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Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 00:01:00 -
[151] - Quote
Foxhound Elite wrote:
9 times out of 10 I bug out in my Python and yes, there are times where I do survive because of it but alot of the time I simply get shot down before my attempts to survive, because the reaction on the dropship, especially the standard and logistics variants is just too slow in proportion to the DPS of the forge / rail blasts. Swarms are another thing but they still pack a punch and are really annoying, especially when they're INVISIBLE. This isn't about Caldari vs Gallente dropships, it's down to playstyle and both have their pros and cons, but I'm talking about dropships not being able to provide a valid role on the battlefield due to their poor state. After I made this post, I went AV Heavy ... on one hand I can say AV is 'OP' but on the other, which most people agree, it's not the anti-vehicle weaponry that's overpowered, it's just in proportion to them, the dropship might as well be made of glass .. I know it's a delicate situation, from making dropships as weak as they are, into flying nightmares. but I'd rather the latter, not only because I'm a pilot, but i'd rather be an infantryman saying "watch out guys, there's a hostile dropship closing in!!" rather than "lololol enemy dropship, free points"
It is very much about the potential of the two dropships. The Caldari can't fit a speed booster without losing valuable shield tank ability, so very often, even in their ADS variant, they are slower than my Gallente. I recommend going Gallente at the moment due to the fact they are very much sturdier, lose no armor tank for mobility, and resist the strongest forms of AV that are effective against the Dropships. In the current, the Incubus, properly fitted, is a ***** to take out of the sky, even with proto AV gear and I provide a valuable service to my ground-bound comrades.
It is VERY MUCH a Gallente v. Caldari dropship issue. The shields just don't stand a chance against the AV that is effective against us. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 00:03:00 -
[152] - Quote
I do agree that the Standard and Logistics dropships move VERY SLOWLY, even with boosters which allows them to be hit hard many times. Even so, the Gallente fairs better than Caldari in that aspect, but I won't call out my Logistics Dropship unless requested. |
Charlotte O'Dell
Molon Labe. League of Infamy
462
|
Posted - 2013.06.14 00:21:00 -
[153] - Quote
Avid railgun user here and i don't think i've met a dropship that lasted more than 2-3 shots once he wandered into a space where I could shoot him. Make them faster or tankier because it isn't even fun at this point. |
Angus McBeanie
Seraphim Auxiliaries CRONOS.
19
|
Posted - 2013.06.14 01:13:00 -
[154] - Quote
Totally disagree with OP Go play EvE if you wanna fly around foxhound. This is LAV 514. |
Scheneighnay McBob
Bojo's School of the Trades
1572
|
Posted - 2013.06.14 01:25:00 -
[155] - Quote
Mary Sedillo wrote:Scheneighnay McBob wrote:Another thing: you try actually playing transport in the godawful thing, but the enemy team (for no good reason) perceives your militia dropship as a threat and calls an orbital on you. 0 WPs gained overall, but you lost a bunch because it blew up. Wow, that's just unlucky. In a speedy ship, I am usually out of the area once I hear the blaring warning sound. Happened to me too many damn times to call it bad luck. Although I think it only happened once this build. |
Foxhound Elite
Seraphim Initiative. CRONOS.
196
|
Posted - 2013.06.14 02:17:00 -
[156] - Quote
Scheneighnay McBob wrote:Mary Sedillo wrote:Scheneighnay McBob wrote:Another thing: you try actually playing transport in the godawful thing, but the enemy team (for no good reason) perceives your militia dropship as a threat and calls an orbital on you. 0 WPs gained overall, but you lost a bunch because it blew up. Wow, that's just unlucky. In a speedy ship, I am usually out of the area once I hear the blaring warning sound. Happened to me too many damn times to call it bad luck. Although I think it only happened once this build.
most dropships, when more or less stationary when orbital striked, don't have enough HP to survive the panicing acceleration out of there in time. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 02:47:00 -
[157] - Quote
Charlotte O'Dell wrote:Avid railgun user here and i don't think i've met a dropship that lasted more than 2-3 shots once he wandered into a space where I could shoot him. Make them faster or tankier because it isn't even fun at this point.
Again, that is the sort of bad DS pilots that allow themselves to be hit so many times easily. |
Mary Sedillo
BetaMax Beta CRONOS.
119
|
Posted - 2013.06.14 02:48:00 -
[158] - Quote
Foxhound Elite wrote:Scheneighnay McBob wrote:Mary Sedillo wrote:Scheneighnay McBob wrote:Another thing: you try actually playing transport in the godawful thing, but the enemy team (for no good reason) perceives your militia dropship as a threat and calls an orbital on you. 0 WPs gained overall, but you lost a bunch because it blew up. Wow, that's just unlucky. In a speedy ship, I am usually out of the area once I hear the blaring warning sound. Happened to me too many damn times to call it bad luck. Although I think it only happened once this build. most dropships, when more or less stationary when orbital striked, don't have enough HP to survive the panicing acceleration out of there in time.
I have never lost a Dropship to an orbital even when it nicks me while in flight. I lost dropships last build to orbitals hitting where my Dropship was dropped.
|
Yeva Kalsani
Reckoners
127
|
Posted - 2013.06.14 06:38:00 -
[159] - Quote
Mary Sedillo wrote:Foxhound Elite wrote:Picture this: You're flying along in your 1.2 Million ISK Assault Dropship from your base over to your squad mates, in hopes of aiding them from the sky. Finally, after a long and dangerous flight of blowing up installations in fear of an enemy using one to shoot you down, you reach your squad members and start raining fire from above. You balance your ship above your squad mates and shoot down three hostile targets with the front-mounted missile turret. You're about to get a fourth kill when suddenly, an enemy trooper with a CBR7 Swarm Launcher takes out 1/4 of your shield. You get the hint, they don't want you there. You pan your ship left and right, desperately in search of the swarmer. Bang. Shields at 50%. You react by activating your Shield Booster, hopefully in time to boost your reps by the time you find him. A third volley slams into your hull but you have no idea where the swarm came, they're too faint or almost invisible to see. You make the wise decision to abandon your squad mates and gain some altitude. You evade the pestering swarm launchers fourth volley and get out of his range. Your squad starts coming into some heavy enemy fire. You've had enough time repping your shields off-grid, you want to get back into the fight. You decide to head back into the battlefield with around 75% shields. You've just returned to your squadrons position and open fire upon the troops below, but before you get that evasive scout, your armour is at 50%. You have no idea what has happened. In despair, you attempt to activate your shield repair but you know it's already too late. You try to accelerate away, only to find your ship in flames and heading for the ground. You bail while your ship explodes in a fiery ball of death, rewarding you -90 WP's for 'Python Destruction' and as you try to gauge your situation, a 9K330 forge gun round hits your position, sending you into the next dimension. Storytime over. How can a 6,585 ISK Swarm Launcher that only takes less than a million SP pin down a 1.2 million ISK ship worth over a 3million SP that easily? Or the fast firing forge gun that does 1.5k damage (base) with a 3.5 second charge time? That's barely any time for the pilot to accelerate away and try rep their shields. Not to mention that the infantry have the advantage of being 1) smaller targets, 2) able to use most cover to their advatange 3) are very hard to see from most distance, including their tags only showing up from a pitiful few yards. Give the Dropships a buff like every other vehicle did, because they're the vehicles that needed it the most, yet as matter of fact, today they got 'nerfed' as pointed out in various other threads (source: https://forums.dust514.com/default.aspx?g=posts&t=76984&find=unread and https://forums.dust514.com/default.aspx?g=posts&t=76963&find=unread) On the other hand, I do greatly appreciate the new handling / speed increases, but there is still more work to be done on them, including the WP's for mobile CRU spawns (which can be exploit-proof easily with certain limitations). Here's your problem. You stayed STILL while the swarm launcher was firing at you. Infantry needs something to fire at us or we would be god mode. Learn that when AV starts firing at you, you bug out, ESPECIALLY Caldari Dropships. I run Gallente, and swarms really don't bug me. You may be asking yourself, "But Mary, you are Gallente, slower and weaker to explosive." Oh ho ho oh vaunted poster, there you are dead wrong. I can easily fit an afterburner to my Gallente and sacrifice NONE of my armor tank and the speed allows me to run circles while the missiles miss. My passive and active damage resistances allow me to eat the ones that hit and my mobility grants me the ability to get out of the way. Would I like a buff? Yes. Do I think the AV should be nerfed? No. Its a delicate balance between being god-mode in the sky and easily eaten. To the forge gunners on this post, yes, you eat Caldari dropships easily because of their lower mobility and resistance to your shots. Armor tanked Incubi can survive many hits from the lower tier, and my top-tier build can survive 2-3 hits from an Ishikone Forge Gun. Buff me much more and we'll have forge gunner threads talking about how they need to be buffed to kill those damnable dropships. I recommend going Gallente if you choose Dropships. The armor allows you greater survivability against the true threats against your ship: Rail Gun Tanks, Rail Gun Installations, and Forge Gunners. Swarm Launchers are dreadfully inadequate against an experienced aerial targets, even with the bonus to armor damage. Good flying, pilots. I'm not convinced. I don't think I've ever seen you in a match, and even if I did, what are you, one in a million?
Yeah, I've seen the Gallente dropships. I don't even need the Ishukone AFG, DAU/2 is fully sufficient to take you down in one clip. If I don't, I'll render your dropship useless for the entire match while you circle around the massive flight ceiling and accomplish nothing. I've seen that kind, they survive and do nothing but waste the other team's player slots for the rest of the match. Swoop back in 1-2 minutes later, try to take more potshots or drop people off, get shot at, run away for the next couple of minutes and accomplish nothing. Amazing.
I don't understand what point you're trying to prove. That you're awesome, or that dropships are fine? Because they're not as soon as someone spawns in with a Forge Gun and knows how to use it. |
Einon Yamaran
Codex Troopers
0
|
Posted - 2013.06.14 07:01:00 -
[160] - Quote
Skihids wrote:gbghg wrote: Infantry (most,not all) don't give a **** about anything but suits/infantry weapons, any else either doesn't matter or is "OP". Only vehicles they ever complain about is tanks, and that's when they're highly effective at their jobs, if not a tad OP, and even then they complain that their militia grade weaponry can't kill high level tanks quickly, like you could in battlefield.
What we need are a few maps where infantry needs a dropship to get to the battle. Make them see us as a required team asset and they might actually care about our surviability.
Defender teams start in base and try to raise defenses, while attacking teams start way far and have to rely on veichles, mainly dropships. Either that or have maps with dificult or impossible terrain parts, to promote the use of dropships and pilot class. That would give some variety to the planets/maps, like huge crevasses, canyons, large portions of water... Dropships would still need balance... maybe a lower price or better shields and armor? |
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Viktor Zokas
187.
0
|
Posted - 2013.06.14 07:46:00 -
[161] - Quote
I haven't flown dropships yet in this game. But I love flying crafts in other games, and as silly as it may sound. Going down fast and low is the best tactical decision you can make when you're taking fire from an unknown location. Most hostiles that lay down fire on you most likely have walls, and other objects around them. So going as low as your flying skills allow will in most cases provide you with the cover needed to recover and go in for another pass in a better position. It all takes time, but that's what it takes to survive. |
Klark Morrigan
Molon Labe. League of Infamy
47
|
Posted - 2013.06.14 08:39:00 -
[162] - Quote
After very many encounters with red-line railgun tanks and forge guns, I went that road with the respec, still having my dropships available. So far I haven't encountered a single red dropship that kept flying. Doesn't seem to be balanced when I can shoot a dropship down on deployment, on take-off, on approach, on landing, while it's providing CAS, you name it - all from a great distance. Ashland, for one instance, is so cramped that the eastern red-line is in plain sight - yesterday blown a Prometheus up before the RDV even released it. There are many people who don't know what they're doing, but it's hard to see how skilled they are if they are not given time to react.
In fact, I rarely fly now as there are barely any people who want to get involved with dropships, and soloing in a DS is fun as long as there are snipers on high ground. Railguns are much more profitable, they make it easy to get the most WP in a match, and it's more fun to take on red tanks with rails than to take great risks just to annoy them. Not to mention blasting infantry away. I will probably keep shooting dropships down until they either extinct or get fixed. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
325
|
Posted - 2013.06.14 08:45:00 -
[163] - Quote
Viktor Zokas wrote:I haven't flown dropships yet in this game. But I love flying crafts in other games, and as silly as it may sound. Going down fast and low is the best tactical decision you can make when you're taking fire from an unknown location. Most hostiles that lay down fire on you most likely have walls, and other objects around them. So going as low as your flying skills allow will in most cases provide you with the cover needed to recover and go in for another pass in a better position. It all takes time, but that's what it takes to survive.
Try to use only dropships for 10 matches, then come here and tell us how to fly, ok?
And by "using" dropships i mean use them for their intended role, pickup infantry and drop them near the objectives, not just fly 800m from the ground doing nothing. |
Foxhound Elite
Seraphim Initiative. CRONOS.
197
|
Posted - 2013.06.14 09:44:00 -
[164] - Quote
Yeva Kalsani wrote:Mary Sedillo wrote:Foxhound Elite wrote:Picture this: You're flying along in your 1.2 Million ISK Assault Dropship from your base over to your squad mates, in hopes of aiding them from the sky. Finally, after a long and dangerous flight of blowing up installations in fear of an enemy using one to shoot you down, you reach your squad members and start raining fire from above. You balance your ship above your squad mates and shoot down three hostile targets with the front-mounted missile turret. You're about to get a fourth kill when suddenly, an enemy trooper with a CBR7 Swarm Launcher takes out 1/4 of your shield. You get the hint, they don't want you there. You pan your ship left and right, desperately in search of the swarmer. Bang. Shields at 50%. You react by activating your Shield Booster, hopefully in time to boost your reps by the time you find him. A third volley slams into your hull but you have no idea where the swarm came, they're too faint or almost invisible to see. You make the wise decision to abandon your squad mates and gain some altitude. You evade the pestering swarm launchers fourth volley and get out of his range. Your squad starts coming into some heavy enemy fire. You've had enough time repping your shields off-grid, you want to get back into the fight. You decide to head back into the battlefield with around 75% shields. You've just returned to your squadrons position and open fire upon the troops below, but before you get that evasive scout, your armour is at 50%. You have no idea what has happened. In despair, you attempt to activate your shield repair but you know it's already too late. You try to accelerate away, only to find your ship in flames and heading for the ground. You bail while your ship explodes in a fiery ball of death, rewarding you -90 WP's for 'Python Destruction' and as you try to gauge your situation, a 9K330 forge gun round hits your position, sending you into the next dimension. Storytime over. How can a 6,585 ISK Swarm Launcher that only takes less than a million SP pin down a 1.2 million ISK ship worth over a 3million SP that easily? Or the fast firing forge gun that does 1.5k damage (base) with a 3.5 second charge time? That's barely any time for the pilot to accelerate away and try rep their shields. Not to mention that the infantry have the advantage of being 1) smaller targets, 2) able to use most cover to their advatange 3) are very hard to see from most distance, including their tags only showing up from a pitiful few yards. Give the Dropships a buff like every other vehicle did, because they're the vehicles that needed it the most, yet as matter of fact, today they got 'nerfed' as pointed out in various other threads (source: https://forums.dust514.com/default.aspx?g=posts&t=76984&find=unread and https://forums.dust514.com/default.aspx?g=posts&t=76963&find=unread) On the other hand, I do greatly appreciate the new handling / speed increases, but there is still more work to be done on them, including the WP's for mobile CRU spawns (which can be exploit-proof easily with certain limitations). Here's your problem. You stayed STILL while the swarm launcher was firing at you. Infantry needs something to fire at us or we would be god mode. Learn that when AV starts firing at you, you bug out, ESPECIALLY Caldari Dropships. I run Gallente, and swarms really don't bug me. You may be asking yourself, "But Mary, you are Gallente, slower and weaker to explosive." Oh ho ho oh vaunted poster, there you are dead wrong. I can easily fit an afterburner to my Gallente and sacrifice NONE of my armor tank and the speed allows me to run circles while the missiles miss. My passive and active damage resistances allow me to eat the ones that hit and my mobility grants me the ability to get out of the way. Would I like a buff? Yes. Do I think the AV should be nerfed? No. Its a delicate balance between being god-mode in the sky and easily eaten. To the forge gunners on this post, yes, you eat Caldari dropships easily because of their lower mobility and resistance to your shots. Armor tanked Incubi can survive many hits from the lower tier, and my top-tier build can survive 2-3 hits from an Ishikone Forge Gun. Buff me much more and we'll have forge gunner threads talking about how they need to be buffed to kill those damnable dropships. I recommend going Gallente if you choose Dropships. The armor allows you greater survivability against the true threats against your ship: Rail Gun Tanks, Rail Gun Installations, and Forge Gunners. Swarm Launchers are dreadfully inadequate against an experienced aerial targets, even with the bonus to armor damage. Good flying, pilots. I'm not convinced. I don't think I've ever seen you in a match, and even if I did, what are you, one in a million? Yeah, I've seen the Gallente dropships. I don't even need the Ishukone AFG, DAU/2 is fully sufficient to take you down in one clip. If I don't, I'll render your dropship useless for the entire match while you circle around the massive flight ceiling and accomplish nothing. I've seen that kind, they survive and do nothing but waste the other team's player slots for the rest of the match. Swoop back in 1-2 minutes later, try to take more potshots or drop people off, get shot at, run away for the next couple of minutes and accomplish nothing. Amazing. I don't understand what point you're trying to prove. That you're awesome, or that dropships are fine? Because they're not as soon as someone spawns in with a Forge Gun and knows how to use it.
Here here!! ... totally agree, I have yet to see Mary fly and as being one of longest-time flying pilots in the game, I'd rather see it than believe what people say on the forums. |
Foxhound Elite
Seraphim Initiative. CRONOS.
200
|
Posted - 2013.06.17 19:55:00 -
[165] - Quote
bumping for CCP. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
46
|
Posted - 2013.06.18 13:23:00 -
[166] - Quote
Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000
But that is not a game, games are meant to be balanced and meant to be fun. Hell if everything was like real life you cant just sprint, then wait a few seconds then sprint fully again, eventually you becomes too tired to fully sprint.
Also you do not just appear in a vehicle instantly either, you have to climb into position in real life..... you see my point here? |
Winsaucerer
The Southern Legion RISE of LEGION
124
|
Posted - 2013.06.18 13:35:00 -
[167] - Quote
Just to add my thoughts to an already long thread that I haven't read through...
There seem to be two main choices with vehicles: 1. Make them cheap, and therefore not be a problem if they die two or three times in a map 2. Make them FAR more expensive than infantry suits, and so expect that they should die only once every so many games
Our current situation is closest to (2), but not currently completely implemented. I'd prefer (1). There's a lot of balancing to be done. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
329
|
Posted - 2013.06.19 07:25:00 -
[168] - Quote
CommanderBolt wrote:Daedric Lothar wrote:Here you go all you trolls. Read this and shove it in your pie hole. Stuff gets blown up Life isn't fairTL;DR $111,000,000 plane gets shot down by SAM Site in Serbia, probably costing about $38,000 But that is not a game, games are meant to be balanced and meant to be fun. Hell if everything was like real life you cant just sprint, then wait a few seconds then sprint fully again, eventually you becomes too tired to fully sprint. Also you do not just appear in a vehicle instantly either, you have to climb into position in real life..... you see my point here? Also, you would be able to play the game only once in your life... You can't respawn from death in real life |
The dark cloud
Seraphim Initiative. CRONOS.
1501
|
Posted - 2013.06.19 07:36:00 -
[169] - Quote
Dropships in public matches: oh look a pinata lets every 1 grab our militia swarm launcher and get a free kill!
Dropships in PC matches: oh look a throw away taxi and not a real threat (if the derpship gets 1 kill he will get instnatly proto forgegunned or shot down with proto swarms)
In both situations i would not advise to use anything better then a militia viper. The sad fact now is that they are only usefull to get high ground advantage quickly. Apart from that they are a non factor. |
TEBOW BAGGINS
Greatness Achieved Through Training EoN.
605
|
Posted - 2013.06.19 08:05:00 -
[170] - Quote
Cappy Gorram wrote:I've seen CCP talk about giving dropships WP in a 'non-exploitable' way, but I still have no idea how you could exploit a mobile CRU for that. You have to keep your vehicle alive and manned for it to work, so you're not getting WP for doing nothing. Your teammates have to die in order to use it, which is not a thing people do just for funsies.
The only thing I can think of is that they don't you to call in multiple mCRU-equipped dropships, let other people fly them, and then award WP to either a caller who isn't piloting the ship, or a DS driver who didn't call it in (depending on whether the WP are assigned to the caller or current driver). Really, neither way seems terribly exploity to me, but if both of those are such terrible things, only give out WP when the person in the pilot seat is the one who called it in.
ikr like as if a squad is going to park a CRU ship on the side of the map, spawn in it, get out, suicide and rinse and repeat, all to pad 1 guys mostly pointless wp |
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Foxhound Elite
Seraphim Initiative. CRONOS.
205
|
Posted - 2013.06.20 14:15:00 -
[171] - Quote
bumpity bump, CCP. |
Mikael Murray
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.20 19:06:00 -
[172] - Quote
The dark cloud wrote:Dropships in public matches: oh look a pinata lets every 1 grab our militia swarm launcher and get a free kill!
Dropships in PC matches: oh look a throw away taxi and not a real threat (if the derpship gets 1 kill he will get instnatly proto forgegunned or shot down with proto swarms)
In both situations i would not advise to use anything better then a militia viper. The sad fact now is that they are only usefull to get high ground advantage quickly. Apart from that they are a non factor.
My exact thoughts. Great post |
PlanetsideTwo F2PonPS4
Condotta Rouvenor Gallente Federation
1
|
Posted - 2013.06.21 20:32:00 -
[173] - Quote
The dropships need a rework, too bad nothing said by ccp. |
dazlb72
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
8
|
Posted - 2013.06.21 20:37:00 -
[174] - Quote
i dont know what your point is. Are you saying a swarm launcher should cost 1.2 million isk? or that a swarm launcher should be nerfed until its like chucking popcorn at you? If you dont wanna lose dropships, stop flying them. |
Foxhound Elite
Seraphim Initiative. CRONOS.
206
|
Posted - 2013.06.21 21:02:00 -
[175] - Quote
dazlb72 wrote:i dont know what your point is. Are you saying a swarm launcher should cost 1.2 million isk? or that a swarm launcher should be nerfed until its like chucking popcorn at you? If you dont wanna lose dropships, stop flying them.
No, I'm not saying that at all. I'm saying Dropships need a buff to be balanced against such force for such value. The dropships for their cost are fragile and non-effective. I could easily say, if you don't want to lose proto-dropsuits, don't wear them. not so easy now, is it? ... The dropships need a HP buff to balance them vs multiple av infantry, not just being able to barely survive one forge gun blast. |
Planetside2onPS4
Algintal Core Gallente Federation
1
|
Posted - 2013.06.22 07:43:00 -
[176] - Quote
My Thoughts in 2 min.
Likes appreciated |
Ferren Devarri
ARES.inc
23
|
Posted - 2013.06.22 08:32:00 -
[177] - Quote
The big problem overall is map design and DS cost
1. The map sizes are too small. The key advantage to a dropship is to go from point A to point B quickly while being unimpeded by terrain, but map sizes are so small that the gains are minimal compared to free LAV's.
2. The lack of large structures and terrain that could allow a dropship to maneuver and break line of sight are virtually nonexistant. Most maps are just pits with a few 2-3 story buildings. 1-2 AV hidden along the periphery walls or redlines can pretty much deny any air operation with impunity, particularly with lousy detection mechanics. |
Faquira Bleuetta
0uter.Heaven League of Infamy
12
|
Posted - 2013.06.22 09:08:00 -
[178] - Quote
gbghg wrote:Swarms are fine tbh, forge guns on the other hand are way too effective. Their charge up time especially the assault forge guns is murderous. The assault forge charges up in what? 2-3 seconds once you invest sp into it, the afterburner module takes around 2 seconds to activate and around another half a second to fully move it from its previous location.
is theres no sniper in ur team to shoot at AV heavies need to stand still and concentrating at aiming they are easy target. |
PonyClause Rex
TRAMADOL KNIGHTS
182
|
Posted - 2013.06.22 12:00:00 -
[179] - Quote
This is the answer i get from people and so i will tailor it to your "situation" lol
Drop ships are not bad you the pilot are bad |
Foxhound Elite
Seraphim Initiative. CRONOS.
208
|
Posted - 2013.06.22 13:34:00 -
[180] - Quote
also, RDVs not showing up on the radar in time to avoid instant-death anti-air hammers. allied included. |
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