Ghetto Gunships?

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Ghetto Gunships?

Postby Ambervikings91 » 21 May 2014, 08:06

Two things

1. Do you use ghetto gunships often? I use the UEF T3 transport as a ghetto gunship fairly often, great for taking out mass extractors
2. Is there a way to mod it so more units can shoot while being transported?
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Re: Ghetto Gunships?

Postby Plasma_Wolf » 21 May 2014, 09:26

GGs are mostly used as the T1 version. At that point, you can surprise your opponent who may not have air yet. When he gets air or AA, you simply drop the units and get them to kill some more stuff before the tanks arrive.

I think the T3 version is less powerful than ordinary gunships, which work just as well against mass extractors. You can also use 3 strategic bombers, kill a far of extractor and get them back to base to then kill another. Additionally, your opponent will definitely have air units here, so he can hunt for transports (or gunships for that matter). I also think that flak AA kills the mech marines despite the shield on the T3 transport (area of effect).

There was a mod in the old GPG days, which I tried once. I don't know if it can be found in the FAF mod vault. Anyway, the mod makes the game very imbalanced. The T3 GG is good, but imagine what it would look like if you have 6 Percivals on that gunship. I did that with the mod when I got my hands on it, it's insane.
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Re: Ghetto Gunships?

Postby ColonelSheppard » 21 May 2014, 10:53

Making Continental GG is a very bad idea since one flak can just kill all mechmarines.
T2 Getthogunships are very good for sniping commander, you can build them in under 8min and they can dive through quite alot of t1 antiair and interceptors. Most people either underestimate their damage, their survivability or how fast they can but produced, so snipe attempts are pretty successfull. (Especially if your FAF name is not 'ColonelSheppard' which might as well be changed to "Scout every 10s and build flak as first t2 unit" [....]
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Re: Ghetto Gunships?

Postby IceDreamer » 21 May 2014, 11:34

T1 and T2 GGs have their place. T3 GG is much less useful as these guys have pointed out, but I think it still has a niche use on larger maps. Because it's so fast, and puts out so much DPS, and has such great AA, it can make an extremely powerful unit as the first T3 Air you build if the enemy has no T3 air yet. The AA is enough to wipe out Interceptors and even a couple of ASFs, and the ground DPS is off the charts, while the speed means you can dodge around any flack they send at it and just hit another target.

Come the next patch at the end of summer, start of autumn, there is a fix in the works which will make shield actually protect the units inside, which should make this GG extremely powerful.
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Re: Ghetto Gunships?

Postby ColonelSheppard » 21 May 2014, 12:04

IceDreamer wrote: which should make this GG extremely powerful.

it will still still be a glasscannon for it's costs, it is questionable if it's worth then, especially with the better t3 gunships
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Re: Ghetto Gunships?

Postby Aurion » 21 May 2014, 12:32

ColonelSheppard wrote:
IceDreamer wrote: which should make this GG extremely powerful.

it will still still be a glasscannon for it's costs, it is questionable if it's worth then, especially with the better t3 gunships


Well, the main concern is flak right? DPS is higher than a conventional gunship, but DPS/mass is probably not in favor of the t3 GG right?
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Re: Ghetto Gunships?

Postby IceDreamer » 21 May 2014, 12:55

Broadsword
Speed = 10
DPS = 250
HP = 6000
Mass = 1260
Energy = 42000
Mass/DPS = 5.04
Mass/HP = 0.21

T3 GG
Speed = 15
DPS = 713
HP = 3000 (Shield)
Mass = 2380
Energy = 56420
Mass/DPS = 3.34
Mass/HP = 0.79

So yeah the GG is expensive and not as well armoured but I stand by what I say, as a unit against a player with no T3 Air, that incredible speed alongside bonkers AA for a Transport makes it a very, very powerful unit against anything without AA, and it can EASILY kill more than its mass cost.
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Re: Ghetto Gunships?

Postby Plasma_Wolf » 21 May 2014, 12:58

Is that 713 DPS value the ground DPS + AA dps? The specification is important here.
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Re: Ghetto Gunships?

Postby ZLO_RD » 21 May 2014, 13:44

you not always meet flack on battlefield, and in case of asf/restorers/cruiser and many kinds of aa without splash, continentals can escape and recharge shields witch is ofc very micro intencive but also can be very efficient if you have spare power to run shields ofc, and antiair dps+range is also nice addiction
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Re: Ghetto Gunships?

Postby Deering » 21 May 2014, 13:53

http://www.faforever.com/faf/unitsDB/un ... 06,UEL0106

I think 28 MM so 653 for them + 60 for the continental.

AA is 266
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