Borne Velvalor
BLACK-DRAGON-SOCIETY
751
|
Posted - 2013.10.19 04:35:00 -
[1] - Quote
- You should have an Armor Repair Unit.
- The Damage Control Units won't be as effective as just stacking Armor Hardeners when the crap hits the fan.
- A Fuel Injector can help you flee once the AV comes out. In Ambush, you can flee with your hardner/repair unit going after sweeping in. The AV will change to normal equipment after dieing and you can do another pass. If it's proto AV, recall, as they usually stay AV until you're dead and can deal massive damage. A proto swarm can fire several times quickly and wipe you off the map from a high point, while your blasters are useless. Gastun's Forge can fire a shot dealing over 2000 damage on a modded suit every 1.6 seconds. Breach Forge guns deal huge burst damage in one shot that makes them hard to avoid; by the time you notice you've been hit, your HAV will be seriously damaged.
- I've found small Missle turrets to be nearly impossible to kill with without direct hits and I almost never get direct hits, either due to lag or some other detection issues. I often see them fly through targets.
- When I step into a HAV, my concern is whether it is going to blow up at the first notice of trouble. 7% higher Blaster DPS is at most going to save you one bullet against infantry. The standard large blaster does 105 damage a shot, which is several bullets against most suits, but not more than 10 unless it is a Heavy. At 10%, you're saving one bullet against 1000 HP suits. At 7%? Well, whether or not you save a bullet depends on remainder division and is not consistent. You are only sure to save a bullet on the tankiest of heavies, mathematically. If you constantly leave mercs with 7% or less of their HP, you'll be saving a bullet. Against other vehicles and turrets, the RPM and damage boosts will down them consistently over 9% faster. So, the answer is, if you can fit something in that slot that will make you survive 5-10% longer, go with that, as that has utility against everything and indirectly increases your damage output by making you live longer.
- Heat Sinks are not very useful. If you consistently overheat while all three blasters are firing on a target before you can down it, you should find a way to upgrade your turrets to deal more damage, get closer or use a single Heat Sink. I can't think of a time I've been in a HAV with multiple Heat Sinks, and certainly not one where it saved the HAV.
Keep in mind that I run Somas because I just like to have a cheap brick to drop into combat against terrible players. I have ridden as a gunner in a few dozen Madrugars, though. Basically, you want to slap on as much armor as possible after a hardener or two and a repair unit. The biggest threat to a HAV is AV and other HAVs. In both scenarios, having the best defense possible will let you live the longest. 20% resistance = 25% more damage to die = 25% longer to deal damage. If you just want a glass cannon that will die in 2 swarms, you might as well just use a Soma. |
Borne Velvalor
BLACK-DRAGON-SOCIETY
753
|
Posted - 2013.10.19 06:34:00 -
[2] - Quote
Some of the best HAVs I have been in are ones with Active Scanners. It really helps to spot and pick off infantry and has saved my butt against AV grenade lobbing flankers a ton since I put one on my Soma. A lot of swarm launcher users, especially Militia users, stand way too close with their launcher and underestimate its range. The scanner picks these guys up rushing forwards to get a shot off and you can pick them off with the blasters before they fire. Nitrous is great for getting across the map quickly or fleeing. With the large expanses of ground you have to cover at times, it can very useful in Skirmish. Heat Sinks and Damage Modifiers are most useful when taking out other non-Militia HAVs.
If you want a HAV destroyer, go with damage + heat, and if you want an infantry destroyer, go with scanners and nitrous. You want to be able to know where all the infantry are around you and be able to get out quickly once they start packing AV. |