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Morrigan Uroboros
The Phoenix Federation
13
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Posted - 2013.07.13 03:32:00 -
[1] - Quote
Judge Rhadamanthus wrote:I know a few people having a tough time getting thier dropships off the ground and keeping them their. so i made this to help. It shows the basics of flight with an onscreen ps3 controller showing what does what. It's for the very first timers and breaks the mechanics of flight down to each buton press and stick movement. The basics of dropship flight
After 20-30 dropships today, im starting to get the hang of them.... too baad i didnt see this earlier :P. showing the controller at he top is probably the best thing about the video for understanding how to control it. Ill look forward to the next one, as well as tighter turns and landing it in a position which isnt on its side... litterally how it always lands for me |
Morrigan Uroboros
The Phoenix Federation
14
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Posted - 2013.07.16 02:56:00 -
[2] - Quote
Do you have any tips for keeping the dropship steady for the gunners to shoot? My alt is still in the acadamy atm, so im not sure if its just bad players, but they are unable to kill anything. Im currently flying the vyper with standard accellerated missile turrets, and they seam to make the ship very unstable when fired. Ive thought about putting blasters on instead, but I'm not to sure about the lower range. |
Morrigan Uroboros
The Phoenix Federation
16
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Posted - 2013.07.16 23:53:00 -
[3] - Quote
richiesutie 2 wrote:Morrigan Uroboros wrote:Do you have any tips for keeping the dropship steady for the gunners to shoot? My alt is still in the acadamy atm, so im not sure if its just bad players, but they are unable to kill anything. Im currently flying the vyper with standard accellerated missile turrets, and they seam to make the ship very unstable when fired. Ive thought about putting blasters on instead, but I'm not to sure about the lower range. use blasters as most the av will be militia so easy to survive the more you practice the more steady you get.
Yeah ok, ill look into that. do the blaster types have different ranges or is it only the damage thats different?
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Morrigan Uroboros
The Phoenix Federation
17
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Posted - 2013.07.17 12:39:00 -
[4] - Quote
Vyzion Eyri wrote:Morrigan Uroboros wrote: Yeah ok, ill look into that. do the blaster types have different ranges or is it only the damage thats different?
Ranges are the same, except stabilised blasters have a better zoom function. If you're still in the academy I'm assuming people just aren't good at using your turrets yet; it takes practise especially with missiles as you can manage to hit your own ship with those, and it does cause the pilot some strife even if it doesn't do any damage. And I like that guide, Judge. To be honest, I think it's much harder to learn how to fly now in Uprising. I had the luck to get the basics down in Chromosome so when Uprising came along I just had to adjust slightly. But keep at it, you rookie pilots. One day, when you're flying like a pro, you'll realise just how many other problems we pilots have.
Thanks, ill try using them. The acadamys nice to stay in to practice flying, but when people spawn into you dropship and wont jump out when your hovering over an objective makes things hard |
Morrigan Uroboros
The Phoenix Federation
17
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Posted - 2013.07.18 03:57:00 -
[5] - Quote
TEBOW BAGGINS wrote:Morrigan Uroboros wrote:Do you have any tips for keeping the dropship steady for the gunners to shoot? My alt is still in the acadamy atm, so im not sure if its just bad players, but they are unable to kill anything. Im currently flying the vyper with standard accellerated missile turrets, and they seam to make the ship very unstable when fired. Ive thought about putting blasters on instead, but I'm not to sure about the lower range. scatter blasters on a gallente are pretty awesome for killing infantry
Surly caldari are better with the lows for damage mods? |
Morrigan Uroboros
The Phoenix Federation
17
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Posted - 2013.07.24 11:47:00 -
[6] - Quote
richiesutie 2 wrote:Morrigan Uroboros wrote:TEBOW BAGGINS wrote:Morrigan Uroboros wrote:Do you have any tips for keeping the dropship steady for the gunners to shoot? My alt is still in the acadamy atm, so im not sure if its just bad players, but they are unable to kill anything. Im currently flying the vyper with standard accellerated missile turrets, and they seam to make the ship very unstable when fired. Ive thought about putting blasters on instead, but I'm not to sure about the lower range. scatter blasters on a gallente are pretty awesome for killing infantry Surly caldari are better with the lows for damage mods? Your making me doubt my choice for caldari now :P I wouldnt bother with dmg mods for ds go for as much hp as possible thts what i do and it seems to work also i try to keep my fitting cost down i my cheapest fit is around 600k w/ a neutron blaster on my python
Is there anywhere to see the ranges of the blasters? would be useful to know how much more range the different varients have |
Morrigan Uroboros
The Phoenix Federation
17
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Posted - 2013.07.27 22:20:00 -
[7] - Quote
Judge Rhadamanthus wrote:Video 2 is uploading now. Big file so will be processed by tomorrow. You better have nailed your yaw and roll balance or your struggle with this. Get lesson one down before moving on.
I'll update post 1 with a new link when it's up. Any comments, good or bad are welcome.
Ah nice, ill look forward to it. I've kind of got it down... my main problem is doing a tight turn and forgetting about that massive building to the next of me... |
Morrigan Uroboros
The Phoenix Federation
18
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Posted - 2013.07.30 03:46:00 -
[8] - Quote
I finally got into my python, and all I can say is wow. Its such a big improvement handling wise, I almost lost control of her straight away, with the massive change in responsiveness. My dreaded nemesis the large blaster installation can now be out manoeuvred, rather than my slipup resulting in instant flames and swearing at the TV :P. Although admittedly Ive stuck to only using my dropship in games, so I've managed to still be in the acedemy. At first I went with all blaster turrets and I found I couldnt hit a damn thing, but changing my turret to accelerated missiles made me for the first time get a positive KDR in a game :P
Do you have any tips for using the nose gun? Im finding the aiming to be pretty hard while trying to control the dropship as well. If only we had a way to hover and then take control of the gun properly..... A man can dream :P |
Morrigan Uroboros
The Phoenix Federation
19
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Posted - 2013.08.02 23:34:00 -
[9] - Quote
Ah the joy of seeing your beloved dropship litterally one shotted :(. I've been having completly mixed results so far, with that being my most recent one. Im wondering why in your fit you use an active hardner? Is it just because of the reduced fitting over a shield extender, or do the resistances from your skills make you quite resilient and the hardner just works better with the rep to get you back into the fight quicker?
What do you do when one person on the other team has a proto swarm launcher? I've been finding it resonably easy to retreat away assuming no turrets or forges start firing. But half of the map or so seems to be cut off from me, and on a character where I only have skills into vehicles it kind of gimps me |
Morrigan Uroboros
The Phoenix Federation
19
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Posted - 2013.08.03 17:48:00 -
[10] - Quote
Judge Rhadamanthus wrote:My only character has 15 million in only dropships, no weapons or suits (beyond enough to wear the merc pack one). Fully into both Caldari and Gallente and both shields and armour. Until CCP get round to working on dropships I'm afraid you will suffer. We are just way too weak to get close to the battle in this build.
I took the maps from the feedback section that have a grid birds eye view of the maps. I went into a few games and used the fixed structures to find the scale. Then I mapped the forge and Swarm ranges onto them. Basically a single swarm or forge gunner can cover the entire zone in which action takes place. Not the whole map, but One guy with a proto weapon can cover any area that you would be in to take part. This really means the whole map.
It's stupidly broken and until time is found to fix it, you will lose ships often no matter what. With the merge of Ambush and OMS there is just nowhere balanced to play a dropship. There are overpowered fixed turrets, swarms and forges hitting you from across the map, swarm players able to hop and skip and never lose their lock, red line rail tanks and even the flaylock pistol knocking you all over the place, with one shot kill shot forge gunners zipping round in indestructable logi lavs and racking up infantry kills easily too with their OP weapon.
I'm sure it will be addressed, but for now its a very tough role to play with AV being so badly implemented.
Ahh ok, with all your sp in dropships, how long do you actually get to spend in them? I would have though it would be pretty hard to be self sufficient
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Morrigan Uroboros
The Phoenix Federation
20
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Posted - 2013.08.11 04:11:00 -
[11] - Quote
What kind of fit do you use normally with the python? So far I've switched between 3 extenders, the best kind, or 2 extenders and an active hardner, and neither one seams to give me much survivability. And I dont see where else I can get tank, I think theres an extra 4% passive from the shield skill I can get, and that seams to be it.... I've been thinking about specing into the galente ship, with the higher base health and better active hardners it looks like it could take more of a beating, but the reps look quite bad on paper compaired to the shield reps |
Morrigan Uroboros
The Phoenix Federation
22
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Posted - 2013.08.18 00:43:00 -
[12] - Quote
Judge Rhadamanthus wrote:shady merc wrote:ok this seems to be the best place to ask. I am thinking about spending my next 2million skillpoints. I thought it would be nice to add in a useable dropship to the corp. I am not looking to run it full time just having it when benifical would be nice. Also what would you suggest I put those points into. thank you for your time 2 million SP in this build is not much. Getting an ADS to level 3 costs more than that alone. Let me pop in tomorrow and see what 2 mill will get you. With the state of AV keeping a 2 mill ship alive and useful will be difficult.
Is it really worth it though to put the points into that until you have litterally nothing else to get? The benefits for most of the vehicle tree look like a joke to me |
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