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Lorhak Gannarsein
Legio DXIV
3632
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Posted - 2014.06.19 19:00:00 -
[1] - Quote
I spent the last four hours skirmishing in a three-man Gunnlogi fitted with an 80GJ Particle Cannon and a variety of small turrets, most successfully XT-1 Missiles. In every match we comfortably, almost lazily, pulled two-three orbitals across our four-man squad (the other member of which was in an XT-201 Missile Gunnlogi).
We lost a single triple-turret HAV, and one XT HAV.
All in all, the fittings themselves were highly successful (judging by our bittervet tanker standards, which is to say not dying).
But we lost practically every match.
We'd have been far better off has those two HAVs been bare of turrets and fitted for tank, with the two of us pushing on foot, or even just in our own HAVs.
Why bother with small turrets when the cost is so large? If small turrets add little to no value to the outcome of a skirmish match, why fit them?
They're less efficient than a gun on the ground; they're worse at killing than a rifle, and worse at AV than an FG.
They serve very little purpose, aside from the exceedingly high DPS they can unleash in the hands of skilled ADS crews. There is no real value to employing 'teamwork' with a HAV.
Our survivability was cut dramatically (both lows were filled with CPU mods instead of valuable tank), and our DPS wasn't increased by a relevant margin, one that might outweigh the disadvantages. Especially when taking into account the incorrect damage profiles of rails, and considering the amount of armour we could've stacked in the low slots.
Why use small turrets when they're so pointless? Fun, but pointless?
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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Mortedeamor
Imperfects Negative-Feedback
1553
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Posted - 2014.06.19 19:14:00 -
[2] - Quote
Lorhak Gannarsein wrote:I spent the last four hours skirmishing in a three-man Gunnlogi fitted with an 80GJ Particle Cannon and a variety of small turrets, most successfully XT-1 Missiles. In every match we comfortably, almost lazily, pulled two-three orbitals across our four-man squad (the other member of which was in an XT-201 Missile Gunnlogi).
We lost a single triple-turret HAV, and one XT HAV.
All in all, the fittings themselves were highly successful (judging by our bittervet tanker standards, which is to say not dying).
But we lost practically every match.
We'd have been far better off has those two HAVs been bare of turrets and fitted for tank, with the two of us pushing on foot, or even just in our own HAVs.
Why bother with small turrets when the cost is so large? If small turrets add little to no value to the outcome of a skirmish match, why fit them?
They're less efficient than a gun on the ground; they're worse at killing than a rifle, and worse at AV than an FG.
They serve very little purpose, aside from the exceedingly high DPS they can unleash in the hands of skilled ADS crews. There is no real value to employing 'teamwork' with a HAV.
Our survivability was cut dramatically (both lows were filled with CPU mods instead of valuable tank), and our DPS wasn't increased by a relevant margin, one that might outweigh the disadvantages. Especially when taking into account the incorrect damage profiles of rails, and considering the amount of armour we could've stacked in the low slots.
Why use small turrets when they're so pointless? Fun, but pointless?
try 2 tankers 4 infantry..have the infatry in lavs tapping down points...2 logis..2 heavies 2 lavs...easy peasy whats worse if they are good they are hybrid speced to av my logi has a nasty solo av variant and a nasty teamwork variant...my heavy has a forge and an hmg...as most heavies do...the versatility of the logi heavy combo ina lav working with tanks is extreme especially on long range maps |
Bright Steel
Tears Of Wars
10
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Posted - 2014.06.19 19:37:00 -
[3] - Quote
Use the small turrents to allow two heavy assault forgers ride along and they jump out to triple team other tanks! :) best anti tank fit
Death by Minmando
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Atiim
NoGameNoLife
9610
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Posted - 2014.06.19 19:49:00 -
[4] - Quote
From my experience, 20GJ Railguns are much more effective than Small Missile Launchers.
It's basically a full-auto Sniper Rifle that rips everything to pieces, and it's accuracy isn't much of a problem if the people in your HAV aren't total scrubs. Not to mention that while Missiles require you to time your shots carefully due to the long reload and travel time, 20GJ Railguns have a near-instantaneous travel time (possibly hit-scan?), with a [relatively] short reload time.
As for a DPS, two 20GJ Particle Cannons adds 1,508 DPS, which doesn't seem too bad when you consider the fact that most HAVs tout about 5200 eHP.
-Insert Clever Statement Here-
"The Snack That Smiles Back; Amarr Suits"
-HAND
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Pvt Numnutz
Watchdoge Explosives
1513
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Posted - 2014.06.19 20:02:00 -
[5] - Quote
Missile tanker here, small turrets are exceedingly useful. As a missile tank I don't really have any anti infantry capabilities. I have rails on my missile tank and do a great job at killing infantry and assisting against shield tanks. After clearing a point of enemies (usually outside objectives) my gunners deploy to take the objective. As they are shock troopers in my python they are use to deploying with only two men. If it's a 4 point like line harvest I position my tank as cover if there are any blues pushing and my gunners deploy to help push while I bombard the area keeping the reds pinned while they lead the charge. My tank does give up its lows to fit this, but I still have a tank of 5300 shields and gain the advantage of having a small team in my tank, anti infantry abilities, extra eyes scanning for threats, someone who can look on the overhead map and call out tanks, av (if gunner fits a forge gun), super hacker, and much more.
I don't usually use vehicles unless its with a crew, it makes the vehicle more useful and having company along is much more fun as dust is a social game. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10853
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Posted - 2014.06.19 20:35:00 -
[6] - Quote
Lorhak Gannarsein wrote:I spent the last four hours skirmishing in a three-man Gunnlogi fitted with an 80GJ Particle Cannon and a variety of small turrets, most successfully XT-1 Missiles. In every match we comfortably, almost lazily, pulled two-three orbitals across our four-man squad (the other member of which was in an XT-201 Missile Gunnlogi).
We lost a single triple-turret HAV, and one XT HAV.
All in all, the fittings themselves were highly successful (judging by our bittervet tanker standards, which is to say not dying).
But we lost practically every match.
We'd have been far better off has those two HAVs been bare of turrets and fitted for tank, with the two of us pushing on foot, or even just in our own HAVs.
Why bother with small turrets when the cost is so large? If small turrets add little to no value to the outcome of a skirmish match, why fit them?
They're less efficient than a gun on the ground; they're worse at killing than a rifle, and worse at AV than an FG.
They serve very little purpose, aside from the exceedingly high DPS they can unleash in the hands of skilled ADS crews. There is no real value to employing 'teamwork' with a HAV.
Our survivability was cut dramatically (both lows were filled with CPU mods instead of valuable tank), and our DPS wasn't increased by a relevant margin, one that might outweigh the disadvantages. Especially when taking into account the incorrect damage profiles of rails, and considering the amount of armour we could've stacked in the low slots.
Why use small turrets when they're so pointless? Fun, but pointless?
This being a key issue I highlighted to Rattati in his HAV thread he opened up.
Tanks may be more powerful now......but fitting options are cut dramactically and team and utility turrets and modules are deincentivized in favour of solo fit tanks.
I mean why do I bother to fit small turrets to my Madrugar knowing that it would have more survivability if I went complex HP modules?
I certainly don't know......
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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Lorhak Gannarsein
Legio DXIV
3637
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Posted - 2014.06.20 03:36:00 -
[7] - Quote
Atiim wrote:From my experience, 20GJ Railguns are much more effective than Small Missile Launchers.
It's basically a full-auto Sniper Rifle that rips everything to pieces, and it's accuracy isn't much of a problem if the people in your HAV aren't total scrubs. Not to mention that while Missiles require you to time your shots carefully due to the long reload and travel time, 20GJ Railguns have a near-instantaneous travel time (possibly hit-scan?), with a [relatively] short reload time.
As for a DPS, two 20GJ Particle Cannons adds 1,508 DPS, which doesn't seem too bad when you consider the fact that most HAVs tout about 5200 eHP.
But they're not valuable. (Also I have issues with lag + rails considering I play with Europeans on their servers; missiles tend to be easier for laggy situations)
What can I do in a particle cannon strapped to a tank that I can't do with my rifle on the point better?
I'm reminded of something SoTa PoP said once when tower-forging was a thing: "why deny from a limited FoV like a rooftop when, with my HMG, I can deny anywhere?".
That they add DPS is not disputed, but they don't particularly add important DPS, and I'd still be better off forging things what with having higher spike damage and a different angle from the tank, and also not dying if the tank does.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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Pvt Numnutz
Watchdoge Explosives
1514
|
Posted - 2014.06.20 04:12:00 -
[8] - Quote
Lorhak Gannarsein wrote:Atiim wrote:From my experience, 20GJ Railguns are much more effective than Small Missile Launchers.
It's basically a full-auto Sniper Rifle that rips everything to pieces, and it's accuracy isn't much of a problem if the people in your HAV aren't total scrubs. Not to mention that while Missiles require you to time your shots carefully due to the long reload and travel time, 20GJ Railguns have a near-instantaneous travel time (possibly hit-scan?), with a [relatively] short reload time.
As for a DPS, two 20GJ Particle Cannons adds 1,508 DPS, which doesn't seem too bad when you consider the fact that most HAVs tout about 5200 eHP. But they're not valuable. (Also I have issues with lag + rails considering I play with Europeans on their servers; missiles tend to be easier for laggy situations) What can I do in a particle cannon strapped to a tank that I can't do with my rifle on the point better? I'm reminded of something SoTa PoP said once when tower-forging was a thing: "why deny from a limited FoV like a rooftop when, with my HMG, I can deny anywhere?". That they add DPS is not disputed, but they don't particularly add important DPS, and I'd still be better off forging things what with having higher spike damage and a different angle from the tank, and also not dying if the tank does. Speak for yourself mate, they are incredibly valuable for missile tanks. Since I can't waste missiles on infantry I need anti infantry support on my tank, not next to it. Even if my gunners aren't shooting they can be looking for av threats or in the over view looking for other tanks and directing me behind them, it is so incredibly important to get the drop on other tanks, doubly so for shield tanks. If I find myself fighting a shield tank that extra rail dps is the most important due to the way missiles operate and their damage profile.
In a particle cannon strapped to a tank you can one-two shot most suits and provide valuable cover fire for advancing or defending friendlies. You can also get out of the tank to support on the ground if needed and have your tank buddy give what support he can.
Tank gunners and operators have a lot to learn, my python crew doesn't even need to think about these things, they simply recact as the situation demands, this applies to both my python and my gunni boy.
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Lorhak Gannarsein
Legio DXIV
3638
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Posted - 2014.06.20 05:05:00 -
[9] - Quote
Pvt Numnutz wrote:Lorhak Gannarsein wrote:Atiim wrote:From my experience, 20GJ Railguns are much more effective than Small Missile Launchers.
It's basically a full-auto Sniper Rifle that rips everything to pieces, and it's accuracy isn't much of a problem if the people in your HAV aren't total scrubs. Not to mention that while Missiles require you to time your shots carefully due to the long reload and travel time, 20GJ Railguns have a near-instantaneous travel time (possibly hit-scan?), with a [relatively] short reload time.
As for a DPS, two 20GJ Particle Cannons adds 1,508 DPS, which doesn't seem too bad when you consider the fact that most HAVs tout about 5200 eHP. But they're not valuable. (Also I have issues with lag + rails considering I play with Europeans on their servers; missiles tend to be easier for laggy situations) What can I do in a particle cannon strapped to a tank that I can't do with my rifle on the point better? I'm reminded of something SoTa PoP said once when tower-forging was a thing: "why deny from a limited FoV like a rooftop when, with my HMG, I can deny anywhere?". That they add DPS is not disputed, but they don't particularly add important DPS, and I'd still be better off forging things what with having higher spike damage and a different angle from the tank, and also not dying if the tank does. Speak for yourself mate, they are incredibly valuable for missile tanks. Since I can't waste missiles on infantry I need anti infantry support on my tank, not next to it. Even if my gunners aren't shooting they can be looking for av threats or in the over view looking for other tanks and directing me behind them, it is so incredibly important to get the drop on other tanks, doubly so for shield tanks. If I find myself fighting a shield tank that extra rail dps is the most important due to the way missiles operate and their damage profile. In a particle cannon strapped to a tank you can one-two shot most suits and provide valuable cover fire for advancing or defending friendlies. You can also get out of the tank to support on the ground if needed and have your tank buddy give what support he can. Tank gunners and operators have a lot to learn, my python crew doesn't even need to think about these things, they simply recact as the situation demands, this applies to both my python and my gunni boy.
Perhaps the situation with missiles is different, but the fellow I was gunning for was consistently hitting infantry, as well as being perfectly capable of dealing with HAVs. Our AI ability is decreased thanks to lessened mobility and decreased aim, and our AV ability is decreased in the sense that we're better off forging while he's fitted higher tank.
Leaving the vehicle is iffy because of the loss of the HAVs effectiveness that implies; it's very difficult to hold an objective wiring an internal terminal from the outside, and going inside and separating from the HAV decreases the HAV's utility.
Your missile tank might be effective, but I cannot see how it's more effective (and versatile) than three persons doing a separate task in concert, as opposed to a three-man missile turret with a bit more DPS.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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