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Michael Arck
5997
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Posted - 2014.11.08 08:49:00 -
[1] - Quote
Looking to tinker with Amarr Assaults.
Any advice?
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Glock Team GOONS
Glocks 1 Man Bukkake Tysunami
9
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Posted - 2014.11.08 08:55:00 -
[2] - Quote
Michael Arck wrote:Looking to tinker with Amarr Assaults.
Any advice? No just stick to the caldari it's good for me
Oh you say scrambler is op? Just mad you ain't skilled in it
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tander09
KILL-EM-QUICK RISE of LEGION
169
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Posted - 2014.11.08 08:59:00 -
[3] - Quote
Michael Arck wrote:Looking to tinker with Amarr Assaults.
Any advice? TANK HP, that is all.
"If the gallente brainwash me again, they shall be purged by God himself!"
-Nexle Skimfuse
AMARRIAN4LYFE
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Michael Arck
5997
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Posted - 2014.11.08 09:00:00 -
[4] - Quote
Glock Team GOONS wrote:Michael Arck wrote:Looking to tinker with Amarr Assaults.
Any advice? No just stick to the caldari it's good for me
I think I need to spread my wings. I have all things Caldari. I'm looking for a fun fit, in which I think the Amarr Assaults could be fun with a SCR equipped.
Plus chilling in all gold suits is nothing but swagger unhinged
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Spectral Clone
Abandoned Privilege Top Men.
3066
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Posted - 2014.11.08 09:03:00 -
[5] - Quote
Reactive plates (real men don-¦t even have SP in shield mods), dmg mods, ScR.
When scan profile is buffed, perhaps one profile dampener.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Protocake JR
USA Caucasians
1558
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Posted - 2014.11.08 09:15:00 -
[6] - Quote
Here is my advice: I know a lot of people get a hard on when talking about damage mods on amarr assault, but if you plan on using the scrambler rifle (not the ascr) you won't need them as long as you develop a fast trigger finger. The Scr already has the highest potential DPS out of all the rifles, any more is just overkill.
Use shield extenders. Armor repairs too slow. Even with 350 shields, it has drastically increased my overall survivability while having no noticable negative effects on my killing power.
Just practice hitting that trigger as fast as you can, while maintaining control of aim adjustments. |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1089
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Posted - 2014.11.08 09:16:00 -
[7] - Quote
REPS REPS REPS. As long as you hold a little range and rep tank the hell out of it with a ScR you will laugh at the results. |
Glock Team GOONS
Glocks 1 Man Bukkake Tysunami
9
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Posted - 2014.11.08 09:21:00 -
[8] - Quote
deezy dabest wrote:REPS REPS REPS. As long as you hold a little range and rep tank the hell out of it with a ScR you will laugh at the results. Yup reps are good i have 3 reps reactive n plate gives me a lil over 600 hp and 2 shield ext and a dam mod
Oh you say scrambler is op? Just mad you ain't skilled in it
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Lloyd Orfay
SHAKING BABIES FACTION WARFARE ALLIANCE
184
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Posted - 2014.11.08 09:24:00 -
[9] - Quote
Michael Arck wrote:Looking to tinker with Amarr Assaults.
Any advice?
Here's some.
Get a logi Then STACK THOSE AMOUR PLATES SO HIGH YOUR MOTHER THINKS YOU'VE GOT FPS GAMER'S PTSD Then when you get hurt have the logi heal you. Then CLOTHESLINE ANYTHING CONSIDERABLY ALIVE WITH THAT PRECISION PINPOINT LASER AND RAZE THE ENTIRE MAP DOWN.
And that basically explains the clusterf*ck of survivability and power that is an Amarr Assault(better have the skill at least level 3 if you want to be OP) |
Michael Arck
5997
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Posted - 2014.11.08 09:39:00 -
[10] - Quote
Thanks guys
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2366
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Posted - 2014.11.08 09:46:00 -
[11] - Quote
Amarr assault is pretty tasty. Personally I don't like to slow it down too much and prefer those reactive plates and stuff instead of 'bricking it' and being as slow as a heavy. (Mind you while I have had the Amarr assault for some time, I am quite rusty with it and dont use it too often.)
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Jack McReady
DUST University Ivy League
1600
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Posted - 2014.11.08 11:07:00 -
[12] - Quote
Protocake JR wrote:Here is my advice: I know a lot of people get a hard on when talking about damage mods on amarr assault, but if you plan on using the scrambler rifle (not the ascr) you won't need them as long as you develop a fast trigger finger. The Scr already has the highest potential DPS out of all the rifles, any more is just overkill.
Use shield extenders. Armor repairs too slow. Even with 350 shields, it has drastically increased my overall survivability while having no noticable negative effects on my killing power.
Just practice hitting that trigger as fast as you can, while maintaining control of aim adjustments. you do not take the damage mods to simply do more dps. you take them to melt as many targets as possible before an overheat and overcome the armor penalty against sentinels with raw damage.
beside that, the shield extenders are more PG hungry which will limit your fittings in some way.
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Sequal Rise
Les Desanusseurs
181
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Posted - 2014.11.08 12:17:00 -
[13] - Quote
The Amarr assault suit is pretty versatile when you try out fits.
Of course you can brick tank it if you have a logi and go ove 900 armor HP.
Then, if you want to play it in CQC, what I fit on it is 3comp reps, 2 comp ferro, 3 adv extenders and a Duvolle (pick the CQC weapon of your choice). This way you have a really good suit, quite fast (7.06m/s is ok for it) with great regen (30hp/s) who's really effective in CQC.
You can also have a mix of both playstyle (rep and armor) and stack 5 comp reactive plates which works good, or try out stuffs like 2 comp reps 1 reactive 2 adv armor plate, etc.
And it's so badass with a ScR
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Michael Arck
5998
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Posted - 2014.11.08 12:40:00 -
[14] - Quote
Sequal Rise wrote:The Amarr assault suit is pretty versatile when you try out fits. Of course you can brick tank it if you have a logi and go ove 900 armor HP. Then, if you want to play it in CQC, what I fit on it is 3comp reps, 2 comp ferro, 3 adv extenders and a Duvolle (pick the CQC weapon of your choice). This way you have a really good suit, quite fast (7.06m/s is ok for it) with great regen (30hp/s) who's really effective in CQC. You can also have a mix of both playstyle (rep and armor) and stack 5 comp reactive plates which works good, or try out stuffs like 2 comp reps 1 reactive 2 adv armor plate, etc. And it's so badass with a ScR
Thanks for the comprehensive post
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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John Demonsbane
Unorganized Ninja Infantry Tactics
4474
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Posted - 2014.11.08 12:55:00 -
[15] - Quote
EEEeewww... Shield tanking?
1 rep, one kincat, the rest plates.
Combo rep/armor give
For my LR suits I use a light and sidearm damage mod since sidearm is key. Then MAYBE one shield mod.
And if you are not using a laser weapon on an Amarr assault you are doing it wrong. No debate.
(The godfather of tactical logistics)
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Apothecary Za'ki
Biomass Positive
1704
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Posted - 2014.11.08 13:03:00 -
[16] - Quote
deezy dabest wrote:REPS REPS REPS. As long as you hold a little range and rep tank the hell out of it with a ScR you will laugh at the results. reptank? pfft go gallente for that!
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Mex-0
Molon Labe. General Tso's Alliance
128
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Posted - 2014.11.08 13:27:00 -
[17] - Quote
If you like the ScR, go for it. Fit a damage mod or precision enchancer with a shield extender, and tank reppers and plates.
I used the bolt pistol before it was (OP) cool.
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Protocake JR
USA Caucasians
1560
|
Posted - 2014.11.08 14:03:00 -
[18] - Quote
Jack McReady wrote:Protocake JR wrote:Here is my advice: I know a lot of people get a hard on when talking about damage mods on amarr assault, but if you plan on using the scrambler rifle (not the ascr) you won't need them as long as you develop a fast trigger finger. The Scr already has the highest potential DPS out of all the rifles, any more is just overkill.
Use shield extenders. Armor repairs too slow. Even with 350 shields, it has drastically increased my overall survivability while having no noticable negative effects on my killing power.
Just practice hitting that trigger as fast as you can, while maintaining control of aim adjustments. you do not take the damage mods to simply do more dps. you take them to melt as many targets as possible before an overheat and overcome the armor penalty against sentinels with raw damage. beside that, the shield extenders are more PG hungry which will limit your fittings in some way.
In my experience, the extra damage that modifier provide is negligible. I've ran proto amarr assault for about a year using 3 complex light damage modifier in my high slots. I've just recently (about a week) switched them out to shield extenders and my killing potential has remain unchanged. Removing a damage modifiers is easily overcome by shooting an extra 1 or 2 rounds, which is almost unnoticeable when you are spamming shots faster than the ROF of a rail rifle. The extra heat build up goes down pretty quickly enough to not matter as well.
And if all else fails, I always keep my dirty toxin SMG for a backup. |
CUSE WarLord
KILL-EM-QUICK RISE of LEGION
58
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Posted - 2014.11.08 14:43:00 -
[19] - Quote
Apothecary Za'ki wrote:deezy dabest wrote:REPS REPS REPS. As long as you hold a little range and rep tank the hell out of it with a ScR you will laugh at the results. reptank? pfft go gallente for that! you have no clue the power of the amarr rep tank run along.
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
52
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Posted - 2014.11.08 14:47:00 -
[20] - Quote
I run a more average)performance ak.0
Normal stacks are like so 3 plates 2 reps (high tank decent reps) 2 plates 3 reps (high rep) 4 plates 1 rep (Scrub lord tank)
My fit 2 enh plates 2 complex reppers 1 complex kinkat Average tank rep and faster than normal ak.0
I run 3 dmg mods 1 sidearm 2 light
Yet another slave of Mortedeamor
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Nocturnal Soul
Primordial Threat
4476
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Posted - 2014.11.08 14:53:00 -
[21] - Quote
1 rep 2 reactives rest plates should give you 17hp/s and 800-ish armor.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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OliX PRZESMIEWCA
Bezimienni... Dark Taboo
184
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Posted - 2014.11.08 15:03:00 -
[22] - Quote
Michael go go go with AA
You can create great armor tanked beast stuffed with dmg mods (with matari on your back), When stuck 3 complex repairers U gain lil more than 30hp/s. If U played too long using fast cal put kincats on amarr, you got 5 slots on right.
In my opinion ewar on this assault is useless. ScR without dmg mods is fun until U face gal with equal skills as yours.
And now best thing: Charged shoot is an insta kill for all scouts. Ummm maybe except those proto armor suffer ones |
I-Shayz-I
I----------I
4979
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Posted - 2014.11.08 17:04:00 -
[23] - Quote
For those replying to the thread...
What is the best equipment for an Amarr Assault?
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Joel II X
Bacon with a bottle of Quafe
4435
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Posted - 2014.11.08 17:08:00 -
[24] - Quote
Plates and damage mods.
These assaults get me more than I get them. |
DeadlyAztec11
Ostrakon Agency
5869
|
Posted - 2014.11.08 17:09:00 -
[25] - Quote
Add on two Kinetic Catalyzers and two Myofibril stimulants for anti scouting business.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Leadfoot10
Molon Labe. General Tso's Alliance
2079
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Posted - 2014.11.08 17:22:00 -
[26] - Quote
I have no first hand experience with the Amarr Assault.
I have been having a great deal of trouble killing them 1:1 though.
All that HP makes it very difficult in my scout suit, and they even take a while to kill with the HMG.
I love 1:1 fighting, and I'm considering getting them or Min Assault. I've become much more proficient with the single shot guns since going to the ScP a few months ago, and the ScR is a similiar weapon that gets the bonus, which makes the Amarr suit even more desireable.
But more likely I'll wait to see what Rattati does to reduce the prevalence of scout suits, which is what I run the most now. |
Apothecary Za'ki
Biomass Positive
1709
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Posted - 2014.11.08 17:24:00 -
[27] - Quote
Michael Arck wrote:Glock Team GOONS wrote:Michael Arck wrote:Looking to tinker with Amarr Assaults.
Any advice? No just stick to the caldari it's good for me I think I need to spread my wings. I have all things Caldari. I'm looking for a fun fit, in which I think the Amarr Assaults could be fun with a SCR equipped. Plus chilling in all gold suits is nothing but swagger unhinged its all golden till proto then its matt black
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Jack McReady
DUST University Ivy League
1602
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Posted - 2014.11.08 17:25:00 -
[28] - Quote
Protocake JR wrote:In my experience, the extra damage that modifier provide is negligible. I've ran proto amarr assault for about a year using 3 complex light damage modifier in my high slots. I've just recently (about a week) switched them out to shield extenders and my killing potential has remain unchanged. Removing a damage modifiers is easily overcome by shooting an extra 1 or 2 rounds, which is almost unnoticeable when you are spamming shots faster than the ROF of a rail rifle. The extra heat build up goes down pretty quickly enough to not matter as well. And if all else fails, I always keep my dirty toxin SMG for a backup. well, three complex damage mods give you approx 18% more damage and it is quite noticeable on a weapon with such a high base damage. makes charge shot even more deadly too.
anyway, at some point getting more damage is about equal in terms of performance to the extra hp that shield extenders provide and the ability to kill someone in a second is well worth the investment. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4474
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Posted - 2014.11.08 17:28:00 -
[29] - Quote
Protocake JR wrote:Jack McReady wrote:Protocake JR wrote:Here is my advice: I know a lot of people get a hard on when talking about damage mods on amarr assault, but if you plan on using the scrambler rifle (not the ascr) you won't need them as long as you develop a fast trigger finger. The Scr already has the highest potential DPS out of all the rifles, any more is just overkill.
Use shield extenders. Armor repairs too slow. Even with 350 shields, it has drastically increased my overall survivability while having no noticable negative effects on my killing power.
Just practice hitting that trigger as fast as you can, while maintaining control of aim adjustments. you do not take the damage mods to simply do more dps. you take them to melt as many targets as possible before an overheat and overcome the armor penalty against sentinels with raw damage. beside that, the shield extenders are more PG hungry which will limit your fittings in some way. In my experience, the extra damage that modifier provide is negligible. I've ran proto amarr assault for about a year using 3 complex light damage modifier in my high slots. I've just recently (about a week) switched them out to shield extenders and my killing potential has remain unchanged. Removing a damage modifiers is easily overcome by shooting an extra 1 or 2 rounds, which is almost unnoticeable when you are spamming shots faster than the ROF of a rail rifle. The extra heat build up goes down pretty quickly enough to not matter as well. And if all else fails, I always keep my dirty toxin SMG for a backup.
Well there's your problem. The third damage mod is a waste of time with the stacking penalties.
(The godfather of tactical logistics)
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Jathniel
G I A N T
1241
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Posted - 2014.11.08 18:11:00 -
[30] - Quote
Actually, I like all the medium suits. All of them are in a good place. Minnies are great strafers and sprinters, they can bring a load of firepower to bear, and still pull away as fast as a Scout.
Cal Assaults are reliable peek-a-boo shooters, and if you throw on a complex regulator or 2, with an energizer or recharger, you can recover whatever damage scrambler rifles do, very fast.
Gal assaults are great, especially if you're running the BAR. They turn the AR weapons into laser beams.
Amarr assault is a great suit. Probably the best DEFENSIVELY. You don't build for damage with that suit. Tank it out, and properly manage the SCR, and watch people melt before you. But it's still up to you. I'd probably damage mod it if I ran a ASCR.
Don't be afraid to try them all out! The respecs are there. :)
Have fun, and good luck!
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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