Vulpes Dolosus
molon labe. General Tso's Alliance
2190
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Posted - 2014.09.30 04:14:00 -
[1] - Quote
I'm going to keep saying this:
Dropships and blasters don't mesh. Their designs and nuances just don't allow them to work well together. If you'd like I can copy pasta my points from another thread, but they should be fairly obvious.
The only way I could see them working well is as support for landing troops, not as a gunship. Blasters really need to be buffed around LAVs and tanks, not as DS weapons.
EDIT: One of the biggest problems is that, while the blaster did get an increase in range, it did not get an increase in accuracy/dispersion, which really is its core issue in that matter.
Dust was real! I was there!
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Vulpes Dolosus
molon labe. General Tso's Alliance
2190
|
Posted - 2014.09.30 04:28:00 -
[2] - Quote
Foehammerr wrote:Vulpes Dolosus wrote:I'm going to keep saying this:
Dropships and blasters don't mesh. Their designs and nuances just don't allow them to work well together. If you'd like I can copy pasta my points from another thread, but they should be fairly obvious.
The only way I could see them working well is as support for landing troops, not as a gunship. Blasters really need to be buffed around LAVs and tanks, not as DS weapons. Post your points then. But if that's the case, then why give the incubus the bonus to blasters at all? Why not just leave it to rails then? Mainly about ADS nose turrets:
"The blaster is supposed to be a close range, anti-infantry weapon.
The main problem with the blaster on an ADS, as said above, is the aiming. You need to be precise to apply the full DPS, especially on an Incubus because you're throwing so much ammo at a given time and you overheat faster. It is very difficult to aim from the 3rd person view, and first person is impractical for a number of reasons. It is also virtually impossible to engage AV.
A dropship must also keep it's distance and speed up, especially now with swarms being what they are. Staying too close to structures and the ground can be fatal if hit too hard and staying still to aim is also very dangerous as you must make your escape from a cold start.
Lastly (perhaps, there may be other problems I'm missing), you are limited to only engaging infantry, which leaves you useless against tanks and dropships (if you're lucky you can shoot out an LAV driver, but good luck)."
Usually when acting as a gunship, you need to stay a good deal distance away and keep moving (usually orbiting). The distance really hurts the blaster, but get too close and you're gunner is a target to ground infantry fire. Staying still is also dangerous to both the gunner and the dropship should either be attacked.
The best place I could see a blaster being used on a dropships is for clearing a landing zone of enemies. The dropship comes in full of troops, side guns quickly blaze through and scatter nearby enemies while ground troops land and orient themselves. Afterwards the gunners jump out as well and the dropship flies off or one gunner stays in to try and provide some air support.
As for why the Incubus gets the bonus, idk. If you ask me using side turrets on any ADS is a bad idea. Perhaps to have a pilot manned rail gun with a blaster side turret for some anti-infantry potential, but who knows. In Eve, Gallente traditionally have bonuses to both weapon types, so it make a little sense lore-wise.
Dust was real! I was there!
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