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Thread: Dropship Attachment Catalogue

  1. #1
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    Dropship Attachment Catalogue

    This guide aims to tell the reader on whether or not they should get one of the dropship attachments either for fly-by dropship or transport ones.

    TRANSPORT

    CAS WEAPONS

    -ROCKET POD: UNUSABLE ON TRANSPORT FLIGHT. Don't even think about running a hybrid dropship with these.

    -MINIROCKET POD: UNUSABLE ON TRANSPORT FLIGHT. Don't even think about running a hybrid dropship with these.

    -GAU: Can only be fired directly around the laze or flare on transport flights. Regular ammo is available at hangar at roundstart.
    Highly inaccurate and does minimal damage on when it does hit something that is standing around the laze for some reason, same case when used with HV ammo but with more damage.
    Pretty trash.

    -LASER: Utterly garbage, creates several lines of (regular napalm) fire around the laze or flare and nothing else. Can lit up queens and ravagers on fire for zero damage.
    No ammo of this spawns at round start, necessitating them to be printed.

    SENTRIES
    -SENTRY: The automated sentry, has IFF and does decent damage.
    May or may not be useless depending on the map layout where the landing zone allows it to watch over usable areas or just stare at an blank wall. Cannot shoot at something that is standing next to it.

    -MACHINE GUN: Has a built in miniscope, no IFF, and deals 50 damage per bullet with high AP, needs to be manned . Click on the module with empty hand to deploy/undeploy it, drag the MG's sprite to your guy to man it.
    Better than the sentry in doing actual damage, and no blind spot, worse than the sentry due to lack of IFF making it mostly unusable most of the time with map layouts of most landing zones.

    PICK UP SYSTEMS

    -FULTON: Allows you to pick up fultons that are on air. Has basically no cooldown, pick up as many fultons on air on every transport run, picks them up just from the cockpit controls with no need to run to the module itself.
    Just constantly check the fulton list or talk to people that uses fultons, usually IOs on the intel channel on the radio.

    -MEDEVAC: Unusable on transport flight. Don't even think of making a hybrid dropship with this. Really, just don't install this on transport.

    ELECTRONICS

    -SPOTLIGHT: Needs to be turned on, lits up the area in front of the dropship while it is landed. Mostly useless due to map layouts except for maybe three landing zones over two maps that are rarely played.

    -TARGETING SYSTEM: A relic of a less civilized time that still exists on the printer for absolutely no reason, even less so for transports. Makes direct laze CAS SLIGHTLY more accurate to the point that it's a total waste of points.

    -LZ DETECTOR SYSTEM: Lets you look at the landing zone, but only mid-flight where you'll be landing there soon anyway, trash.

    ENGINE SLOTS

    -COOLANT: With an optimized flight you'll only have 30 seconds of recharge time with this, allowing you to spam transport flight going back and forth as much as possible.

    -ENHANCER: With an optimized flight you'll only have 1 minute of transit time with this, allowing you to spam transport flight going back and forth as much as possible.

    FLY-BY

    CAS WEAPONS

    -ROCKET POD: A weapon that is defined by its ammo, the hangar has several of the smaller rockets (Banshee, Keeper, Widowmaker) in stock at round start while bigger ones (Napalm, Fatty) needs to be printed.
    Hard to use on fire missions due to only having one shot. Can only load and shoot one rocket at a time.
    Bigger rockets being just straight up unusable on fire missions and can only be launched directly around the laze or flares.
    =WIDOWMAKER: Small HE rocket. Great for stunning whatever that got hit by it, extremely average.
    =BANSHEE: Small incendiary rocket. Sets a small area on fire that got hit by it. Great as follow up after a stun.
    =KEEPER: Small AP rocket. Does decent damage but to an EXTREMELY SMALL AREA, rendering it mostly useless.
    ==NAPALM: Big incendiary rocket. If you can get this, you should've gotten fatties instead.
    ==FATTY: Big HE rocket. Causes two explosions when launched, a small one and a BIG one. Basically a mini OB and is the most used rocket to blow up things and has the most kills of them all.

    -MINIROCKET: Imagine the rocket pod loaded with keeper (with a lot less damage) or a banshee (when loaded with incendiary minirockets), now imagine it being able to shoot six times in one flight.
    Regular minirockets are available at roundstart around the hangar. Usually works as the main stunning weapon on fire missions.

    -GAU: Remember how it's pretty much trash when firing on direct laze on transport? Well on fire missions this thing is a lot more usable and can actually hit something.
    HV ammo increases its damage output a lot, but is also a waste than just getting fatties. Regular ammo is available at hangar at roundstart.

    -LASER: Remember how it's pretty much trash when firing on direct laze on transport? Well on fire missions this thing is still TRASH. The lines of fire will block marine pushes that would be trying to follow up after fire missions.
    No ammo of this spawns at round start, necessitating them to be printed.

    SENTRIES
    -SENTRY: The automated sentry, has IFF and does decent damage.
    The only reason the fly-by dropship should get this is after the operation has ended and when people decides to hold the tank bay, usable in that case.

    -MACHINE GUN: Has a built in miniscope, no IFF, and massive damage, while also needing to actually be manned by someone. Click on the emplacement to deploy/undeploy it, drag the MG's sprite to your guy to man it.
    Better than the sentry in doing actual damage, and no blind spot, worse than the sentry due to lack of IFF making it mostly unusable most of the time.
    The only reason the fly-by dropship should get this is after the operation has ended and when people decides to hold the tank bay. However, due to the hangar layout it isn't really of that much use.

    PICK UP SYSTEMS

    -FULTON: Allows you to pick up fultons that are on air. Has basically no cooldown so you should pick up as many fultons that are on air on while on air, also picks them up just from the cockpit controls.
    The fly-by dropship has little reason to install this, just let the transport dropship work with theirs as it's usually more than enough.

    -MEDEVAC: The one you should get if you're on fly-by. Lets you pick up people buckled to active medevac stretchers while you are on air, has a cooldown after use.
    Install two of these to pick up two separate stretchers simultaneously, as they have separate cooldown.
    Select the stretcher you want to pick up on the cockpit and run to the rear of dropship and click the medevac module to pick up said person.
    Coordinate with people on medical channel on radio while using this, or just constantly check the pick up list and pick up anyone you see on it.

    ELECTRONICS

    -SPOTLIGHT: Needs to be turned on, lits up the area in front of the dropship while it is landed. Totally useless for fly-by.

    -TARGETING SYSTEM: A relic of a less civilized time that still exists on the printer for absolutely no reason. Makes direct laze CAS SLIGHTLY more accurate to the point that it's a total waste of points.

    -LZ DETECTOR SYSTEM: Lets you look at the landing zones, but only mid-flight, and you have no real reason to look at them on fly-by, trash.

    ENGINE SLOTS

    -COOLANT: With an optimized flight you'll only have less than a minute of recharge time with this, allowing you to spam fly by flight as much as possible to stay on air.

    -ENHANCER: With an optimized flight you'll have more than four minutes of flight time on fly by with this, giving you more than enough time on air to do whatever.
    Such as landing back to hangar earlier than said flight time if there's nothing going on except for someone that you med evac nedding surgery.
    Last edited by Ttly; 05-14-2020 at 01:05 AM.

  2. #2
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    Eh.

    Laser battery is /ok/ at most, imo. It has to be used with JTACs responsibly, but even then, that never happens.

    Sentries are really poopy though, real poop. Waste of points that can get spent on FATTIES instead.

  3. #3
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    Quote Originally Posted by yayyay007 View Post
    Eh.

    Laser battery is /ok/ at most, imo. It has to be used with JTACs responsibly, but even then, that never happens.

    Sentries are really poopy though, real poop. Waste of points that can get spent on FATTIES instead.
    You're not going to tell me that a glorified CAS flamer is better than literally anything else, and since it's not better than anything else, that means it's the worst out of the bunch.
    Besides, any xeno that gets set on fire gets extinguished pretty quickly just from other xenos patting if not a spray.

  4. #4
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    Missile section seems to be pretty accurate, only thing to note is not calling sentry useless since dropship sentry is pre buff sentry and fires 3 shots every minute

  5. #5
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    Minor rebuttal regarding the laser:

    Yes, it does nothing to Queens and Ravagers. Yes, it has the potential to block marines. Yes, there is no free ammunition for it. Yes, it only lays down napalm fire.

    However, it sets xenos on fire. I have played a lot as a xeno, I have been hit and seen many more xenos get hit by CAS. The vast majority of time, the xeno gets knocked down to a sliver of health, and then runs off to heal. Sometimes a xeno gets critted, but then there are usually others nearby who drag them to safety. Fire adds that last "oomph" that can secure kills.

    Banshees may do the job better for a single run, but a laser has the ammunition capacity to do multiple runs. Additionally, it has the cheapest ammunition out of all the dropship weapons. That lets you spend saved points on: more engine modules, better ammunition for your other weapons, more ammunition if there is an extended FOB siege.

    TLDR:
    The laser may not do much on its own, but it is great for finishing off xenos, allows for multiple full firemissions in a single flyby and is absurdly cost and ammo-efficient.
    Luca Jagemann, the cynical colonial with the prescription glasses.

    Ancient Synth Williams, on another rescue mission in Brazil.

  6. #6
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    Quote Originally Posted by diedsniper View Post
    Missile section seems to be pretty accurate, only thing to note is not calling sentry useless since dropship sentry is pre buff sentry and fires 3 shots every minute
    It says may or may NOT be useless.

    Look, you'll occasionaly see those POs who installs sentries on every weapon slot no matter what LZ it is. Have you seen how useless when installed on the front and right ones for Prison LZ1 (unless north is melted) or Ice LZ2?
    That sort of thing.

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