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Posted - 2014.03.03 16:35:00 -
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Lets help each other make a good tankabke fit 3 complex extenders 1 adv energiser (if no respec, if respec, complex) Complex shield regulator Random weapon
What will be better, and maths for rep rate?
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Posted - 2014.03.03 16:48:00 -
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Bump
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Posted - 2014.03.03 17:11:00 -
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Lorhak Gannarsein wrote:ew.
Bad fit is bad, OP.
Extenders only to compensate for energiser loss.
Regulator if in squad with armour repair of some kind, otherwise regulator.
I like 2x ext, 2x energiser 1x regulator, boundless, PRO Magsec.
Yes you can fit all that. Does take maxed skills though (including fitting optimisation :) )
EDIT: Would be 3x energiser, but I couldn't fit it. But more shields the better thouh...I guess 1 extender 2 energisers will do
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Posted - 2014.03.03 17:29:00 -
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Disturbingly Bored wrote:Luk Manag wrote:I don't think extenders are worth it for the CalSen. They are hardly worth it now for CalAss when compared to damage mod effectiveness. This is very, very wrong. Unless you're sniping, in which case: carry on. Any time Shield Extenders represent more than 12% of a suit's total HP, it is always better to put one in your hi-slot instead of a Damage Mod. That's true of Caldari Assault. Now for heavies? It isn't true. A shield extender represents 6.3% of a Caldari Heavy's HP, so it's better to use Damage Mods until the stacking penalty reduces below that. That happens right around 3x Damage Mods. 2x Damage mods and 1x Complex Shield Extender = 3x Damage Mods in effectiveness. It's basically your pick for Adv Caldari Sentinel. On your proto Caldari Sentinel, always use at least one Complex Shield Extender. For proto I plan on at least 2 For adv 2 or 1 idk cant decixe, energisers or extenders...
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Posted - 2014.03.03 17:48:00 -
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Arx Ardashir wrote:5x energizers.
You won't have any shield left, but it'll come back really fast. Stacking penalty, also 4 highs at proto
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Posted - 2014.03.03 17:49:00 -
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Fox Gaden wrote:Caldari will be about using cover and relying heavily on shield regen. I play my Amarr Sentinel this way now (sucks that they are shifting some Amarr Sentinel HP from shields to Armor).
Standard Caldari Sentinel:
2x Heavy Damage Mod 1 Armour Repair or Reactive Plate (Unless someone on your squad used Rep Hives.) HMG or Forge Gun + Sidearm Locus or AV Grenades
Advanced Caldari Sentinel:
3x Heavy Damage Mod or 2x Heavy Damage Mod + 1x Complex Energiser 1 Armour Repair or Reactive Plate HMG or Forge Gun + Sidearm Locus or AV Grenades
Proto Caldari Sentinel: 3x Heavy Damage Mod & 1x Complex Energiser 1 Armour Repair or Reactive Plate HMG or Forge Gun + Sidearm Locus or AV Grenades
(DonGÇÖt use Flux grandads unless you are sure you can avoid Fluxing yourself.) Also, stop using damage mods, its a waste on a defense heavy
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Posted - 2014.03.03 18:06:00 -
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Fox Gaden wrote:ALT2 acc wrote:Also, stop using damage mods, its a waste on a defense heavy We are not talking about the Gellante Sentinel. You canGÇÖt Brick Tank a Shield Sentinel. You need to go for stopping power. Shueld etensers, and such, energisers, and shield values after skills please
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Posted - 2014.03.03 18:14:00 -
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Shyeer Alvarin wrote:Given the Cal-Sent's 1sec depleted recharge delay, it completely negates the need for a regulator. Because of the recharge delay penalty on shield extenders coupled with the practically nil recharge delay as is, stacking extenders -is- a viable option.
Stacking 5 complex shield extenders results in a 363hp increase, with an approx 1.35-2 second recharge delay when fully depleted. In this, flux grenades can be extremely useful.
Even if your base recharge delay is fairly long, you can flux yourself and start your regeneration almost instantly. You'll still have to contend with the recharge rate though.
If there's a respec, I'd probably go with 3 complex shield extenders, 2 complex energizers, Shield Reg (to negate the recharge delay penalties) and either Flux or AV grenades for clearing out EQ and getting rid of pesky death taxis respectively.
HMG or Forge depending on the situation. Probably go with the Burst due to it having greater DPS over the standard full-auto HMG. A regulator for the regular delay, duh At proto its 4 hihs btw...
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Posted - 2014.03.03 18:33:00 -
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Shyeer Alvarin wrote:So drop one of the extenders. 2 complex Extenders, 2 complex Energizers.
My previous statement regarding "shield regulator needs being negated" refers to the otherwise normal convention for every other Caldari suit that has a LONGER depleted recharge delay than its' standard recharge delay. They're still useful, just not AS useful because flux grenades are everywhere. Ok I guess
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Posted - 2014.03.03 18:46:00 -
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Now we just need a channel for this...
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Posted - 2014.03.03 18:54:00 -
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Fox Gaden wrote:Base Shields 525 + 25% = 656 Base Armor 390 + 25% = 487.5 Total = 1143.5
With 4x Complex Shield Extenders: 1143.5 + 264 = 1407.5 So 4x Complex Shield Extenders increases health by 23%
3x Complex Heavy Damage mods increased damage by 24.4% plus you have 1 high slot left over.
Also when considering Self Fluxing, keep in mind the Fuse Time on the Grenade, and the fact that another Second is added on after you flux yourself. May still be worth it if you are stacking 4x Complex Extenders, but I have not run the numbers to find out. I would use 3 or 2, and an energiser or 2, 2 would be 65 hp/s, 62 base 60% increase, then 65 from the skill
Saw your edit Gunna use a complex shield reg, yep
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Posted - 2014.03.03 19:03:00 -
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Cyrus Grevare wrote:ALT2 acc wrote:Lets help each other make a good tankabke fit 3 complex extenders 1 adv energiser (if no respec, if respec, complex) Complex shield regulator Random weapon
What will be better, and maths for rep rate? Go...visual!! Caldari ck.0 Brb
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Posted - 2014.03.03 19:08:00 -
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Cyrus Grevare wrote:ALT2 acc wrote:Lets help each other make a good tankabke fit 3 complex extenders 1 adv energiser (if no respec, if respec, complex) Complex shield regulator Random weapon
What will be better, and maths for rep rate? Go...visual!! Caldari ck.0 Sentinel ck.0 CPU 459.2 / 485.625 gF PG 42.5 / 89.25 kW Shield 579.86 [726.06] HP Armor 487.5 HP No icon eHP 1067.36 [1213.56] HP Shield Recharge Rate 30 [73.03] HP/s Shield Recharge Delay 4 [2.9] s Shield Dep. Rec. Delay 1 [0.83] s
2 complex energisers 2 complex extensers Adv magsec smg Boundless hmg Complex regulator
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Posted - 2014.03.03 19:17:00 -
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Fox Gaden wrote:4x Complex Shield Extenders: I can see this fit appealing to people who want a little more staying power, and it is not a bad fit, but it does not play to the strength of the suit.
Shield Energizers/Recharge: These modules amplify the SuitGÇÖs strongest feature. Those who truly embrace the play style of the suit will like to equip these modules.
2x or 3x Damage Mods: The idea is to kill them quick, or make them take cover, which will give your shield a chance to regen.
I personally think a combination of Damge Mods and Energizer/Recharge modules will give the best bang for the buck with this suit.
I also anticipate many people running Caldari Sentinel will not be running with Logi all the time, so I would equip an armour repair, although you might get away with a Reactive Plate. 487.5 armor, with Armor skills at 5, is nothing to sneeze at.
If someone you run with has a rep tool or rep hive, then you can be creative and try a Kinetic Catalyser, or Brick tank a bit with a Plate. Check my post above yours
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Posted - 2014.03.03 19:28:00 -
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Fox Gaden wrote:ALT2 acc wrote:Check my post above yours Your numbers make that Complex Regulator seem totally worth it if you can get external reps. Its right too lol, and why need reps? Its a solo suit.
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Posted - 2014.03.03 19:30:00 -
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Fox Gaden wrote:ALT2 acc wrote:Check my post above yours Your numbers make that Complex Regulator seem totally worth it if you can get external reps. We agree on the Energizers. We can agree to disagree on 2x Complex Extenders versus 2x Complex Damage mods. Neither is wrong. It is just a matter of play style and min/maxing. Its a tanky suit Damage mods are getting nerfed, useless for an hmg really...unless its a std hmg but lol, thats it.
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Posted - 2014.03.03 19:35:00 -
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Fox Gaden wrote:ALT2 acc wrote:Fox Gaden wrote:ALT2 acc wrote:Check my post above yours Your numbers make that Complex Regulator seem totally worth it if you can get external reps. Its right too lol, and why need reps? Its a solo suit. Armor does not repair itself and there is only 1 low slot. Without that armor buffer to allow you to get to cover that 1 second (or less) recharge delay when your shields are depleted means very little because a Flux and a tickle will kill you. Anyone running solo will have to use an Armour Repair module, or a Reactive Plate at the very least. I have an bpo lav Supply depot time The tiny armor rep wont help much, plus im using it for pure shield tanking...not beong a gallente wannab
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Posted - 2014.03.03 19:37:00 -
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Fox Gaden wrote:ALT2 acc wrote:Its a tanky suit Damage mods are getting nerfed, useless for an hmg really...unless its a std hmg but lol, thats it. I still have not seen a Blue post confirming the Damage Mod nerf. Does anyone have a link? I cant but ive seen it They are doing something to damage mods to fix the ttk, obviosly a nerf
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Posted - 2014.03.03 19:39:00 -
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Fox Gaden wrote:ALT2 acc wrote: I have an bpo lav Supply depot time The tiny armor rep wont help much, plus im using it for pure shield tanking...not beong a gallente wannab
Have you ever run a pure shield tanking fit with no armour rep? Yes So much better, if I dont die I never lose shields becuse of it.
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Posted - 2014.03.03 19:46:00 -
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ALT2 acc wrote:Fox Gaden wrote:ALT2 acc wrote: I have an bpo lav Supply depot time The tiny armor rep wont help much, plus im using it for pure shield tanking...not beong a gallente wannab
Have you ever run a pure shield tanking fit with no armour rep? Yes So much better, if I dont die I never lose shields becuse of it.
Btw, its a shield tanking suit, you want to get as much shield tanking (regulators are shield tanking) as possile, less delay, more recharge, you want to keep your shields up as long as you can.
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Posted - 2014.03.03 20:04:00 -
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Galthur wrote:This is Jeremy12/NK Scout, he doesn't need regen just health. I dont get it
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Posted - 2014.03.03 20:08:00 -
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Fox Gaden wrote:ALT2 acc wrote:ALT2 acc wrote:Fox Gaden wrote:ALT2 acc wrote: I have an bpo lav Supply depot time The tiny armor rep wont help much, plus im using it for pure shield tanking...not beong a gallente wannab
Have you ever run a pure shield tanking fit with no armour rep? Yes So much better, if I dont die I never lose shields becuse of it. Btw, its a shield tanking suit, you want to get as much shield tanking (regulators are shield tanking) as possile, less delay, more recharge, you want to keep your shields up as long as you can. So you are willing to completely discount 487.5 Hit Points? Just to clarify my experience, I run solo (as in not with a logi) on my heavy with 1 Armour Repair, and no plates, relying mostly on Shield Recharge as the Armour repair is only good for getting armour back between battles. So basically I run my suit now the same way you would run a Caldari suit, except that the Caldari suit is slower (I use KinCats), but will have even more shields and more high slots. After the first engagement I will usually have less than 487.5 Armour on my current fit because I donGÇÖt wait for my armor to repair. By the time my Shields have regenerated my Armour will be back to 20% or 30% which gives me a bit of a buffer if my shields go down. On the Caldari suit your shields will take even more damage before they go down (unless you are Fluxed), but you only drop your recharge delay from 4 seconds to 1 second if you wait for your shields to go down completely. That means your armour buffer will be MORE important on a Caldari Sentinel than other Caldari suits. You will want to be dropping into armor before taking cover every time. That means you will be taking Armor damage. With no Armor Repair it is only a matter of time before that buffer is gone. By the way, I have always used an Armour Repair on Caldari suits. That armor buffer is important. My 2 regulators say hi, it works so much better, your shields will always be up on the sentinel...
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Posted - 2014.03.03 20:16:00 -
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Fox Gaden wrote:ALT2 acc wrote:My 2 regulators say hi, it works so much better, your shields will always be up on the sentinel... I assume you are talking about the current Amarr Sentinel as the Caldari Sentinel will only have 1 low slot. I still find the idea of having no way to repair armour on a Heavy suit to be a bit sketchy. Caldari assault, shield regs qre useless on current heavy, too long delay, ttk problem...
Ps I never need my armor on my cal assault...
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Posted - 2014.03.03 20:21:00 -
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Dauth Jenkins wrote:Luk Manag wrote:I don't think extenders are worth it for the CalSen. They are hardly worth it now for CalAss when compared to damage mod effectiveness. Either extenders get buffed, or damage mods get nerfed before we have a real choice. For now, stack rechargers or damage mods. Damage mods are confirmed to be nerfed There is no reason to use damage mods on a heavy extept for forges, caldari at least
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Posted - 2014.03.03 21:18:00 -
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Asha Starwind wrote:
needed skills in addition to required fitting, sidearm/heavy weap op maxxed and at least electronics IV and engineering V, no optimization skills
1 x Comp Damage(58/9) 1 x Comp Recharger/Energizer(90/0,96/0) 2 x Comp SE(54/11)
1 x Comp Reactive/Armor Rep(36/16,45/11)
CPU/PG used: 299/47 max
Pro AFG (87/23) Pro MagSec (52/12)
CPU/PG used 139/35
Total 438/83
CPU/PG:444/85 Cool, but I never use damage mods, I have my answers, this is now a cal sent discussion
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