Roy Ventus
Axis of Chaos
1865
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Posted - 2015.02.09 15:13:00 -
[1] - Quote
A lot of people are just telling you their fittings, not how to "work" the Gallente suit.
Gallente warfare mantra, EVE side and Dust side, has always been about speed, reps, and CQC (close quarters combat).
In the great void of space, ships dance around the enemy with great speed making the enemy's turret have difficulties in tracking and landing shots. On the ground, speed will help you out extremely in CQC as you close the gap, escape, or simply out maneuver your opponent. In the past, that was my thing. Able to quickly get across the field in a Assault suit and take down enemies while my squad slightly lagged behind. I was the spearhead, if you will. While you could throw on a Kin-Catz, it's probably much more preferable if you just keep your armor penalty low. The reps are a major player because again you should be harder to hit than the rest and if you're harder to hit, you should be much quicker to "heal." Also reps help fill the space where armor could be, making you a faster healer and a faster merc in general.
The Gallente are an armor tanking people, but they also don't do it so religiously as the Amarr. A bit of shields and a little more armor should take you a long way. Note, if you're an assault you'll probably want to be on the tankier side but really it all depends on the environment. You'd want to be faster in an open environment where snipers, marksman, and sharpshooters are gunning for you, as well as enemies who could be on foot, hunting you. In closed environments, such as an industrial facility, you might want to pack on more armor, thus making you slower, because you're more than likely to run into enemies in tight quarters.
And while one could argue every suit needs damage modifiers, I would argue strictly that Gallente suits need them the most, well next to snipers. Why? Because the majority of ARs, and most of the Gallente's weaponry, are short-ranged weapons that offer up rapid fire but disperse VERY quickly. What does that last part mean? DO NOT USE IN MID-RANGE CONTESTS. You need to get up close and pack as much damage as possible into those few seconds that your enemy has to react. AR is decent at best without damage mods, but with them, they're much better.
Also, while it's not an agreed upon belief, the SMG, of Minmatar design, is arguably one of the Gallente's assault best used sidearms. Using both an AR and SMG will keep you strictly in CQC situations, but you'll be a CQC monster only competing against a Minmatar with a CQC fit. Btw, your worst enemy IS a Minmatar with a cqc fit. Their CR is meant to penetrate armor but luckily for Gallente they have two things working for them, the fact that Gallente can stack on some shields, and the fact that the CR doesn't allow for the same swift pinpoint precision as the AR, with the burst feature only allowing burst of fire with intervals in between and the ACR's rapid fire being very hard to control.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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