Vulpes Dolosus
SVER True Blood Public Disorder.
304
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Posted - 2013.11.20 13:58:00 -
[1] - Quote
Until I can experiment otherwise, 2 hardeners and an extender. A light booster is acceptable, but with he high ehp and amazing passive reps, a booster isn't really necessary, I think.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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Vulpes Dolosus
SVER True Blood Public Disorder.
305
|
Posted - 2013.11.20 16:16:00 -
[2] - Quote
Foxhound Elite wrote:2 x Azeotropic Ward Shield Extenders 1 x Ward Resistance Amplifier 1 x Clarity Ward Shield Booster
That's my standard shield fit, with two Light Payload Control IIs in the lows for added missile damage.
If you want speed over tank, you'll want to swap out the booster for the afterburner. You'll have to wait in a safezone if you've after taken heavy shield damage, to recharge your shields but the speed boost from the afterburner get you away from large swarm volleys / forge gun fire. Currently, booster are not a good idea to use. Straight brick tanking with an active module is the best.
My current fit: - -: 2x Azeo Ex, 1x Supplemental Ex, 1x 'Surge' Active Hardener -: 1x Nanofiber armour plate (it's possible to fit a polycrystalline plate), 1x Local PG upgrade T: X-1 Accelerated/Fragmented Missile, 2x STD Missile
3100 Shield, 1300 armour plus shield hardener.
Your fit should only have about 2500 shield hp. The reason that's bad is because when facing prototype forges or rails, all your shields will be taken out the first hit, making your shield hardener worthless if you don't catch the first hit (which is difficult due to the short duration of the hardener and the unpredictability of forges/rails).
You'd think the booster would help augment the lost hp, but due to the low regen time on current boosters, forges can easily get off another shot before you activate both booster and hardener and they regen effective shield hp. If they gave an instant boost the they will in 1.7, they might be more considerable, but currently, it's not too viable.
As for speed tanking, I'd advise against it because it drains your PG and hp and the assault dropships are maneuverable enough to escape most situations by themselves. I have a speed tanked build, but it's only for outmaneuvering and fighting enemy dropships:
- -: 2x Azeo Ex, 1x Supp. Shield Resistance Amp (because I didn't put sp into that skill), 1x Militia Afterburner -: 1x Local PG Upgrade, 1x Light Payload Modifier T: X-1 Accelerated Missile, 2x STD Missile (I may change the layout to 2PG mods to add another extender, but idk if it will fit)
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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