Tebu Gan
Dem Durrty Boyz Renegade Alliance
665
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Posted - 2014.03.12 13:44:00 -
[2] - Quote
Jack McReady wrote:Tebu Gan wrote:It has been a LONG time, but a Sica did it. It owned me from way back in the redline. And all it took was two shots. One for my shields, one for the armor. I had actually forgotten that could even happen! This happened multiple times, as I'm not one to let a cheap ass redliner live.
I'm really wondering why the hell I pull out a half mil tank, when I could easily kill every tank on the map with a Sica with stacked damage mods.
*Long Sigh*
I sure miss tanking. you are late, welcome to HAV scrub heaven.
Naw, just so used to blowing them up, I forget how powerful they are.
I hate to say it, but for SP invested tankers, a MLT tank is pretty much the way to go!
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz Renegade Alliance
666
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Posted - 2014.03.12 19:47:00 -
[3] - Quote
Kigurosaka Laaksonen wrote: I totally disagree. The fit I'm working towards for tanks is a Gunnlogi with PRO main and secondary rail turrets, and two good friends to man those two turrets. Some things I consider when planning out the tank are - tiered hardeners offer the same resist bonuses and duration, but better tiers have faster cool down times - tiered extenders and boosters offer greater bonuses (more HP) at higher tiers, the booster has faster cool down at higher tiers.
With that in mind, a few tanking options I was looking at include...
3x complex hardeners /
2x complex hardeners + 1x complex booster /
2x Complex hardeners + 1x complex extender /
All three need at least a complex CPU mod, the booster needs a PG mod also.
On an unrelated note, I find it difficult to lead a shot on a dropship farther than about 300m. The flavor text on the rail turret mentions a projectile moving at something like 7km/s, iirc (maybe that's the Forge Gun?) It sure doesn't feel that fast.
EDIT: I'm toying around with missiles, too. Also will be using LP tanks and PRO turrets because camo. Focusing on a shield/rail tank focuses my SP, though. I don't need any other turret skills, no armor skills, no vehicle command skills (because LP tank) etc.
(Note, these are just my thoughts from my personal experiences, I encourage you to try everything out, if anything just to see for yourself.)
Oh, you wanna talk tanks huh!
I have most certainly tried every fit you posted up there, as well as several unorthodox fits. I have been a tanker since about May or June of last year. So I speak of experience. I'm going to work through those fitting ideas you have up, and give ya my 2 isks on them.
Additionally, while I know you may like the LP one, sometimes it's more beneficial to remove the turrets (which isn't possible on the LP version) freeing up PG/CPU for the mods you want to equip. Not to mention the fact that using 2 gunners, means 2 fewer infantry running around attempting to win a match.
I will agree that small turrets or small railguns do make a difference(not all the time), but I see no need to run them ALL THE TIME. I can't begin to tell you how many of those LP tanks I've blown up, with 2 gunners. The small guns can't scratch me with hardeners up, meaning only the the large turret makes any noticeable difference. But hey, I like getting 3 kills at a time so don't let me stop ya.
Alright on dem fits:
Triple hardener Don't like it. After the second hardener, you really have to consider what the best option would be. A damage mod means quicker engagements, lessening the need and usefulness of another hardener. But you also have to consider the fact that you have range, that SHOULD be used to your advantage if given the opportunity, negating the need for additional protection. Another mod to consider is a nitro, that can be far more useful in CQC engagements.
I'm not saying it's a bad fit, because it's not. But against a proto rail tank, using 2 hardeners and one damage mod, it will fail far faster than you think. It has never been my favorite.
2 hardeners, one booster: Never use a booster anymore. Yes they are bugged or whatever, as taking damage while using one DOES NOTHIN! My thought was that it provides a huge burst of shield energy all at once, but it acts more like your passive recharge, giving you a huge jumpstart to your shields. Meaning damage stops the effect.
While it may be intended, it's more useful for quick recharges if you manage to break LOS for the second or so it takes to work. Sometimes it works, sometimes it doesn't, so I kinda steer clear of it for the moment. Still, a solid fit though.
2 hardeners, one extender: Actually, I haven't done this one yet I think. I do have a fit I recently have been testing that uses pretty much nothing but extenders and plates. And to my great surprise, it works better than I expected, if you utilize a small armor rep, and your natural shield recharge.
I'm making me up a fit like this, later on when I play to test out. I'm betting though this works out to be a killer fit. The thing with shield tanks, it's very important that you get hardeners up BEFORE taking damage. Hardeners don't work so well if they don't have anything to harden! Having that little bit of extra HP I suspect will make a huge difference.
About them missiles, they have always been my favorite. But they can be incredibly situational. As they work very well against armor tanks, but against hardened gunnlogis, they fail. Trust me, try them out and you will see. Unfortunately, when it comes to tank on tank, a blaster or railgun works in ALL situations as opposed to missiles that work for one type of tank.
Also, you mentioned ammo dumps, don't bother. Ammo really isn't much of an issue atm, as I go many matches never depleting it. I would suggest putting point into your rail turrets ammo skill. I very rarely equip one, and only because I can't possibly fit anything else in that slot. And no way in hell I'm leaving it blank.
Tanks - Balancing Turrets
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