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Monkey MAC
killer taxi company General Tso's Alliance
988
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Posted - 2013.11.18 07:25:00 -
[1] - Quote
Well lets say for those 45 secs, especially since you are a shield tank, we will say 20 secs to the redline, 10 secs to restock and 10 secs to go back to whatever combat theatre you were in.
Doesn't seem to unreasonable, its all about the measured risk, do you leave 30secs into your hardners or little closer and hope not to be ambushed, once forge guns are nerfed so long as you try and barrel through an enemy squad you'll be fine!
Also consider jf you are tanking properly you will be with an Infantry squad who will be able to cover retreat!
The pen is mightier than the sword
The gun is mightier than both
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Monkey MAC
killer taxi company General Tso's Alliance
990
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Posted - 2013.11.18 07:37:00 -
[2] - Quote
jerrmy12 kahoalii wrote:Monkey MAC wrote:Well lets say for those 45 secs, especially since you are a shield tank, we will say 20 secs to the redline, 10 secs to restock and 10 secs to go back to whatever combat theatre you were in.
Doesn't seem to unreasonable, its all about the measured risk, do you leave 30secs into your hardners or little closer and hope not to be ambushed, once forge guns are nerfed so long as you try and barrel through an enemy squad you'll be fine!
Also consider jf you are tanking properly you will be with an Infantry squad who will be able to cover retreat! infrantry can respawn near you, av will only focus on you 30-35 seconds seems reasonable
Infantry will only spawn in their own lines, if you as a tanker have done your job, they should be forced backed to the uplinks where infantry will finish them of.
Yes AV will focus only on vehicles, but if you leave the theatre your engaged in before the hardners power down you will rarely encounter other infantry based AV.
Of course you may encounter tanks set up as artillery but that is a different matter and all part of the fun!
The pen is mightier than the sword
The gun is mightier than both
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Monkey MAC
killer taxi company General Tso's Alliance
990
|
Posted - 2013.11.18 07:43:00 -
[3] - Quote
jerrmy12 kahoalii wrote:Pokey Dravon wrote:....So have you checked the DPS on missile turrets? Offhand I believe it breaks 3000 burst dps, I dont think you'll have an issue getting kills with that. Also if you want to get close, kill, get out.....why are you not speccing into armor vehicles? That's what they're designed to do. Thanks for the correction on the Swarm range, I wasn't 100% sure on the exact value. Also, if the reduction is 10% that is inconsistent with infantry damage profiles, and hopefully it will be fixed to reflect that. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ armor is stand and deliver, shield is hit and run. and i meant killing infrantry, not vehicles.....
the hulls don't lend them selves to ranges but more to tactics, if you want to play a shield tank up close, feel free, its down to the weapon you mount that will determine your fighting style.
Missile -Hit n Run best with an armour hull due to reloads, need to be able to withstand multiple incursions to theatre in same run.
Rail - Long range not really best with either, both hull types can be used effectively here.
Blaster - Short Range, best with Shield due to the nature of the incursion shield tanks will have a higher resistance to close range infantry AV weaponry!
The pen is mightier than the sword
The gun is mightier than both
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Monkey MAC
killer taxi company General Tso's Alliance
990
|
Posted - 2013.11.18 09:27:00 -
[4] - Quote
Pokey Dravon wrote:Monkey MAC wrote:jerrmy12 kahoalii wrote:Pokey Dravon wrote:....So have you checked the DPS on missile turrets? Offhand I believe it breaks 3000 burst dps, I dont think you'll have an issue getting kills with that. Also if you want to get close, kill, get out.....why are you not speccing into armor vehicles? That's what they're designed to do. Thanks for the correction on the Swarm range, I wasn't 100% sure on the exact value. Also, if the reduction is 10% that is inconsistent with infantry damage profiles, and hopefully it will be fixed to reflect that. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ armor is stand and deliver, shield is hit and run. and i meant killing infrantry, not vehicles..... the hulls don't lend them selves to ranges but more to tactics, if you want to play a shield tank up close, feel free, its down to the weapon you mount that will determine your fighting style. Missile -Hit n Run best with an armour hull due to reloads, need to be able to withstand multiple incursions to theatre in same run. Rail - Long range not really best with either, both hull types can be used effectively here. Blaster - Short Range, best with Shield due to the nature of the incursion shield tanks will have a higher resistance to close range infantry AV weaponry! Except Caldari are lacking in PG to fit blasters and Gallente are lacking in CPU to fit missiles. I don't see the obsession with shields...if you want to play close up, use the type of tanking that is best for close up -- Armor. If you want to play long range, play the tanking type that's best for long range -- Shields. Thats what pg/cpu modules are for, shields can't stay under sustained fire for very long, but by combining hardners and boosters, it becomes very good as a burst tanker, which lends itself more to close combat Hit n Run.
Armour meanwhile can sponge much more damage, you can role in on an objective, sit down effectively change the map, meanwhile an armour tank also zujts well for long range, it continue to fire even when under fire itself, shile a shield tank become suppressed quicker!
The pen is mightier than the sword
The gun is mightier than both
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