Gringo Nos
The Vanguardians
3
|
Posted - 2013.06.28 13:00:00 -
[1] - Quote
Following the last respec I went for assault dropships. I did this because they're fun to fly, even with all their problems. I have used dropships in each build since I started playing in the closed beta. They're definitely better now.
The problem I have with dropships is that they don't really fit in to their roles.
Logistics (Specifically Prometheus because that's the type I fly): As troop transport goes there's no real advantage to them. At the start of an objective based battle, by the time I've called in my dropship to transport my team/squad they've already made it the the objective on foot. Those that wait behind to get a lift can expect to be the targets of every anti-vehicle installation / merc on the battlefield. I have level 5 armour, repair and resistance modules but can still expect to be obliterated by any proto swarms / forge-gun blasts before I even realise where it came from. Not so with my tanks I'll hasten to add, much more balance there. Tanks are not invulnerable but their not tin cans either. Logistics dropships need to be a quick and effective way of transporting troops. Something that a squad wants to call in because it gives a tactical edge despite risks. At the moment people only fly dropships because they're good fun, not for any tactical benefit and certainly no war point bonuses. Currently it just makes more sense to run or drive. Why be vulnerable, visible and ineffective in offensive capability?
Problems: Too slow to deploy - should be faster than HAV / LAV to deploy to make it a viable entry system on the battlefield Too vulnerable - for a vehicle with almost no offensive capability why not tank it out Limited tactical advantage - everyone knows where you're going and what your doing and how to take you out Limited support ability - fitting troop repair modules costs a slot you NEED to survive, higher base armour / shields are needed No real incentive for troops to get in - I wouldn't and I like them! How will I get WP if I get in as a passenger or pilot? Expensive - my best fitting costs nearly 1 mil ISK but I MIGHT survive the match! If I lose it it'll take me 5 matches to recoup costs Conflicting role - small turrets are ineffective, inaccurate and unnecessary, get rid and let the passengers stick their guns out
Good things! :) Their fun! You can get to the top of a tower! :o They carry more troops than LAVs
Assault (Specifically Incubus because that's the type I fly): I love these! I needed level 5 small missiles, armour, repair and hardeners to make it worthwhile but I still love it! Again the role seems conflicted. Its a mix of troop transport and assault and not great at either. I want to see it fit well in to the one role but for the same reasons as above, no one want to get in it as a passenger for transport, it doesn't offer offensive or tactical support very well and it might as well have a bullseye on it. A big problem is the turrets and aiming system. Unless you are somehow surrounded (very careless maneuvering on behalf of your pilot?) at least one of the turrets will be redundant, normally two. For the side turrets to be effective you need to get close enough that the can hit something accurately (even with missiles). At range you are just carrying two extra passengers who can do nothing useful for you. I wouldn't want to see the side turrets gone like I would with the logistics, it wouldn't be an assault class then and I don't want more turrets, I don't even want the extra seats to be honest. Three seats and three turrets is enough but they need to be easier to aim and stick out at the sides so we can aim forward without shooting the dropship. Even with the best armour and repair modules these ships will still go down in a couple of shots from a good swarm-launcher or forge-gun and maybe that's ok if it can still do some damage whilst in the air. As with the logistics dropship, my best fit costs me nearly 1 mil ISK. As long as they're are no real anti-vehicle threats I can keep it for a whole match and maybe get 6 kills or so. Not a great return for the cost. Unlike the logistics class I don't think these should deploy any quicker, transport isn't the role I want here. I don't think they need to be tougher either but some alarm system before lock-on by swarms or heat-build up from forge-guns doesn't seem unreasonable. Maybe even some flares / chaff / IR defense systems etc etc? It seems to me that the role of an assault dropship should be to kill / disperse enemy mercs but without better weapon systems I just can't get the WP to justify spending a whole match in that role.
Problems: Expensive - why would I put 1 mil ISK in the middle of a group of red dots. It just won't pay off. Effectiveness - the small turrets just don't get the job done, normally only my turret at the front gets any kills Resilience - before I got level 5 armour, repair and hardeners I would expect to lose my dropship everytime Conflicting role (again) - make it transport or assault and give it what it needs to do whichever you pick
Good things! :) More fun than the Prometheus Easier to manoeuvre / escape Can fly to the top of a tower! Front turret means I can try to earn WP |
Gringo Nos
The Vanguardians
3
|
Posted - 2013.06.28 13:01:00 -
[2] - Quote
I think dropships are great and even though I can't get WP I still keep flying. Not very often because they're expensive. My tanks cost more but I can keep them for several battles. A dropship's role dictates that you can't be too careful, there's no point dropping your mercs far away from the battle. For the assault variants they don't need much to make them worthwhile. Nothing as fancy as stealth modules, ECMs, targetting systems etc etc. They just need to be cheaper and have better turrets. For the logistics to be worthwhile they need to be MUCH cheaper and provide proper support, ammo replen, spawning, repair modules should be fittable without sacrificing too much survivability because whatever armour/shields you put on it someone can take it down and you can't return the favour. |