God Hates Lags
Fatal Absolution General Tso's Alliance
1033
|
Posted - 2014.03.20 02:47:00 -
[1] - Quote
zzZaXxx wrote:I need help figuring this out! First off, all the heavies will have their roles. Caldari heavies will be best in the open and on their own, Minmater will be versatile, but Amarr and Gallente will be the clear choice for CQC "standoffs" with logis repping them. But which one will be better overall?
Say it's a domination match and two proto heavies--one Amarr, the other Gallente--are dueling on either ends of the wind tunnel near the point that leads to the supply depot room. One is in the doorway of the room with the point in it, the other is a little ways down the tunnel. Both have logis repping them. Both are supported by some combat rifles and rail rifles.
Amarr stats:
Shields: 595, 10% resist rail Armor: 1196, 15% resist projectile
Gallente stats:
Shields: 560, no resists Armor: 1250, 15% resist rail, 10% resist projectile
The Amarr's shields will shrug off more damage earlier, but they'll still get stripped fast and then won't be much of a factor for the rest of the engagement. The rest of the time will be repped armor vs. repped armor. The Amarr's will have the advantage of 5% more resist against HMG/CR. The Gallente's will have the advantage of 15% more resist against RR...and 4x complex plates heavies are ripe targets for RR.
In this situation it looks to me like the Gallente heavy has the advantage, and since this situation is where heavies need to seek their advantage.
On the other hand, Amarr heavies will be much better at getting from A to B on foot faster and in one piece. Their stamina will allow them to run longer and the shields resist to RR will keep them from getting sniped by RR.
Any feedback would be much appreciated!
Amarr for my money is better and here's why. Remember that with the proficiency changes, Amarr gets -10% to shields on RR, + -10% natural bonus, +-15% proficiency. for a grand total of -35% vs shields on RR. Amarr heavy is still vulnerable late game to RR but a late game RR is easier to avoid because of the charge up time.
Gallente on the other hand will get their shields stripped away by the RR, then they will only negate the natural bonus, leaving the proficiency to deal full damage.
Vs. Combat rifles, the Amarr Sentinel is easily the winner.
Ask yourself one last question. Is it more likely to find RR and MSMG in CQC, or a combat rifle/HMG?
Doubles ISK
|