are not applicable to my playstyle without turrets, so I do not fit it too.
As summary, I say that Myron need afterburner just as armor dropships, but this -1 high slot weakens it much more. Maybe you should move Active Scanner and/or MCRU to low slots?
Also, I would like to mention that differentiating swarms with fast/weak and slow/strong will be cool idea in general, as buffing swarms hurts pilots stronger, than tankers. It also makes more choices for players as well as new branching for learning curve.
<[^_^]>
|
Skybladev2
LUX AETERNA INT RUST415
121
|
Posted - 2014.09.28 13:13:00 -
[2] - Quote
Stefan Stahl wrote: - The Myron has the upper hand on regeneration, but it's tough to put that into action when *all* threats on the battlefield are high in alpha damage. It can barely even tank three volleys from a damage amped wiyrkomi SL.
I totally agree, the biggest threat for DS is forgeguns, which renders shield drophips weaker by default in tanking it, even with buffed base shield HP. Forges have high alpha + increased damage profile against shields, and low base armor of Myron greately decreases it surivability. Grimsnes tanking is much better - it has decreased damage profile against forgeguns and high enough base armor HP to tank swarms.
<[^_^]>
|
Skybladev2
LUX AETERNA INT RUST415
121
|
Posted - 2014.09.28 13:14:00 -
[3] - Quote
Stefan Stahl wrote: - The Myron has the upper hand on regeneration, but it's tough to put that into action when *all* threats on the battlefield are high in alpha damage. It can barely even tank three volleys from a damage amped wiyrkomi SL.
I totally agree, the biggest threat for DS is forgeguns, which renders shield drophips weaker by default in tanking it, even with buffed base shield HP. Forges have high alpha + increased damage profile against shields, and low base armor of Myron greately decreases it surivability. Grimsnes tanking much better - it has decreased damage profile against forgeguns and high enough base armor HP to tank swarms.
<[^_^]>
|
Skybladev2
LUX AETERNA INT RUST415
124
|
Posted - 2014.10.12 18:35:00 -
[4] - Quote
CCP Rattati wrote: We have no intent to shoehorn in an exact playstyle.
This is good.
CCP Rattati wrote: Players have been asking, "what is the role of the ADS", and to that I only have one answer, "we provide the sandbox, you play in it".
This is bad, because you were asked different thing.
CCP Rattati wrote: However, we can define some gameplay where the ADS should excel. Of course the Apache is the "blueprint" for the Close Combat Infantry suppression and/or Tank hunting, and the AC-130 for long range suppression.
A) First contact. ADS, being the most mobile unit, rapidly deploys two 2 man units on Objectives with uplinks, while the rest wait to spawn, or even 3-4 solo units. It can then reinforce weak spots and support infantry, that in turn supports the ADS against infantry AV.
B) Harass and Suppress enemy airforces by destroying recently delivered dropships on the ground
C) Destroy enemy HAVs - the firepower should be enough to to identify a hostile target, and take it out in a single run, even under light Anti-Air resistance. If an HAV is deployed in the middle of the map, the ADS should be able to take it out unless 2 Anti-Air units are defending it (give or take), if an HAV is deployed in the redzone and comes rumbling into battle, the ADS should be able to put a hurt on even the toughest Madrugar. If the ADS flies into a trap and 2 Small Turret gunners pop out with Forges or Swarms, the ADS should probably be destroyed.
D) Recon - Utilizing speed and equipping scanners to provide intel
E) Objective Suppression, stay out of the 175 meter lock range, at 300 out of Forge Range and pummel an objective or spawnpoint with missile fire/rail fire
F) All the Delta changes were intended to do was reduce the ADS's OP efficiency at almost everything, Now we can carefully bring tactically chosen efficiencies back.
These are a few playstyles that should work. I hear that the Incubus ROF is not enough currently to properly be able to do C). What is the effective ROF necessary at full skills, to be able to kill a fully skilled solo Madrugar in a "single" strafing run, or DPS necessary? Can it be done by Pilot alone? At 2 or 3 gunners, it should be relatively easy as you have invested 3 players to kill 1 in the HAV, the HAV should then have 2 Anti Air infantry to defend him. Tank players, where is your line, you don't want to be instapopped do you?
Please support your ROF/DPS proposals with the fits you are using and also the Madrugar/Gunnlogi you are attacking.
A) Ok, exists. B) This is very rare occasion. But even if you can be on time when someone dumb enough calls in dropship outside redline, you have little chance to destroy it quickly enough. But ok, this can happen. C) I'm too inexpirienced pilot to destroy tank even without Anti-Air resistance alone (aiming is awful). But this always too attractive target, so this must be primary ADS role. D) Ok, do it quite often. E) No. When you stay out of the 175 lock range you 1) Can not see ground troops - they just not rendering 2) Aiming it to inaccurate at that distance, you should move your crosshair and ship with godlike precision. 3) Forges are sniping even over 400m, I wrote that this is to cool for AV operators and suggested to intruduce some deviation in forge projectiles. F) Don't understand what that point means in terms of type of gameplay.
So, I see only 2 true roles for dropships: A and D. ADS can utilize C role (depending on pilot's skill).
You will not see any considerable usage of dropshps for transporting troops while drop uplinks exist. People tend to spawn at specific point and do not wait to communicate with pilot, because it is much easier and more predictable. But if you completely remove uplinks then you will see, that people will start using vehicles (especially dropships as they have superior capacity, speed and height accessibility) for another purpose - transporting.
But I think this will never happen, so I just vote for mCRU to produce WP for spawning. This can be the third type real gameplay for pilots. Of course, spawn time for mCRUs must be competitive to troops uplinks, so I expect different tiers for mCRUs. Higher levels will spawn faster, but cost more PG/CPU.
<[^_^]>
|