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Darken-Sol
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Posted - 2013.12.19 06:01:00 -
[1] - Quote
CharCharOdell wrote:Sgt Buttscratch wrote:Yeah it'll be great watching maddies try and retreat from a missile gunloggi with nitros.
Motion denied no, you're wrong. the power of missile gunlogis to kill maddies is completely dependent on the gunlogi pilot hitting the madrugar with all 12 rounds because a 10 second reload is a death sentance in cqc.
how can you miss? Your target is the size of a tank
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Darken-Sol
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Posted - 2013.12.19 06:08:00 -
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This is a shield tanker I'm guessin. From his posts he is having trouble with mlt armor tanks. He's got a decent tank I bet but has not discovered the try potential of shield tanks this build. Me thinks he's wasting high slots on boosters.
Watch my back does not mean look at my spine.
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Darken-Sol
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Posted - 2013.12.19 06:18:00 -
[3] - Quote
Spkr4theDead wrote:Darken-Sol wrote:CharCharOdell wrote:Sgt Buttscratch wrote:Yeah it'll be great watching maddies try and retreat from a missile gunloggi with nitros.
Motion denied no, you're wrong. the power of missile gunlogis to kill maddies is completely dependent on the gunlogi pilot hitting the madrugar with all 12 rounds because a 10 second reload is a death sentance in cqc. how can you miss? Your target is the size of a tank You obviously have never tried to tank.
I hear you try to tank.
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Darken-Sol
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Posted - 2013.12.19 06:25:00 -
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Garrett Blacknova wrote:Caldari HAVs have better acceleration and turning as standard than Gallente models BUT we have to compromise our tank to buff this, while Gallente can buff theirs to keep up (temporarily with cooldown) without sacrificing their primary defenses. Gallente HAVs also have a completely insane top speed, but even with modules, they rarely reach their top speed (outside of exploiting the mistake with MLT modules that's since been fixed).
Speed modules are basically fine where they are and how they work (post-fix). BUT there's still not enough in the way of low slot modules worth using. We need SOMETHING for our Sicas and Gunnlogis to fit in addition to our tank. I still think it would be nice if they moved Missile damage mods to low slots, and kept the hybrid mods in high slots. Or maybe they could move shield boosters to the lows so shield tanks can use both slots for tanking while armour gets the combination of speed and tank, since they already have that raw speed advantage.
try an armor repper. 100 a sec and mobility has kept me alive alot. You can fit two if you try
Watch my back does not mean look at my spine.
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Darken-Sol
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Posted - 2013.12.19 06:31:00 -
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Garrett Blacknova wrote:Darken-Sol wrote:try an armor repper. 100 a sec and mobility has kept me alive alot. You can fit two if you try I would prefer some NOT-tank modules. Or something that's not armour-focused and therefore better by default when used on an armour tank. At the moment, I already run single or dual armour reppers or almost all my fits, but I'd love to swap one of them out for something that's actually of some practical value to my fit instead of a backup "just in case" that I should be trying not to use.
the potential to hybrid is there, even at the basic level.
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Darken-Sol
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Posted - 2013.12.19 06:41:00 -
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Garrett Blacknova wrote:Darken-Sol wrote:the potential to hybrid is there, even at the basic level. Yes, but that's the ONLY viable option for shield tanks right now. We can use PG and CPU mods to fit above our level on our main tank, OR we can dual-tank, OR we can COMPROMISE OUR MAIN TANK if we want to do literally anything else AT ALL. Armour tanks can - without compromising their main tank - add mCRU, speed module, damage mod, scanner, etc. or aim for a dual-tank Obviously not all on the same fitting, but the potential for ANY of those options exists on armour tanks, and DOESN'T exist for shield tanks.
shield tanks get free regen. Alot of people forget that when they compare. The two are different for a reason. Pick a style, ground soldiers have to
Watch my back does not mean look at my spine.
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