J4yne C0bb
Molon Labe. General Tso's Alliance
780
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Posted - 2014.09.06 18:55:00 -
[1] - Quote
I've been a forge gunner since beta, and when the heavy suit variants finally became available, I took Cal heavy to proto on day one, thinking it would be the best forge suit. Luckily, I was not wrong -- it is the best forge suit, and it outclasses the other three by far for this specific task. No other suit performs as well, and here's why:
1) Dat 1 second recharge: The most valuable protection you have from snipers, provided you have good cover, and even if you don't. Lower-level snipers don't have enough in the clip to get into your armor before you start recharging again, and you have enough strafe speed to make them miss at least 1-2 of their shots. If they get into your armor, the recharge rate allows you to take cover, and recharge quick to get back in the battle. Plus, the sniper is classed as a 'hybrid-rail' weapon, meaning it does more damage to armor than shields, and since Cal is a shield-based suit, the advantage goes to you.
2) The speed of the suit: Lets you chase tanks easier around obstacles, by allowing you to get into a better position more quickly. The big problem with forging is being unable to get that finishing shot off before the tank runs away -- Amarr is way too slow for this, and you sacrifice tank for speed on a Min suit. Cal is a better balance.
3) The suit bonus: 3% shield resistance to hybrid - blaster weapons per level. This means you get a 15% damage reduction bonus to tank blasters, giving you enough time to make it to cover on the ground when blaster tanks start shooting at you.
4) More high slots: allows you to do gank fittings if you need to, for particularly pesky targets. 4x complex damage mods on a proto Cal using a Kaal forge is beastly, and the same with a DCMA-5 or a Wiyrkomi makes tankers **** their pants. You can one-shot some LAVs in that fit.
Here is a decent basic forge fitting:
http://www.protofits.com/fittings/shared/1248/7532
Do not go Amarr if you want to forge. A triple repped A/1 suit? That must have been a lolsniper trying to get you to waste your skill points. And lastly, you only have 1 low slot on all CalSent variations, don't waste it on a damper or a shield regulator, that's ridiculous. All my suits have whatever level repper I can fit.
Min Logi | aka Punch R0ckgroin, fatman
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J4yne C0bb
Molon Labe. General Tso's Alliance
785
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Posted - 2014.09.06 21:34:00 -
[2] - Quote
ER-Bullitt wrote:J4nye C0bb hit the nail on the head, great post.
Ive been in the forge game for a looong time, imho - Forging is normally done from distance and/or height.. its about max damage, speed and manuverability, and quick recovery after you've taken damage from snipers who are usually your main adversary. Lets keep it real tho, if a good shotgunner sneaks up on you while you are focus firing on a tank 200meters out.. 15% damage reduction (if the racial bonus is even working as intended... lolCCP) probably wont do much to save you. Pick the suit based on the other benefits, like speed, slot layout, recharge, etc. You're right about the shotgun scout part; the advantage is minimal, but still there. Biggest problem of forging on the ground, as I'm sure you know well -- there's aways some scout looking to pwn you. But still, it helps; I've noticed you get an extra second or so before being put down by the shotgun, and combined with the better strafe speed, that little bit helps to win the engagement in certain cases.
Certainly isn't always the case, though, you're right, but it's just another benefit of the CalSent -- all those small benefits add up to a superior suit for forging.
Min Logi | aka Punch R0ckgroin, fatman
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