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bamboo x
Eternal Beings Proficiency V.
302
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Posted - 2014.03.24 19:54:00 -
[1] - Quote
I will be a full proto Amarr Sentinel in 1.8. I have HMG prof 5, Forge prof 1, ScP prof 1 right now, as well as shields, shield extenders, armor, and armor plating maxed out level 5. Also my CPU core skill is lv4 and PG lv5, and of course damage mods are proto.
A few questions:
- What makes the Breach Forge so good if the Assault can do more damage when you are accurate?
- Will I be sorry if I don't skill into Armor Rep modules?
- I was a logi before, so I'm not sure - is it worth using both heavy and sidearm damage mods?
- What is your opinion on the ScP variants?
I laugh at your CR, SMG, Magsec, HMG, lasers & plasma
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bamboo x
Eternal Beings Proficiency V.
302
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Posted - 2014.03.24 20:00:00 -
[2] - Quote
CommanderBolt wrote:I have occasionally used both a heavy and light damage mod but I fear in 1.8 dmg mods are kinda a little pointless, I dont know.
I disagree. Having one module is definitely going to be required. Imagine how many HMG bullets are spraying your enemy. When each of those is doing 5% more the damage adds up real quick. I just don't know about the sidearm. But we will see.
Edit: And what do you think about the ScP variants?
I laugh at your CR, SMG, Magsec, HMG, lasers & plasma
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bamboo x
Eternal Beings Proficiency V.
302
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Posted - 2014.03.24 20:22:00 -
[3] - Quote
Rynoceros wrote:**** a FG.
Get Armor Reps maxed.
Tank only Complex Heavy Damage Mods.
Sidearms are for last ditch efforts and you shouldn't rely on one to keep you in the game. (I prefer the fluidity between HMG and SMG use)
I disagree. When you're on more open and exposed maps that sidearm is going to be essential. I already know this from running around with the assualt forge killing infantry at medium range. Also with the proficiency change and damage mod nerf, trying to kill at medium range with a HMG will be noticeably more difficult.
Even in the instances you are right, like city maps where you probably should use dual Heavy mods, having a ScP will not be a "last ditch effort" but the difference between life and death.
And what do you mean 'screw a FG?' Are you implying that Forge Guns are bad? LOL =/
I laugh at your CR, SMG, Magsec, HMG, lasers & plasma
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bamboo x
Eternal Beings Proficiency V.
302
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Posted - 2014.03.24 20:29:00 -
[4] - Quote
xSivartx wrote:1. Alpha strikes, scare tactics, and quick finishes on wounded targets. 2. Probably yes. Even with logis, they will probably die before you and getting back is iffy at times. 3. Stick to heavy. If using a FG, avoid infantry, if HMG, use the HMG. 4. Regular is my preference. Maybe swap out for a new sidearm when they arrive.
2. Yeah, speaking from experience Min Logis are a bit squishy, and seeing as they will be the best rep tool users they will die a lot.
3. You have a point with the FG at long range, but I have discovered I really like killing infantry with the Assault FG, and in that case I think the sidearm mod will be much more useful than a heavy mod or shield extender. Again I disagree for maps that are more open and less favorable for the HMG.
4. No, I already decided I will need the ScP. Like I said in my last post the shield-based damage will be crucial, as well as the better range than an Ion.
I laugh at your CR, SMG, Magsec, HMG, lasers & plasma
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