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Tebu Gan
CrimeWave Syndicate
65
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Posted - 2013.09.03 22:31:00 -
[31] - 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. |
CaveCav
Eliters D.E.F.I.A.N.C.E
21
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Posted - 2013.09.16 08:08:00 -
[32] - Quote
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...) |
Tebu Gan
CrimeWave Syndicate
83
|
Posted - 2013.09.16 13:54:00 -
[33] - 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. |
CaveCav
Eliters D.E.F.I.A.N.C.E
21
|
Posted - 2013.09.16 16:30:00 -
[34] - Quote
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? |
Tebu Gan
CrimeWave Syndicate
84
|
Posted - 2013.09.16 17:03:00 -
[35] - 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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