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Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:01:00 -
[1] - Quote
After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2312
|
Posted - 2013.07.14 18:03:00 -
[2] - Quote
Back when I still flew my incubus (got too expensive) I lost it every other battle |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:06:00 -
[3] - Quote
Scheneighnay McBob wrote:Back when I still flew my incubus (got too expensive) I lost it every other battle Yikes that would suck :P I can see why you got fed up and got a respec |
Harpyja
DUST University Ivy League
256
|
Posted - 2013.07.14 18:15:00 -
[4] - Quote
Damn, you dropship pilots got nerves of steel. I applaud you for speccing into dropships. I am afraid of taking off in my Viper (it was the MLT one, correct?) for fear of being one-shotted. |
Iron Wolf Saber
Den of Swords
6088
|
Posted - 2013.07.14 18:21:00 -
[5] - Quote
About 4 minutes average.
Standard Viper or Grimises and poor fitted with buffer tank with only 1 repair module no afterburner either and a MCRU.
Majority of the deaths are still faulted at my own controls and not compensating for the physics of the drop ship's inertia |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
1225
|
Posted - 2013.07.14 18:26:00 -
[6] - Quote
When I used the Assault DS, most of my losses were due to RDV collisions, not AV.
I remember how happy I was when a corpmate and I took out a Bolas together in our Assault DSes, only to later, be struck down by another RDV.
150k ISK per match isn't enough, for fielding such expensive equipment we should get higher rewards, especially since our DSes can be struck down by drunk RDVs.
Curious though, what do you do when you get hit? With no shield booster I assume you have to stay out of the fight for a long time. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
252
|
Posted - 2013.07.14 18:30:00 -
[7] - Quote
I honestly don't know how dropship pilots afford their hobby. All it takes is a single forgegunner or guy with a swarm launcher. Hell, I use a militia swarm launcher with damage mods and have am always delighted to see a drop ship...it's an almost guaranteed kill. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:32:00 -
[8] - Quote
Knight SoIaire wrote:When I used the Assault DS, most of my losses were due to RDV collisions, not AV.
I remember how happy I was when a corpmate and I took out a Bolas together in our Assault DSes, only to later, be struck down by another RDV.
150k ISK per match isn't enough, for fielding such expensive equipment we should get higher rewards, especially since our DSes can be struck down by drunk RDVs.
Curious though, what do you do when you get hit? With no shield booster I assume you have to stay out of the fight for a long time. When i get hit i use my fuel injector to make a quick escape, and often railgun tanks and forge gunners don't have enough time to land a second hit after i activate my fuel injector and get out of there, however it's never 100% guarenteed because sometimes they land a really good shot and take me down, but that's about 30% of the time when i use my fuel injector. But i share your pain, 150K isn't enough per match to make back anything considerable, and to make any profit you have to do some amazing flying and knowing when/when not to engage enemies. |
Iron Wolf Saber
Den of Swords
6094
|
Posted - 2013.07.14 18:42:00 -
[9] - Quote
R'adeh Hunt wrote:I honestly don't know how dropship pilots afford their hobby. All it takes is a single forgegunner or guy with a swarm launcher. Hell, I use a militia swarm launcher with damage mods and have am always delighted to see a drop ship...it's an almost guaranteed kill.
I don't use damage mods on my militia grade launcher and still downing them... I will never forgive CCP Blam from taking away the one joy I had most in the game in times past. |
Justin Tymes
Raymond James Corp
212
|
Posted - 2013.07.14 18:43:00 -
[10] - Quote
I don't even know why people skill into dropships. I only use the militia to go from point A to point B. Survivng maybe 1 more hit isn't enough for me to skill into them. |
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
252
|
Posted - 2013.07.14 18:45:00 -
[11] - Quote
Iron Wolf Saber wrote:R'adeh Hunt wrote:I honestly don't know how dropship pilots afford their hobby. All it takes is a single forgegunner or guy with a swarm launcher. Hell, I use a militia swarm launcher with damage mods and have am always delighted to see a drop ship...it's an almost guaranteed kill. I don't use damage mods on my militia grade launcher and still downing them... I will never forgive CCP Blam from taking away the one joy I had most in the game in times past.
Well, admittedly, I mostly use damage mods against tanks...as you say, they aren't needed for dropships |
gbghg
L.O.T.I.S. RISE of LEGION
2667
|
Posted - 2013.07.14 18:51:00 -
[12] - Quote
The python fit I've settled on as having the best overall survivability is as follows
High slots 1x aziotropic extender 1x light clarity ward booster 1x afterburner 1x ward shield amp
Low lots 2x local PG extenders
Turrets 1x XT Accelerated missiles 2x ST fragmented missiles
I normally see jovians as a must have but I was getting alpha'd too much with them (did I use the term right?) the extra PG I Ferrell the second PG expansion allows me to fit the shield booster or a second extender. I put the booster on instead of another extender because the extender is much more useful in a dogfight. And for turrets I made the side turrets standard for 2 reasons, maximum PG, and less cost, the turrets rarely see use so I don't see the point of losing more ISK than I absolutely have to.
What I really want is the old engineering skill back so I can dump the 2nd expansion and fit a Jovian, I love those things. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
255
|
Posted - 2013.07.14 18:53:00 -
[13] - Quote
Here. Ill model your build against a 3 hit damage flow.
Your build damage model
Hmm.... Not that great. Keep trying. |
Sammy677
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.07.14 18:54:00 -
[14] - Quote
Scheneighnay McBob wrote:Back when I still flew my incubus (got too expensive) I lost it every other battle
Yeah not worth the time or isk |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 18:56:00 -
[15] - Quote
Judge Rhadamanthus wrote: The stats on that are horribly off... i have 1,860 shield yet 30% reisistance from my 2 shield resist modules. |
richiesutie 2
Seraphim Auxiliaries CRONOS.
132
|
Posted - 2013.07.14 18:56:00 -
[16] - Quote
gbghg wrote:The python fit I've settled on as having the best overall survivability is as follows
High slots 1x aziotropic extender 1x light clarity ward booster 1x afterburner 1x ward shield amp
Low lots 2x local PG extenders
Turrets 1x XT Accelerated missiles 2x ST fragmented missiles
I normally see jovians as a must have but I was getting alpha'd too much with them (did I use the term right?) the extra PG I Ferrell the second PG expansion allows me to fit the shield booster or a second extender. I put the booster on instead of another extender because the extender is much more useful in a dogfight. And for turrets I made the side turrets standard for 2 reasons, maximum PG, and less cost, the turrets rarely see use so I don't see the point of losing more ISK than I absolutely have to.
What I really want is the old engineering skill back so I can dump the 2nd expansion and fit a Jovian, I love those things. SCREW THE ENGINEERING SKILL JUST GIVE US A 25% PG BUFF TO VEHICLES. |
ConsiderateSmurf
Reckoners
1
|
Posted - 2013.07.14 19:07:00 -
[17] - Quote
Mine dosen't have any mobility modules. :P Python
High Powered 3 Azeotropic Shield Extenders 1 Shield Booster
Low Powered: 1 LP Control System 1 Local Powergrid Expansion Unit
Turrets: 3 XT Fragmented Missile Launchers
The benefit to this is that I can shrug off a few swarms. The downside is if anyone brings in a fancy forge gun that can two shot me, I can't get away as easily (about a 40% survival rate, if I had to guess) |
Crimson Judgment
ROGUE SPADES EoN.
55
|
Posted - 2013.07.14 19:09:00 -
[18] - Quote
Serimos Haeraven wrote:After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) this setup is pretty close to how my python is setup.
Pyton
high modules- 2 Azeotropic shield extenders 1 ward shield amplifier 1 basic afterburner.
low modules- 1 local powergrid expansion unit 1 jovian fusion powerplant.
turrets- 2 AT cycled missile launchers (sides) 1 AT accelerated missile launcher.
+ any suit with a adv rep tool just in case.
survives proto AV incredibly well as long as i pull out when i need to as for RDV's i have trained myself to pay VERY close attention to my surroundings to hear the RDV coming and sometimes see its light.
this setup could be better but ive began to spec into my infantry to pay for my dropships when they happen to die. and i don't call them in every game only when i feel its needed but i would say 3-5 games.
i don't always lose dropships but when i do it takes very concentrated AV and pilot error to do so.
EDIT this setup is capable of tanking 1 shot of a proto breach forge gun |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:10:00 -
[19] - Quote
ConsiderateSmurf wrote:Mine dosen't have any mobility modules. :P Python
High Powered 3 Azeotropic Shield Extenders 1 Shield Booster
Low Powered: 1 LP Control System 1 Local Powergrid Expansion Unit
Turrets: 3 XT Fragmented Missile Launchers
The benefit to this is that I can shrug off a few swarms. The downside is if anyone brings in a fancy forge gun that can two shot me, I can't get away as easily (about a 40% survival rate, if I had to guess) Yeah just keep skilling into the better ones that have more CPU/PG so you can have both mobility and defense, in my opinion having a good balance of both makes for the best survival. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:12:00 -
[20] - Quote
Crimson Judgment wrote:Serimos Haeraven wrote:After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) this setup is pretty close to how my python is setup. Pytonhigh modules- 2 Azeotropic shield extenders 1 ward shield amplifier 1 basic afterburner. low modules- 1 local powergrid expansion unit 1 jovian fusion powerplant. turrets- 2 AT cycled missile launchers (sides) 1 AT accelerated missile launcher. + any suit with a adv rep tool just in case. survives proto AV incredibly well as long as i pull out when i need to as for RDV's i have trained myself to pay VERY close attention to my surroundings to hear the RDV coming and sometimes see its light. this setup could be better but ive began to spec into my infantry to pay for my dropships when they happen to die. and i don't call them in every game only when i feel its needed but i would say 3-5 games. i don't always lose dropships but when i do it takes very concentrated AV and pilot error to do so. Wow haha pretty crazy how we both nearly came to the same fitting, honestly your defense is pretty nice, might be a considerable alternative to mine if i don't really care about my dmg mod.. thanks for this fit, although im guessing you can't put XT's on it? Or can you? |
|
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
256
|
Posted - 2013.07.14 19:12:00 -
[21] - Quote
Serimos Haeraven wrote:Judge Rhadamanthus wrote: The stats on that are horribly off... i have 1,860 shield yet 30% resistance from my 2 shield resist modules. And don't post these charts that don't really account for what the actual module usage is, i would much prefer a fitting load-out and why you chose to fit it with those modules, and your survivability from doing so. And believe me, i have tried a ton of fits, including different proto turret modules as well, and if you're so confident in your fit, i would be glad to hear what it is exactly.
I gave you 2 extenders. I'll model it for 1. but its not looking too strong against a 3rd hit. In many real world cases 3 hits will take you down. By the way I model :
Weapon damage against shield adjusted for weapon type Innate shield resistance Innate armour resistance Pass through damage model here which takes account of shield and armour regen based on seconds passed between each hit. I account fo all skill based skill bonuses Module stacking penalty Weapon % bonus against each layer based on pass through
It's a good model.
Your build does not stack up well unless you manage to catch every hit with you hardeners. Which you can't. You are too vulnerable unless taking expected damage all the time. Fine for game start uplink dropping... but otherwise. too risky.
Look at the model. Thats around a 50% 2nd hit survival rate. And I gave you the best case here. Catching all hits with both hardeners OP Survival Rate |
Azura Sakura
Militaires-Sans-Frontieres
308
|
Posted - 2013.07.14 19:13:00 -
[22] - Quote
With my ADS I can survive for like the whole match, I use it as an anti-vehicle. I usually just fly at the height ceiling and once a tank comes in I go for the attack. However, if there is a red line tank I don't fly. I can survive 1 hit from most forge guns and when I do get hit, I run off and call back in my drop ship because from numerous experience, it's really hard to kill a forge gunner and very risky. I have to hit him exactly 2-3 times in quick sessions but I'm a way bigger target and he has a better chance of owning my ass when I'm up close.
With my logi DS. I can tank like 5-6 swarm launchers but I gotta fly away from the first 3 hits because of how many can chase me. Forge gunners and red line tanks own my logi DS just because its so slow. I don't have my logi DS skill max out nor do I have great modules, I'm working on getting hardeners as well. But I only fly my logiDS in ambush or when I need to get my team across open areas. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5076
|
Posted - 2013.07.14 19:13:00 -
[23] - Quote
::gazes longingly of a picture of himself, standing next to Big Betty, the Prometheus of his dreams::
::lets out a long, drawn out sigh::
::shoots stupid ******* redberry in his stupid ******* face with his awesome as **** Duvolle::
::burns picture with the shear amount of win radiating from his rifle::
For relevance |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
256
|
Posted - 2013.07.14 19:18:00 -
[24] - Quote
Serimos Haeraven wrote: And don't post these charts that don't really account for what the actual module usage is, i would much prefer a fitting load-out and why you chose to fit it with those modules, and your survivability from doing so. And believe me, i have tried a ton of fits, including different proto turret modules as well.
What I think or feel or my "Why" is not at all relevant. All of these can be bias. The raw math is what counts. Your numbers don't stack as a battle ship. You have a battle start and in/out build. Is that what you wanted?
|
Crimson Judgment
ROGUE SPADES EoN.
55
|
Posted - 2013.07.14 19:18:00 -
[25] - Quote
Serimos Haeraven wrote:Crimson Judgment wrote:Serimos Haeraven wrote:After being a pilot for a long time, i have finally out-fitted my DS with a proto fitting that i believe to be the best that dropships can get right now (it's still fragile as hell), and i am really interested in finding out whos fits allow them to survive really hostile situations, such as railgun redline snipers, proto-forge gun or swarm attacks, etc. And still escape with their dropship in-tact and not destroyed, and if so, how many matches do they go without losing 1 dropship? As pilots, not too many risk their DS every match but i have been doing just that in an attempt to turn out a very small profit, and often i find myself being able to either "float" on a certain amount (making however much i lose in ds destruction) or sometimes even going below profit by losing 1 dropship every 5 matches (the amount i need to win to make back 1 ADS python is about 8 matches). So pilots; can any of you confidently report that you can, with your fitting, make enough to start a profit going? Or is there only struggle in this attempt? And if successful, what are your fittings? I'll post mine here as well.
Python:
High Modules- 2 Ward Shield Amplifiers (Shield resist becomes 30%), 1 Azeotropic Ward Shield Extender, and 1 Basic Afterburner
Low Modules - 1 Jovian Fusion Powerplant (Torque bonus of 17.6%), Light Payload Control System (Missle damage increase 10%)
Turrets - 2 XT-Fragmented Missle Launchers (sides), 1 XT - Accelerated Missle Launcher (Front, Pilot controlled turret)
Explained: This assault fit allows for versitile reactions against infantry units or shield tanks on the battlefield, it's advantage is the range from the main XT-Accelerated turret and the damage is also the best that missle turrets can produce, this coupled with the light payload control system II (10% missle damage increase) makes them even more deadly, and once you get good at leading shots you can really reap the kills in with this, and if hit by a forge gun or proto swarms, the Basic Afterburner makes you able to really get out of a sitation quick, especially when coupled with 1 Jovian Fusion Powerplant which gives the best torque bonus a module can provide.
Survivability Average: 1 loss for every 5 or 6 matches. (Around 150-180K ISK per match) (This is also dis-crediting RDV collisions which sometimes take even more from me) this setup is pretty close to how my python is setup. Pytonhigh modules- 2 Azeotropic shield extenders 1 ward shield amplifier 1 basic afterburner. low modules- 1 local powergrid expansion unit 1 jovian fusion powerplant. turrets- 2 AT cycled missile launchers (sides) 1 AT accelerated missile launcher. + any suit with a adv rep tool just in case. survives proto AV incredibly well as long as i pull out when i need to as for RDV's i have trained myself to pay VERY close attention to my surroundings to hear the RDV coming and sometimes see its light. this setup could be better but ive began to spec into my infantry to pay for my dropships when they happen to die. and i don't call them in every game only when i feel its needed but i would say 3-5 games. i don't always lose dropships but when i do it takes very concentrated AV and pilot error to do so. Wow haha pretty crazy how we both nearly came to the same fitting, honestly your defense is pretty nice, might be a considerable alternative to mine if i don't really care about my dmg mod.. thanks for this fit, although im guessing you can't put XT's on it? Or can you? im honestly not sure if i can can't use em as i said started to spec infantry. however the main reason i haven't gone into proto turrets is they don't get to much better and raise the price of the ship immensely. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:18:00 -
[26] - Quote
Judge Rhadamanthus wrote:Serimos Haeraven wrote:Judge Rhadamanthus wrote: The stats on that are horribly off... i have 1,860 shield yet 30% resistance from my 2 shield resist modules. And don't post these charts that don't really account for what the actual module usage is, i would much prefer a fitting load-out and why you chose to fit it with those modules, and your survivability from doing so. And believe me, i have tried a ton of fits, including different proto turret modules as well, and if you're so confident in your fit, i would be glad to hear what it is exactly. I gave you 2 extenders. I'll model it for 1. but its not looking too strong against a 3rd hit. In many real world cases 3 hits will take you down. By the way I model : Weapon damage against shield adjusted for weapon type Innate shield resistance Innate armour resistance Pass through damage model herewhich takes account of shield and armour regen based on seconds passed between each hit. I account fo all skill based skill bonuses Module stacking penalty Weapon % bonus against each layer based on pass through It's a good model. Your build does not stack up well unless you manage to catch every hit with you hardeners. Which you can't. You are too vulnerable unless taking expected damage all the time. Fine for game start uplink dropping... but otherwise. too risky. Look at the model. Thats around a 50% 2nd hit survival rate. And I gave you the best case here. Catching all hits with both hardeners OP Survival Rate Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website, the reason that i have low sheilds with a high resist is strictly because i can have a fuel injector, and that's where my survivability goes up about 30-40% from the originally discounted survivability you think i would have. The entire point of a fuel injector is so a second shot can't be taken, and i can avoid that literally 75-80% every single time. I have tested this theory countless of numbers of times being hit with proto-railgun tanks from across the map when i was literally on the ground picking people up, and with the activiation of that fuel injector right after that hit i was fast enough (as well as having a jovian) to escape the field before he could even land the next shot. That sort of situation whether it was with an FG or a railgun sniper has been proven to work nearly every time i use it. |
Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
257
|
Posted - 2013.07.14 19:21:00 -
[27] - Quote
Serimos Haeraven wrote: Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website
0% is still an account of a armour resistance. What are you on about? ANy model staill has to account for 0% so its always counted.....
Why have a phyton? You are playing as a logi.. in then out asap. Pythons have to fight. Getting away from hit 2 means stopping all usefulness as an ADS. Yes you live.. but why? |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:24:00 -
[28] - Quote
Judge Rhadamanthus wrote:Serimos Haeraven wrote: Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website
0% is still an account of a armour resistance. What are you on about? ANy model staill has to account for 0% so its always counted..... Ah i see you were only specifying the pass-through effect of damage to a DS, i read it over thinking you were explaining your module fittings on your own dropship, since i kind of asked that that's what i would like to hear about so those other fittings offer ideas into what other pilots find useful. If you could post your exact fitting, it would give me much more of an idea instead of flow charts. |
Brutus Hawke
187. League of Infamy
24
|
Posted - 2013.07.14 19:24:00 -
[29] - Quote
I just went 21-0 riding in my Corp Mates Dropship. It was pretty fun. |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:26:00 -
[30] - Quote
Judge Rhadamanthus wrote:Serimos Haeraven wrote: Ehrm, i think running with an armor resistance module on a Caldari Python (Shield Tank) is a mistake, no matter what charts you write up on that website
0% is still an account of a armour resistance. What are you on about? ANy model staill has to account for 0% so its always counted..... Why have a phyton? You are playing as a logi.. in then out asap. Pythons have to fight. Getting away from hit 2 means stopping all usefulness as an ADS. Yes you live.. but why?
I'm not playing as a logi, because in the gaps that there is no risk of forge-gun fire, i can shoot my missles (XT Acceleterated on the front, the strongest launcher in the game), and i can literally 2 shot people full on health. I am able to get in, destroy what i need to, and get out if a threat presents itself. |
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Judge Rhadamanthus
Seraphim Auxiliaries CRONOS.
257
|
Posted - 2013.07.14 19:27:00 -
[31] - Quote
My fitting suits my play style. What I was trying to do was use you fitting to see how you play. I stay and fight, so your fitting would fail for how I play. However it may be great for your play style. There is no "best" fitting. It depends on how you play. Do you hunt tanks, fight swarmers for your teams tanks. act as an AV distraction for your ground vehicles... all these and more effect the fitting.
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Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:30:00 -
[32] - Quote
Judge Rhadamanthus wrote:My fitting suits my play style. What I was trying to do was use you fitting to see how you play. I stay and fight, so your fitting would fail for how I play. However it may be great for your play style. There is no "best" fitting. It depends on how you play. Do you hunt tanks, fight swarmers for your teams tanks. act as an AV distraction for your ground vehicles... all these and more effect the fitting.
EDIT - see your last post. You are a harasser not a force multiplier. In which case your build works but still to me is too risky. Catch a shot when those hardeners are off and you are down. The "hardeners" i have are passive, not active, so i have a 30% shield resistance at all times. And what you just said is the reason i made this post, i want to see some fittings of users, and you still haven't listed your exact fitting at all xD |
Mac Dac
Wraith Shadow Guards
104
|
Posted - 2013.07.14 19:31:00 -
[33] - Quote
I have an incubus. 1x militia sheild recharger 1x militia shield resistance amp 1x militia armor repair unit 2x voltic armor plating 1x militia 60mm reinforced steel plates 1x advanced missile launcher 2x militia blasters
and i survive just fine. if there isn't a lot of av. |
Crow Splat
DUST University Ivy League
56
|
Posted - 2013.07.14 19:31:00 -
[34] - Quote
ConsiderateSmurf wrote:Mine dosen't have any mobility modules. :P Python
High Powered 3 Azeotropic Shield Extenders 1 Shield Booster
Low Powered: 1 LP Control System 1 Local Powergrid Expansion Unit
Turrets: 3 XT Fragmented Missile Launchers
The benefit to this is that I can shrug off a few swarms. The downside is if anyone brings in a fancy forge gun that can two shot me, I can't get away as easily (about a 40% survival rate, if I had to guess)
I basically run this. And I am fairly conservative about how long I am willing to take fire. My basic rule is that if my shields ever go down then I stayed in it too long. Admittedly I don't fly very often but when I do, I've never been shot down. |
Xender17
Intrepidus XI EoN.
327
|
Posted - 2013.07.14 19:31:00 -
[35] - Quote
Recently its become 1 tank lost per match |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:34:00 -
[36] - Quote
Mac Dac wrote:I have an incubus. 1x militia sheild recharger 1x militia shield resistance amp 1x militia armor repair unit 2x voltic armor plating 1x militia 60mm reinforced steel plates 1x advanced missile launcher 2x militia blasters
and i survive just fine. if there isn't a lot of av. You should just save your SP for upgrading those militia's next to make it way more efficient and effective |
daishi mk03
Brutor Vanguard Minmatar Republic
6
|
Posted - 2013.07.14 19:36:00 -
[37] - Quote
I shoot down more dropships than other tanks with my railgun madrugar, I mean, two hits and free WP. Funniest thing are ADS pilots who try to kill me, they do literally no damage (wtf?). |
Serimos Haeraven
Deep Space Republic Top Men.
250
|
Posted - 2013.07.14 19:52:00 -
[38] - Quote
daishi mk03 wrote:I shoot down more dropships than other tanks with my railgun madrugar, I mean, two hits and free WP. Funniest thing are ADS pilots who try to kill me, they do literally no damage (wtf?). the common turrets don't do much, but i can confidently take out tanks with my XT-Accelerated on the front and the XT-fragmenteds on the sides. A 3 man team in my assault means a quick end to any tank caught in the open, or enemy ds |
Vyzion Eyri
The Southern Legion RISE of LEGION
961
|
Posted - 2013.07.14 19:56:00 -
[39] - Quote
Prometheus 2x Fragmented or Cycled Missile Launchers (still determining which guns random blueberries find easiest to kill with) 2x N-Type Vehicular Hardeners ( occasionally swap out one hardener for a remote armour repairer if I see an armour tank) 1x 60mm Reinforced Polycrystalline Plates 1x Light IG-L Polarizes Armour Regenerator 1x Shield Extender I 1x Shield Regenerator I
This is my latest load out and I love it in terms of tanking the first few hits of AV. Recently, however, I've joined a string of games where the other team wields Ishukone Assault Forge Guns. Wasn't so proud of my tanking abilities after that. Given, I have sacrificed an afterburner for a bit of extra tank. Yes, perhaps that afterburner will get me away from hit 2. But when the second forge gun round takes me out, and its already charging as the first shot hits me, will I really get away? I'm still testing to see if my shield modules (plus the steel plate, as I can only run the nano fibre plates if I have the afterburner) improve my survivability more than the AB.
What I find extremely frustrating about playing solo as a LogiDS pilot, though, still is communicating with randoms. Spawning in my dropship is all well and good, but getting people out can sometimes be a frustration. When a gunner gets a kill with my turrets, for example, they seem to ignore everything that's happening to my ship simply in the hope of getting another kill. Fife timely, I've removed one or two players from the team, and I hate the thought of that, so I try spend more time finding kills to compensate, and end up dying more.
I definitely survive longer when there's a tank on the field. AV is split between us and occasionally I try to brave the horrid RAR and ST mechanics and try support the tank. Still very hard. If they move its extremely painful to compensate without crashing or losing connection with my module. Hell, simply establishing a connection is annoyingly difficult.
But with the way dropships engines automatically align with the horizontal axis of my dropship, I find its much easier to pick up speed even in my armour dropship simply through a shallow dive, and this saves me from most AV. Generally, its only when three or more people have advanced AV in a game (which is frighteningly often) or one chap with a prototype forge gun that takes me down.
If I don't recall or hide my dropship, generally I lose it every game I bring it out, as there's always seemed to be some guy with high end AV lately. May be poor decisions when choosing routes to fly, may be because I decide to linger in one spot for too long. All I know is I wish we had inbuilt afterburners. That, and a WP system, and I'd be content. |
Cy Clone1
Internal Error. League of Infamy
122
|
Posted - 2013.07.14 20:40:00 -
[40] - Quote
Python High slots: 2ward resist clarity ward booster 2 extenders(748hp)
low slots: 2 light payload mods(10%) or 2 low throughput mods(10%)
Weapons
Xt accelerated on fronts with two xt cycled on sides
or
Scattered ion cannon front with st sides
This fit allows me to absolutely wreck infantry, vehicles, and installations. Upwards of 20 kills a game. But its very vulnerable to rail and forge. And those two things make it impossible to make profit. |
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gbghg
L.O.T.I.S. RISE of LEGION
2670
|
Posted - 2013.07.14 20:44:00 -
[41] - Quote
Hey judge do you knd running my fit? It's on the first page. |
Sarducar Kahn
xCosmic Voidx The Superpowers
3
|
Posted - 2013.07.14 20:54:00 -
[42] - Quote
I fly a python or eryix (mostly python unless I have a request from the squad) with: 2x clarity shield boosters 2x azeotropic extenders 2x local pg boosts 3/2x cycled AT1
The boosters let me get back to the fight quick and shrug off all bust the most Proto of Proto av.
Python survives 3 or 4 games, my Logi much less due to the slooooowness, hence flying the python. |
Serimos Haeraven
Deep Space Republic Top Men.
252
|
Posted - 2013.07.14 21:36:00 -
[43] - Quote
Vyzion Eyri wrote:Prometheus 2x Fragmented or Cycled Missile Launchers (still determining which guns random blueberries find easiest to kill with) 2x N-Type Vehicular Hardeners ( occasionally swap out one hardener for a remote armour repairer if I see an armour tank) 1x 60mm Reinforced Polycrystalline Plates 1x Light IG-L Polarizes Armour Regenerator 1x Shield Extender I 1x Shield Regenerator I
This is my latest load out and I love it in terms of tanking the first few hits of AV. Recently, however, I've joined a string of games where the other team wields Ishukone Assault Forge Guns. Wasn't so proud of my tanking abilities after that. Given, I have sacrificed an afterburner for a bit of extra tank. Yes, perhaps that afterburner will get me away from hit 2. But when the second forge gun round takes me out, and its already charging as the first shot hits me, will I really get away? I'm still testing to see if my shield modules (plus the steel plate, as I can only run the nano fibre plates if I have the afterburner) improve my survivability more than the AB.
What I find extremely frustrating about playing solo as a LogiDS pilot, though, still is communicating with randoms. Spawning in my dropship is all well and good, but getting people out can sometimes be a frustration. When a gunner gets a kill with my turrets, for example, they seem to ignore everything that's happening to my ship simply in the hope of getting another kill. Fife timely, I've removed one or two players from the team, and I hate the thought of that, so I try spend more time finding kills to compensate, and end up dying more.
I definitely survive longer when there's a tank on the field. AV is split between us and occasionally I try to brave the horrid RAR and ST mechanics and try support the tank. Still very hard. If they move its extremely painful to compensate without crashing or losing connection with my module. Hell, simply establishing a connection is annoyingly difficult.
But with the way dropships engines automatically align with the horizontal axis of my dropship, I find its much easier to pick up speed even in my armour dropship simply through a shallow dive, and this saves me from most AV. Generally, its only when three or more people have advanced AV in a game (which is frighteningly often) or one chap with a prototype forge gun that takes me down.
If I don't recall or hide my dropship, generally I lose it every game I bring it out, as there's always seemed to be some guy with high end AV lately. May be poor decisions when choosing routes to fly, may be because I decide to linger in one spot for too long. All I know is I wish we had inbuilt afterburners. That, and a WP system, and I'd be content. To me it's pretty interesting that you fly logi DS only, i mean no doubt though your fit is pretty good, as I'm guessing your launchers are prototype? The reason Assaults (to me) are ideal for usage even in rando-skirms is because they can pack both speed and some defense, whereas with a logi all it's really perfect for is tanking in defense and being a slow, yet useful bail-out at height ceiling, and mine has 2 XT's strapped to the sides so it can deal out damage as well. You should also consider trying out the assault DS sometime and seeing how you like it, it's much faster. Don't fully skill into it first though, see how you like the handling. |
Pvt Numnutz
BetaMax Beta CRONOS.
81
|
Posted - 2013.07.14 22:18:00 -
[44] - Quote
My current python fit
High Slots: 1 clarity ward shield booster 1 ward shield amplifier 2 azeotropic shield extenders
Low slots: 1 light payload control system 2 1 jovian power plant
Turrets: 3 XT fragmented missiles
This fit is designed to be flown with a good gunner. This dropship fit has a little bit of everything, a good tank of 2571 shield HP, a jovian for the torque, and a good damage mod for 10% damage to turrets. The fragmented missiles have good splash damage and do wonders for hitting ground targets and supporting infantry. The increased tank allows this ship to take 3 forge hits before the shields break (when at range) however close up i can only take one or two shots. These dropships usually last me 8 games on average, however i only usually fly them with a gunner and squad and only on maps that down cater to redline rail tanks. I do like your turret fit serimos, i think ill try that out. Having an XT accelerated on for dropship to dropship engagements sounds like a huge advantage, and only fitting one is a good way to keep the price manageable. |
Rastael
Hitchhiker's Guide to the Galaxy
11
|
Posted - 2013.09.28 19:05:00 -
[45] - Quote
on my other pg I started flying the eryx and python but also have a gallente std. Strangely my survival rates are higher with the Grimsnes. Here's my fitting:
Highs: Basic or Milita AB (trying to see if basic is better somehow) Azeotropic Ward Shield Extender
Lows: Voltaic Energized Plating Local powergrid expansion unit Light Efficient Armor Repair Unit 60mm Reinforced Polycrystalline Plates
Guns: 2xAT-1 fragmented
If you don't have 10% base shield resistance then I would switch the extender for a Clarity or a 19% amp. Otherwise, with a good regen rate (because of skills) the added 748HP are a good buffer.
Most deaths are because more than one AV is shooting at same time (usually forgegun + swarm or double fg). The survival rate its only about choosing the right game. If you choose the games properly you can have 100% survival rate, if u use the DS in each match you get in its very likely you will get into organized group that will take you down.
On the other side I can see many opinions on what to place on the lows of the ADV caldari ships. I actually prefer the diagnostic systems, with the shield and shield regen boost . No need to use any damage mod, as you can take any tank down already by using a AT-1, a skilled gunner and a good pilot (damn of a good pilot). A torque boost can be useful, but is it worth that bonus on the shields? |
pegasis prime
BIG BAD W0LVES
1085
|
Posted - 2013.09.28 19:09:00 -
[46] - Quote
Iss one thing on your fit and think wow really wow ....... you out torque modules on a drop ship. Dropships are propelld by thrust not torque. Use that low slot for something usefull. |
ladwar
Dead Six Initiative Lokun Listamenn
1734
|
Posted - 2013.09.28 19:11:00 -
[47] - Quote
3 extenders 1 ward resistance 2 power diagnostics missile turrets 60% is there is 1 AV 30% if i try for 2 av and anything more i don't fly. |
wripple
warravens League of Infamy
85
|
Posted - 2013.09.28 19:32:00 -
[48] - Quote
Assault dropships are some of the most uneconimical toys in the game, it's not worth paying 900,000 ISK and 2mil SP for something that can be taken out in 5 seconds from a 70,000 ISK Assault forge. |
Fire of Prometheus
DUST University Ivy League
476
|
Posted - 2013.09.28 19:47:00 -
[49] - Quote
I usually lose an incubus 1 every 5/6 matches that I pull one out....but usually it's just because I want to mess around Ina dropship and don't like the MLT ones.
On another note, I've mastered flying backwards to avoid swarm missiles and stuff |
Godin Thekiller
Hellstorm Inc League of Infamy
941
|
Posted - 2013.09.28 19:50:00 -
[50] - Quote
Mac Dac wrote:I have an incubus. 1x militia sheild recharger 1x militia shield resistance amp 1x militia armor repair unit 2x voltic armor plating 1x militia 60mm reinforced steel plates 1x advanced missile launcher 2x militia blasters
and i survive just fine. if there isn't a lot of av.
I call complete bullshit. |
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ladwar
Dead Six Initiative Lokun Listamenn
1734
|
Posted - 2013.09.28 19:58:00 -
[51] - Quote
Godin Thekiller wrote:Mac Dac wrote:I have an incubus. 1x militia sheild recharger 1x militia shield resistance amp 1x militia armor repair unit 2x voltic armor plating 1x militia 60mm reinforced steel plates 1x advanced missile launcher 2x militia blasters
and i survive just fine. if there isn't a lot of av. I call complete bullshit. WTF? an all militia fit on a vehicle that cost 500k by itself? i BS that he even has an assault dropship. |
Nguruthos IX
PEN 15 CLUB
1852
|
Posted - 2013.09.28 20:04:00 -
[52] - Quote
wripple wrote:Assault dropships are some of the most uneconimical toys in the game, it's not worth paying 900,000 ISK and 2mil SP for something that can be taken out in 5 seconds from a 70,000 ISK Assault forge.
Don't you mean 10k isk DAU2 assault
or really just the militia is all you need. That's free and cost no SP to boot! |
Godin Thekiller
Hellstorm Inc League of Infamy
941
|
Posted - 2013.09.28 20:10:00 -
[53] - Quote
ladwar wrote:Godin Thekiller wrote:Mac Dac wrote:I have an incubus. 1x militia sheild recharger 1x militia shield resistance amp 1x militia armor repair unit 2x voltic armor plating 1x militia 60mm reinforced steel plates 1x advanced missile launcher 2x militia blasters
and i survive just fine. if there isn't a lot of av. I call complete bullshit. WTF? an all militia fit on a vehicle that cost 500k by itself? i call BS that he even has an assault dropship.
Notice that I said "complete", as in he's bullshitting the whole thing. A bunch of AV? really? |
Hunter Junko
Zanzibar Concept
177
|
Posted - 2013.09.28 20:22:00 -
[54] - Quote
is it bad that despite loving the ADS, the Myron is still my dropship of choice?
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Mossellia Delt
Militaires Sans Jeux
448
|
Posted - 2013.09.28 20:29:00 -
[55] - Quote
Iv only lost 3 prometheus's ever, I dont run them often but they are my lucky ship
Might lose an incubus once every 3 - 7 matches
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Mossellia Delt
Militaires Sans Jeux
448
|
Posted - 2013.09.28 20:30:00 -
[56] - Quote
Nguruthos IX wrote:wripple wrote:Assault dropships are some of the most uneconimical toys in the game, it's not worth paying 900,000 ISK and 2mil SP for something that can be taken out in 5 seconds from a 70,000 ISK Assault forge. Don't you mean 10k isk DAU2 assault or really just the militia is all you need. That's free and cost no SP to boot!
try 1.1 mil isk for a proper fitted ADS
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Nguruthos IX
PEN 15 CLUB
1852
|
Posted - 2013.09.28 20:40:00 -
[57] - Quote
Mossellia Delt wrote:Nguruthos IX wrote:wripple wrote:Assault dropships are some of the most uneconimical toys in the game, it's not worth paying 900,000 ISK and 2mil SP for something that can be taken out in 5 seconds from a 70,000 ISK Assault forge. Don't you mean 10k isk DAU2 assault forge*or really just the militia is all you need. That's free and cost no SP to boot! try 1.1 mil isk for a proper fitted ADS
meant forge |
Mossellia Delt
Militaires Sans Jeux
449
|
Posted - 2013.09.28 20:45:00 -
[58] - Quote
Nguruthos IX wrote:Mossellia Delt wrote:Nguruthos IX wrote:wripple wrote:Assault dropships are some of the most uneconimical toys in the game, it's not worth paying 900,000 ISK and 2mil SP for something that can be taken out in 5 seconds from a 70,000 ISK Assault forge. Don't you mean 10k isk DAU2 assault forge*or really just the militia is all you need. That's free and cost no SP to boot! try 1.1 mil isk for a proper fitted ADS meant forge
I was responding to wripple through your post, sorry |
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