Keep the copter battles as a brawl

I generally don’t think an ally should be popping them but pushing them out of the way would be fine. I just think it would make it more interesting for the dronners/turreters to be-able to go pick up parts and try to help more in the fight rather than spinning their wheels off somewhere on the side from running out of launchs so fast. Even a roomba can self dock for a recharge these days…

There are better brawls out there…and better slaughters
The problem with this brawl, it’s too specific, whatever experimental direction i take it won’t be applied in PVP and PVE.
It’s fun but as is I’m like those guys chasing tornados.
In this Slaughter i’m running builds that are the offspring of my build of the previous slaughter, that fine and dandy but wasn’t what i was expecting.
I was expecting a Slaughter event that would translate in a evolution for the better .
Something with a smaller PS bracket than 3 k to 10k, something that would challenge us to find engineer solutions to overcome . for starters.
10 k is just too much, slap whatever guns you like, with whatever you have put a propeller and off we go.

I don’t get that discussion about turrets and fuzes.
Hawks and Owls work just fine.
Sidekick can have their uses too.

what about something simpler?

like those yellow ammo boxes as in raids?

It was part of things that don’t work quite right right now topic. You can only launch ground drones and turrets at an altitude of 5 or below. Which means you pretty much have to land to use them. Making it harder to deploy them on tops of buildings and similar…

Yeah, that i get, but turrets?

having to land to be able to deploy them it’s the least of the problems.

you have to be extremely lucky to drop them in the middle of the action and the action remains where you drop your turrets.
Often you will drop your turrets and they will remain there without doing much cause the action is too dynamic for turrets
I’ve seen that in the hilly map and in the dead city map.
same thing for fuzes.
while a case can be made for sidekicks and grenadiers, i think if you want to drive a drone build (with a propeller or ground build) the answer is.
Hawks, Owls or annihilators
Since you will actively seek other builds, you will need something that will go with you, that can shoot targets in range as much as possible.
the problems with turrets don’t end there.
Hawks, Owls and anihilators can find more easily more clear lines of sight, in the other hand, turrets are fairly easy to have their clear lines of sight obstruct by team mates and many other things.
if you drop your turrets you have to be near them, if not, you will find yourself defenceless against whoever is hunting you down.
Drones as a all share the same problems but turrets have some more additional setbacks that other drones doesn’t have.
I’m sorry but i think turrets and fuses aren’t adequate for this type of play.

Being adequate is a different issue, you can’t even field them in many situations in the mode right now to really attempt the first part. If your playing a dual mode build being able to freely deploy them just in itself cuts into it’s any sliver of effectiveness that it potentially has. Being able to air drop them would be a lot more useful. Though, I did like Pony’s idea of giving the turrets small hot air balloons and just allowing them to flout when dropped in the air, that would work too.

The other thing about turrets is they aren’t necessarily meant to be just a primary weapon. While they can be played that way they also work rather well as a guard while aiming. As well as a secondary attacking point when maneuvering away from an enemy in a slower reload build.

Deploying follow the leader drones is also a dead give away when cloaked. This is not an issue that the turrets have.

In PVP/PVE i use on this build 3 hawks and 1 sidekick, before that i had 3 hawks and 1 turret. The sidekick does what the turret did but better, the main reason… it’s mobility while not fast enough to keep up with the mother ship it’s fast enough to be in the whereabouts and contribute for what i intend to do.
You are right when saying that turrets are not intend to be a primary weapon, i found turrets a very defensive weapon.
Hawks and alike can support a much more aggressive gameplay within certain limits common to almost all drones due to their fragility.
this and the fact of most encounters are short duration i went with 4 hawks in this mode, concentrate fire

you already have yuguays and vultures, might do a better job, and there’s a thing, it will take too much time for the turrets to land… and then what? The action already moved away.
Listen, yesterday i gunned down a ground turret build in the hilly map, i went to pursuing him, he dropped the turrets i launch my drones, we both continue i had my drones, his turrets were left behind by him, he was helpless (that’s my problem with turrets), and the same thing happens in PVP

I never use cloak anyways . i normally hold up each launch to the last minute, once i press the trigger i have to do the most of each launch, once destroyed or expired it’s to recharge ASAP and get back to the fight ASAP. I only fall back if sparks or miniguns are present supressing me.
If the drones were tankier i would be in the front lines.

That’s not something that would impress me there’s almost 0 cover on that map. I’m not asking for advice on what to use… I hardly ever use any AI weapons unless it’s for completing a challenge. I’m very happy with my 3x crickets in this.

Vultures and Yauguai are annoying to mount with a propeller because they can not be rotated on multiple axis’s. While they will deploy they have multiple flaws as well as inceased energy drain along with limitations in concealment and ability to be armored in.

I’m not concerned with the action moving away either. All the drones and turrets have a activation time for when they start firing I don’t expect that to change if they are still descending to the ground. That basically means the ETA to land is depended on the altitude they are deployed from if they are already firing so be it. The only portion that matters is how that time is used and how well the drops are preformed. It would be a lot more dynamic then the current you have to hover 5 altitude above the ground to deploy them…

That makes two of us, i wasn’t giving advice i was trying to illustrate why i find turrets so annoying to use, mainly they are inept to give chase and keep the other guy under fire.

Cover?
Man, except for some punctual situations or when there are substantial more ground units than the norm, there’s no time to waste with cover, it’s going after them as much as you can, be in range as long as you can. Preferentially with superior numbers at your side.

I’ve been noticing that other builds, often MGs descend to the ground to shoot my drones (must be harder to do while flying ) if you see the same in your battles you can take advantage of this to deploy turrets or wait until there are some concentration of players in one part of the map to do that.

If you ask me the best thing that could happen to turrets would be the ability to move around, like little spiders, until this happens i think turrets hard to take advantage of without gravitational points like caps.

It’s a 5 minute battle at most there is lots of time. Ground vehicles need cover in the mode, the open maps are really hard for ground vehicles to traverse. While the hills and rocks can be run around to beak off homing missiles it’s still too open to be very effective with other types of weapon fire. This is especially true if they are shooting at you with any type of consistent fire weapons. Most of the kills I’ve had from the ground on Heli’s have been done via coming or going from areas that restrict their movements.

I do dive bombing runs with my crickets often but the margin of error for deploying a drone while doing this is less then 5 altitude from a drivable surface. That’s too slim a margin to be effectively used at speed. Descending slowly is exactly the type of thing that I’m saying can be done away with. The longer you stay in one particular area and the stiller you are the more time your giving someone to aim at you.

I wouldn’t mind little spider drones either but they probably would make them cost 4 energy like every other movement drone. You don’t need a cap to be a gravitational point in a mode like this, anything that is being attacked is essentially a gravitational point.

Using a propeller it’s just too cumbersome and slow, up, down with a ground build everything is faster,
chasing down propeller builds is not that difficult provided they don’t climb beyond
weapons reach.
So far, the large majority of players must be struggling with the propeller or the way of building or just the extra dimension. But, at the same time they are more millers and Nests builds that are well constructed and more accurate.
Pyres are forgettable, the real killer of the skies are nests
But the biggest weakness of my drone build is the presence of other ground builds.
sparks and annihilators, uff i will take a beating if they are present, i can’t do anything but run.

So far i caught 3 that way, today, when the build was on the ground.

That’s one thing i like to do, making it hard to hit and launching drones as much as i can that’s very dependent of many factors, team composition, players, type of builds and so on, sometimes i don’t last enough, other times i can delay them enough for my team to regroup and even killing some builds in the process.

turrets and sidekicks should cost 3 energy, no more than that and there should exist a rare sidekick like a falcon with wheels.
Sidekicks spend the same energy as a grenadier or a fuse but the sidekick doesn’t have the same damage potential of those two.

Speed isn’t entirely gauged correctly for propellers. Currently if your at a resting speed of 1km/h you can go up and down and still be at that speed. Even though your altitude is obviously changing and your vertical acceleration should be to. In relation to horizontal land speed they cap out around 110 and around 120 when in diagonal dives. From any of the 4 stall positions their free fall speed maxs out around 120 to 132ish. I’m not entirely sure how they fudged the speed with them but it’s wrong often.

You’re seeing more Millers and Joules because they are on the crafting table with fairly good rolls and the -17 spread goes a long way since the Millers last nerfs. I’m not concerned about Nests but I have a feeling you see a fair bit of them in the mode because you can target them while cloaked and being in the air cures one of their major shortfalls which is planting themselves in the ground quickly. This matches them up quite well with both the Beholder and Ghost cabs.

I haven’t seen a lot of players struggling other then a few that are just saying they just don’t get the controls and don’t want to learn it. As well as a few saying they don’t want to build for it but the non-builders were always a thing. I do see some common mistakes as far as not armoring in all directions and leaving explosive parts exposed but you see that on regular builds often too.

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that explains a lot, i tried the propeller again today, moving forward at speed, no problem, but in a couple of times it just starts rolling left or right without any control (maybe stalling? )
either way i cannot close the distance to my target fast enough , on foot i feel i’m faster and more efficient.

today, nests are just merciless accurate, i can take a few of them but often i see them on my hawks, on the propeller, and that just makes me spend my ammo even faster.

To tell the truth i don’t track the “dog fights” very well even when i’m flying, i mainly use the minimap to see the red dots are in range, the rest i let my drones to do the shooting , my earing will tell me if i have to stand and fight or to go away .

Try moving the propeller further back. It should drop the nose of your rig and allow better acceleration. Go nose down while hitting W… Watch the minimap to follow the target until you get up to speed.

I already do that, i tilt the build nose down to go from A to B and so on, but the turns and going up and down i can’t maintain the pressure over the other build, guess i’m easy to shake :slight_smile:

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As one of the people playing Nests, enemy drones and turrets are actually pretty annoying, as they’ll grab my targeting lock away from my intended target, just as I’m about to let off a full volley.

I think some people are running a single flying drone on their builds mostly as a homing missile counter.

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I don’t mind if the mothership is targeted , it can take a few, what i do mind is seeing my hawks with those things on them.
Pretty damn annoying, especially because they are very hard to dodge

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Stalling happens when the propeller is directionally near vertical. It would be unusual if that was the cause of your issue. Perhaps you nudged q or e keys while pressing w. The only time I tend to have an unexpected rolling is coming out of a barrel roll.

You will loose speed in relation to the ground on most turns. The only ones you can really pick up speed on is descending sharp turns. The sharpest turns you can make use a partial barrel roll. This is why I generally would say start your attack from above them.

If you want to be really aggressive with dog fights you can tap someone’s propeller with any part of your build (other then the prop) and it will turn theirs off for a few moments.

I haven’t noticed any difference when trying that.

I thought about doing that but going from 2 to 3 crickets is a big dmg drop even if I pick up a flywheel and some dmg from the drone.

I’m thinking of putting a falcon on a heli, since I have an untradeable one collecting dust. Would also help counter sneaky enemies who get behind you and keep in your blind spots.

Well @63771550 that explains a lot
why i’ve been more successful in this brawl than in PVP with a drone build, i’ve just had two matches in the hilly map where i killed a thresher build twice even being under fire with my ground build, because when i encounter other ground builds is just like PVP…it’s harder and impossible to be there to trade shots eye for an eye, tooth for a tooth kind of thing.
And why i’m so clumsy and slow with a propeller, i’m fast in strait lines but when i try to dog fight, the all thing goes awall.

@130898924
Just a heads up.

One drone won’t make too much of a difference, at least in some cases.

1 - it will be easily destroyed if you encounter a number of builds and if they get close to you ( i found out that drones survivability increases if there are in another plain and if there isn’t lasers, and sparks, millers in the mix)

2 - Depending in what kind of weapons you are running, the drone will most certainly target the same thing that you are shooting.

3 - At the same time, there will be times where the drone will target other build than the one you are eyeballing.

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