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Mejt
Seykal Expeditionary Group Minmatar Republic
0
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Posted - 2013.09.02 11:05:00 -
[1] - Quote
Hello. Need some help with my tank. Actually i have Madrugar with 6,7k armor and 3 light armor reps and sac neutron blaster. And now im getting sp for fuel boost to fast hide. Are these modules good or what should i change? |
daishi mk03
Brutor Vanguard Minmatar Republic
161
|
Posted - 2013.09.02 11:08:00 -
[2] - Quote
Madrugar High: Active Heat Sink 2, Damage Control Unit Low: Best Armor Plate, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Scattered Blaser, 2 20GJ ST-1 Missile Launchers
Madrugar High: Active Heat Sink 2, Damage Control Unit Low: 2 Active Hardener, 2 Resistance Plates, Best Repper Turret: 80GJ Stabilizied Ion Cannon, 2 20GJ ST-1 Missile Launchers |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1500
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Posted - 2013.09.02 11:10:00 -
[3] - Quote
Mejt wrote:Hello. Need some help with my tank. Actually i have Madrugar with 6,7k armor and 3 light armor reps and sac neutron blaster. And now im getting sp for fuel boost to fast hide. Are these modules good or what should i change? If you have light reppers you are doing it wrong. |
Henchmen21
Planet Express LLC
191
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Posted - 2013.09.02 11:24:00 -
[4] - Quote
I use 120mm plate 3 voltaic resistance mods and repper on my blaster tank, on the rail I swap a voltaic for a damage mod. high slots are Active heatsink and speed boost for rail and a scanner and a speed boots for blaster. |
ladwar
Dead Six Initiative Lokun Listamenn
1413
|
Posted - 2013.09.02 11:27:00 -
[5] - Quote
daishi mk03 wrote:Madrugar High: Active Heat Sink 2, Damage Control Unit Low: Best Armor Plate, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Scattered Blaser, 2 20GJ ST-1 Missile Launchers
Madrugar High: Active Heat Sink 2, Damage Control Unit Low: 2 Active Hardener, 2 Resistance Plates, Best Repper Turret: 80GJ Stabilizied Ion Cannon, 2 20GJ ST-1 Missile Launchers on the second one your getting a lot of penalty for that many resistance mods, your DCU is giving you like .5% at that point. |
Mejt
Seykal Expeditionary Group Minmatar Republic
0
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Posted - 2013.09.02 11:50:00 -
[6] - Quote
daishi mk03 wrote:Madrugar High: Active Heat Sink 2, Damage Control Unit Low: Best Armor Plate, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Scattered Blaser, 2 20GJ ST-1 Missile Launchers
Madrugar High: Active Heat Sink 2, Damage Control Unit Low: 2 Active Hardener, 2 Resistance Plates, Best Repper Turret: 80GJ Stabilizied Ion Cannon, 2 20GJ ST-1 Missile Launchers
I'll try first one. Hope i'll have egnouth PG |
Takahiro Kashuken
Red Star. EoN.
1173
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Posted - 2013.09.02 12:02:00 -
[7] - Quote
lol @ that 2nd fit |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
257
|
Posted - 2013.09.02 12:37:00 -
[8] - Quote
Only reason I use stabilised is cos of Mordu's challenge giving me heaps. |
J Lav
OSG Planetary Operations Covert Intervention
186
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Posted - 2013.09.02 12:38:00 -
[9] - Quote
I have a spreadsheet built to do math on vehicles. Your current fit is a 3 shot from proto swarm with 1 damage mod at 80/120% explosive efficiency against armour. (assuming you have 10% armour skill res).
I'm not sure on the number of armour you would lose with dropping one module, but as a guess - if you're dropping ~1500 arm and adding 25% resistance (after stacking penalties) you should gain a fourth shot and some speed, assuming you get a decent repper in as well.
With a shield hardener, I think you could push it into 5 shots survivability, assuming you don't crash into anything or have your reppers running at the start of the engagement. |
Takahiro Kashuken
Red Star. EoN.
1174
|
Posted - 2013.09.02 13:25:00 -
[10] - Quote
J Lav wrote:I have a spreadsheet built to do math on vehicles. Your current fit is a 3 shot from proto swarm with 1 damage mod at 80/120% explosive efficiency against armour. (assuming you have 10% armour skill res).
I'm not sure on the number of armour you would lose with dropping one module, but as a guess - if you're dropping ~1500 arm and adding 25% resistance (after stacking penalties) you should gain a fourth shot and some speed, assuming you get a decent repper in as well.
With a shield hardener, I think you could push it into 5 shots survivability, assuming you don't crash into anything or have your reppers in cool down at the start of the engagement.
Numbers maybe wrong
Instead of 20% extra damage to armor its more about 30-35% |
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Garrett Blacknova
Codex Troopers
3448
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Posted - 2013.09.02 13:28:00 -
[11] - Quote
It's 20% less to shields as well as 20% extra to armour, which makes it look like a bigger jump than the "120%" would imply. |
demonkiller 12
G.U.T.Z Covert Intervention
153
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Posted - 2013.09.02 13:53:00 -
[12] - Quote
daishi mk03 wrote:Madrugar High: Active Heat Sink 2, Damage Control Unit Low: Best Armor Plate, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Scattered Blaser, 2 20GJ ST-1 Missile Launchers
Madrugar High: Active Heat Sink 2, Damage Control Unit Low: 2 Active Hardener, 2 Resistance Plates, Best Repper Turret: 80GJ Stabilizied Ion Cannon, 2 20GJ ST-1 Missile Launchers This is almost right, dont run dmg control, they are a waste of isk and SP, replace with active scanner or a small shield extender lows are right. the rail sniper fit, 3x dmg mods 1 repper 1 plate heat sink in your highs, if you start getting hit either kill whatevers shooting you or recall |
demonkiller 12
G.U.T.Z Covert Intervention
153
|
Posted - 2013.09.02 13:55:00 -
[13] - Quote
J Lav wrote:I have a spreadsheet built to do math on vehicles. Your current fit is a 3 shot from proto swarm with 1 damage mod at 80/120% explosive efficiency against armour. (assuming you have 10% armour skill res).
I'm not sure on the number of armour you would lose with dropping one module, but as a guess - if you're dropping ~1500 arm and adding 25% resistance (after stacking penalties) you should gain a fourth shot and some speed, assuming you get a decent repper in as well.
With a shield hardener, I think you could push it into 5 shots survivability, assuming you don't crash into anything or have your reppers in cool down at the start of the engagement. im going to ignore that since shield hardners are ****, even on shield tanks |
Assert Dominance
Ahrendee Mercenaries EoN.
277
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Posted - 2013.09.02 14:27:00 -
[14] - Quote
Madrugar High: damage control unit, active scanner Low: 2 voltaic mods, best 180mm plate, 2 light efficient repps proto or adv scattered blaster
I know people say lol at light reps but this setup works very well for me |
Charlotte O'Dell
0uter.Heaven
1297
|
Posted - 2013.09.02 14:58:00 -
[15] - Quote
For killing infantry: Madrugar High: Active Heat Sink 2, Active scanner Low: 180mm plate, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Scattered Blaser, 2 20GJ Scattered Blaster *Will be outclassed by any well-built tank above militia in a pitched battle due to its extremely low DPS
For killing shield tanks up close: Madrugar High: Active Heat Sink 2, Nitros Low: 120mm, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Scattered Ion, 2 20GJ Scattered Ion *While the best close-range tank destroyer money can buy, it is easily taken out by explosive AV weapons, when compared to the version with the 180mm plate and the blaster [vs ion cannon. It lives and dies by the accuracy of the turret, rather than its tank.
For killing armor tanks up close: Madrugar High: Damage Control Unit, Nitros Low: 180mm, Best Repper, PG Upgrade, 2 Active Hardener Turret: XT-01 Cycled Missiles Turret, 2 20GJ Scattered Ion *Absolutely unmatched at killing armor tanks of any kind, but relatively useless vs shield tanks / infantry
For General Railgunning: Madrugar High: Active Heat Sink, Nitros Low: 120mm, Best Repper, PG Upgrade, 2 Active Hardener Turret: 80GJ Compressed Particle Cannon, 2 20GJ Scattered Ion *(Depending on your accuracy, the compressed PC can be switched out for the normal PC, if you need more shots to hit your target. Also note that doing this will increase your anti-infantry effectiveness, while reducing anti-vehicle effectiveness) |
Mejt0
D3LTA ACADEMY Inver Brass
2
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Posted - 2013.09.02 15:22:00 -
[16] - Quote
Ok so im going for 180mm, best rep,pg+ and 2hardeners, sac blaster and hot sinks. Well think that will help. Once was interested about shield tank but im too scary of forges :d. So thanks guys , you can tell me another few tips for tanker i'd like to hear some. (Saw few 10k armour enforcers, wow that is something xd) |
Abbadon De Luc
Ancient Legion
1
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Posted - 2013.09.02 15:28:00 -
[17] - Quote
Wait im confused, have i been doing it wrong with 2 light reppers? Is a heavy rep better pg and recovery wise? |
daishi mk03
Brutor Vanguard Minmatar Republic
163
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Posted - 2013.09.02 15:49:00 -
[18] - Quote
ladwar wrote:on the second one your getting a lot of penalty for that many resistance mods, your DCU is giving you like .5% at that point.
Actually, no. This tank has a passive resistance of 1-0.9*(1-0.15)*(1-0.15*0.869)=33% (like status screen states)
Active Hardener don't get stacking penalties after passive ones, this brings us to a resistance of 1-0.9*(1-0.25)*(1-0.25*0.869)*(1-0.15*0.28)*(1-0.15*0.1)=50% while active hardeners are running.
Fun fact: calculate EHP with full repper (414*1.15*15) and shield (10% res)
1125/0.9 + (3625+414*1.15*15)/0.50 = 22783 wtf?
This is because your repper gets full profit of resistance.
In the end, forget the math, just do anything you can do to survive.
Takahiro Kashuken wrote:lol @ that 2nd fit lol, typical EoN member |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
538
|
Posted - 2013.09.02 16:27:00 -
[19] - Quote
True Adamance wrote:Mejt wrote:Hello. Need some help with my tank. Actually i have Madrugar with 6,7k armor and 3 light armor reps and sac neutron blaster. And now im getting sp for fuel boost to fast hide. Are these modules good or what should i change? If you have light reppers you are doing it wrong. He's probably more smart than a lot of tankers... |
Mejt0
D3LTA ACADEMY Inver Brass
2
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Posted - 2013.09.02 16:33:00 -
[20] - Quote
Okay im done with tank for few weeks...Hate these actual bugs with invisibles swarm... forges from nowhere. Last round smth hit me (for 90% forge gun...) every 1,5-2s for 1,3k... cant hide it always hit me aw :/. (Wish i could destroy enemys tanks in this way. If i play vs tank they are unbrekable bec only i have av in whole team?!?! this matchmaking) |
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Knight Soiaire
Better Hide R Die
2188
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Posted - 2013.09.02 18:26:00 -
[21] - Quote
Are Damage Control Units really that useful?
I've always overlooked them due to how little they offer and taking into account stacking penalties, I've always found it better to use that one high for an Active Scanner, helps with knowing when you should 'Get the **** out of there' |
Godin Thekiller
Hellstorm Inc League of Infamy
439
|
Posted - 2013.09.02 18:29:00 -
[22] - Quote
Assert Dominance wrote:Madrugar High: damage control unit, active scanner Low: 2 voltaic mods, best 180mm plate, 2 light efficient repps proto or adv scattered blaster
I know people say lol at light reps but this setup works very well for me
I've seen your HAV's. I think it took me about 6-8 seconds, and you went pop. |
Godin Thekiller
Hellstorm Inc League of Infamy
439
|
Posted - 2013.09.02 18:31:00 -
[23] - Quote
Knight Soiaire wrote:Are Damage Control Units really that useful?
I've always overlooked them due to how little they offer and taking into account stacking penalties, I've always found it better to use that one high for an Active Scanner, helps with knowing when you should 'Get the **** out of there'
They need a tiny buff, but they are useful. |
Spkr4theDead
International-Fleet
550
|
Posted - 2013.09.02 18:33:00 -
[24] - Quote
Assert Dominance wrote:Madrugar High: damage control unit, active scanner Low: 2 voltaic mods, best 180mm plate, 2 light efficient repps proto or adv scattered blaster
I know people say lol at light reps but this setup works very well for me LOL you probably don't do anything with that. Not surprised, considering the corp. |
Spkr4theDead
International-Fleet
550
|
Posted - 2013.09.02 18:35:00 -
[25] - Quote
daishi mk03 wrote:ladwar wrote:on the second one your getting a lot of penalty for that many resistance mods, your DCU is giving you like .5% at that point. Actually, no. This tank has a passive resistance of 1-0.9*(1-0.15)*(1-0.15*0.869)=33% (like status screen states) Active Hardener don't get stacking penalties after passive ones, this brings us to a resistance of 1-0.9*(1-0.25)*(1-0.25*0.869)*(1-0.15*0.28)*(1-0.15*0.1)=50% while active hardeners are running. Fun fact: calculate EHP with full repper (414*1.15*15) and shield (10% res) 1125/0.9 + (3625+414*1.15*15)/0.50 = 22783 wtf? This is because your repper gets full profit of resistance. In the end, forget the math, just do anything you can do to survive.Takahiro Kashuken wrote:lol @ that 2nd fit lol, typical EoN member lol @ saying that to a full time tanker. |
Rusty Shallows
Black Jackals
336
|
Posted - 2013.09.02 18:48:00 -
[26] - Quote
Mejt0 wrote:Ok so im going for 180mm, best rep,pg+ and 2hardeners, sac blaster and hot sinks. Well think that will help. Once was interested about shield tank but im too scary of forges :d. Hybrid - Railguns Damage types currently get a -%10 penalty to shields and +%10 to armor. Funnily enough the two Heavy Weapons that will have bonuses against shields are To-Be-Announced. |
ladwar
Dead Six Initiative Lokun Listamenn
1426
|
Posted - 2013.09.02 19:07:00 -
[27] - Quote
daishi mk03 wrote:ladwar wrote:on the second one your getting a lot of penalty for that many resistance mods, your DCU is giving you like .5% at that point. Actually, no. This tank has a passive resistance of 1-0.9*(1-0.15)*(1-0.15*0.869)=33% (like status screen states) Active Hardener don't get stacking penalties after passive ones, this brings us to a resistance of 1-0.9*(1-0.25)*(1-0.25*0.869)*(1-0.15*0.28)*(1-0.15*0.1)=50% while active hardeners are running. Fun fact: calculate EHP with full repper (414*1.15*15) and shield (10% res) 1125/0.9 + (3625+414*1.15*15)/0.50 = 22783 wtf? This is because your repper gets full profit of resistance. In the end, forget the math, just do anything you can do to survive.Takahiro Kashuken wrote:lol @ that 2nd fit lol, typical EoN member right
w/e. just after stacking penalties its 0.95% for that many resistance modules and yes passive stack with active hardeners. but i guess you don't what a DCU is *shrugs* scrubs will be scrubs |
ladwar
Dead Six Initiative Lokun Listamenn
1426
|
Posted - 2013.09.02 19:09:00 -
[28] - Quote
Knight Soiaire wrote:Are Damage Control Units really that useful?
I've always overlooked them due to how little they offer and taking into account stacking penalties, I've always found it better to use that one high for an Active Scanner, helps with knowing when you should 'Get the **** out of there' scanner or a nitrous works out better for that slot. the DCU is for dual tanking which no tank should try for right now. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1507
|
Posted - 2013.09.02 21:00:00 -
[29] - Quote
shaman oga wrote:True Adamance wrote:Mejt wrote:Hello. Need some help with my tank. Actually i have Madrugar with 6,7k armor and 3 light armor reps and sac neutron blaster. And now im getting sp for fuel boost to fast hide. Are these modules good or what should i change? If you have light reppers you are doing it wrong. He's probably more smart than a lot of tankers... Hey im just repeating what Spkr4theDead told me, he is the guy who called me out if I was using light reppers ( I wasn't). |
Operative 1171 Aajli
Bragian Order Amarr Empire
208
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Posted - 2013.09.02 21:09:00 -
[30] - Quote
Mejt wrote:Hello. Need some help with my tank. Actually i have Madrugar with 6,7k armor and 3 light armor reps and sac neutron blaster. And now im getting sp for fuel boost to fast hide. Are these modules good or what should i change?
Bluff! Excuse me while I spit up my gin and tonic.
No, you won't a Hvy rep, one to two hardeners and best 180mm plates then whatever else helps to fit dat ****. Active rep and do it big. You need the HP from the plates first for alpha damage then you want to add the eHP (effective HP) on top.
Active speed mod can be used in place of a hardener, lesser Hvy rep or lesser 180mm plate.
Keep moving and do not get near a group of infantry or you'll probably get AVed to death.
Patrol around into the fight as you run the active tank then get to some semi safe point for cooldown and do it again. Don't fight a tank that has you in its sights. Get them from behind when possible. Move from point to point that could allow for cover.
The changes coming in a future patch will apparently demand an even more distinct version of the above play style. |
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