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Halador Osiris
Dead Six Initiative Lokun Listamenn
299
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Posted - 2013.05.09 13:30:00 -
[211] - Quote
I found stabilized blasters to be crazy useful last build. I got small missiles level 5, but I think I'll skill up my blasters as well. I never really see anybody use the stabilized, but they're absolutely great because you don't have to sit right on freaking top of an objective to have your gunners hit it, which enables you to get away.
The fit I ran with that worked best for me last build was as follows:
Turrets: Stabilized Ion Blaster
Stabilized Ion Blaster
High Slots: Light Clarity Ward Shield Booster
Azeotropic Ward Shield Extender
Azeotropic Ward Shield Extender
Ward Shield Amplifier
Low Slots: Local Power Diagnostic Unit
Proto Hybrid Damage Modifier (can't recall name)
That fit worked like a dream for me. I'm in an ADS now, so due to powergrid limitations I'll be running missiles, but the rest I've chosen to keep the same. |
gbghg
L.O.T.I.S. RISE of LEGION
1494
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Posted - 2013.05.09 14:45:00 -
[212] - Quote
Proto scattered blasters work well, though you have to be pretty close to get hits and aiming with the tiny reticule is kinda annoying. Plus your more prone to tunnel vision with them than you are with missiles in my opinion, lost some ships cause I wasn't paying attention to my surroundings. |
Jonathan Panderson
The Phoenix Federation
0
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Posted - 2013.05.10 03:00:00 -
[213] - Quote
Thanks, Skihids! Your guide was super helpful when I was first learning to fly and I really look forward to the rewrite! ^O^ v
I'm curious about some of the new dropship mechanics and I'm not sure if other folks have been experiencing this, but sometimes the rear thrusters on my ship turn parallel to the ground and I unintentionally end up zipping off somewhere!
It's pretty scary stuff when near structures and I just don't know what the heck I'm doing that's causing this. o.oa
MAYDAY! MAYDAY! Pandacopter down... T-T |
gbghg
L.O.T.I.S. RISE of LEGION
1501
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Posted - 2013.05.10 09:22:00 -
[214] - Quote
Tried out speed tanking a python on a whim today, had crap tank less than 2500 total ehp but boy that fit didn't even need tank. Due to my low vehicle manoeuvring skill I could only fit the level 1 Tourque increase mods. I put 2 of them in both my low slots, given me a just under 20% torque bonus. High slots were an afterburner, 2x shield resistance amps, and a shield extender. This fit is incredibly fast, on manus peak with afterburners active you can from MCC to MCC in 12 seconds. You. Can also outrun swarms
And jonathan it's part of the new mechanics, you switch into once youv built up a certain level of inertia, to get out of it kill your forward momentum and reduce thrust, should switch you back to normal flight relatively quickly. |
Skihids
The Tritan Industries RISE of LEGION
1257
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Posted - 2013.05.10 20:12:00 -
[215] - Quote
Jonathan Panderson wrote:Thanks, Skihids! Your guide was super helpful when I was first learning to fly and I really look forward to the rewrite! ^O^ v I'm curious about some of the new dropship mechanics and I'm not sure if other folks have been experiencing this, but sometimes the rear thrusters on my ship turn parallel to the ground and I unintentionally end up zipping off somewhere! It's pretty scary stuff when near structures and I just don't know what the heck I'm doing that's causing this. o.oa MAYDAY! MAYDAY! Pandacopter down... T-T
Yeah, that caught me by surprise too. I saw the engines pointed straight back and figured I would fall out of the sky.
I suspect the new mechanics are there to prevent us from having to maintain a huge nose down angle to fly fast in the horizontal plane like we did in the past. Do you recall being in afterburner and bouncing/dragging along the hard flight ceiling because you couldn't get your nose down far enough not to have a huge upward component of thrust? This would eliminate that and shows that CCP Blam has actually been working on flight mechanics. |
Skihids
The Tritan Industries RISE of LEGION
1257
|
Posted - 2013.05.10 20:16:00 -
[216] - Quote
BTW, it would be great if you could pop over to My Dropship chase camera survey and let me know what you think.
I want to give CCP Blam some numbers to back up what I think we want in the camera. |
Jonathan Panderson
The Phoenix Federation
0
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Posted - 2013.05.11 00:10:00 -
[217] - Quote
Interesting... o.o!
Thanks for the info, gbghg and Skihids! +1s! b ^O^ d
Hmm... this'll still take some getting used to for me though...
I'll see you guys in a bit. *leaves insurance info at the nearest CRU* >_>; |
Stefan Stahl
Seituoda Taskforce Command Caldari State
60
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Posted - 2013.05.12 16:22:00 -
[218] - Quote
Today's mission was trying out flying dropships on a budget. Instead of going for the full 950k Eryx I fitted a Myron around 450k ISK. That's three azeotropic wards, a meta level 1 light shield booster, two advanced turrets and enough PG upgrades to make the thing fly.
Honestly, it works just as well. It takes a few minutes to pick up a gunner, but I can't see much of a performance drop.
Second lesson of today: Blasters work reasonably well. I picked up a gunner that was 0/5 at the time and within a few minutes he gunned down several red dots, destroyed a railgun turret and an LAV. Hats off to you, brave blueberry. (Disclaimer: There was very few AV going on at the time. I believe missiles are still much better when you can't hover at all. A mixed layout might be a good idea.) |
Foundation Seldon
Gespenster Kompanie Villore Accords
38
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Posted - 2013.05.16 16:10:00 -
[219] - Quote
Stefan Stahl wrote:Second lesson of today: Blasters work reasonably well. I picked up a gunner that was 0/5 at the time and within a few minutes he gunned down several red dots, destroyed a railgun turret and an LAV. Hats off to you, brave blueberry. (Disclaimer: There was very few AV going on at the time. I believe missiles are still much better when you can't hover at all. A mixed layout might be a good idea.)
Yeah, was just about to ask this actually. What sort of turrets are you guys setting up with your dropships?
Last build, like others have attested to, I was extremely successful with the Scattered Variant of Blaster but I'm hesitant to go down that road again. Was the range on the Scattered Blaster nerfed alongside the ranges of other weapon types? How do they hold up in Uprising at this point?
For clarification I'm running a Grimsnes (Gallente Dropship) using 2x Advanced Missile Turrets. Can't say I've been too satisfied with the ability of my gunners to rack up kills with Missiles vs. Blasters but I've only done some moderate testing with the Cycled and Accelerated variants. Looking to test out Fragmented today. |
gbghg
L.O.T.I.S. RISE of LEGION
1679
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Posted - 2013.05.16 18:40:00 -
[220] - Quote
Foundation Seldon wrote:Stefan Stahl wrote:Second lesson of today: Blasters work reasonably well. I picked up a gunner that was 0/5 at the time and within a few minutes he gunned down several red dots, destroyed a railgun turret and an LAV. Hats off to you, brave blueberry. (Disclaimer: There was very few AV going on at the time. I believe missiles are still much better when you can't hover at all. A mixed layout might be a good idea.) Yeah, was just about to ask this actually. What sort of turrets are you guys setting up with your dropships? Last build, like others have attested to, I was extremely successful with the Scattered Variant of Blaster but I'm hesitant to go down that road again. Was the range on the Scattered Blaster nerfed alongside the ranges of other weapon types? How do they hold up in Uprising at this point? For clarification I'm running a Grimsnes (Gallente Dropship) using 2x Advanced Missile Turrets. Can't say I've been too satisfied with the ability of my gunners to rack up kills with Missiles vs. Blasters but I've only done some moderate testing with the Cycled and Accelerated variants. Looking to test out Fragmented today. Scattered blasters are decent, they won't kill as quick due to the turret skill nerf though, still good for tearing up infantry and stripping HP off vehicles. As for missiles I'd recommend cycled, the higher ROF is incredibly useful though the splash radius is kinda small. Fragmented are decent too, good splash radius with them, but I just prefer cycled. |
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Foundation Seldon
Gespenster Kompanie Villore Accords
39
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Posted - 2013.05.17 04:48:00 -
[221] - Quote
So I stumbled across a pretty interesting loadout for my Grimsnes. What it sacrifices in Advanced or Prototype weapons it gains in the fact that it can tank everything, its got 2 armor reps, an armor extender, a shield rep, and a shield extender all in a single vehicle.
Grimsnes - 1285 Shields / 2312 Armor ST - 1 Fragmented Missile Launcher 20GJ Scattered Blaster Light Converse Shield Booster Supplimental Shield Extender 60mm Reinforced Nanofibre Plates Light IGL-Polarized Armor Regen x2 Local Powergrid Expansion Unit
So yeah, pretty sick. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
78
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Posted - 2013.05.18 14:03:00 -
[222] - Quote
Thanks for sharing your fitting. That's always very nice.
But I'd like to ask why, in the current situation, you would choose an active tanking fit over a passive buffer fit when the time-to-kill on a dropship is, even for a buffer fitted eryx with some 6k ehp, between 0.2 and about 3 seconds? |
Stefan Stahl
Seituoda Taskforce Command Caldari State
116
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Posted - 2013.06.12 20:28:00 -
[223] - Quote
By the way, did any of you notice that the price of dropship-hulls has been reduced by 50%?
That's like the coming of the messiah. |
gbghg
L.O.T.I.S. RISE of LEGION
2106
|
Posted - 2013.06.12 21:12:00 -
[224] - Quote
Only for the standard and militia, logi and assault only lost about 200k each, and frankly while welcome, are still pinata's. |
Agent Joseph
ROYAL SQUAD Shadow of the Apocalypse
2
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Posted - 2013.06.17 03:12:00 -
[225] - Quote
From an RP perspective, why are dropships so ridiculously hard to fly? Think about it.
Set altitude. Rotate. Push in a direction. Let the computer take care of the rest. The Balochs seem to fly themselves just fine. Why would the dropship designers make it so hard?
From a PS3 controller perspective: why is it that different from a soldier's controls, beyond the addition of altitude? |
Stefan Stahl
Seituoda Taskforce Command Caldari State
117
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Posted - 2013.06.17 15:27:00 -
[226] - Quote
Agent Joseph wrote:From a PS3 controller perspective: why is it that different from a soldier's controls, beyond the addition of altitude? That's because with a soldier you control 4 degrees of freedom (2x movement and 2x looking) whereas with a dropship you control 4 degrees of freedom (roll-pitch-yaw & thrust). ... The true explanation is that thrust shouldn't share a stick with any other control and therefor you need to use the L2&R2 inputs.
More importantly, why are there two different flight models on the same vehicle? This is extremely annoying. |
Planetside2 FreeonPS4
Tronhadar Free Guard Minmatar Republic
3
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Posted - 2013.06.18 00:32:00 -
[227] - Quote
Planetside 2 free on PS4 this year |
Travis Snyders
Circle of Huskarl Minmatar Republic
4
|
Posted - 2013.06.18 01:19:00 -
[228] - Quote
Concerned Fan |
Dustin Peril
Krullefor Organization Minmatar Republic
2
|
Posted - 2013.06.19 04:11:00 -
[229] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
Genome Kipnis
Seituoda Taskforce Command Caldari State
1
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Posted - 2013.06.19 23:06:00 -
[230] - Quote
Nice guide Im impressed with the time and effort |
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Skihids
the tritan industries RISE of LEGION
1646
|
Posted - 2013.06.20 00:47:00 -
[231] - Quote
Genome Kipnis wrote:Nice guide Im impressed with the time and effort
Thanks!
I edited the Flight Controls post to explain the new engine swivel behavior that came with Uprising. |
Harry Hendersons
Royal Uhlans Amarr Empire
3
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Posted - 2013.06.21 01:04:00 -
[232] - Quote
Amazing guide thanks alot, great read |
Skihids
the tritan industries RISE of LEGION
1646
|
Posted - 2013.06.22 04:31:00 -
[233] - Quote
I really don't want this thread to become a referendum on DUST. Let's just keep it about the mechanics of flying dropships and leave the politics for General Discussions please. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
376
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Posted - 2013.07.06 14:50:00 -
[234] - Quote
Bump to help new pilots. |
elisan field
Defenders of the Helghast Dream
0
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Posted - 2013.07.06 18:25:00 -
[235] - Quote
I'm not sure if this is a glitch or not but if your dropship happens to hit 0 hp it just drops and sinks like a rock. (Well I've done this in 3 games in a row.) It's possible to start the repair module on the dropship then hit thrust before you hit the ground you'll regain control. You can use this in most situations if you happen to be high enough. If your to close to the ground you'll probably just hit the ground and die.
After this it's best to stay away from the area you got hit by the swarm launchers and forge guns or recall the ship. |
Scheneighnay McBob
Bojo's School of the Trades
1941
|
Posted - 2013.07.07 14:44:00 -
[236] - Quote
I love this thread. I remember learning to fly from it- now I can handle piloting an assault dropship with a basic afterburner. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
7
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Posted - 2013.07.19 03:04:00 -
[237] - Quote
Here is a free sample of something My corporation XERCORE has worked on, to better help new and experienced pilots for Eve Dust. Please give feedback and if you are interested more about XERCORE or the full e-book, look us up in the public channel. Public Channel: XERCORE
XERCORE Dropship Pilot PDF Free Sample |
KR-91N
Intara Direct Action Caldari State
10
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Posted - 2013.07.20 11:22:00 -
[238] - Quote
Stefan Stahl wrote:Thanks for sharing your fitting. That's always very nice.
But I'd like to ask why, in the current situation, you would choose an active tanking fit over a passive buffer fit when the time-to-kill on a dropship is, even for a buffer fitted eryx with some 6k ehp, between 0.2 and about 3 seconds?
Depends on the situation.
Generally I would have to agree. In general you should try to absorb one good rail and then be able to get out of there, which may or may not rely on an afterburner. Sometimes you can hover behind a structure if you have good battle awareness. But like you say, often it is too late.
However, against infantry with swarms, reppers are king. You can sit there will a big troll grin especially if you have good gunners and frustrate the hell out of people in spawn points trying to fit AV. If you have to fly away it only takes a few seconds to be back in it. So the advantage is a level of persistence and harassment that a buffer simply cannot achieve.
Specialization is the key, which is why heavily tanking dropships to me doesn't make sense. You don't fky a dropship to take on tanks and turrets, so why specialize your ship as if that was the plan. This repper fit is effective as an anti-infantry gunship, but you must have competent gunners. If you are a pro pilot you can hug structures and carefully control your exposure to damage. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
11
|
Posted - 2013.08.15 14:57:00 -
[239] - Quote
I came across these three youtube videos, and are great for new dropship pilots and intermediate pilots in learning how to truly fly a dropship.All of these things discussed in the link below can be used for militia all the way to assault and logistics dropships. Enjoy new pilots. And if you have any questions please message me or join XERCORE public channel for hands on help.
Dropship Video Tutorials |
TEBOW BAGGINS
Rebel Raiders Inc.
887
|
Posted - 2013.08.17 02:02:00 -
[240] - Quote
Agent Joseph wrote:From an RP perspective, why are dropships so ridiculously hard to fly? Think about it.
Set altitude. Rotate. Push in a direction. Let the computer take care of the rest. The Balochs seem to fly themselves just fine. Why would the dropship designers make it so hard?
From a PS3 controller perspective: why is it that different from a soldier's controls, beyond the addition of altitude?
the controls 1 year ago were very simple and straight forward. they were redone and made much more difficult, but not impossible. this change was met with mostly approval as the pilots were up to a new challenge, when before they were easy mode, basically they were hovering LAVs back then they took no input at all to hover. dropship control takes constant inputs both large and small, you should be inputing multiple control/counter control every half second or more, which a lot of times are just small stick clicks.
you will loose many dropships if you fly at a generic medium height, what i like to call a redzone, you must also learn to keep your stalls to a minimum. the best fits imo are a hybrid combo of shields armor and speed. as soon as your gunner scores you need to get going again until next target is aquired. |
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