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Drogue Chute
Garou:
If you're up against any sort of 'blender' build it can mean the difference between survival and a frustrating death to the canyon floor (or whatever map you happen to be on). Sometimes all it takes is buying some time, be it for your ally, your engies, or your gunners, to get you out of it. Personally, I view it as a 'trust' tool: You're using it and putting your faith in your crew and your ally to get you out of the situation.
Surette:
--- Quote from: RearAdmiralZill on October 18, 2013, 11:50:32 am ---Altitude is > Drouge Chute, but it is finite if you get into that locked state, which is where Drouge can mean life/death. The 3v3 tourney taught me that good lesson.
--- End quote ---
This. We would've lost the 3v3 had it not been for drogue chute, which is enough for me to take it when I'm going against carronades.
Gambrill:
Take it with impact bumpers too. That way when you land on the ground its not as badly damaged :)
NoWuffo:
A lotta times I'll bring it with my Junker build for a secondary reason. Yes, the junker's balloon is a huge target and goes down easily to caronades, but often I'm loading up with 2 or 3 artemis launchers, so I throw out the chute passively when going for long range disable shots. The cut to the engine output allows me to make micro-corrections and adjustments on the helm without throwing off my gunner's shots too much. I've found it helps, especially when all of the enemy's guns/engines are out at long range, and then we swoop in for the easy kill.
Kitty.Hawk:
I have been using it more and more on my Carronade Junker build. The basic idea for it is give my carronade gunners a bit of extra time to pop the enemy balloon. And since the enemy usually lacks chute, they will drop while I stay relatively high. From there, I am open to many different tactics. Go down to engage them, stay up and repair, or even turning to engage their ally.
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