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        |  Odiain Suliis
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 171
 
 
      | Posted - 2013.09.21 13:56:00 -
          [1] - Quote 
 Madruger RR fit /w local self repairers
 
 Highs
 2 x Heavy Converse Shield Trasporters
 
 Lows
 1 x 120mm Nanofiber Plate
 2 x Light Armor Repairer
 2 x N-type Armor Hardener
 
 Guns
 basic blaster turrets
 
 General consept
 
 Premes of this fit is not to have obcene ammount of raw HP, but to take advantage of the fact that Shield Transporters have 15s uptime and 15s cooldown and having 2 one can keep up near constant shield repp up(325HP/s). This acts as a buffer to armor and alleviating the requirements to repping armor.
 This fit can be used solo also to rep other tanks, but really should be used in tandem with another identical tank. Down side is that even with Shield constant reps, armor hardeners and light local reps this can be alphaed through quite easily.
 
 
 Another completely remote rep fit duo, would be to swap hardener for PG module and have 2 Heavy remore armor repairers insead of local reps. Donw side to this is that you are completely relying on your tank mate, slowed movement due to constantly avoiding not to move so that reps are lost. And managing 5 active modules, 4 of which are targeted ones.
 
 Up side is that one gets the above mentined shield rep of 325hp/s and then armor rep give about 350 - 500HP/s(can't verify these rep number since I can't logg into DUST atm) for 50s with 60s cooldown. That leaves 10s window of vulnerability.
 
 for funzies here is vid of me doing badly trying to RR tanks with 1st mentioned fit.
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        |  DeathwindRising
 ROGUE SPADES
 EoN.
 
 54
 
 
      | Posted - 2013.09.21 15:01:00 -
          [2] - Quote 
 Its possible and super effective when done correctly. It requires extreme coordination and communication to do it right though.
 
 the easiest way to use this fit is to "stand and deliver" meaning you go to the thickest and heaviest fighting and park your tanks and fire up both repper on each other. fit whatever you can for guns and tank as well as hardeners, they should be the best you can with plates and hardeners tanking priority. fit an active heat sink to give you a longer stream of fire.
 
 when your reps are about to finish, start pulling back to your redline. you basically want to be back in your redline before your reps finish. then you recall your tanks. no point sitting there and waiting for the cooldown.
 
 if your team coordinates this with you, we can pretty much break any defense and overrun them by using uplinks during the attack.
 
 practice makes perfect
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        |  Odiain Suliis
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 171
 
 
      | Posted - 2013.09.21 15:31:00 -
          [3] - Quote 
 What I'd imagine on Domination game mode one could do is to use latter described fit tanks x2 + 3 LLAV's for transport and provide initial shield reps. 2 of those LLAV's would be dedicated to own Madruger and 3rd one would rep both HAV's or LLAV's if needed.
 
 Transportation for all and way to push objective.
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        |  Spkr4theDead
 International-Fleet
 
 786
 
 
      | Posted - 2013.09.21 16:05:00 -
          [4] - Quote 
 That kind of Madrugar can only be used on a shield tank, if the Madrugar is not providing any target at all to enemy AV. It's weak as all hell due to low HP and no resistances.
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        |  DootDoot
 Forty-Nine Fedayeen
 Minmatar Republic
 
 74
 
 
      | Posted - 2013.09.21 16:05:00 -
          [5] - Quote 
 
 DeathwindRising wrote:Its possible and super effective when done correctly. It requires extreme coordination and communication to do it right though.
 the easiest way to use this fit is to "stand and deliver" meaning you go to the thickest and heaviest fighting and park your tanks and fire up both repper on each other. fit whatever you can for guns and tank as well as hardeners, they should be the best you can with plates and hardeners tanking priority. fit an active heat sink to give you a longer stream of fire.
 
 when your reps are about to finish, start pulling back to your redline. you basically want to be back in your redline before your reps finish. then you recall your tanks. no point sitting there and waiting for the cooldown.
 
 if your team coordinates this with you, we can pretty much break any defense and overrun them by using uplinks during the attack.
 
 practice makes perfect
 
 
 Example of why redlines in this game is a cause of pointing and laughing..... What CCP allows people to abuse and have complicated broken way's of fixing it... is just mind boggling...
 
 I die when i go in the wrong redline for to long... after your leave it... it isn't some warm blanket you run back into when the world gets harsh....
 
 Start killing people for abusing it... give them some big red numbers and they will get the point.
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        |  DeathwindRising
 ROGUE SPADES
 EoN.
 
 56
 
 
      | Posted - 2013.09.21 17:32:00 -
          [6] - Quote 
 
 DootDoot wrote:DeathwindRising wrote:Its possible and super effective when done correctly. It requires extreme coordination and communication to do it right though.
 the easiest way to use this fit is to "stand and deliver" meaning you go to the thickest and heaviest fighting and park your tanks and fire up both repper on each other. fit whatever you can for guns and tank as well as hardeners, they should be the best you can with plates and hardeners tanking priority. fit an active heat sink to give you a longer stream of fire.
 
 when your reps are about to finish, start pulling back to your redline. you basically want to be back in your redline before your reps finish. then you recall your tanks. no point sitting there and waiting for the cooldown.
 
 if your team coordinates this with you, we can pretty much break any defense and overrun them by using uplinks during the attack.
 
 practice makes perfect
 Example of why redlines in this game is a cause of pointing and laughing..... What CCP allows people to abuse and have complicated broken way's of fixing it... is just mind boggling... I die when i go in the wrong redline for to long... after your leave it... it isn't some warm blanket you run back into when the world gets harsh.... Start killing people for abusing it... give them some big red numbers and they will get the point. 
 i agree, but with how broken vehicles are against av, what choice do they have? the price of tanks arent exactly in the realm of throw away fits. we're talking about dedicating two tanks to an onslaught of av and not getting blown up. no way theyd survive a good squad for a whole minute during their cool down. tanks dont have anywhere to hide, unless... we had cloaking devices
  
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        |  pegasis prime
 BIG BAD W0LVES
 
 1012
 
 
      | Posted - 2013.09.21 18:08:00 -
          [7] - Quote 
 Light armour repairs on a maddy eek. Even when spidering dont give uo on your defense remove one of the transporters and use a heavy armour repair if you are spidertanking you are better running a maddy and gunlogi combo . Use the gunlogi as a buffer to the oncoming av anf cover them with your blaster turret . Join 'Honey Badger' chat channel for good tankers to spider with.
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        |  Blaze Ashra
 Bragian Order
 Amarr Empire
 
 0
 
 
      | Posted - 2013.09.21 18:12:00 -
          [8] - Quote 
 Why 2 light reppers instead of 1 heavy ig and a voltaic resist plate?
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        |  Odiain Suliis
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 173
 
 
      | Posted - 2013.09.21 19:41:00 -
          [9] - Quote 
 
 Blaze Ashra wrote:Why 2 light reppers instead of 1 heavy ig and a voltaic resist plate? 
 Are you commenting on which first or latter fit? I'm assuming firts.
 
 Why would one swap shield RR (325HP/s) rep into heavy local armor rep (117.42HP/s with minimal skills, 131.1HP/s with max skills)? And why one would use Resist plates? Granted no PG cost and passive module, but only 15% resist compared to hardeners 25%?
 
 Whith RR'ing shields you can have uptime of virtually 100% while using local reps you expose your self to minimum of 15 sec window of vulnerability.
 
 Granted as one repply kinda suggested, those heavy shield reps are kinda going waste when repping un-resisted HP on shields, but that's why I'm posting here.
 
 
 
 the second fit I referred in my OP, not exactly th way I remembered it to be:
 
 Highs
 2 x Light Converse Shield Transporter
 
 Lows
 1 x 120mm Reinforced Polycrystalline Plate
 2 x Heavy IG-R Polarized Armor Regenerator
 1 x Beta Powergrid Expansion Unit ( swap to better if skilled)
 1 x N-type Vehicular Hardener ( swap to better if skilled)
 
 guns
 basic blasters
 
 shield reps: either continous 125 HP/s or 250HP/s with 15s downtime
 Armor reps: either 410HP/s with 10s downtime or 820HP/s with 60s downtime
 
 what I haven't taken into consideration with these figures are resistances and hence the EHP being repaired.
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        |  Odiain Suliis
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 175
 
 
      | Posted - 2013.09.21 20:16:00 -
          [10] - Quote 
 Also it should be pointed out that there are couple use cases for spidering:
 
 1. Gunnlogi to be in front and bate to take brund of punishing and be fitted as normal with a RR Madrugar in the rear thar relies on local reps
 
 2. Mutually RRing Madrugars or Madrugar and Gunnlogi, but in Gunnlogi suffers serious PG problems.
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        |  Coleman Gray
 GunFall Mobilization
 Covert Intervention
 
 709
 
 
      | Posted - 2013.09.21 20:26:00 -
          [11] - Quote 
 As a suggestion I feel for spider tanking tactics, a Madrugar should be the Main focus for fire power while Gunnlogi's support it
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        |  Rogatien Merc
 Red Star.
 EoN.
 
 1224
 
 
      | Posted - 2013.09.21 20:26:00 -
          [12] - Quote 
 Things like this MIGHT occur when they get team queueing for FW.
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        |  Odiain Suliis
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 175
 
 
      | Posted - 2013.09.21 20:28:00 -
          [13] - Quote 
 
 Coleman Gray wrote:As a suggestion I feel for spider tanking tactics, a Madrugar should be the Main focus for fire power while Gunnlogi's support it 
 Supporting how?
 
 PG problems wont allow Gunnlogi to armor RR without gimping the fit.
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        |  8213
 Grade No.2
 
 292
 
 
      | Posted - 2013.09.21 21:33:00 -
          [14] - Quote 
 Speaking from experience. I did the same build for my HAV. I had 10,000 total HP
 Problem is, you are sitting duck. To slow to be effective, and still to slow to properly defend against a legitimate AV threat.
 
 I stuck with the shield tanking, and one 6omm nanofiber. You still have 4000/4000 which makes you a tank(go figure). Survivability it key, but put monster turrets on that thing. Your price tag will shoot though the roof though
 
 I played with a TEAMPLAYERS tanker, guy named Legend something a few times. His tanks focused on speed. Which made it more a formidable offensive role, rather than traditional HAV roles. But that's a long way into the SP future
 
 
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        |  DeathwindRising
 ROGUE SPADES
 EoN.
 
 58
 
 
      | Posted - 2013.09.22 02:37:00 -
          [15] - Quote 
 
 8213 wrote:Speaking from experience. I did the same build for my HAV. I had 10,000 total HPProblem is, you are sitting duck. To slow to be effective, and still to slow to properly defend against a legitimate AV threat.
 
 I stuck with the shield tanking, and one 6omm nanofiber. You still have 4000/4000 which makes you a tank(go figure). Survivability it key, but put monster turrets on that thing. Your price tag will shoot though the roof though
 
 I played with a TEAMPLAYERS tanker, guy named Legend something a few times. His tanks focused on speed. Which made it more a formidable offensive role, rather than traditional HAV roles. But that's a long way into the SP future
 
 
 
 you actually want to resistance tank. total hp is only good to keep you alive til the reps kick in, or for surviving an orbital. after that its the resists that do the work while the reppers are on. four 25% hardeners will give you the same ehp as shoving on plates, except you dont get a speed penalty and you dont use as much pg.
 
 you'll be super powerful until the resists or reps wear off.
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        |  DootDoot
 Forty-Nine Fedayeen
 Minmatar Republic
 
 76
 
 
      | Posted - 2013.09.22 15:42:00 -
          [16] - Quote 
 
 DeathwindRising wrote:DootDoot wrote:DeathwindRising wrote:Its possible and super effective when done correctly. It requires extreme coordination and communication to do it right though.
 the easiest way to use this fit is to "stand and deliver" meaning you go to the thickest and heaviest fighting and park your tanks and fire up both repper on each other. fit whatever you can for guns and tank as well as hardeners, they should be the best you can with plates and hardeners tanking priority. fit an active heat sink to give you a longer stream of fire.
 
 when your reps are about to finish, start pulling back to your redline. you basically want to be back in your redline before your reps finish. then you recall your tanks. no point sitting there and waiting for the cooldown.
 
 if your team coordinates this with you, we can pretty much break any defense and overrun them by using uplinks during the attack.
 
 practice makes perfect
 Example of why redlines in this game is a cause of pointing and laughing..... What CCP allows people to abuse and have complicated broken way's of fixing it... is just mind boggling... I die when i go in the wrong redline for to long... after your leave it... it isn't some warm blanket you run back into when the world gets harsh.... Start killing people for abusing it... give them some big red numbers and they will get the point. i agree, but with how broken vehicles are against av, what choice do they have? the price of tanks arent exactly in the realm of throw away fits. we're talking about dedicating two tanks to an onslaught of av and not getting blown up. no way theyd survive a good squad for a whole minute during their cool down. tanks dont have anywhere to hide, unless... we had cloaking devices   
 
 It's a battlefield... not really meant to have a safe spot you can go run and hide in... Tanks only form of cover in history has been in towns and cities where they usually get land mined(IED) or their tracks blown off...
 
 The idea that a safe spot should exist for tanks to run to is... interesting? lol
 
 Tanks are as expensive and have as much health points right now simply because people think they should be able to "tank" people endlessly...
 
 That is a game breaking concept.
 
 Tanks need to be wayyy less efficient in their current design... Cost just slightly over a proto dropsuit... and not be treated as a SP sink with so many skills wasted on lvl 2 and 4 skills that don't do anything.
 
 There is a call in limit's for tanks on map's... and with those changes tanks won't be some small privileged group... Tank on tank fights will be everywhere... and tanks will rain in DUST...
 
 The Idea for a tanker to have to take no losses for several matches to go ISK positive... is a game breaking concept.
 
 the entire way tanks work in DUST needs to be looked at... not small balance tweaks...
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