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Halador Osiris
Dead Six Initiative
47
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Posted - 2013.02.05 16:48:00 -
[1] - 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. |
Halador Osiris
Dead Six Initiative
47
|
Posted - 2013.02.05 17:22:00 -
[2] - 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. |
Halador Osiris
Dead Six Initiative
47
|
Posted - 2013.02.05 18:48:00 -
[3] - 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. |
Halador Osiris
Dead Six Initiative
47
|
Posted - 2013.02.05 19:34:00 -
[4] - 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. |
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