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Thread Statistics | Show CCP posts - 4 post(s) |
Tesfa Alem
Death by Disassociation
280
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Posted - 2014.10.30 09:17:00 -
[1] - Quote
If we keep raising the base damage to deal with tanks (and militia/ standard dropships since they have the same HP as a tank now), the rail turret ceases to be a small turret and starts to behave like a large rail turret.
I would rather have more shots in a small amount of time, especially when it comes to dogfighting. You can do everything right in terms of air to air, height advantage, speed advantage, element of surprise, and still my proto rail turret will give any dropship enough time to stop, turn around , fire back a few rounds or ram me and simply coast back to their red line. IMO The first pass should be crippling, the second should be fatal.
Instead its the first pass maybe takes down shields, the second on 1 third of his armor, the third one another third of armor, the fourth might be the killing blow, on a stationary militia dropship. Thats with a Proto rail with a laughable 9% increase in ROF. Imagine how long it takes with a grimness or gorgon dancing around trying to ram me with a hardener/armor reps.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
283
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Posted - 2014.10.30 11:53:00 -
[2] - Quote
To be honest its very difficult to gauge, i tend to fly in first person a lot, and if there is a nest of nanohives and uplinks i make a long strafing run from about 200-300 meters up, (in order to reach full speed without activating the burner) gett off two maybe three misiles before i have to pull up and depending on the map bank behind the nearest obstacle. This is too keep my speed at a maximum so that i can get in and out of swarm lock range before multiple salvos can be launched.
I have seen swarms fired in the opposite direction bank around and hip my ship, and i have seen swarms spin around my ship for a second or two then explode. So far, i have not been able to scrub missiles on any map except for the city socket in grid F5/F6 and G5/G6 (couldn't find it as the central socket, but it the central socket on some domination/skirmish maps like skim juntion).
I manage to lose missiles there because AV nests don't have any long range line of sight. Its very difficult to fire swarms from the highest tower, because of thier jump barriers, the smaller buildings also have thier line of sight blocked by the large tower and barriers of thier own. And the supply depot is tucked into a corner. On that map i fly at around 15-50 meters altitude inside of the city, basically through the low hanging archways. I'm not flying at 90 degree angles, but a stationary AV player is always at right angles to me. This isnt the case in any open sky maps, especially with roof top campers there are no right angles to lose them at.
I doubt the turn radius is the issue, because swarm don't overshoot and then waste time turning back around. Making sharp turns kills dropship speed and then your hit. Flying at the topspeed to keep your underfire dropship out of swarm range means you're not making turns in excess of 45 degrees and even then Missiles still cut you off, moving faster than you do, and then they hit.
tl;dr no real changes noticed yet.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
285
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Posted - 2014.11.01 08:47:00 -
[3] - Quote
Imp Smash wrote:
Hence a lower turn radius on the missles allow DS to avoid missles much like a fighter jet would in real life.
^^ Not a good analogy; Fighters deploy heat and electronic countermeasures to confuse missile systems, and do not rely on turning speed alone. Back to Dust though
In order to out turn a missile you have to pull off manuevers tighter than 70 degrees. "Skill" here is a moot point, getting a dropship to change momentum (very different from fliping the nose around) at turns tighter than that causes one to lose speed (pretty mcuh stop dead in its tracks, thats what i use when i want to stop not out turn a missile) and boom missile hits. Tight turns are at low speeds, yet this only applies to the dropship and not the missile chasing it. Missiles make 70-¦ turns at maximums speed, whereas i can barley manage to keep top speed up at turns under 45-¦
Currently, missiles move much faster than a dropship (especially vs the incubus with the 12% speed penalty for 120Mmm complex plates, and turns tighter than one. The countermeasure for pilots vs swarms is to get out of lock on range before the swarmer gets off volley either 3 or 4, missiles in the air will consisntently nail you;
TL;DR No matter how hard you turn, you will never lose a lock, no matter where you choose to fly, the missile will get there before you do.
Redline for Thee, but no Redline for Me.
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