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Tebu Gan
CrimeWave Syndicate
10
|
Posted - 2013.08.10 01:57:00 -
[1] - Quote
So for you new tankers out there or any hopeful tankers, I will try to keep this short and concise.
I'm going to assume you are using milita tanks as well, though if you are willing to shell out some cash for the game you can run Aur versions of the tank. You get more overall stats with the gunlogi then you do the milita, if you want to be serious with the tanking.
So step one, SKILLS
Vehicle Command Level 1 - Caldari LAV Level 3 - Caldari HAV Level 1. This will let you buy the non milita versions of the tank.
Next Vehicle Upgrades is a section you should get to know, particularly these skills.
-Vehicle Upgrades ( Get this to Level 2 immediately, most you will need to raise this skill, Unlocks the whole tree )
-Vehicle Shield Upgrades ( Skill gives you a 2% per level to shield resist, basically damage reduction to make you tougher ) *Very important* Get this skill to level 3 asap. This unlocks Shield Adaptation::::Shield Boost Systems Vehicle Shield Extension These are your most important skills from this tree.
-Shield Adaptation ( Reduces CPU usage of items associated with this by 3% per level ) Basically this skill lets you use one of 2 things. A Shield booster and Resistance amplifiers. One thing to note Shield boosters are basically useless! They increase your resist to enemy damage by 30 percent, but only for 10 seconds trust me this is not worth it. Use Resistance amplifiers
- Shield Boost Systems ( Lets you use shield boosters, plus each level gives 3% to vehicle shield recharge rate ) Shield boosters are basically these things that quickly heal your shields. Get hit a few times so you turn one of these on and heal the damage being done.
-Vehicle Shield Extenstion (Reduces CPU usage of the associated modules by 3% per level) This my friends is a very important skill. The module it unlocks are called Shield extenders. What these do is increase your Hit Points on your tank.
Ok so that wraps up the more important skills but an issue you will no doubt run into in short time is a lack of PG, stands for POWERGRID. The fuel that runs the modules equipped to your tank.
-Vehicle Core Upgrades ( Each level gives you 1% extra PG and CPU output, eventually get to level 5! ) Getting this skill to level 2 unlocks a very important skill.
-Vehicle Engineering ( 5% reduction per level to the use of modules associated with this skill ) This allows you to use Power Grid Expansion Unit which increase your PG output by a %age.
Another to note here is Vehicle Electronics increase your total CPU output by 5% per level, which you may or may not need at some point.
So these, I will say, are your most important skills to focus on. They are the one's in my opinion, that give you the greatest Mitigation. Mitigation is a combination of Total HP, Healing Potential and Damage resistance. It is basically your ability to withstand the punishment that is forthcoming.
On that note, on to Step Two, FITTING
So you want the best mitigation but you do have a constraint to follow, Power! You can only fit so much before you start running out of power to fuel these modules. CPU can become an issue as well.
You have 5 High Power slots to equip. This is the left side of your tank when in the fitting screen. These are the slots that hold your mitigation modules.
You also have 2 Low slots to equip, these are on the right side of the fitting screen.
Finally You have 3 turret slots, first 2 from the left are small turrets(the type that fit on LAV) and a large turret the last slot, the turret you will fire.
PG will be an issue when fitting, so I suggest you use missiles turrets for your small ones as they draw the least amount of PG.
2 types of turrets, hybrid and missiles Hybrid is further broken down to 2 types of turrets, the railgun(long range, high damage) and the blaster( basically a 50 cal machine gun)
This can be broken down as thus; Blasters close range (150 meter range, highest PG usage) Missiles are mid range (up to 250 meters, Lowest PG usage) and railguns are long range (Think sniper rifle but 100 times bigger, in the middle with PG)
Ok so you know the weapons a little now lets focus on that mitigation, a few rules I follow. -Shield Extender (Extra HP booster) -Shield Booster (HEAL) -Shield Amplifier ( Reduces damage taken from all sources by a %age)
One slot has a Shield Extender One Slot has a Shield Booster very important! Then you want to have your resistance At least 2 shield amplifiers, note these require no pg but are high on CPU, very important though. This leaves you with one extra High slot, but Pg will be limited in the beginning and you cant always fit something in every slot.
At the very least, insure you have a Shield Extender(Aim for the heavy version), A Shield booster(aim for the heavy version), and a Shield Amplifier on every tank. At least 2 shield amplifiers is what I would recommend.
For your Low side (again the right side) you will want to equip PG boosters if you are running missiles or a blaster.
Shoot to equip damage mods if you run a rail( in the early stages this will be impossible) Vehicle Turret Upgrades is the skill for these.
The key I want to leave you all with is Mitigation; Total HP, Healing potential, and Damage resistance. This applies to all tankers, shield AND armor.
This concludes the guide for the moment. Step 3 will be Tactics if anyone is interested in my guide here. |
Tebu Gan
CrimeWave Syndicate
11
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Posted - 2013.08.10 17:03:00 -
[2] - Quote
Bump |
Tebu Gan
CrimeWave Syndicate
15
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Posted - 2013.08.11 14:30:00 -
[3] - Quote
Shadowdude3 wrote:Tebu Gan wrote:...
-Shield Adaptation ( Reduces CPU usage of items associated with this by 3% per level ) Basically this skill lets you use one of 2 things. A Shield hardeners and Resistance amplifiers. One thing to note Shield hardeners are basically useless! They increase your resist to enemy damage by 30 percent, but only for 10 seconds trust me this is not worth it. Use Resistance amplifiers
...
Thanks man, fixed. |
Tebu Gan
CrimeWave Syndicate
15
|
Posted - 2013.08.12 23:42:00 -
[4] - Quote
CaveCav wrote:Equipping 3 hardeners, a shield booster and a shield extender would give me a constant active resist with some extra hp, is this doable? Also stacking 3 active hardeners and 2 15% passive resists and going all in on damage reduction how much damage could I take?
Are you shield tanking? If you roll with a gunnlogi, focus on shields, don't worry about armor. If you roll in a madrudger, Focus on armor and don't worry about shields. Reason I say this is because shield tanks use passive resists, while armor tends to use active resists. Feel free to experiment though!
Active shield hardeners in my opinion are useless! They only last for 10 seconds and have a cooldown of 30 seconds! Use passive resists first before considering an active. 2 passives and one active if you have to use one. I use a speed boost myself and 2 passives.
Basically, remember mitigation. Mitigation is a combination of your Total Hp, Healing ability, and damage resist. It would seem you are only looking at one portion of mitigation, damage resist. The thing is if you don't have any ability to quickly rep the damage being done you won't last long at all.
The shield version of the hardener only last 10 seconds once activated(and it must be activated in battle to get any use of it) and has a cooldown of 30 seconds. The armor version on the other hand lasts for a full minute with a 15 second cooldown.
What an armor tanker would do from my eyes is use 3 hardeners and cycle through them keeping one on at all times, and turning more on when taking damage.
You could also do the same with the shield hardeners, but you would be cycling all the time, and using the wheel at time can be a pain when you are in the thick of things. My suggestion, don't use them.
Use your passive resists. With 2 15% mods you reach a total of around 30% plus, which equals out to what the best shield hardener does. Except you are always rolling around with that 30% from passive. With active shield hardeners there will be times the things aren't even on. So you would have no damage resist.
Basically, remember you have 5 slots to equip your mitigation modules. Left side is High slot modules(shield slots) Right side is low slot modules(armor slots and Damage boosters).
1 slot has to have a Shield Extender(Heavy if you can) and 1 slot must have a Shield booster(the heal, again heavy version if you can).
So this leaves with 3 open slots. Equip the remaining slots with passive shield resist.
In this way you will have a load of extra Hp, damage resist, and a heal to top it all off with. Just to give you an idea of how effective the setup is, I ran 20 kill 0 deaths last night with proto swarms hitting me. Remember to back off and use your heal, and wait for that heal to cool down before going into battle.
Ill give you an example of my setup as well. This will be my missile setup, for as a shield tanker missiles give you the greatest mitigation because missiles use far less PG( tho the use of missiles can be iffy, a bit harder to use then blasters and rails). I also run 4 setups; Railgun tank Blaster tank Missile anti infantry tank Missile anti vehicle tank
This is my anti infantry missile setup.
High slots( Left side, 5 of them) - Best heavy shield extender -x2 Shield amplifiers (passive resists) -Best heavy heal -Speed boost module (speed is key I think) You could also replace this with another passive resist.
Low Slots (right side, 2 slots) -x2 15% PG boosters
Turrets Large - Advanced Frag missiles ( using proto missiles would hamper my ability to fit the best mitigation btw)
Small - Blaster and a Missile turret or just 2 missiles (sometimes blueberries in your tank can really make a difference if they know what they are doing and shoot the enemy lol)
With this setup I run; Shield - 5400 Resist - 34% Heal - 2000 in 15 seconds, 30 second cooldown.
Good luck buddy, see ya out there! |
Tebu Gan
CrimeWave Syndicate
17
|
Posted - 2013.08.13 15:15:00 -
[5] - Quote
Freg86 wrote:you don't need a speed booster on shield tank, just put a shield amplifier or azeotropic shield extender
Already have a Azeotropic shield extender on my fit, if you notice I did mention the fact that in the beginning to use a shield amplifier in place of a speed booster. For a noob to tanks, you want the most damage resist you can get.
So you wouldn't want to use a speed boost in the beginning. But for later stages when you learn the tactics and maps, a speed boost is rather handy.
Remember that you get diminishing returns from equipping multiple amplifiers, so the 3rd only gives you a 5 percent increase to damage resist. (I'll do the math later on this, this is roughly how much you get from it though). So by not equipping one I don't lose much Mitigation, but speed can also play a huge part in that mitigation.
I've heard it numerous times that a speed boost is worthless, but I do beg to differ. The speed can really get you into a hot zone and back out quickly, allowing for your heal to tick up and avoiding damage in the process. Way I see it, it's a tactical discussion to use a speed boost module.
In the later stages, once your core skills are up to par, you can start branching out and trying different things. It all depends on how you play the tank, and use module to suit that play style.
I do incredibly well in all my games with this setup, and the speed gives me the edge when the AV starts to come out. Forge gunners have a hard time hitting you moving that fast, you can move out of swarms much faster, ect. |
Tebu Gan
CrimeWave Syndicate
17
|
Posted - 2013.08.13 20:00:00 -
[6] - Quote
CaveCav wrote:Should I bother having a Sica or should I always call in my Gunnlogi? In my brief life of tanker (only 1.5 mil SP) i never got my Gunnlogi popped and I lost about 4 Sicas
Never bothered using a Sica myself, always the Gunnlogi. I would suggest if you don't mind spending a bit of real money on aur, buying the tanks in this way, same for your turrets. Really cuts back on the costs! Not to mention the aur version has 30 extra CPU, for the moment at least. |
Tebu Gan
CrimeWave Syndicate
17
|
Posted - 2013.08.13 20:05:00 -
[7] - Quote
Bittersteel the Bastard wrote:You may not be specced into Armor Tanks but is there any plan for an Armor Tanking version of this guide?
Check back here in a few hours about armor tanking. I don't armor tank but I do have a bit of knowledge in that respect from an armor tanking buddy of mine. I can help you make the right fitting choices and maybe post a bit on the skills required as well. Something similar to my original post inc. |
Tebu Gan
CrimeWave Syndicate
18
|
Posted - 2013.08.14 01:20:00 -
[8] - Quote
Bittersteel the Bastard wrote:Tebu Gan wrote:Bittersteel the Bastard wrote:You may not be specced into Armor Tanks but is there any plan for an Armor Tanking version of this guide? Check back here in a few hours about armor tanking. I don't armor tank but I do have a bit of knowledge in that respect from an armor tanking buddy of mine. I can help you make the right fitting choices and maybe post a bit on the skills required as well. Something similar to my original post inc. :D Thanks!
A section on armor tanks has been added, enjoy!
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Tebu Gan
CrimeWave Syndicate
25
|
Posted - 2013.08.14 14:24:00 -
[9] - Quote
CaveCav wrote:Ok so here I am again poking you guys, what do you think about active sinks? In particular for a railgun fit operating between 40 and 150 meters? I like having the capability to push with the team and I cannot always recall my tank and switch to a blaster because of blueberries so I always feel like I'm not putting down enough shots due to heat buildup, should I use an heat sink? Active or passive? If I have an active heatsink and I overheat can I activate it to cooldown faster, or does it only work reducing heat buildup between shots? And also: could someone breakdown the various turret tipes (blaster, rail, missile)? What is the difference between standard, scattered, compressed, etc... for hybrid turrets? What is the difference between standard, accelerated and fragmentation for missile turrets? Is there a single Rail/Blaster/Missile that is better and I should always use? Finally: Enforcer tanks? I know it's a lot of questions but I really want to learn
Good questions!
For a rail gun, yes you will want a heatsink. In my earlier days of tanking I used passives, but now I always use an active on my rail tank.
What it does is reduce the heat cost of each shot by the % amount described in the description. So for an active heatsink you will want to activate it before firing.
The way your hybrids work: Standard is just that, your standard nothing special turret
Scattered I think has better tracking speed, turret turns faster ( never ever use myself)
Compressed is your high damage output version, but typically produce a lot of extra heat, in the case of railguns they also have a charge time of 2.2 vs the standards 1.8. Check the descriptions, namely the attributes.
For missiles: Frag missiles have extra explosive radius, 4.0 compared to standard and accelerated of 3.0 good for killing infantry but less damage overall.
Standard are just that, standard missiles
Accelerated are higher accuracy at range missiles, less spread. Damage is the same as standard.
Cycled missiles shot missiles in 3 shot bursts of 3 missiles or something like that( not my favorate) and the explsoive radius is 1.8, not good for shoot infantry.
And enforcers, are crap in my opinion, namely because of the price tag associated with them. 1.2 mil for one, and your standard tank is 200k. And the bonus really isn't great, but the worst part it takes like 2 mill sp just to get the enforcer skill to level 5.
The shield version and armor version both have an extra low slot(shields) and a high slot (armor). On the shield version you could probably equip an extra pg booster and make a better fit overall, but the armor versions slot is pretty much useless. I myself haven't bother with them, yet. Working on raising the skill to do some testing, but way I understand it, 'AV comes out of the woodwork to kill an enforcers. I know in game I always focus hard and heavy on them. Killing one gives you a bit of extra income! |
Tebu Gan
CrimeWave Syndicate
46
|
Posted - 2013.08.25 13:43:00 -
[10] - Quote
ladwar wrote: i have posted about turret use in my above post. scattered btw is lower tracking speed and large cycled just fire .3 seconds faster then standard. compressed blaster should never be used because their high hit but lower RoF puts them at the same DPS as standard blasters but just w/ higher heat build up and there is no way to OHK with blasters. finally enforces are overpriced and have a speed reduction of 32% base on top of the lower stats. the rest you can read about them in game.
Thanks for the info man, my turret info was just off the top of my head. I thought maybe the cycled would be useful for anti-vehicle engagements, given the burst which might in turn give you tighter spread. I never use them anyways!
And do all enforcers have the speed reduction? I can see the armor version having a speed nerf but 32% less on a shield enforcer is just freakin insane!
Put a reference for turret info and enforcer info to your post here. Thanks man. |
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Tebu Gan
CrimeWave Syndicate
51
|
Posted - 2013.08.28 19:00:00 -
[11] - Quote
Something to note, it looks like in 1.5, tanks are completely changing. Maybe to the point of rendering this entire guide useless. 1.4 is set to come out in a few days, so 1.5 will probably be around October. Big changes are on the way! |
Tebu Gan
CrimeWave Syndicate
56
|
Posted - 2013.08.30 23:21:00 -
[12] - Quote
CaveCav wrote:Aaaaaaaand I'm back! It seems I'm not able to fit on the PG side an ADV blaster along with a heavy azeo extender and a heavy ward booster. On the low slots I'm using two of those 15% pg modules. Am I missing something? Are there skills that reduce PG usage by modules? Is it possible at all to fit those at the same time?
Ahhh, nope buddy you are doing it right.
No you cant use the best extender and the best healz when fitting an advanced blaster turret.
This is the very reason I've been running missiles, more mitigation because of the lower pg usage of missiles.
On my blaster gunnlogi, I run a heavy supplemental extender and a supplemental shield booster with an ADV blaster. Your skills tend to reduce cpu usage of your mods, whereas, an armor reduces pg usage of certain mods.
Dusted off my old blaster fit last night, it had been several weeks since I used the thing. 21/2 (2 deaths came from me running a logi suit in the beginning, no tanks lost). Forgot how much fun blaster can be.
Give them old missiles a try on a fit, use fragmented of course.
High slots
Heavy azeo extender Heavy ward booster x2 ward amps speed booster
Lows
x2 15% pg mods
Main turret
ADV or STANDARD frag missiles
Rider turrets
Proto missiles Proto blasters
Just remember, missiles work best if you are on a slightly higher elevation then the infantry you are trying to shoot! Most important thing, when I run missiles, I lose fewer tanks! |
Tebu Gan
CrimeWave Syndicate
62
|
Posted - 2013.09.02 20:20:00 -
[13] - Quote
CaveCav wrote:Since 1.4 is dropping tomorrow and shared vision will be disabled between players, but scanners will still work fine I'm gonna be playing with them in my tank, I'll keep you guys updated
Oh wow, I didn't realize that. My armor buddy runs with scanners, but it's a lot easier for armor since they don't have to give up any mitigation. My speed booster is just far too hand though. |
Tebu Gan
CrimeWave Syndicate
62
|
Posted - 2013.09.03 13:05:00 -
[14] - Quote
CaveCav wrote:I think my problem is the logibro mentality, always my squad first
Dude, I know how ya feel, I actually put some points into a logi myself so I can run around and heal people.
When I run in a squad I also tend to lose tanks, all about that win! |
Tebu Gan
CrimeWave Syndicate
65
|
Posted - 2013.09.03 22:31:00 -
[15] - Quote
CaveCav wrote:Man you have no idea, THOSE Active Scanners are just WOW. The map seems a Christmas tree when I pop them on
I'll have to give one a shot, though I usually run with my armor buddy, who always has one on. Man but that speed is noice, I'll put it on a missile fit since I got my highest mitigation with those fits. |
Tebu Gan
CrimeWave Syndicate
83
|
Posted - 2013.09.16 13:54:00 -
[16] - Quote
CaveCav wrote:So I heard you like questions:
1) Since I'm lazy and I don't wanna do the math what is the max PG output for the Gunnlogi (with vehicle upgrades at level 5 and 2 local PG expansions)?
2) Something is not right with resistances or are stacking penalities different for vehicles? I have a 6% base resistance, with a Ward Amplifier I should get 6%+15% = 21% but I'm only getting 20.10% and with a second one I only get a 10% boost instead of a 13%, what is up with that?
3) I've been running two blaster fits lately and I'm thorn between a bigger buffer or a higher resistance.
The first: 1x Heavy Supplemental Shield Extender 1x Heavy Converse Shield Booster 1x Ward Azeo Shield Extender (the light one) 2x Ward Shield Ampliefier Roughly 5700 shield with a 30% resistance.
The second: 1x Heavy Supplemental Shield Extender 1x Heavy Clarity Shield Booster 3x Ward Shield Amplifier Rougly 4900 shield with a 36% resistance.
4) Are those things that let my Railgun fire faster actually worth something? Maybe working with an Active Sink to dish out insane amounts of damage in a few seconds before my rail overheats? Maybe only in a Glass Cannon fit?
5) Also, Glass Cannons? I need some suggestions before trying one of those, the only things I know is that I want a Compressed Rail and Damage Mods. (Yeah I'm such a noob...)
6) Finally, what small turret in the fitting screen is the top one (the one that can do 360-¦)? The left one or the middle one?
1) Not too sure off hand. I'll check later after work and see where I am at. I'm one level away from max. That one percent makes a difference. Remember in about 2 weeks or so vehicles are changing, drastically. I'll have to do another guide out and scrap this one it seems!
2) I know! I've been told it's working as intended. But I was looking at the Eve stacking penalties chart and it does not add up. It seems to me that the skill is counting as your first module. Dunno, never bothered messing with the equation myself. I will make a new char and drop on some resist to a milita just to see how they stack, been meaning to do that for a while actually.
3) Both good fits man. Both maintain a high mitigation, try them both out and see which one you like better. On pretty much all of my tanks, I'm running at 32 Resist, just to give you an idea how I run mine. But I also use a azeo Heavy extender which bumps your HP up to 5400 with 30% resist.
I've actually been running, here recently, a fit people told me to try out but I was hesitant because I get less mitigation out of it.
I would call it a glass cannon blaster fit, and it works far better then I could have imagined lol.
x1 Heavy Azeo x2 Ward Amps x1 Best LIGHT heal x1 Speed booster
x1 damage mod x1 pg booster
Proto or advanced blaster, scattered variant
The coolest thing about this is I drop infantry in just a few shots. The damage booster increases your rate of fire as well so I just need a red dot to run in front of my bullets for a second and they nearly drop. My life hinges on my fast speed and ability to drop those AV quick. It works well!
And speed boosters make you go fast, wanna know how fast. Murder taxi fast. Had a swarm hitting me from a road, so I kicked on my speed booster and squished his ass. Hell yeah. No more douche red dots jumping around my tank! Try one out.
4) 5) 6)
Glass cannons are fun, but just that, made of glass. I like to run a high mitigation rail. So x2 pg boosters and your best mitigation with a heatsink. This way, if another tank calls in their glass cannon, you can take their fire and outlast them far more easily. I call this fit my tank buster. Not too keen on the glass cannon rails anymore.
But you can fit 2 10% damage mods, your high slots go like this. x1 Heavy supplemental extender x2 Ward Amps x1 Light Heal x1 Heat sink
x2 damage boosters
Proto rail STD rider missiles
Max damage, works well on weaker tanks, though well fit maddies can usually get away.
Try you a high mitigation rail tank though, I think those are superior to glass cannon rails. Installations still go down in 3 shots, and you can get much closer to the fight.
And I think the far left one is the top one. I'll have to check later. |
Tebu Gan
CrimeWave Syndicate
84
|
Posted - 2013.09.16 17:03:00 -
[17] - Quote
CaveCav wrote:ATM I'm extremely mad because I had to downgrade the shield booster on my missile fit because I was lacking 1 CPU. This afternoon I've been experimenting with a new blaster fit, like the 5700 shield I posted above but switching out a Ward Amplifier with a 30% active hardener, it's not bad i kinda like it. For now I still can't fit the heavy azeo extender on my blaster fit but I will upgrade ASAP.
And those spin up time thingies are totally useless right?
Eh, hard to say. I've used them to some degree of success when firing at infantry but for the most part yeah, useless. Tried a fit with 2 passive heatsinks and an active with my Compressed proto rail, kinda like that. You get 6 or 7 shots before overheat as opposed to 3 shots.
Get your CPU skill up one and your powergrid skill up. I've been using the blaster and loving them here lately, try out a speed booster if/when you have the skills for them. The active one that is, I saw no difference with the passive ones. The speed is insanely fast. With one of those on, speed becomes a crucial part of mitigation, so good driving skills are a must.
Active hardeners are nice, for 10 seconds that is, then yr screwed lol, but I was thinking about using them with a speed fit to do some burst tanking. Lose so much money when I start experimenting though!
Keep in mind, 2 more weeks and a lot of this may become irrelevant. Huge changes to tanks are on the way!
In a nutshell though, Shield tanks are becoming burst dps/mitigation tanks and armor is becoming the extended battle tank. And there will be no more modules like the spools, or well let me just post it up.
Tank Changes These are the modules that weGÇÖll be focusing on in our first-pass rebalance:
Armor/Shield Hardeners (A): Massive, temporary reduction to damage received. Used to survive short, high-DPS situations. Long cool down times discourage overuse.
Armor Plates / Shield Extenders (P): Small permanent HP increase Increases long-term sustainability at the expense of the base hullGÇÖs inherent strength (shield recharge time in the case of shields and speed in the case of armor)
Shield Boosters (A): Instant, emergency use high HP restoration in the heat of battle. Ultra-long cool down times. Last-ditch injection of HP and a kick-start to shield recharge.
Armor Repairers (P): Speed up HP recovery outside of combat Used to make running repairs between battles (too slow to be of real use in the heat of battle)
Damage Amplifiers (A): Massive, temporary increase to damage dealt. Used to GÇ£punch above your weight classGÇ¥ or to restore something like parity to the playing field when hardeners are used.
Ammo Cache (P): Increases the amount of on-board ammunition available to turrets. Used to increase ammo capacity. Useful when not near a supply depot.
The way I get it is they are removing all other mods but these few from tanks. And turrets will no longer have unlimited ammo.
Some huge changes right there, and Shield recharge is supposed to be becoming much faster, but not in 1.5. They are removing shield recharge altogether for some reason until 1.6. |
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