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2002-11-19, 10:36 AM | [Ignore Me] #5 | ||
I'm with the Vanu
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I think drops ships will be useful. They will be slow yes, but with an escort they can fight off most AA i think, and i should hope it would take 2-5 phinixs or 8-12 lancer/Cheap TR gun to shoot it down, but with a skeeter for repair en route and a reaver or something as escort, plus its own powerful guns, i think it will be able to get the troops to the LZ in one piece. Of course like 9 guys in fighters or with lotsa AA could take it out but if they want to kill a galaxy so bad let them get one, and send in the MAX's or snipers to wack em and get anther though.
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2002-11-19, 11:28 AM | [Ignore Me] #7 | ||
Corporal
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Back hand the havoc will you? Actually, T2 speaking, the havoc's weren't bad as long as you confused the shrikes and also rushed their base with them. We had this tactics of loading it up with heavies and rush the base, sending a shrike about 5 seconds behind, heavies head in, clear out the death trap, hopefully get to the flag and bring it outside and die, the light that was 5 seconds behind in a shrike would come in and pick it up. As for confusing the shrikes... You ever seen a havoc pull a half loop, roll out and turn? hehe, it funny and in my experience it usually confused the shrikes 7 out of 10 times since they didn't expect it.
Now.. for PS... I think the galaxies will be effective, if they're getting shot at too much, they always can fly low... that is.... if their pilot is good enough. I think this will really start getting down to some real skill here for once. In games like Tribes and Tribes 2 if you took your time a bit you could just avoid everything, but with the scale we're talking here, you're bound to run into people unless it's like a 3 IRL day trip, heh. So I think it's really going to come down to... How good are the pilots and then, how good are the gunners.
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-= Ravon Dark =- |
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2002-11-19, 11:59 AM | [Ignore Me] #8 | ||
Inventor of Dirt
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its gonna take a special breed to effectively use a dropship (and survive that is).
you'd better have a good idea of where you plan to drop your load off, have an incoming route planned to keep you and your crew alive, have an escape route ready, give your load ample warning of an upcoming landing and a good solid 'Go!' signal that everyone is aware of and heeds. failure to do any one of those things, well...lets just say the hindenburg was a soft landing compared to what you'll experience. as far as 'no one wants em'. I think that would be one of the biggest mistakes you could make. if you cant lay a ton of ground troops into an area in a big hurry I dont forsee alot of victories comin your way. mi dos centavos
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In God we trust. Everyone else, keep your hands where I can see them. |
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2002-11-19, 02:19 PM | [Ignore Me] #10 | ||
PSU Admin
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Yea in the level of comp I played in using a havok would get you laughed at. Any team with a half good shrike defense (fighters for those of you non t2 people ) would own it before it got near your base.. It was a sitting duck. I actually have some footage of me owning one
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2002-11-19, 02:30 PM | [Ignore Me] #11 | ||
Inventor of Dirt
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the havoc was simply too underpowered to get out of its own way most times. you needed a slew of folks set up for flares and missle defense before you dared even take one to a enemy base. even then most times it was just an orbital weapons platform (heavies and mortars to bombard a base).
most times, you'd end up with a slew of dead buds raining down on the enemy base....cursing the pilot the whole way. one tactic that would occasionally work...or at least make trouble for em. get everyone on the havoc raining mines into the enemy base. if anything it slowed movment within the base slightly. fun stuff. hmmm......I wonder where my T2 cd went.
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In God we trust. Everyone else, keep your hands where I can see them. |
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2002-11-19, 02:34 PM | [Ignore Me] #12 | ||
Sig Mastah!
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I liked the Havoc. It proved out to be fairly useful in larger games if you took it out to the edge of the playing area and brought your troops in from the back. That means (to me) that it will be more useful in pside because there is no edge of the map, just huge expanses of poorly guarded landscape. The key will be to find soft spots in the enemy defenses and punch through with as many dropships as you can.
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[ Been a while, desu ne? ] |
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2002-11-19, 02:40 PM | [Ignore Me] #14 | ||
Inventor of Dirt
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good point. the map sizes and varied access to combat zones will make a huge difference between PS and T2.
a good commander will have all troops staged and ready at various points before ever beginning an attack.
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In God we trust. Everyone else, keep your hands where I can see them. |
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