Joseph Ridgeson
WarRavens Capital Punishment.
2942
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Posted - 2014.12.15 16:01:00 -
[1] - Quote
Look into the fitting of the Madrugar. The primary reason why the Gunnlogi is superior to the Madrugar is the down right terrible fitting. Losing 370 CPU for 370 PG is no where near a good trade. My Gunnlogi is a piece of cake to fit while my Madrugar is pretty much instantly maxed out on CPU no matter what I do.
I will also say that prices should be close. Marauders were previously balanced around cost. I think this is a bad idea as balancing something by putting a high price tag on it hurts poor people and those that have one billion ISK could not care less.
I greatly dislike the "insta pop" mechanic, even if it is meant as a hard counter like pulling in one specific tank to take out one specific tank. Even my cheapo Gunnlogi runs at 315,000 ISK. One thing I didn't like about 1.7 is that tank fights were no longer bruised bare fist bar fights, it a gun fight on whoever shot and hit first won. While TTK was being increased for Dropsuits, it was being heavily decreased for vehicles. I think it is currently decent as is considering the overheat stops you from instant blaping other tanks but I am still dubious on a design that is meant to "insta pop" given the prices of these vehicles. Unlike Drop Suits, I don't get a bonus if I am not using that Tank.
If I am running in my Prototype Scout and I die a lot, I can decide to run around in my Basic Scout. My level 5 Caldari Scout still gives me insane scan range, a very easy to fit Cloak, and makes me harder to see. If I have level 5 UHAV and a Falchion keeps killing me so I drop to my Gunnlogi/Madrugar, those level 5 points are wasted. The difference is that there is NO cheaper option to be a UHAV than to go to a completely different skill set. Possible fix: allow MBT's to get some benefit from those other skills. Possible flaw: completely removes the idea of tieracide for tanks as it was originally designed in 1.7.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joseph Ridgeson
WarRavens Capital Punishment.
3156
|
Posted - 2015.01.21 10:29:00 -
[2] - Quote
True Adamance gave the Gunnlogi's fits that are pretty much "use these as they are simply better." There are also Glass Cannon fits but they are far, far less common than the more standard Double Extender-Hardener or Double Hardener-Extender with Double Extender being more common among them. This is more the result of Shield Boosters needing a ridiculous amount of PG and overall not being super useful.
Madrugars are what I am far more comfortable with as I have used them until somewhat recently. There are a few Madrugar fits but they all share two things:
1. Every single one has a fuel injector. This is the biggest advantage to being a Madrugar; you can fit a fuel injector without sacrificing your precious defense. 2. Every single one uses at least one Armor Repairer.
Again, because of the fitting difficulties, the Madrugar really only has templates. You can't throw in all Complex as easily so if you are using a Prototype Blaster, you are pretty bound to using mostly Advanced. Here are the templates:
"The Original": Plate, Hardener, Repairer. This gives quite a high amount of burst protection. Ion Blaster and Basic Fuel Injector likely means Complex Hardener and Advanced Plate-Repairer. Putting in a Railgun lowers CPU so the Hardener is lowered while the Plate which uses less CPU is increased.
"The Immortal": Double Repairer, Hardener. A single Complex Plate gives more EHP than a Hardener without Plates but the Effective Healing on this one makes it more suited for taking light AV damage. This is especially good against Blasters. Complex + Advanced Repairer with max skills is 237.5 repair a second. Turn the hardener on and it is 316.66 EHP a second.
"The Immortal v2": Double Repairer, Plate. See above for how a single Plate is worth more EHP than a Hardener. It gives up the Hardener's "circumstantial bonus" for the Plate's "permanent bonus."
That is really about it. Most of the fitting comes from trying to optimize DPS loss to Defense gain. Using a Basic Turret with better Defensive modules is better against Infantry attacks but is usually worse against other tanks aside if it is a Missile Tank that is suddenly unable to one shot you or if it is an inexperienced tanker using a Railgun and you can trick them into overheating on your "much tougher than it looks" body.
Really, Tanks have been ultra limited from the get-go. Despite what people will like to say about all the options in Chromosome or pre-1.7 there has only ever been one go to fit simply because it was vastly superior.
Chromosome: Blaster Madrugar, Triple Staggered Prototype Hardeners, Complex Repairer, Complex Plate, basic Heat Sink. That tank was simply the best. There was no comparison in it. It was more difficult to use, staggering the hardeners to keep 2 up at all times and 3 up a lot of the time, but it gave the best results of any other tank. You could swap Blaster for Rail obviously.
Uprising Pre-1.7: Madrugar, Double Staggered Hardener, Complex Repairer, Complex Plate, basic Heat sink, 1 complex PG extender. I tried ALL the other fits when PG was nerfed, even going to Gunnlogi's. Still, the old fit with 1 less Staggered Hardener was superior to the rest.
At least in 1.7 there were multiple different Madrugars: Triple Repairer, Double Hardener-Repairer, Plate-Hardener-Repairer, Double Repairer-Hardener.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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