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cody-p
KILL-EM-QUICK RISE of LEGION
11
|
Posted - 2012.10.22 05:33:00 -
[1] - Quote
Ive been playing this beta since feb-march. and for the last few builds there has been a problem that goes unnoticed at least to me seems unnoticed. ive been in countless games where ppl call in dropships and out run the rockets that chase it!
now i understand that the militia stuff is weak but if the dropship can out run the rockets then why not boost the overall speed of the rockets
and when i say out run i mean i can shoot all 6 of my sets of rockets plus have help by 2-3 other ppl shooting swarms at the dropship and it can fly a constant ring around the map, plus make a fly through the red line and back to get rid the missils that are still on its tail.
now i know im not alone in saying that i dont think the dropships should be able to out run or even out manouver the missils being that a missile is lighter which also means it should be faster and or more manouverable.
now for the ppl not skilled into forge guns (which are also a pain in the a$$ to try to and kill a dropship with as well) i encourage u to like or dislike or hell if u feel like it comment on this exploit.
and for the trolls that feel the need to come in and tell me im wrong and there right, i encourage that as well... |
Droneblood
3
|
Posted - 2012.10.22 05:50:00 -
[2] - Quote
YOUR 100% right anti-amour at this point is useless...they pretty much get killed by everything |
cody-p
KILL-EM-QUICK RISE of LEGION
11
|
Posted - 2012.10.22 05:51:00 -
[3] - Quote
TY KIND SIR
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Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.22 06:01:00 -
[4] - Quote
the problem isn't the rockets, it's the pilots. until they bring in an anti-rocket thing for drop ships, there will never be a way to speed up rockets. the butt hurt of the pilots would just be too great. even the path of the rocket is broken it seems for this purpose.
in the mean time kitten rockets have absolutely no use other than to take out stray LAVs and hit a tank a few times to cause him to run away.
i was trying out swarms just to see how they felt on a scout suit along with testing out a pistol and i don't like it at all. you need mass fire to kill a tank that one guy with swarms can't supply. the tank will get hit once and move out of sight of the rockets and drop ships just need to keep moving forward and they can easily get kills while staying in the air. |
xWhiteGodx
Crux Special Tasks Group Gallente Federation
4
|
Posted - 2012.10.22 09:26:00 -
[5] - Quote
cody-p wrote:Ive been playing this beta since feb-march. and for the last few builds there has been a problem that goes unnoticed at least to me seems unnoticed. ive been in countless games where ppl call in dropships and out run the rockets that chase it! now i understand that the militia stuff is weak but if the dropship can out run the rockets then why not boost the overall speed of the rockets and when i say out run i mean i can shoot all 6 of my sets of rockets plus have help by 2-3 other ppl shooting swarms at the dropship and it can fly a constant ring around the map, plus make a fly through the red line and back to get rid the missils that are still on its tail. now i know im not alone in saying that i dont think the dropships should be able to out run or even out manouver the missils being that a missile is lighter which also means it should be faster and or more manouverable. now for the ppl not skilled into forge guns (which are also a pain in the a$$ to try to and kill a dropship with as well) i encourage u to like or dislike or hell if u feel like it comment on this exploit. and for the trolls that feel the need to come in and tell me im wrong and there right, i encourage that as well...
-1 I'm a dropship pilot and even with the mass of addatives on my ship I still get obliterated by Militia Swarm Launchers. I'll be going prett fast in a straight line and they either still catch up to me or hit me from below. The ones I DO outrun seem to have infinite fuel as I still get hit after slowing down to make a wide turn.
Swarm Launchers are fine as they are and it's not an exploit, especially considering any game I get into EVERYONE on the other team miraculously have SL's ready for me. Trolls, don't even say I suck because I've had a few games where my gunners killed the other team.
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angelarch
Algintal Core Gallente Federation
93
|
Posted - 2012.10.22 09:50:00 -
[6] - Quote
. . . swarm rockets are so slow, i could nearly outrun them driving BACKWARDS in a LAV.
I was laughing out loud it looked so ridiculous.
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Sniper City
Amarr Templars Amarr Empire
3
|
Posted - 2012.10.22 09:56:00 -
[7] - Quote
xWhiteGodx wrote:cody-p wrote:Ive been playing this beta since feb-march. and for the last few builds there has been a problem that goes unnoticed at least to me seems unnoticed. ive been in countless games where ppl call in dropships and out run the rockets that chase it! now i understand that the militia stuff is weak but if the dropship can out run the rockets then why not boost the overall speed of the rockets and when i say out run i mean i can shoot all 6 of my sets of rockets plus have help by 2-3 other ppl shooting swarms at the dropship and it can fly a constant ring around the map, plus make a fly through the red line and back to get rid the missils that are still on its tail. now i know im not alone in saying that i dont think the dropships should be able to out run or even out manouver the missils being that a missile is lighter which also means it should be faster and or more manouverable. now for the ppl not skilled into forge guns (which are also a pain in the a$$ to try to and kill a dropship with as well) i encourage u to like or dislike or hell if u feel like it comment on this exploit. and for the trolls that feel the need to come in and tell me im wrong and there right, i encourage that as well... -1 I'm a dropship pilot and even with the mass of addatives on my ship I still get obliterated by Militia Swarm Launchers. I'll be going prett fast in a straight line and they either still catch up to me or hit me from below. The ones I DO outrun seem to have infinite fuel as I still get hit after slowing down to make a wide turn. Swarm Launchers are fine as they are and it's not an exploit, especially considering any game I get into EVERYONE on the other team miraculously have SL's ready for me. Trolls, don't even say I suck because I've had a few games where my gunners killed the other team.
sorry bro but you do suck i have not seen not one dropship get killed by the swarm missles and i have been playing for about 7 hours non stop ..only thing that seems to kill them is that froge gun but swarm XD |
Bishop Sunrunner
Sanmatar Kelkoons Minmatar Republic
8
|
Posted - 2012.10.22 10:02:00 -
[8] - Quote
cody-p wrote:Ive been playing this beta since feb-march. and for the last few builds there has been a problem that goes unnoticed at least to me seems unnoticed. ive been in countless games where ppl call in dropships and out run the rockets that chase it! now i understand that the militia stuff is weak but if the dropship can out run the rockets then why not boost the overall speed of the rockets and when i say out run i mean i can shoot all 6 of my sets of rockets plus have help by 2-3 other ppl shooting swarms at the dropship and it can fly a constant ring around the map, plus make a fly through the red line and back to get rid the missils that are still on its tail. now i know im not alone in saying that i dont think the dropships should be able to out run or even out manouver the missils being that a missile is lighter which also means it should be faster and or more manouverable. now for the ppl not skilled into forge guns (which are also a pain in the a$$ to try to and kill a dropship with as well) i encourage u to like or dislike or hell if u feel like it comment on this exploit. and for the trolls that feel the need to come in and tell me im wrong and there right, i encourage that as well...
you have to place your shoot very well then you will hit for sure. if you shoot from the other site of the map, you wont hit. no one will - i bet. hunt the dropship and shoot maybe when its on his way down for landing. when you playing since the beta feb-march, you should have been skilled enough to know that. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.10.22 13:04:00 -
[9] - Quote
cody-p wrote:Ive been playing this beta since feb-march. and for the last few builds there has been a problem that goes unnoticed at least to me seems unnoticed. ive been in countless games where ppl call in dropships and out run the rockets that chase it! now i understand that the militia stuff is weak but if the dropship can out run the rockets then why not boost the overall speed of the rockets and when i say out run i mean i can shoot all 6 of my sets of rockets plus have help by 2-3 other ppl shooting swarms at the dropship and it can fly a constant ring around the map, plus make a fly through the red line and back to get rid the missils that are still on its tail. now i know im not alone in saying that i dont think the dropships should be able to out run or even out manouver the missils being that a missile is lighter which also means it should be faster and or more manouverable. now for the ppl not skilled into forge guns (which are also a pain in the a$$ to try to and kill a dropship with as well) i encourage u to like or dislike or hell if u feel like it comment on this exploit. and for the trolls that feel the need to come in and tell me im wrong and there right, i encourage that as well... I've never actually had much of a problem with hitting dropships with swarms (try getting it when it's close to you, and not already flying away). However, when they do hit, it doesn't even scratch the shields |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.10.22 15:45:00 -
[10] - Quote
Even the crappest pilot can survive swarms this build. There's literally no counter to them at present except forge guns or rail guns and that's a pretty hard task too. |
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cody-p
KILL-EM-QUICK RISE of LEGION
11
|
Posted - 2012.10.22 15:50:00 -
[11] - Quote
my point is that ive seen mulitple sets of rockets chase a dropship only to be drawn around the map like a 3yro draging their pet on a leash, or making a fly through the red line to either destroy or dissapear the remaining rockets following the drop ship. which are vipers most or the time, i dont have a problem with the smaller drop ships as often... |
INVALID FITTING
Bragian Order Amarr Empire
17
|
Posted - 2012.10.22 16:13:00 -
[12] - Quote
I agree with cody-p completely here, one thing I've seen mentioned on the forums and I'm gonna reiterate, is that there is no upgrades to increase the speed of swarm launchers, yet there are overdrives and other mods for drop ships (which are very easy to spec into btw). So there isn't really a counter interms of swarms towards a speed tanked drop ship right now.
Also a plus if this whole dropship thing is fixed is you'd get pilots, actually planning there routes, knowing that if the swarms are at x location they have a better chance of not being hit if they fly at say a 45 degree angle of said location, instead of straight on, a mechanic i love from eve. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.22 16:16:00 -
[13] - Quote
Ty 'SweetCheeks' Borg wrote:Even the crappest pilot can survive swarms this build. There's literally no counter to them at present except forge guns or rail guns and that's a pretty hard task too. nothing like the forge gun inaccuracy to try to lead a dropship just to make it's shot. |
Herpn Derpidus
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2012.10.22 17:06:00 -
[14] - Quote
skilling into swarms should increase missile speed because the missile radius has absolutely no purpose |
Nstomper
Th3-ReSiStAnCe-SEC.0
205
|
Posted - 2012.10.22 17:35:00 -
[15] - Quote
Forge Gun? |
Tank Splitter
Amarr Templars Amarr Empire
33
|
Posted - 2012.10.22 17:35:00 -
[16] - Quote
Oh my god you mean you're not specced into anti-armor AT ALL and you can't hit a dropship with all militia gear?!? Oh the horror.
Let's make it so militia assault rifles can 1 hit anything.
Let's make militia sniper rifles able to destroy LAV's in one hit.
Seriously, these threads are stupid. You shouldn't ask for MILITIA GEAR with NO SP in ANTI-ARMOR to be able to take out a 480,000 ISK dropship. There's a reason they are so expensive.
Like-wise with the militia anti-armor. There's a reason it's FREE.
|
Noel Bellamy
Tritan-Industries Legacy Rising
36
|
Posted - 2012.10.22 17:45:00 -
[17] - Quote
Tank Splitter wrote:Oh my god you mean you're not specced into anti-armor AT ALL and you can't hit a dropship with all militia gear?!? Oh the horror.
Let's make it so militia assault rifles can 1 hit anything.
Let's make militia sniper rifles able to destroy LAV's in one hit.
Seriously, these threads are stupid. You shouldn't ask for MILITIA GEAR with NO SP in ANTI-ARMOR to be able to take out a 480,000 ISK dropship. There's a reason they are so expensive.
Like-wise with the militia anti-armor. There's a reason it's FREE.
Yeah, well it's kind of BS that you HAVE to spec a ton of SP into Heavy Dropsuit AND Forge Guns to be able to down a dropship. |
Tank Splitter
Amarr Templars Amarr Empire
33
|
Posted - 2012.10.22 17:49:00 -
[18] - Quote
Noel Bellamy wrote:Tank Splitter wrote:Oh my god you mean you're not specced into anti-armor AT ALL and you can't hit a dropship with all militia gear?!? Oh the horror.
Let's make it so militia assault rifles can 1 hit anything.
Let's make militia sniper rifles able to destroy LAV's in one hit.
Seriously, these threads are stupid. You shouldn't ask for MILITIA GEAR with NO SP in ANTI-ARMOR to be able to take out a 480,000 ISK dropship. There's a reason they are so expensive.
Like-wise with the militia anti-armor. There's a reason it's FREE.
Yeah, well it's kind of BS that you HAVE to spec a ton of SP into Heavy Dropsuit AND Forge Guns to be able to down a dropship.
Or spec into a proto-swarm launcher.
I gurantee you sit on a nano-hive all game long shooting swarms at a dropship, you will hit it once. And if it's a proto-swarm launcher, it will go down.
That's why it's "Anti-armor" and not "Go to a resupply, switch to anti-armor, one hit dropship, switch back and go kill some more people with AR's" |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.22 17:50:00 -
[19] - Quote
Tank Splitter wrote:Oh my god you mean you're not specced into anti-armor AT ALL and you can't hit a dropship with all militia gear?!? Oh the horror.
Let's make it so militia assault rifles can 1 hit anything.
Let's make militia sniper rifles able to destroy LAV's in one hit.
Seriously, these threads are stupid. You shouldn't ask for MILITIA GEAR with NO SP in ANTI-ARMOR to be able to take out a 480,000 ISK dropship. There's a reason they are so expensive.
Like-wise with the militia anti-armor. There's a reason it's FREE.
His point is that the rockets never catch the dropship as it flies in circles, it doesnt matter if its milita or proto SL it will never hit the dropship
Milita AV is good enough, you can easy destroy a gunlogi with it, hell even a AV fit costing 20k or less can destroy a 700k+ gunlogi |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.22 17:57:00 -
[20] - Quote
Tank Splitter wrote: Or spec into a proto-swarm launcher.
I gurantee you sit on a nano-hive all game long shooting swarms at a dropship, you will hit it once. And if it's a proto-swarm launcher, it will go down.
That's why it's "Anti-armor" and not "Go to a resupply, switch to anti-armor, one hit dropship, switch back and go kill some more people with AR's"
too bad that isn't the case you can fire proto missiles all day into a drop ship and not make a single hit. |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.22 18:25:00 -
[21] - Quote
INVALID FITTING wrote:I agree with cody-p completely here, one thing I've seen mentioned on the forums and I'm gonna reiterate, is that there is no upgrades to increase the speed of swarm launchers, yet there are overdrives and other mods for drop ships (which are very easy to spec into btw). So there isn't really a counter interms of swarms towards a speed tanked drop ship right now.
Also a plus if this whole dropship thing is fixed is you'd get pilots, actually planning there routes, knowing that if the swarms are at x location they have a better chance of not being hit if they fly at say a 45 degree angle of said location, instead of straight on, a mechanic i love from eve.
You know this through experience?
Yes, there IS an afterburner module on the market. It has a PG cost of 625, whereas a standard ship (Myron) is 200 PG short of that. It is impossible to fit on any dropship.
It is either meant only for the aircraft to come, or it's broken and CCP configured it so that it could not be fit.
It is also possible to fit the HAV and LAV modules on a dropship, but my testing to date reveals no statistically significant effect.
I fitted two Jovian (25% each) modules and tested the time from ground rest to flight ceiling vs a ship with two Nano structures and both averaged about ten seconds. That's just a very rough start to testing, but it points to the likelihood that HAV and LAV mds don't benefit dropships.
I will run more accelleration tests as well as rotation tests and report them in another post. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.22 18:27:00 -
[22] - Quote
Prop mods dont work
I rarely see a difference tbh when i used them |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.22 18:33:00 -
[23] - Quote
My take on this is that it's a bug to let you fit a transmission or nitrous injection module on a jet engine.
Neither make any sense at all. I believe anyone using them is just deluding themselves into thinking that they work. |
Not Inhuman
Royal Uhlans Amarr Empire
15
|
Posted - 2012.10.22 19:21:00 -
[24] - Quote
lrn2dust |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.10.22 19:32:00 -
[25] - Quote
I would suggest a 15% increase in the rockets deploy time and overall speed with a 10% decrease in the lock-on time and the time between shots. Just to throw some numbers to tryout on the DEV side. Swarm Launchers are USELESS against Dropships. |
MPR11
KILL-EM-QUICK RISE of LEGION
10
|
Posted - 2012.10.22 20:06:00 -
[26] - Quote
I use advanced swarms and have little to no effect vs any dropships. THE ONLY thing Ive seen kill a dropship, is when I took my dropship and rammed it headfirst into the other guy's thus killing both of our dropships.
While fun, I see no use in using swarms vs dropships in this build when a stupid pilot can just fly in circles to avoid them. You make me sick to be a dropship pilot because of this stupid tactic. |
Tank Splitter
Amarr Templars Amarr Empire
33
|
Posted - 2012.10.22 20:13:00 -
[27] - Quote
Skihids wrote:INVALID FITTING wrote:I agree with cody-p completely here, one thing I've seen mentioned on the forums and I'm gonna reiterate, is that there is no upgrades to increase the speed of swarm launchers, yet there are overdrives and other mods for drop ships (which are very easy to spec into btw). So there isn't really a counter interms of swarms towards a speed tanked drop ship right now.
Also a plus if this whole dropship thing is fixed is you'd get pilots, actually planning there routes, knowing that if the swarms are at x location they have a better chance of not being hit if they fly at say a 45 degree angle of said location, instead of straight on, a mechanic i love from eve. You know this through experience? Yes, there IS an afterburner module on the market. It has a PG cost of 625, whereas a standard ship (Myron) is 200 PG short of that. It is impossible to fit on any dropship. It is either meant only for the aircraft to come, or it's broken and CCP configured it so that it could not be fit. It is also possible to fit the HAV and LAV modules on a dropship, but my testing to date reveals no statistically significant effect. I fitted two Jovian (25% each) modules and tested the time from ground rest to flight ceiling vs a ship with two Nano structures and both averaged about ten seconds. That's just a very rough start to testing, but it points to the likelihood that HAV and LAV mds don't benefit dropships. I will run more accelleration tests as well as rotation tests and report them in another post.
Actually I have an afterburner on my dropship.
Called engineering upgrades and armor dropships buddy.
An afterburner will get you from the ground (Not even holding L1 yet) to a little bit past the height ceiling in about two seconds. |
Governor Odius
Doomheim
177
|
Posted - 2012.10.22 20:14:00 -
[28] - Quote
I'm going to keep posting this in every thread like this I see until people start thinking about the actual impact of the nerfs they're proposing.
Governor Odius wrote:I think we're going about this the wrong way. Instead of asking "How can we make it possible to kill a dropship while it's doing the only thing that could be considered 'evasive actions' allowed by its flight physics?" we should be asking "How can we make it so 'swarm dodging flight' and 'warfighting flight' aren't the same thing?" In other words, let's make it so that flying around at top speed isn't the way for dropships to earn warpoints.
1) Range penalties on the turrets. The turrets need to be there, because that's how a dropship provides support and cover to troops it drops off, but it should lose effectiveness past 15m or so. Reduced damage, reduced accuracy, something.
2) Transport assist points. CCP has mentioned before that they're planning this, or something similar. For those of you not familiar with the idea, they'll have pilots get a portion of warpoints earned by anyone they recently dropped off.
3) Remove the swarm starter suit. As it is now every time a dropship or HAV appears on the field every d-bag grabs his swarm starter suit and goes to town. This is why you rarely see HAVs anymore and dropships are forced to behave the way they do.
What does this change? You still won't be able to kill a dropship that is moving at max speed around the map. Not with swarms, anyway. But that pilot won't be able to make any money that way anymore. Instead, he or she will be taking position over cap points and supporting troops with rapid transport and acting as a mobile spawn point that shoots missiles. Maybe even fitting a remote rep, who knows? The point is that its role is being changed from "doofy looking AC-130" to "ground support aircraft" like it's supposed to be. And while it's doing that ground support it's not flying at max speed, and a vigilant AV troop has an opportunity to do damage. Thus avoiding swarms becomes about situational awareness and reflexes, not holding the joystick forward and slightly to the left.
I believe that these three things (one of which CCP has all but stated is coming) are the best way to get the gameplay to where we want. I've actually come up with a couple other theories involving capacitor and eWar, but don't feel like typing it all out. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.22 20:25:00 -
[29] - Quote
Tank Splitter wrote:Skihids wrote:INVALID FITTING wrote:I agree with cody-p completely here, one thing I've seen mentioned on the forums and I'm gonna reiterate, is that there is no upgrades to increase the speed of swarm launchers, yet there are overdrives and other mods for drop ships (which are very easy to spec into btw). So there isn't really a counter interms of swarms towards a speed tanked drop ship right now.
Also a plus if this whole dropship thing is fixed is you'd get pilots, actually planning there routes, knowing that if the swarms are at x location they have a better chance of not being hit if they fly at say a 45 degree angle of said location, instead of straight on, a mechanic i love from eve. You know this through experience? Yes, there IS an afterburner module on the market. It has a PG cost of 625, whereas a standard ship (Myron) is 200 PG short of that. It is impossible to fit on any dropship. It is either meant only for the aircraft to come, or it's broken and CCP configured it so that it could not be fit. It is also possible to fit the HAV and LAV modules on a dropship, but my testing to date reveals no statistically significant effect. I fitted two Jovian (25% each) modules and tested the time from ground rest to flight ceiling vs a ship with two Nano structures and both averaged about ten seconds. That's just a very rough start to testing, but it points to the likelihood that HAV and LAV mds don't benefit dropships. I will run more accelleration tests as well as rotation tests and report them in another post. Actually I have an afterburner on my dropship. Called engineering upgrades and armor dropships buddy. An afterburner will get you from the ground (Not even holding L1 yet) to a little bit past the height ceiling in about two seconds.
Ok, that's a big confirmation that he propulsion module for airships does work. Normal time to ceiling is ten seconds, so that's a five fold increase in performance.
I'll have to see if I can skill up enough to fit it on a Myron. I was planning on calculating how many PG upgrade modules it would require along with what skills.
So, does that allow you to hover over a target and still outrun swarms? If so, how close can the launcher be and still give you a good chance at escape? |
Tank Splitter
Amarr Templars Amarr Empire
33
|
Posted - 2012.10.22 20:56:00 -
[30] - Quote
Skihids wrote:Tank Splitter wrote:Skihids wrote:INVALID FITTING wrote:I agree with cody-p completely here, one thing I've seen mentioned on the forums and I'm gonna reiterate, is that there is no upgrades to increase the speed of swarm launchers, yet there are overdrives and other mods for drop ships (which are very easy to spec into btw). So there isn't really a counter interms of swarms towards a speed tanked drop ship right now.
Also a plus if this whole dropship thing is fixed is you'd get pilots, actually planning there routes, knowing that if the swarms are at x location they have a better chance of not being hit if they fly at say a 45 degree angle of said location, instead of straight on, a mechanic i love from eve. You know this through experience? Yes, there IS an afterburner module on the market. It has a PG cost of 625, whereas a standard ship (Myron) is 200 PG short of that. It is impossible to fit on any dropship. It is either meant only for the aircraft to come, or it's broken and CCP configured it so that it could not be fit. It is also possible to fit the HAV and LAV modules on a dropship, but my testing to date reveals no statistically significant effect. I fitted two Jovian (25% each) modules and tested the time from ground rest to flight ceiling vs a ship with two Nano structures and both averaged about ten seconds. That's just a very rough start to testing, but it points to the likelihood that HAV and LAV mds don't benefit dropships. I will run more accelleration tests as well as rotation tests and report them in another post. Actually I have an afterburner on my dropship. Called engineering upgrades and armor dropships buddy. An afterburner will get you from the ground (Not even holding L1 yet) to a little bit past the height ceiling in about two seconds. Ok, that's a big confirmation that he propulsion module for airships does work. Normal time to ceiling is ten seconds, so that's a five fold increase in performance. I'll have to see if I can skill up enough to fit it on a Myron. I was planning on calculating how many PG upgrade modules it would require along with what skills. So, does that allow you to hover over a target and still outrun swarms? If so, how close can the launcher be and still give you a good chance at escape?
I'd say it takes a good 1.5 seconds from activation to an actual speed increase, because there is a delay in the boost.
Yes. If you know the swarms are coming it's really only a matter of the activation time.
Think about the dropship normally. It's a fiat 500 with a wobbly wheel. When you activate that booster, for 15 seconds you are a Ferrari F1.
You can also do side rolls and backflips. Not very practical for anything but very fun.
The boost only engages when you are holding L1. It also will only engage when you pull the engines straight under you, or if you're going forward and you do a "wobble" motion of the engine. Hard to explain.
The boost is VERY hard to control, but I've got the hang of it.
Message me ingame if you would like a demonstration of it.
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knight of 6
ZionTCD Legacy Rising
66
|
Posted - 2012.10.22 21:02:00 -
[31] - Quote
have you ever piloted? pilot a dropship before you say this stuff. one time being hit with swarms, militia or otherwise and you will realize not being hit is the only real option. imagine a shoebox suspended by a string. now hit it with a baseball. the ensuing chaos will give you an idea what is like to be hit ... or fly a dropship whichever is easier. |
INVALID FITTING
Bragian Order Amarr Empire
17
|
Posted - 2012.10.22 21:15:00 -
[32] - Quote
Skihids wrote:INVALID FITTING wrote:I agree with cody-p completely here, one thing I've seen mentioned on the forums and I'm gonna reiterate, is that there is no upgrades to increase the speed of swarm launchers, yet there are overdrives and other mods for drop ships (which are very easy to spec into btw). So there isn't really a counter interms of swarms towards a speed tanked drop ship right now.
Also a plus if this whole dropship thing is fixed is you'd get pilots, actually planning there routes, knowing that if the swarms are at x location they have a better chance of not being hit if they fly at say a 45 degree angle of said location, instead of straight on, a mechanic i love from eve. You know this through experience? Yes, there IS an afterburner module on the market. It has a PG cost of 625, whereas a standard ship (Myron) is 200 PG short of that. It is impossible to fit on any dropship. It is either meant only for the aircraft to come, or it's broken and CCP configured it so that it could not be fit. It is also possible to fit the HAV and LAV modules on a dropship, but my testing to date reveals no statistically significant effect. I fitted two Jovian (25% each) modules and tested the time from ground rest to flight ceiling vs a ship with two Nano structures and both averaged about ten seconds. That's just a very rough start to testing, but it points to the likelihood that HAV and LAV mds don't benefit dropships. I will run more accelleration tests as well as rotation tests and report them in another post.
I didn't mention after burners? (for the reason that you stated), simply the overdrives, and I just thought I was glitched, and the speed did not pass 10, was un aware that it was a global thing, my fault for being not knowing that.
However it was only a thought, as these are forums. |
cody-p
KILL-EM-QUICK RISE of LEGION
11
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Posted - 2012.10.23 03:54:00 -
[33] - Quote
i cant wait for the DEVs to get in there match with the tourny champs so they can see how easily it is for a dropship to out run swarms.
i say that because im sure that every corp that is going in to win will be spaming drop ships |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
|
Posted - 2012.10.23 04:24:00 -
[34] - Quote
I love the commitment to the thread, and I can say that I agree with many of the points made. There needs to be some work done... and it has been that way for some time. |
cody-p
KILL-EM-QUICK RISE of LEGION
11
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Posted - 2012.10.25 15:55:00 -
[35] - Quote
ty for the hot fix CCP . now we can really see who has the better corp ty |
cody-p
KILL-EM-QUICK RISE of LEGION
11
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Posted - 2012.11.03 00:54:00 -
[36] - Quote
i retract my eariler post, that day i killed like 5-7 dropships.
but after that they still out run and or out manuver the swarm missles.
the rockets that a dropship or a tank fires shoots go way faster that swarm missles... why i dont know
when u look at the 3d map compair the speed of the swarms chaseing the dropship to the speed of the missiles the dropship is shooting..... |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.03 02:33:00 -
[37] - Quote
cody-p wrote:i retract my eariler post, that day i killed like 5-7 dropships. but after that they still out run and or out manuver the swarm missles. the rockets that a dropship or a tank fires shoots go way faster that swarm missles... why i dont know when u look at the 3d map compair the speed of the swarms chaseing the dropship to the speed of the missiles the dropship is shooting.....
Rockets go faster because they fly in a straight line and don't need to turn.
Physics says the faster they fly the wider the turn radius (by the square of the speed) of your swarms flew as fast as the rockets they couldn't turn to track a ship.
And yes dropships do get destroyed. The ones that last the match get all the attention, but not that many last the six matches it takes to break even.
People are starting to skill into proper AV and ships are going down to single gunners, despite CCP's intent that you not be abe to solo a dropship (as taken from the FanFest video). |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.11.03 05:43:00 -
[38] - Quote
Any of you whiners heard of putting a rail gun on the back of a LAV? Concentrated railguns do the trick. Never tried a large blaster but the point is, THERE ARE ALTERNATIVES TO SWARM LAUNCHERS! |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.03 06:31:00 -
[39] - Quote
Large missile tanks are quite effective now, not only against dropships, but also infantry. They seem to be reclaiming their former glory. |
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