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Harpyja
Molon Labe. General Tso's Alliance
1257
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Posted - 2014.03.10 22:05:00 -
[1] - Quote
nakaya indigene wrote:noobsniper the 2nd wrote:Complex hardener complex dmg mod proto turret complex shield extender armor hardener so switch out one of the damage mod for a shield extender.. Hmm I'll try that one out I prefer to have 2 small blaster turrets fitted as well, so in my lows I have one missile ammo expansion and a PG upgrade.
But yeah I like having a damage mod, shield hardener, and extender in my highs. Everything proto, except for blasters and PG expansion.
One of the parts that makes rails OP in CQC is that they are just as mobile as you are, so you can't outmaneuver them and beat their slow tracking. I've suggested in other threads that you should become immobilized while firing/charging a large railgun, that way you get a chance to drive circles around them if they choose to try to shoot you.
Edit: missile tanking is as scrub-less as you can get, there is no shame to using missiles! Glad to see another missile user here.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1260
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Posted - 2014.03.10 23:30:00 -
[2] - Quote
Supernus Gigas wrote:I see some of you recommending a Shield Extender. Why not a Shield Booster instead? On paper it looks better than a Shield Extender. A Heavy Shield Booster regenerates 1950 HP at any tier, while a Complex Heavy Shield Extender increases your shields by 1325 HP. Of course you have to actually activate the Booster manually while the Extenders is just always there. But the Booster can give you 625 more HP over a Complex Extender. There's also the fact the a Complex Shield Booster costs almost twice as much PG than a Complex Booster, but still. If you can fit it, why use an Extender over a Booster? Unfortunately half of the reasons why I like a shield extender better are due to buggy/clunky game mechanics.
1) Shield boosters are bugged and don't give you the HP sometimes (for me they always fail when I need it the most, or in other words, when I'm being hit by railguns)
2) Adding a shield booster means I got three active mods, and it's hard to select the middle mod on the selection wheel quickly without deactivating the surrounding mods which are already active. I've made a good suggestion and had good feedback on how to improve the wheel but seems like it got no attention from CCP
3) The shield extender is always there and you can always recharge the HP back, while you have to wait for the booster to cooldown for your next injection of HP. It also gives me enough unhardened buffer to gank a blaster Soma/Madrugar, even when it gets the drop on me.
4) Extender is much easier on fitting, allowing nicer fittings (for me, it allows two small advanced blaster turrets and a missile ammo expansion unit in the low)
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1262
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Posted - 2014.03.11 13:33:00 -
[3] - Quote
Lorhak Gannarsein wrote:The Attorney General wrote:nakaya indigene wrote:
dmg modded rail tank. will kill ANY tanked fit. A double harder fit wont make it past the reload. just watch some of my videos you and will see. most of the time I couldn't even scratch a shield tank when they had hardeners on. this is intended to kill and run when they have their stuff off. with friendly support. I died because I diddnt pull back into the redline while my hardeners were off and recharging.
Meh, doubtful that you are hitting enough shots to pop a double hardened Gunnloggi. Not consistently, not alone. The tanks you encounter in pubs don't really matter, especially since you can just roll up on rail tanks and give them the business in pubs all day. If you really want to make a Gank mobile for friendly support then roll a single hardener with both a rail gun and a missile damage mod and slap on two small railguns to go for extreme DPS. That way you can blast tanks without having to worry about driving well. Just a waste of infantry IMO. I've really been enjoying a 2x dam 1x nitro fit recently. Damage modded XT wrecks pubbies and nitro means I can escape cos they don't know how to drive. Can't see how to make an actual missile for work in a competitive environment. Posted up the other day that they actually do old explosive damage, so 70/135. Fixing this might do wonders for their anti shield performance. What's it supposed to be? 80/135 or down to 80/125? I'd hate to lose some efficiency to armor because there have been a few Madrugars that needed all 12 damage modded proto missiles to hit in order to get destroyed.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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