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Jason Pearson
3403
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Posted - 2013.12.15 07:23:00 -
[1] - Quote
Tanking.
You're reading this because you're bored, have nothing better to do or you're actually interested in what I'm going to say, or you're just about to click back at this point and in which case I say fare well, I'll see you on the battlefield.
If you've stayed with me past the first paragraph, allow me to explain this post, I've noticed a lot of bad tankers, I'm not talking about Militia Tanks, but just bad tankers dying extremely easy or doing stupid things. I would like to make a post that helps somewhat if possible, from my experiences during this build (and previous builds). I must stress that I am a Gunnlogi Pilot, so I'm going off of that perspective, but I'm pretty sure Madrugars would be able to use this to their own as well.
So first things first, your fitting as a Gunnlogi Pilot. As of 1.7 Active Modules no longer suck and are key to your survival, thankfully CCP has made it easy on newer players and made modules pretty much the same, but different cooldowns and duration timers. For example a Militia module will take 100 seconds to cooldown whereas Complex will only require 60, it's even less when you get the skills that reduce it by 25% at level 5.
So, on your Gunnlogi Fit, you're going to want a hardener. That's going to be your common item on your fits here, you'll have two additional high slots which can have extenders, boosters, scanners, damaged mods or injectors. You can add an additional hardener, I highly frown upon it but until CCP restricts it I can't stop you. I'd look at having perhaps a Heavy Extender and a Light Booster.
Next pick your turret, forget the smalls. Missile, Rail or Blaster.
Missile: Missiles are wonderful anti-armor weapons, that said they can kill shield tanked vehicles as well, just prepare to be awful at killing Infantry. 12 Missiles in a clip, this turret is fully auto and able to fire the entire clip in around 2 seconds, beware of long reload times though.
Railgun: A Rail is a common go to weapon for fighting other Tanks, at proto it's ridiculous and is very capable of two shotting a tank with its hardeners down, one of the best ways to take down a shield tank., but ofcourse can do Armor as well. 9 rounds a clip with overheat, you're going to need to be careful firing these off.
Blaster: Blasters are mostly Anti Infantry, it's a large Assault Rifle with a massive magazine to go with it, 205 bullets before you have to reload, you're able to waste any Infantry in your path, not only this but it's decent at killing tanks at CQC, but still outclassed.
So once you've got your Turret and fittings, you might notice I skipped the lows and you may now notice you're hurting for CPU and/or PG, try fitting a PG or CPU unit to try and balance that out. If possible try to fit a light armor rep on the fit. It can and will save you in the future.
So tactics.
You're not going to be the best nor the strongest tank out there, I recommend starting on Domination or Skirmish where you've got the red line to escape too, there's no shame in it, you're looking out for yourself here, you're the guy that matters. As I've said you're not going to be a few things when you're out there, you've got plenty of competition so you've got to remember a few things
Awareness If you're constantly aware of surroundings, both visual and audio, you're going to have a much better time of it than someone charging around blind and deaf. constantly check behind you, behind corners and ofcourse on hilltops just incase a tank is waiting for you.
Sound is also a major part of tanking, if you can hear your opponents and they haven't heard or seen you, you're in a better position because you can figure out the general direction they're in, just pause for a moment and try to hear above your engines, you'll pick him out. If you approach cautiously you're able to get the shots off first and activate your hardeners later.
Timing With Actives playing such a large role in both Tank v Tank and AV v Tank, timing is key to a lot of the battles, if you activate your modules before the enemy tank, turn around and then start firing, he's already got you, unless he's an idiot he's going to activate his modules the moment you start hitting him, you're going to barely do any damage to one another and then the moment your modules go down he's got you. You're either going to try and run, or continue firing till his run out and hope he runs. He probably wont.
That said, if you're the guy in the position of attacking first, the above applies to you in reverse, activate your modules only once this guy has hit a small chunk of your shields off. If you're getting low and your regen has stopped, continue firing and activate your booster, it gives a large chunk of HP and also kickstarts your shield Regen, bonus. Once he starts running, persue and keep hitting him with whatever you've got, he's yours, claim the kill. If he runs to the redline, don't be scared, you're fast enough to make it in and then get out with a victory under your belt.
Movement Movement and facing direction is important, let's go through the facing direction first. If you ever engage an enemy tank, always do it with your front facing him, or at least on the side of your tank facing him, if he hits your rear he's got a bonus damage that could make him the victor in a close fight. With that in mind, engaging your enemy in the rear, can lead to a quick victory, especially with Missiles.
On movement, don't stop moving, many tanks roll up to me and just stop and fire, the key is to move, most people are terrible at aiming their weapons, and even the best miss. Weapns like Missiles and Railguns have the tendency to go flying past you if you keep circling your opponent. Always try to push to your opponents rear while keeping your side towards him giving you that much needed opportunity to win.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Jason Pearson
3403
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Posted - 2013.12.15 07:24:00 -
[2] - Quote
Use Terrain and Buildings effectively Knowing your battlefield can always swing the fight in your favour, if you know where you can be seen from from certain positions, or which bits of terrain are large enough to hide behind, you're able to ambush and disappear quickly and effectively.
A story, Using a Missile Gunnlogi I took down three Somas, whilst no great feat, their combined DPS would've gone past my hardeners and if they've got theirs on, I would've been toast. Watching them on Ashland, they proceeded down the southern road towards Charlie in a column, my guess was they'd sit here and try to farm blues, as you know there's a building to the south, if not, now you do. Using this building I was able to pass them undetected, sneak up behind the last Soma and destroy him instantly, as his friends came around I was almost reloaded, still not activating my modules, they begin to fire, I take out the next Soma and proceed to Harden and boost, bringing me back up to full effectiveness, the last Soma is now a wreck.
What could've been a nightmarish situation turned into a breeze because I knew my battlefield and how to effectively ambush my targets. As a final note on this, lighting can be a massive help too, if you're in the shadows you're not as easy to see and while some may overlook it, every advantage should be used if possible.
-
When fighting other tanks, you've got two options, a head to head or an ambush, personally I would choose an ambush over head to head as long as the tank is zipping around unaware of my presence. Ambushing is simple and just requires you to either lay in wait, or move to a position you know the enemy will approach and get around him. Always approach from the rear.
Head to head, always try to be the last guy to activate his hardeners, DEPENDING on the weapon at hand of course, If you see a railgun charging towards you, get them up and start circling him at full speed, much the same for missiles though you can wait for the first hit. Try and hit him before he hits you, or just pummel him constantly with a blaster. Don't stop moving, you want him to miss.
The moment your regen stops recharging, hit that booster for the kickstart and continue firing, one of you is going to be dead, and if you're getting behind him and keeping him clear of your rear, it's a good chance it's going to be him.
However, if all things don't look good, neither of you is dying and your hardener is about to drop, there is no shame in turning tail and heading for the hills, or a lovely positioned redline. You don't have to die right here, right now, you can always bring the fight back to him and maybe you'll even surprise him and do him in.
General Tips
- Hardeners are important, fit them.
- Missiles beat Armor, Rails beat Shields, Blasters beat Infantry
- Boosters make the regen kick in immediately even if you're in a delay.
- Always be alert and ready
- Never activate your modules too soon
- Don't stop moving
- Protect the rear
- Know your battlefield
- Always have a clear exit
I hope someone reads this and it's of some help, even if it's not a lot, if it helps someone, somewhere, I've done my good deed for the day. As one final note, I would always recommend working with other tankers and/or Infantry to maximize your ability and effectiveness on the battlefield
Thanks for reading.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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N1ck Comeau
Ahrendee Mercenaries EoN.
1630
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Posted - 2013.12.15 07:24:00 -
[3] - Quote
Rookie training grounds would be a better place for this.
Minmatar Assault.
Dual SMG user. 200 bullets of hellfire.
I use speed and skill to win fights.
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Jason Pearson
3403
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Posted - 2013.12.15 07:25:00 -
[4] - Quote
N1ck Comeau wrote:Rookie training grounds would be a better place for this.
GD, because GD. It'll probably be moved, but GD is where it'll most likely be read by players dabbling in Tanking rather than straight up new players. I think I've visited the Rookie forum once because one of my threads ended up in there.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
656
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Posted - 2013.12.15 07:30:00 -
[5] - Quote
Jason Pearson wrote:N1ck Comeau wrote:Rookie training grounds would be a better place for this. GD, because GD. It'll probably be moved, but GD is where it'll most likely be read by players dabbling in Tanking rather than straight up new players. I think I've visited the Rookie forum once because one of my threads ended up in there.
What does this mean?
Edit: What in the flying flux? When I pressed quote the only thing there was "GD, because GD."
My logi-code.
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Sake Monster
Bullet Cluster Legacy Rising
437
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Posted - 2013.12.15 07:32:00 -
[6] - Quote
Good post, +1.
Historically, Jason has been one of my favorite tankers to hunt and definitely one of the more challenging to kill. (although I haven't seen you in a while)
You tank folks should take his advice, give me more skilled tankers to hunt :)
-Wrecking HAVs since Closed Beta-
Bullet Cluster Games
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Soulja Ghostface
MCDUSTDONALDS Zero-Day
2035
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Posted - 2013.12.15 07:32:00 -
[7] - Quote
+1
before 1.7 these were not tips they were what was necesary to kepp you alive
now things got a bit easier for us.
i just dual tank my maddy and sit still at an objective
shield rechargers and armor repps work wonders with maddys
i havent lost a tank in since 1.7 with that build
G’£G’ąG’PBlack Ranger is best at ASSAULTINGG’£G’ąG’P
G’£G’ąG’PYellow Ranger is best at the bench REPAIRINGG’£G’ąG’P
GO GO POWER RANGERS
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Jason Pearson
3408
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Posted - 2013.12.15 07:33:00 -
[8] - Quote
ZeHealingHurts HurtingHeals wrote:Jason Pearson wrote:N1ck Comeau wrote:Rookie training grounds would be a better place for this. GD, because GD. It'll probably be moved, but GD is where it'll most likely be read by players dabbling in Tanking rather than straight up new players. I think I've visited the Rookie forum once because one of my threads ended up in there. What does this mean? Edit: What in the flying flux? When I pressed quote the only thing there was "GD, because GD."
Spec'd into Edit Ninja V lol.
Sake Monster wrote:Good post, +1.
Historically, Jason has been one of my favorite tankers to hunt and definitely one of the more challenging to kill. (although I haven't seen you in a while)
You tank folks should take his advice, give me more skilled tankers to hunt :)
Appreciate the kind words :D I took a break, and skipped most of 1.5 and all of 1.6, came back just for this, if it was bad I was going to uninstall and just not bother coming back.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Darken-Sol
BIG BAD W0LVES
821
|
Posted - 2013.12.15 07:39:00 -
[9] - Quote
Watch your turret in close engagements, it stops firing if the barrel passes into your victim. Also tanks move faster than rails and missiles can track.
carry AV. If your enemy over heats or is reloading a few blasts or packed AV nades can panick him. |
Zekain K
Expert Intervention Caldari State
828
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Posted - 2013.12.15 07:44:00 -
[10] - Quote
I am not reading that mountain of text.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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Soulja Ghostface
MCDUSTDONALDS Zero-Day
2036
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Posted - 2013.12.15 07:48:00 -
[11] - Quote
any1 on this thread wanna do this with me tommorow
G’£G’ąG’PBlack Ranger is best at ASSAULTINGG’£G’ąG’P
G’£G’ąG’PYellow Ranger is best at the bench REPAIRINGG’£G’ąG’P
GO GO POWER RANGERS
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Jason Pearson
3409
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Posted - 2013.12.15 07:49:00 -
[12] - Quote
Zekain K wrote:I am not reading that mountain of text.
You don't have to, you can always skip to the list :)
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Heathen Bastard
The Bastard Brigade
753
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Posted - 2013.12.15 07:58:00 -
[13] - Quote
DO NOT FORGET ABOUT YOUR LIGHT TURRETS. fit them if you can.
They aren't worthless now. If you can get some decent shots in there, they will wreck infantry while you focus tanks, provide extra DPS against tanks, installations, or even save your ass against those pesky jihadjeeps that the scrubs are running now.
or even just for having fun with friends. Gotta love my party boat fit. enough tank to go toe to toe with the big boys, and turrets for my friends to tip the odds in my favor, or just for everyone to have a blast(Hah, missile joke) also, it's just funny as hell to watch a suit go flying when you punch a small railgun slug through their chest.
And I prefer preemptive activation of hardeners and damage mods. yes, I lose a second or two of uptime, but that's time I already bought with SP over that militia scrub-bucket I'm fighting. and the only things that survive a full clip of modded proto missiles is tanks with their hardeners already running, supply depots, and crus.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Jason Pearson
3411
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Posted - 2013.12.15 08:02:00 -
[14] - Quote
Heathen Bastard wrote:DO NOT FORGET ABOUT YOUR LIGHT TURRETS. fit them if you can.
They aren't worthless now. If you can get some decent shots in there, they will wreck infantry while you focus tanks, provide extra DPS against tanks, installations, or even save your ass against those pesky jihadjeeps that the scrubs are running now.
or even just for having fun with friends. Gotta love my macross missile massacre fit. enough tank to go toe to toe with the big boys, and turrets for my friends to tip the odds in my favor, or just for everyone to have a blast(Hah, missile joke) also, it's just funny as hell to watch a suit go flying when you punch a small railgun slug through their chest.
And I prefer preemptive activation of hardeners and damage mods. yes, I lose a second or two of uptime, but that's time I already bought with SP over that militia scrub-bucket I'm fighting. and the only things that survive a full clip of modded proto missiles is tanks with their hardeners already running, supply depots, and crus.
Posting to say I disagree with small turrets, I don't trust anyone and focus more on solo tankers, haven't found any tanks that have been good with turrets.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Heathen Bastard
The Bastard Brigade
753
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Posted - 2013.12.15 08:14:00 -
[15] - Quote
hence why I mentioned friends. all my "not with people I like/trust" fits are just a gun and complex mods so I can minimize downtime.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Jason Pearson
3412
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Posted - 2013.12.15 08:15:00 -
[16] - Quote
Heathen Bastard wrote:hence why I mentioned friends. all my "not with people I like/trust" fits are just a gun and complex mods so I can minimize downtime.
Fair point, I don't have friends I trust either xD
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Heathen Bastard
The Bastard Brigade
753
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Posted - 2013.12.15 08:23:00 -
[17] - Quote
Jason Pearson wrote:Heathen Bastard wrote:hence why I mentioned friends. all my "not with people I like/trust" fits are just a gun and complex mods so I can minimize downtime. Fair point, I don't have friends I trust either xD
I have a few. Hell, they even saved my sorry ass when I bit off more than I could chew earlier today.
There you go. the magic of friendship, combined with superior firepower. Friendship is combat superiority!
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Robocop Junior
BlackWater Liquidations INTERGALACTIC WARPIGS
422
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Posted - 2013.12.15 10:11:00 -
[18] - Quote
Haven't lost a tank since I read this. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
244
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Posted - 2013.12.15 11:26:00 -
[19] - Quote
Jason Pearson wrote:Tanking.
You're reading this because you're bored, have nothing better to do or you're actually interested in what I'm going to say, or you're just about to click back at this point and in which case I say fare well, I'll see you on the battlefield.
If you've stayed with me past the first paragraph, allow me to explain this post, I've noticed a lot of bad tankers, I'm not talking about Militia Tanks, but just bad tankers dying extremely easy or doing stupid things. I would like to make a post that helps somewhat if possible, from my experiences during this build (and previous builds). I must stress that I am a Gunnlogi Pilot, so I'm going off of that perspective, but I'm pretty sure Madrugars would be able to use this to their own as well.
So first things first, your fitting as a Gunnlogi Pilot. As of 1.7 Active Modules no longer suck and are key to your survival, thankfully CCP has made it easy on newer players and made modules pretty much the same, but different cooldowns and duration timers. For example a Militia module will take 100 seconds to cooldown whereas Complex will only require 60, it's even less when you get the skills that reduce it by 25% at level 5.
So, on your Gunnlogi Fit, you're going to want a hardener. That's going to be your common item on your fits here, you'll have two additional high slots which can have extenders, boosters, scanners, damaged mods or injectors. You can add an additional hardener, I highly frown upon it but until CCP restricts it I can't stop you. I'd look at having perhaps a Heavy Extender and a Light Booster.
Next pick your turret, forget the smalls. Missile, Rail or Blaster.
Missile: Missiles are wonderful anti-armor weapons, that said they can kill shield tanked vehicles as well, just prepare to be awful at killing Infantry. 12 Missiles in a clip, this turret is fully auto and able to fire the entire clip in around 2 seconds, beware of long reload times though.
Railgun: A Rail is a common go to weapon for fighting other Tanks, at proto it's ridiculous and is very capable of two shotting a tank with its hardeners down, one of the best ways to take down a shield tank., but ofcourse can do Armor as well. 9 rounds a clip with overheat, you're going to need to be careful firing these off.
Blaster: Blasters are mostly Anti Infantry, it's a large Assault Rifle with a massive magazine to go with it, 205 bullets before you have to reload, you're able to waste any Infantry in your path, not only this but it's decent at killing tanks at CQC, but still outclassed.
So once you've got your Turret and fittings, you might notice I skipped the lows and you may now notice you're hurting for CPU and/or PG, try fitting a PG or CPU unit to try and balance that out. If possible try to fit a light armor rep on the fit. It can and will save you in the future.
So tactics.
You're not going to be the best nor the strongest tank out there, I recommend starting on Domination or Skirmish where you've got the red line to escape too, there's no shame in it, you're looking out for yourself here, you're the guy that matters. As I've said you're not going to be a few things when you're out there, you've got plenty of competition so you've got to remember a few things
Awareness If you're constantly aware of surroundings, both visual and audio, you're going to have a much better time of it than someone charging around blind and deaf. constantly check behind you, behind corners and ofcourse on hilltops just incase a tank is waiting for you.
Sound is also a major part of tanking, if you can hear your opponents and they haven't heard or seen you, you're in a better position because you can figure out the general direction they're in, just pause for a moment and try to hear above your engines, you'll pick him out. If you approach cautiously you're able to get the shots off first and activate your hardeners later.
Timing With Actives playing such a large role in both Tank v Tank and AV v Tank, timing is key to a lot of the battles, if you activate your modules before the enemy tank, turn around and then start firing, he's already got you, unless he's an idiot he's going to activate his modules the moment you start hitting him, you're going to barely do any damage to one another and then the moment your modules go down he's got you. You're either going to try and run, or continue firing till his run out and hope he runs. He probably wont.
That said, if you're the guy in the position of attacking first, the above applies to you in reverse, activate your modules only once this guy has hit a small chunk of your shields off. If you're getting low and your regen has stopped, continue firing and activate your booster, it gives a large chunk of HP and also kickstarts your shield Regen, bonus. Once he starts running, persue and keep hitting him with whatever you've got, he's yours, claim the kill. If he runs to the redline, don't be scared, you're fast enough to make it in and then get out with a victory under your belt.
Movement Movement and facing direction is important, let's go through the facing direction first. If you ever engage an enemy tank, always do it with your front facing him, or at least on the side of your tank facing him, if he hits your rear he's got a bonus damage that could make him the victor in a close fight. With that in mind, engaging your enemy in the rear, can lead to a quick victory, especially with Missiles.
On movement, don't stop moving, many tanks roll up to me and just stop and fire, the key is to move, most people are terrible at aiming their weapons, and even the best miss. Weapns like Missiles and Railguns have the tendency to go flying past you if you keep circling your opponent. Always try to push to your opponents rear while keeping your side towards him giving you that much needed opportunity to win.
+1 best.
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Lorhak Gannarsein
701
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Posted - 2013.12.15 11:58:00 -
[20] - Quote
jason y u tel how not to be bad
Yeah, definitely the one about never hunting alone.
I keep running into Nyain in ambush matches; their 5 tanks always beats my one tank. No matter how many I kill, I can't escape for long enough for my hardeners to come back online... and two hardeners is the only way to survive against their DPS.
>Cosgar: You know, tanks are actually paper thin once their modules are in cooldown.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
6248
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Posted - 2013.12.15 11:59:00 -
[21] - Quote
Neato.
I have some questions.
How effective is a missile turret against infantry? Is a triple hardener fit on a Gunnlogi effective/the height of faggotry or is there some reason it's terrible that I've missed?
Level 6 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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Garrett Blacknova
Codex Troopers
4181
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Posted - 2013.12.15 13:27:00 -
[22] - Quote
Arkena Wyrnspire wrote:Neato.
I have some questions.
How effective is a missile turret against infantry? Is a triple hardener fit on a Gunnlogi effective/the height of faggotry or is there some reason it's terrible that I've missed? Missile turret splash is going to take 2 - 3 hits for most infantry, and direct hits aren't easy to land. With 12 shots per reload and a MASSIVE reload time, they aren't ideal. You CAN do it, but you're much better off with a Blaster. Also, the splash radius doesn't seem as large as you might expect.
As for Hardeners, they provide a MUCH greater benefit to a vehicle with higher EHP - either increase raw HP with an Extender or give yourself a Booster for the regen, and you'll see much more benefit from the Hardener. Bringing 2 gives you the flexibility of increasing your resist duration OR doubling up for massive resistance over a short period, but adding a 3rd doesn't provide as much benefit because of how much you're sacrificing to get it. |
Yoma Carrim
Situation Normal all fraked up
124
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Posted - 2013.12.15 14:01:00 -
[23] - Quote
Arkena Wyrnspire wrote:Neato.
I have some questions.
How effective is a missile turret against infantry? Is a triple hardener fit on a Gunnlogi effective/the height of faggotry or is there some reason it's terrible that I've missed?
Hmm if you must have the numbers
One complex shield extender with full skills has a 30sec activation interval with 60% resists and a 45sec cool-down
Against rails that have -10% against shields one hardener actually resists 70% of incoming damage. Two hardeners resists 84% base damage of anything + the -10% they resist 94% of all incoming damage But that's a 30 sec or less burst tank so take it or leave it
Against Missiles one hardener has a base effect of 80% resists coupled with the missiles -20% vs shields. with two hardeners that's 104% resistance but again that's burst tanking
Against blaster one hardener has a base resist of 50% coupled with the blasters +10% vs shields. With two hardeners that's 74% resists
Three hardeners if used correctly have a permanent 60% resistance to all damage or an extended 84% resistance when you stager them so two modules are active for the longest time possible. I wouldn't bother activating all Three at once as the extra resistance is not enough to be cutting into your over all survival time
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
307
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Posted - 2013.12.15 14:52:00 -
[24] - Quote
Jason Pearson wrote:Heathen Bastard wrote:DO NOT FORGET ABOUT YOUR LIGHT TURRETS. fit them if you can.
They aren't worthless now. If you can get some decent shots in there, they will wreck infantry while you focus tanks, provide extra DPS against tanks, installations, or even save your ass against those pesky jihadjeeps that the scrubs are running now.
or even just for having fun with friends. Gotta love my macross missile massacre fit. enough tank to go toe to toe with the big boys, and turrets for my friends to tip the odds in my favor, or just for everyone to have a blast(Hah, missile joke) also, it's just funny as hell to watch a suit go flying when you punch a small railgun slug through their chest.
And I prefer preemptive activation of hardeners and damage mods. yes, I lose a second or two of uptime, but that's time I already bought with SP over that militia scrub-bucket I'm fighting. and the only things that survive a full clip of modded proto missiles is tanks with their hardeners already running, supply depots, and crus. Posting to say I disagree with small turrets, I don't trust anyone and focus more on solo tankers, haven't found any tanks that have been good with turrets.
Most of my tanks have at least one small turret if at all possible to fit one. Namely the small rail gun. The really buffed it up, and my blueberries get plenty of kills with it. Small turrets work better now, and in a tank battle, it can make a difference between blowing that enemy up, or getting blown up yourself.
Nuff Said
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Jason Pearson
3425
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Posted - 2013.12.15 15:30:00 -
[25] - Quote
Arkena Wyrnspire wrote:Neato.
I have some questions.
How effective is a missile turret against infantry? Is a triple hardener fit on a Gunnlogi effective/the height of faggotry or is there some reason it's terrible that I've missed?
Missiles are "decent", I think Garrett has answered it as best as anyone can, you'd do much better with a blaster if you're priority is Infantry. Three while possible doesn't work as well as many think due to the lack of resistance it actually provides, two complex can last for a minute which is why I despise it, since you give 15 seconds of vulnerability and is just generally unfair all around.
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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richiesutie 2
The Rainbow Effect
556
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Posted - 2013.12.15 15:33:00 -
[26] - Quote
Jason Pearson wrote:Arkena Wyrnspire wrote:Neato.
I have some questions.
How effective is a missile turret against infantry? Is a triple hardener fit on a Gunnlogi effective/the height of faggotry or is there some reason it's terrible that I've missed? Missiles are "decent", I think Garrett has answered it as best as anyone can, you'd do much better with a blaster if you're priority is Infantry. Three while possible doesn't work as well as many think due to the lack of resistance it actually provides, two complex can last for a minute which is why I despise it, since you give 15 seconds of vulnerability and is just generally unfair all around. Nah 3=god mode.
compilation of Patch/build notes
Check it out! :)
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Spectral Clone
Dust2Dust. Top Men.
905
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Posted - 2013.12.15 15:49:00 -
[27] - Quote
Thanks for the awesome guide Jason.
I want to make my alt a HC tanker char. Would you say gunnlogi or madrugar is the best choice for all around tanking?
Doesnt matter in Dust 514: PC. FW Standing. Tanking Type. Other mods than DMG or HP.
Does matter in Dust 514: Rifles.
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Jason Pearson
3425
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Posted - 2013.12.15 15:56:00 -
[28] - Quote
Tebu Gan wrote:Jason Pearson wrote:Heathen Bastard wrote:DO NOT FORGET ABOUT YOUR LIGHT TURRETS. fit them if you can.
They aren't worthless now. If you can get some decent shots in there, they will wreck infantry while you focus tanks, provide extra DPS against tanks, installations, or even save your ass against those pesky jihadjeeps that the scrubs are running now.
or even just for having fun with friends. Gotta love my macross missile massacre fit. enough tank to go toe to toe with the big boys, and turrets for my friends to tip the odds in my favor, or just for everyone to have a blast(Hah, missile joke) also, it's just funny as hell to watch a suit go flying when you punch a small railgun slug through their chest.
And I prefer preemptive activation of hardeners and damage mods. yes, I lose a second or two of uptime, but that's time I already bought with SP over that militia scrub-bucket I'm fighting. and the only things that survive a full clip of modded proto missiles is tanks with their hardeners already running, supply depots, and crus. Posting to say I disagree with small turrets, I don't trust anyone and focus more on solo tankers, haven't found any tanks that have been good with turrets. Most of my tanks have at least one small turret if at all possible to fit one. Namely the small rail gun. The really buffed it up, and my blueberries get plenty of kills with it. Small turrets work better now, and in a tank battle, it can make a difference between blowing that enemy up, or getting blown up yourself.
I may have a look and build a tank for working with teammates, I would just hate end up stuck unable to recall because I've got a useless blue dot in the vehilce -¼_-¼
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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Spectral Clone
Dust2Dust. Top Men.
905
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Posted - 2013.12.15 16:39:00 -
[29] - Quote
Well, If I am going to spec into HAV OP 1 anyway, I could just try out the regular hulls with MLT class mods right?
Doesnt matter in Dust 514: PC. FW Standing. Tanking Type. Other mods than DMG or HP.
Does matter in Dust 514: Rifles.
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Jason Pearson
3429
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Posted - 2013.12.15 16:48:00 -
[30] - Quote
Spectral Clone wrote:Well, If I am going to spec into HAV OP 1 anyway, I could just try out the regular hulls with MLT class mods right?
If you're going straight into HAV Op I then yeah, that can work :D
King of the Forums // Vehicle Specialist for Hire.
Buffing or Debuffing Vehicles or AV will never fix anything.
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