gbghg
L.O.T.I.S.
3264
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Posted - 2013.08.22 18:45:00 -
[1] - Quote
Logi LAV is always a good bet for a second vehicle, and you'll get standard LAV's along the way. As for your fit, I would switch the shield booster in the high to a ward shield amp, you'll find that the extra 15% resists you get off that is a life saver, and if you get your shield upgrades to lv5 that resist goes up to 23.5%. In other words your buffer is only going to take 75% damage at most and even less from swarms.
I recommend maxing your upgrade skills, the extra 2% for all that sp may seem like it's not worth it, but trust me, it really is, that extra 2% has saved my dropship more than once. The plate is a must, stick with it unless you want your ship to be faster, the reppers another must, never ever take that repper off, armour reppers are one of the biggests incubus's advantages, and it will save you not only from that dreadful thing known as armour burn but will also save you by giving you just enough HP to eat that next hit.
The hardener is a good choice, depending on your armour upgrade skill it may be more worthwhile to switch that voltaic plate for another nanofibre or polycrystalline plate, if you decide to do that and can't fit them, switch that extender to another ward amp, with a maxed shield upgrade that gives you a 33.3% resist, in other words a full third of all damage to your buffer is negated, you really notice that with forge gun shots, swarms too.
Also what are you using for your turret? Missiles or blaster? I really recommend getting both skills to maxed ASAP, it improves your offensive capability and makes you much more versatile in your fitting choice. I recommend using either the accelerated missiles, or the scattered blasters, both have their niche, and both fulfill it superbly. |
gbghg
L.O.T.I.S.
3277
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Posted - 2013.08.22 22:15:00 -
[2] - Quote
Yeah, shield regen is ***** on gallente vehicles, and IMO mixing resists and HP leads to the best results, don't get me wrong max resists are awesome but sometimes it just comes down to how many numbers you have. On every single dropship fit I have I run at least 1 ward amp, the resist I get off it is worth it considering it has such small fitting requirements.
As for boosters/reppers, as Cody said, they're most effective when your running, every AV weapon in the game punches through them like their tissue paper, reps only begin to outdo DPS when the second or third slot is filled with a repper and they're running simultaneously, it provides awesome burst tanking, especially when combined with a hardener, but it leaves you incredibly vulnerable when they're not activated or their in there cool downs. That said, I really recommend them if you make a fit designed for dogfighting, given dropships DPS and accuracy even a booster can rep the majority of the damage caused by a hit in between one hit and the next most of the time, you can dogfight without them but you won't be able to trade blows for as long.
As for skills, as I've already said max your shield and armour upgrade skills, that extra 2% really is worth it, max your fitting skills like vehicle electronics and core upgrades, and get vehicle engineering to lv4. All of the other shield and armour skills I recommend getting to lv3, this provides you with all the mods and gives you a solid footing in both forms of tanking, from their feel free to expand on the skills as you see fit.
Also, the scattered blaster works best in hit and run style combat, swoop down over an enemy concentration, fire till you overheat or 10 seconds have passed, then burn out of the area as fast as you can, do that, fly low, and use ground cover when you can and you should stay in range while making yourself harder to hit, most important thing to remember is to keep your ship moving. |