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Joseph Ridgeson
WarRavens Final Resolution.
1804
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Posted - 2014.05.11 22:04:00 -
[1] - Quote
Shields are much easier to fit all things considered. They are swimming in CPU. Shields are a lot stronger for a single fight with their better hardeners. Cons for shield tanks is the vulnerability of the ambush; a single shot before you turn your hardeners on will slaughter your shields. An armor tank taking a single shot before turning their hardener on will lose mostly shield and no armor. A shield tank will lose a large amount of their EHP from that first unhardened shot.
Armor tanks are more consistent. Their hardener has a much shorter cooldown and their passive repair allows them to soak medium amounts of damage over an extended time. Burst damage will slaughter an armor tank quite quickly. Ever AV weapon aside from Flux Grenades and Plasma Cannons do more damage against armor than shields.
With 17 million, you should be able to get both armor and shield very easily. Only put as much points into Armor/Shield Fitting Optimization as you need to fit stuff. I went a little overboard with my Armor Fitting Optimization as I believe that PG would be a problem in 1.7 as it was in 1.3-1.6 but that was nit the case. I have ~16 million in tanks. Counting the points that I seriously didn't need because I never use them (scanners, damage mods) I probably have about a million that is not useful.
Why did you put more than a single point into HAV operation? Did you not read it and see that it is a dead skill?
I generally don't bother with higher level weapons nor damage mods. Damage mods, especially for Madrugars, burn a ludicrous amount of CPU. Higher level weapons offer minimal advantages and cost much more both in the ISK and fitting department. I think that you get more bang for your buck with standard weapons but it is a personal preference thing more than anything else really.
If you are using a mouse and keyboard for driving a tank, which I highly suggest, you activate modules by holding the middle mouse button or capslock, highlighting the module you want to use with the mouse, and then releasing capslock/middle mouse. You can practice with a logistics suit and equipment to get an idea how it works.
Good luck!
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joseph Ridgeson
WarRavens Final Resolution.
1808
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Posted - 2014.05.12 01:24:00 -
[2] - Quote
ISuperstar wrote: Also is it just me or is the turret turn speed super slow? I literally having to pick up my mouse and swipe about 10 times just to make a 180GÇó turn. My mouse is 3500 Dpi Razr Deathadder and my sensitivity is all the way at 100... I am fairly certain your mouse type doesn't matter as it is all based on the in game sensitivity.
And yes, it is atrociously slow, especially with the railgun. The Turret Proficiency skill does not work and it hasn't for some people since about 1.4 and it hasn't for anyone since 1.8, which is when I noticed that it was moving much slower than before. I filmed the difference between two characters. With 4 points in Railgun Proficiency, it should be 40% faster but it isn't. Joseph has 5 ranks in Blaster Proficiency and 4 ranks in Railgun Proficiency. These were the times when I filmed a complete turn with the controller (more consistent than mouse for this test) with a militia Rail/Blaster on Sica between Joseph and a character with zero points in tanks:
Blaster Speeds. Joseph: 7.49 and 7.46. Third test was messed up as I couldn't tell when exactly it completed its spin. Alt: 8.92, 8.93, and 8.94
Railgun speeds: Joseph: 17.15, 17.14, 17.13 Alt: 17.52, 17.59, 17.53.
The ticket response was essentially "That doesn't seem right. I can't promise that the skills are not working properly as I do not know the exact formula they are supposed to follow but e-mails have been sent. We are looking into it."
So it is something they know about and all we can do is wait for them to fix it. It is a massive pain though on how slow it is. To compensate, you can rotate your tank while moving the mouse to align it a bit faster.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joseph Ridgeson
WarRavens Final Resolution.
1810
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Posted - 2014.05.12 13:45:00 -
[3] - Quote
And Tebu Gan is fairly correct.
Ever since the nerf of Hardeners, damage mods have gotten much more deadly. When hardeners were 40/60, having a 30% damage increase seemed fine enough. Now that hardeners are 25/40, 30% damage increase is too powerful. I would hope that they get nerfed to 20% to be in line with the ~33% nerf to hardener effectiveness.
In short, defense was weakened while offense was not. Ironic consider 1.8 was all about increase TTK when vehicle v vehicle TTK went down considerably.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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