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Talneck Balder
British Federation Sleepless Knights Alliance
21
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Posted - 2012.10.26 19:05:00 -
[1] - Quote
ok this is silly , been using a missile launcher and i see drop ships quiet happily running away , I mean come on a drop ship out running missiles its not a fighter jet , its a troupe carrier / gun platform . Missiles should catch up not be left behind , this is daft and means rocket launchers become less desirable as they cant do as they are intended to and provide ground to air surport for the troupes. I have seen this a few times now its not a one off . I can see rockets having limited range , fair enough but come on rockets vs a drop ship ? Last battle two of us from different positions fired on the same ship and it quiet happily fled , i did not see one hit on it . A match before the drop ship was initialy closer yet it flew over my location behind a tower i fired nearly stright up and still not one dam hit !!! Please get this sorted out for at the moment for as it stands rockets provide little protection against drop ships. |
Cal Predine
StarKnight Security
37
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Posted - 2012.10.26 19:18:00 -
[2] - Quote
Yeah, crazy isn't it? Happens all the time - seems to be the case even with a bunch of launchers attacking the same target from different angles. Broken |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.10.26 19:21:00 -
[3] - Quote
(Assuming) Webifier to be added in later build which acts like a net (mentioned on EVE fest) to slow their movements. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.26 19:21:00 -
[4] - Quote
funny thing is that there was a thread complaining about the speed of the rockets and that they were going to fast. rockets seem a bit faster but without a forge gun to slow down the dropship they will continue to be a un killable gunship so pretty much you have to spec into heavies just to take cancel out the dropship.
the weapon designed to take out aircraft can't do the job. |
Sentient Archon
Red Star.
690
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Posted - 2012.10.26 19:24:00 -
[5] - Quote
Talneck Balder wrote: ok this is silly , been using a missile launcher and i see drop ships quiet happily running away , I mean come on a drop ship out running missiles its not a fighter jet , its a troupe carrier / gun platform . Missiles should catch up not be left behind , this is daft and means rocket launchers become less desirable as they cant do as they are intended to and provide ground to air surport for the troupes. I have seen this a few times now its not a one off . I can see rockets having limited range , fair enough but come on rockets vs a drop ship ? Last battle two of us from different positions fired on the same ship and it quiet happily fled , i did not see one hit on it . A match before the drop ship was initialy closer yet it flew over my location behind a tower i fired nearly stright up and still not one dam hit !!! Please get this sorted out for at the moment for as it stands rockets provide little protection against drop ships.
I admit this is broken, but next time try this same tactic with a forge gunner! If the dropshit is running away from something make it so that it runs into something and that can be a forge gun! |
Tiel Syysch
Imperfects Negative-Feedback
633
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Posted - 2012.10.26 19:24:00 -
[6] - Quote
Dropships do not yet have their countermeasures vs locked-on weapons. If the missiles got sped up, dropships would be useless with no way to avoid just taking damage from everyone, considering we all have access to militia swarms. |
Ima Leet
Imperfects Negative-Feedback
321
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Posted - 2012.10.26 19:24:00 -
[7] - Quote
swarms just need to be fixed. imo they're currently broken, horribly. if i have two or three volleys loaded up why do i have to lock on for each one? why do i fire one volley after being locked on, to not being able to fire the second and third while still being locked on? there is like a 5 second delay in between shots just to lock on again after i was already locked on!
also, they're still dumb rockets, they'll fly in to the nearest building, rock, hill, etc, they wont intelligently navigate, if these things can follow and turn around buildings why can't they fire in the LOS i have or slightly dodge terrain, not asking they always dodge terrain but to make them slightly smarter.
also people state they always track to the back of the dropship even if you are shooting at it from the front... this just makes them 100% fail. it's guaranteed to never catch it because its always going to try and follow it rather than just hit it on a shortest path.
there is many more things that could be done to fix swarms and make them more viable but this is all i've got right now |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.10.26 19:26:00 -
[8] - Quote
Am I the only one watched the video? Pay attention to the video, geeks. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.10.26 19:29:00 -
[9] - Quote
There are roles in Dust. It's not all about you! |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.10.26 19:33:00 -
[10] - Quote
Tiel Syysch wrote:Dropships do not yet have their countermeasures vs locked-on weapons. If the missiles got sped up, dropships would be useless with no way to avoid just taking damage from everyone, considering we all have access to militia swarms. the path of the missiles are also screwed up. a topic that was beaten to death.
having unkillable gunships that only are taken out by a forge gunner that will likely be killed by anyone with half a brain and a few turrets that have a short range and a limited quantity.
if they made the turrets actually effected by how fast the ship went the swarms would actually do something and thats keep the turrets from killing anyone.
but that isn't the case as some gunners go 30+/0. so something is definitely broken. |
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Sentient Archon
Red Star.
690
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Posted - 2012.10.26 19:34:00 -
[11] - Quote
Tiel Syysch wrote:Dropships do not yet have their countermeasures vs locked-on weapons. If the missiles got sped up, dropships would be useless with no way to avoid just taking damage from everyone, considering we all have access to militia swarms.
There is a reason why a Dropship is called a Dropship and not a Gunship, it is meant to pick up troops and drop them in the field! You should at the most be able to provide supressing fire to the troops not OHKs the enemy! You dont find a Chinook trying to destroy AI/AV! Dropships are supposed to be in and out and not wait to destroy AI/AV. If they are used as AI/AV they should be brought down relatively easy!
Then there are the gunships that are suppposed to destroy AI/AV! Something like the Apaches or the Cobras! These are supposed to be hard take downs, but they donot transport troops.
I think it is totally fine for a dropship to be a gunship as long as it doesnt transport troops! You can just keep going OHKing people and land troops on top of their heads!
Just my 0.02 ISK!
Edit: +1 For imaleet |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.26 19:47:00 -
[12] - Quote
Swarms still kill dropships all the time. Their knock effect is insane. |
Tiel Syysch
Imperfects Negative-Feedback
633
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Posted - 2012.10.26 19:48:00 -
[13] - Quote
Necrodermis wrote: if they made the turrets actually effected by how fast the ship went the swarms would actually do something and thats keep the turrets from killing anyone.
They are, you have to compensate your aim based on the dropship's momentum. But, you have people like me who gun in them all the time so we still rain hell on people.
They do way too much damage, though, I've been arguing for it to get toned down by a huge margin. It's absurd to be oneshotting everyone with vehicle turrets. |
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