|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics
4474
|
Posted - 2014.11.08 12:55:00 -
[1] - 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)
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4474
|
Posted - 2014.11.08 17:28:00 -
[2] - 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)
|
John Demonsbane
Unorganized Ninja Infantry Tactics
4474
|
Posted - 2014.11.08 21:22:00 -
[3] - Quote
Jack McReady wrote:John Demonsbane wrote: Well there's your problem. The third damage mod is a waste of time with the stacking penalties.
math, I heard it helps 18% more damage is not a waste of time at all.
Yes, it certainly does.
Jack McReady wrote: 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.
Go do the math on this and get back to me. (Hint: It's before the third damage mod.)
(The godfather of tactical logistics)
|
|
|
|