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Daddrobit
You Can Call Me Daddy
1273
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Posted - 2014.12.23 17:42:00 -
[1] - Quote
The speed disparity actually becomes quite apparent when kitting out your fit with kin cats or plates, especially kin cats though. It's actually almost viable to fit out a shotgun assault with ferrroscales, 2 kin cats, and a repper.
For AR users I'd recommend either 2 advanced plates with 3 reppers, or 3 ferroscales and 2 reppers. I find success with both. All fits get 2 damage mods (light and sidearm or two light) and a proto precision enhancer, (yes, it's worth it). Had a really good 54-1 domination game last night with my Duvolle AR and CreoDron Ion Pistol on the ferroscale fit.
The Amarr assault however, even when speed fit doesn't hold up as well overall. It's slower to get in range and has a more easily hit frame to deal with.
In the end, the Gallente are excellent for people who want a very good balance of tank, gank, and speed all in one fit. Amarr gets you gank and tank, but I personally don't like relying on having 800+ armor to get the job done.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1274
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Posted - 2014.12.23 18:10:00 -
[2] - Quote
Nocturnal Soul wrote: TBH I recently just switched over to 2 ferroscales, a reactive, and 2 reps all complex. Gets you to a nice 600+ armor and 23 reps.
I never much cared for reactives on armor suits. I just don't think they're as efficient as their alternatives to putting on actual plates and reppers. If I'm going to deal with a speed penalty, I might as well just put on an actual plate and an actual repper and be nearly twice as effective or more on both fronts.
2 reactives = 122 armor and 6 reps w/ 2% penalty 1 adv plate and 1 proto repper = 121 armor and 9.38 reps w/ 4% penalty
The extra reps are well worth the 2% speed penalty I've found.
However I find they are invaluable for Caldari suits on the advanced and proto teir. Just one increases the survivability of those things by a mile.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1276
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Posted - 2014.12.23 18:31:00 -
[3] - Quote
Nocturnal Soul wrote:Sequal's Back wrote:So the only reason why the gallente could be better is with a Tac AR.. Well.
About jumping over fences, if you fit 3 ferro/2rep on both proto gal and amarr with dmg mods, you will succeed in both suits! But amarr will have more hp/stamina.
You guys speak as if we couldn't fit an AR on the amarr assault. But when I do I finally have a better suit with the Amarr + AR than with the Gal + AR. And from what I've seen in videos, except with the Tac, the bonus is absolutely useless^^ 30hp is not worth it for a 3% speed penalty.
And a larger hitbox.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1276
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Posted - 2014.12.23 18:39:00 -
[4] - Quote
Sequal's Back wrote:Daddrobit wrote:Nocturnal Soul wrote:Sequal's Back wrote:So the only reason why the gallente could be better is with a Tac AR.. Well.
About jumping over fences, if you fit 3 ferro/2rep on both proto gal and amarr with dmg mods, you will succeed in both suits! But amarr will have more hp/stamina.
You guys speak as if we couldn't fit an AR on the amarr assault. But when I do I finally have a better suit with the Amarr + AR than with the Gal + AR. And from what I've seen in videos, except with the Tac, the bonus is absolutely useless^^ 30hp is not worth it for a 3% speed penalty. And a larger hitbox. That is a good point, I never compared the hitboxes. Is it really noticable? This is quite important indeed.
I don't know if the -actual- hitbox is any larger, but they do seem a fair bit larger with their backpacks and general blocky bulkiness. The Gallente are far more streamlined in their suits and I find are considerably harder to hit when strafing.
Also, it's only a 38 hp difference with all core skills maxed and Gal is .32m/s faster on sprint speed on top of the .2m/s walk.
O.G. Pink Fluffy Bunny
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