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R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2013.02.05 14:03:00 -
[1] - Quote
1. I could eject the passengers and get war points if they land near an objective and then capture it 2. I could pick up ground troops with a slow, low-altitude fly-over ("sky hook" maybe?) 3. I could land and call the RDV in to pick the DS up again 4. I could fit an HMG in the side turrets (short range, high ROF, prone to overheating)
This kind of flying would take a lot of skill - fast and low, using cover, pinpoint accuracy - but would be very rewarding and you would feel like part of the battle. |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.02.05 16:25:00 -
[2] - Quote
imho the turrets should be removed and the seats should get some sort of shield/armor to protect the passenger instead. the passenger can use his own weapon to shoot e.g. a heavy with a forge gun/HMG or assault with swarm launcher would be very effective to clear stuff and support from above. the other seats should also be able to use their equipment to provide armor/repairs. the pilot would then get the ability to mount a small turret to the front that he can use so he will be able to get points too. |
Halador Osiris
Dead Six Initiative
47
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Posted - 2013.02.05 16:48:00 -
[3] - Quote
I agree with points 1 and 3, however I'll contest 2 and 4.
2: Practice coming in really quick, holding L2 while pitching the ship backwards so it's pointed about 45 degrees above the horizon. Do that enough and you can get a really quick landing, and if your ground crew is prepared, you'll be back in the air and it's like you never landed.
4: Use blasters? They're basically exactly what you described. EDIT: If you haven't explored blasters yet, I might know why. They do suck up a lot of power grid, and when I started I read the DS pilot guide and was advised to use missiles. I've spoken with the writer of that guide since, and he has said that missiles are no longer viable. Rails for installations, blasters for mercs. If you're using blasters, upgrade to the scattered. The damage is SO much better, and the tracking decrease is hardly an issue.
As for the second post, I think it would be cool if there was a dedicated transport dropship in addition to what we have now. However, I like it as it currently stands. With the maps as small as they are, you need a dropship to have multiple functions. When the maps widen up, you can be constant dedicated transport. |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.02.05 16:56:00 -
[4] - Quote
WP for CRU use.
+ drop button
... maybe some more hit points O_O |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2013.02.05 17:20:00 -
[5] - Quote
Halador Osiris wrote:I agree with points 1 and 3, however I'll contest 2 and 4.
2: Practice coming in really quick, holding L2 while pitching the ship backwards so it's pointed about 45 degrees above the horizon. Do that enough and you can get a really quick landing, and if your ground crew is prepared, you'll be back in the air and it's like you never landed.
4: Use blasters? They're basically exactly what you described. EDIT: If you haven't explored blasters yet, I might know why. They do suck up a lot of power grid, and when I started I read the DS pilot guide and was advised to use missiles. I've spoken with the writer of that guide since, and he has said that missiles are no longer viable. Rails for installations, blasters for mercs. If you're using blasters, upgrade to the scattered. The damage is SO much better, and the tracking decrease is hardly an issue.
As for the second post, I think it would be cool if there was a dedicated transport dropship in addition to what we have now. However, I like it as it currently stands. With the maps as small as they are, you need a dropship to have multiple functions. When the maps widen up, you can be constant dedicated transport. Great feedback, thanks.
On point 2, its good to hear that this is possible, but I've never seen it done in any battle I've been in. I was hoping for something that was not only possible, but easy enough to perform that it is relatively commonplace.
On point 4, I don't get the same feeling when an enemy blaster dropship descends in front of me as I do when a HMG heavy appears round the corner, and I think I should. What's the rate-of-fire on small blaster turrets? |
Halador Osiris
Dead Six Initiative
47
|
Posted - 2013.02.05 17:22:00 -
[6] - Quote
ChromeBreaker wrote:WP for CRU use.
+ drop button
... maybe some more hit points O_O Back to the maps widening up, I feel like more hitpoints won't be necessary when that day comes. Dropships are currently confined, they tend to stay in the same spot. In the future, I see them being more of a run and gun, smash and grab type of deal. They will fly in, drop 4 mercs, lay down some cover fire while the mercs gain a footing, and then they will drop the remaining 2 and get out of there. I don't feel like more health is needed then, considering it'd be nice if the opposing force at least had a chance to take you out if they saw you coming. |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
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Posted - 2013.02.05 17:24:00 -
[7] - Quote
R F Gyro wrote:Halador Osiris wrote:I agree with points 1 and 3, however I'll contest 2 and 4.
2: Practice coming in really quick, holding L2 while pitching the ship backwards so it's pointed about 45 degrees above the horizon. Do that enough and you can get a really quick landing, and if your ground crew is prepared, you'll be back in the air and it's like you never landed.
4: Use blasters? They're basically exactly what you described. EDIT: If you haven't explored blasters yet, I might know why. They do suck up a lot of power grid, and when I started I read the DS pilot guide and was advised to use missiles. I've spoken with the writer of that guide since, and he has said that missiles are no longer viable. Rails for installations, blasters for mercs. If you're using blasters, upgrade to the scattered. The damage is SO much better, and the tracking decrease is hardly an issue.
As for the second post, I think it would be cool if there was a dedicated transport dropship in addition to what we have now. However, I like it as it currently stands. With the maps as small as they are, you need a dropship to have multiple functions. When the maps widen up, you can be constant dedicated transport. Great feedback, thanks. On point 2, its good to hear that this is possible, but I've never seen it done in any battle I've been in. I was hoping for something that was not only possible, but easy enough to perform that it is relatively commonplace. On point 4, I don't get the same feeling when an enemy blaster dropship descends in front of me as I do when a HMG heavy appears round the corner, and I think I should. What's the rate-of-fire on small blaster turrets? 1k or so rpm with a decent damage per shot |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2013.02.05 17:46:00 -
[8] - Quote
Vermaak 'Fatal' Kuvakei wrote:1k or so rpm with a decent damage per shot lol, OK. So very much like an HMG then.
I guess I've just never seen a blaster dropship in action up close then. I think I'll look into it.
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Halador Osiris
Dead Six Initiative
47
|
Posted - 2013.02.05 18:48:00 -
[9] - Quote
R F Gyro wrote:Vermaak 'Fatal' Kuvakei wrote:1k or so rpm with a decent damage per shot lol, OK. So very much like an HMG then. I guess I've just never seen a blaster dropship in action up close then. I think I'll look into it.
I'm not sure what HMG stats are, but the low end scattered blaster has something like 857.1 RPM and 32.5 damage per shot. The advanced bumps it to 39, and proto is 42.5. I'm not 100% sure on these stats, but it's something like that. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.05 19:23:00 -
[10] - Quote
R F Gyro wrote:Vermaak 'Fatal' Kuvakei wrote:1k or so rpm with a decent damage per shot lol, OK. So very much like an HMG then. I guess I've just never seen a blaster dropship in action up close then. I think I'll look into it.
It can work, but you need a pilot with a steady hover so you can keep your fire concentrated on a target long enough to kill it. It can be frustrating if the ship is shifting about so much that it constantly pulls you off target. It's also a good idea for gunners to wear fat suits because they are exposed to return fire and can get shot out of their seats. |
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Halador Osiris
Dead Six Initiative
47
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Posted - 2013.02.05 19:34:00 -
[11] - Quote
R F Gyro wrote:Great feedback, thanks.
On point 2, its good to hear that this is possible, but I've never seen it done in any battle I've been in. I was hoping for something that was not only possible, but easy enough to perform that it is relatively commonplace.
On point 4, I don't get the same feeling when an enemy blaster dropship descends in front of me as I do when a HMG heavy appears round the corner, and I think I should. What's the rate-of-fire on small blaster turrets? Heya, sorry I hadn't seen this post. I answered the blaster question above.
Back to point 2, I feel like it's not necessarily a move many people practice. The trick to landing a dropship quickly is that you aren't trying to come down on top of your LZ. You really want to land it like a plane. I'd come in quick, cover your intended target with the dropship (kinda like how one might cover the baseball with the glove when catching a pop fly), and hold L2 hard. While on your approach, pitch forward and back (edit) from that 45 degree angle (/edit) to control that speed so you can get it so you aren't moving at all when you hit the ground. Once you're close, maybe knock it back a little more to give it a last bit of stopping power, let go of L2 and let it set itself down, maybe giving it just a bit more L2 if it needs it. That's how you hit the deck with a dropship. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.05 20:56:00 -
[12] - Quote
Halador Osiris wrote:R F Gyro wrote:Great feedback, thanks.
On point 2, its good to hear that this is possible, but I've never seen it done in any battle I've been in. I was hoping for something that was not only possible, but easy enough to perform that it is relatively commonplace.
On point 4, I don't get the same feeling when an enemy blaster dropship descends in front of me as I do when a HMG heavy appears round the corner, and I think I should. What's the rate-of-fire on small blaster turrets? Heya, sorry I hadn't seen this post. I answered the blaster question above. Back to point 2, I feel like it's not necessarily a move many people practice. The trick to landing a dropship quickly is that you aren't trying to come down on top of your LZ. You really want to land it like a plane. I'd come in quick, cover your intended target with the dropship (kinda like how one might cover the baseball with the glove when catching a pop fly), and hold L2 hard. While on your approach, pitch forward and back (edit) from that 45 degree angle (/edit) to control that speed so you can get it so you aren't moving at all when you hit the ground. Once you're close, maybe knock it back a little more to give it a last bit of stopping power, let go of L2 and let it set itself down, maybe giving it just a bit more L2 if it needs it. That's how you hit the deck with a dropship.
What you are doing is arresting your forward momentum at the same time you are losing alltitude. By raising the nose you do these two things at once. The tilt redirects half your thrust forward and away from supporting the ship in the sky. L2 reduces the thrust so you slow down slower but drop from the sky faster.
If you manage the combination perfectly you will stop all forward movement at the same time you touch down. If not you will either have further to drop or you will plow into something. The former is safer of course and may be necessary if you are assaulting an objective with no safe landing area. You also don't need to touch the ground for mercs to board the ship.
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