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zzZaXxx
The Phoenix Federation
243
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Posted - 2014.03.20 02:36:00 -
[1] - Quote
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! |
God Hates Lags
Fatal Absolution General Tso's Alliance
1033
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Posted - 2014.03.20 02:47:00 -
[2] - 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
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Cotsy8
The Unholy Legion Of DarkStar DARKSTAR ARMY
49
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Posted - 2014.03.20 02:55:00 -
[3] - 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 will be better vs other heavies, Gal should be better overall. Both work well with Logi reps. I can't see a poor choice, it's just preference. Youre welcome to use protofits.com to compare builds but i would choose the Amarr due to RR's |
xxwhitedevilxx M
Maphia Clan Corporation
1933
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Posted - 2014.03.20 02:57:00 -
[4] - Quote
vs HMG is better Amarr than Gallente. But it really depends on your play style.
>Bastard I : "Cce me ne... futt! XD"
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Joel II X
Dah Gods O Bacon
1790
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Posted - 2014.03.20 03:11:00 -
[5] - Quote
When it comes to standoffs health is always better than damage ESPECIALLY post 1.8. |
Dr PepperPoP
Bragian Order Amarr Empire
422
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Posted - 2014.03.20 03:19:00 -
[6] - Quote
Let's talk from a practical stand point.
Low slots have more value, they expand your capabilities far more then high slots. And with the nerf of the damage mod, HMG will reign king of DPS, which means High slots hold even less value to us.
And, shield tanking with our speed is a joke, sorry caldari guys, but you will have almost no use in PC beyond rooftop forging.
The big slugger to the heavy suit has also always been PG - which the Gal suit has more of. Seeing as my PC suit always had 20 something extra cpu, it seems the Gal suit was just meant for me. |
Cody Sietz
Bullet Cluster Legacy Rising
2761
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Posted - 2014.03.20 03:37:00 -
[7] - Quote
I think Amarr will be best.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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I-Shayz-I
I-----I
2581
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Posted - 2014.03.20 03:38:00 -
[8] - Quote
Amarr sentinel gets 2 high slots at proto. Gallente sentinel gets 4 lows.
That's the deciding factor for me anyways.
(But Shayz, you didn't even state which one you think is better!)
Well yeah, because neither of them have two slots at adv in either low or highs. Only the minmatar has that, and at proto it gets another high slot too. Speed and damage mods FTW
Personally, Gallente if you run with a logi, Amarr if you want to run solo. The reason I say that is because the Gallente's shields won't do anything for you really. You even have a slow shield rep so you have to rely on heavy armor repair to stay alive. Amarr sentinel has the advantage against other heavies and faster shields, meaning you can rep slower by yourself and still stay alive.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Dr PepperPoP
Bragian Order Amarr Empire
422
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Posted - 2014.03.20 03:41:00 -
[9] - Quote
I-Shayz-I wrote:Amarr sentinel gets 2 high slots at proto. Gallente sentinel gets 4 lows.
That's the deciding factor for me anyways.
(But Shayz, you didn't even state which one you think is better!)
Well yeah, because neither of them have two slots at adv in either low or highs. Only the minmatar has that, and at proto it gets another high slot too. Speed and damage mods FTW
Personally, Gallente if you run with a logi, Amarr if you want to run solo. The reason I say that is because the Gallente's shields won't do anything for you really. You even have a slow shield rep so you have to rely on heavy armor repair to stay alive. Amarr sentinel has the advantage against other heavies and faster shields, meaning you can rep slower by yourself and still stay alive. ... but damage mod is getting nerfed by basically 50%...
How can you justify that? |
Dr PepperPoP
Bragian Order Amarr Empire
422
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Posted - 2014.03.20 03:43:00 -
[10] - Quote
Gal Heavy will take any heavy 1v1, 4 slows means more health, more reps, more speed.
With the damage nerf, high slots offer NOTHING a heavy wants. It's almost a wasteful slot, if I could have a 5 slotted heavy suit I'd taie it in a heart beat. HMG didn't get nerfed, it's not going to need dmg mods to destroy. So even with the single high slot I'm more likely to put a mod to increase shield recharge rate. The armor complex gives will be worth more then the extra dmg 5% gives, and I don't think they reduced CPU/PG costs either for dmg mod, ew...
Gal reigns supreme, Amarr is the best Forge suit, maybe second to Minmatar. |
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Rusty Shallows
1170
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Posted - 2014.03.20 03:52:00 -
[11] - Quote
zzZaXxx wrote:snip
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.
snip Your instinct about seeking the Frames advantage is correct.
Joel II X wrote:When it comes to standoffs health is always better than damage ESPECIALLY post 1.8. This.
In that exact case go Gallente Proto-Sentinel. The extra complex plate wins. Although I strongly advice against playing bricked Sentinels unless the circumstances demand it. Even on my Basic Sentinel two complex plates is like a waddling hell. Get caught using four all the other Mercs will make fun of your weight and no one will invite you to pool parties.
Here, have some candy and a Like. :-)
Forums > Game
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Sgt Kirk
Fatal Absolution General Tso's Alliance
5190
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Posted - 2014.03.20 03:53:00 -
[12] - Quote
Gallente Heavy.
Why?
Because Gallente.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Rynoceros
Rise Of Old Dudes
3202
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Posted - 2014.03.20 04:13:00 -
[13] - Quote
Put Complex Damage Mods on the Highs for the Amarr and watch that 10% make a significant difference in headshots.
I GÖú Kittens.
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The dark cloud
The Rainbow Effect Negative-Feedback
2500
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Posted - 2014.03.20 04:13:00 -
[14] - Quote
Nobody will use a fully plated heavy. They are stupid as hell and wont survive more then 1-2 encounters. That means the caldari sentinel will be superb in that aspect.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Dr PepperPoP
Bragian Order Amarr Empire
422
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Posted - 2014.03.20 04:15:00 -
[15] - Quote
The dark cloud wrote:Nobody will use a fully plated heavy. They are stupid as hell and wont survive more then 1-2 encounters. That means the caldari sentinel will be superb in that aspect. full plated, if by that you mean the normal armor stackers, yea, that's foolish. But if you mix them with Fero and the other one, it's a very effective and withstanding combination. |
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