Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1082
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Posted - 2014.07.22 17:49:00 -
[1] - Quote
Velociraptor antirrhopus wrote:First of all I am a new tanker. I've been practicing the past couple months, and I've built my passive SP up past 7 million now. I have a Gunnlogi with most of my shield skills up to 4, proto shield modules, proto damage mods, core skills for duration and cooldown up to 4, proto rail and missile large turrets, as well as proto PG/CPU extenders and fuel injectors. I've been told to try:
- Missile tank with two hardeners and an extender
- Missile tank with an extender, speed booster and damage mod (pre-nerf)
- Rail tank with two extenders and a hardener, for hunting down tanks
- Rail tank with two damage mods and an extender, for sniping
Does this sound right to you? What do you use? I really like the Missiles and I'm thinking about skilling into the reload speed and proficiency.
Double extender, and a single hardener is in my opinion, THE BEST, way to fit a gunnlogi with the recent changes. Play around if you want but this is one of the most solid fits this build, with the most versatility.
And careful with missiles, they work very well against armor tanks, but if you come across a gunnlogi using this fit, a single salvo will drop the shields to about half WITHOUT THE HARDENER. Meaning it's going to take some reloads to break through.
2 hardeners, one extender - solid fit, but you will spend a lot of time recharging for defenses.
extender, speed boost, damage mod - Stronger than most would admit, though it requires some intense tanking skills to make them survive (works better with a gunner on board)
2 extenders and a hardener - The OP tank fit atm, VERY effective against AV as most forms of AV do lesser damage against shields (watch for Plasma cannons though). Also works very well against most all tanks, though watch for blasters as they gain a damage bonus to shields.
2 damage mods, extender - Just ew, I have yet to see one actually manage to take down my shields. Not a solid fit, though with damage mods you can duel tank, stacking armor in the lows would be best for this.
But don't worry about sticking a specific turret on a specific fit, and never underestimate the nitro.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1082
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Posted - 2014.07.22 17:55:00 -
[2] - Quote
Leeroy Gannarsein wrote:Harpyja wrote:XT-201 Missile Launcher 2x 20GJ Particle Accelerators
2x Complex Heavy Shield Extenders Complex Shield Hardener
Complex Powergrid Upgrade Complex CPU Upgrade
Keep in mind I have max shield skills and large missile and small railgun fitting optimization to 4 (in addition to having small turret operation at 5). This is basically my fitting. I tend to prefer a large railgun for team tanking, though. Basically your options for EHP are that one, or 2x hard 1x enh, which is strictly speaking more durable but it's an active tank so it can be frustrating. You basically can't afford to get alpha'd before your mods are up. I also like 1x hard, 1x enh, 1x dam. I don't like fitting plates in my lows; I prefer reps for more sustainability, but I'm finding I need CPU mods to fit anything decent nowadays anyway, which usually limits my other slot to an ammo expander or something.
This is fine if you can pick up gunners. I find it tough tho most times finding them, or finding halfway decent ones. Keep in mind, losing one is very expensive with the guns (specially if you run proto) and takes away from fitting other things that would give you more surviablity against other tanks or AV. And you can't utilize it to it's fullest potential unless you have the gunners in tow.
Meaning losing one without gunners is a TOTAL waste. Generally I run my missiles without gunners, and my blasters and rails with gun, but then again, I can afford to lose the money when I only lose a tank once in a blue moon
Tanks - Balancing Turrets
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