DIX RFOR CHICKS wrote:Lorhak Gannarsein wrote:I've been enjoying an Ion Madrugar these last couple of days; 1 Cx Heavy Repper, 1 Enh Heavy Repper, 1x CPU mod, 1 Cx Nitrous, 1 Cx Damage Mod.
When I start investing in fitting optimisation for blasters (got it maxed for rails, all module fitting skills are at max already) I might be able to fit a second complex repper.
Thank you.
Can you give me some ideas for fittings that is just beginning. i need to include enh. Nitrous. to that I can GTFO. i know I will die quite a bit becuz I suck. But to me survivability will be key and learning the terrain and using cover.
I just checked protofits, tuirns out it's an enhanced nitro, and maxxing fitting optimisation won't really help (me) at all.
If you're just mucking around, blaster maddy is more entertaining - for actually doing full on AV work people tend to prefer rail gunnlogi (ofc), although my level of latency is really telling me I made a mistake maxing railgun fitting optimisation, but hey.
Ultimately winning a tank battle comes down to positioning and map awareness. The map changes dramatically depending on the role you're doing - hopping in a HAV means your infantry-based map knowledge is mostly meaningless; you need to find new outflanking routes, new hiding spots, stuff like that.
Nitro is good, and when the HAV changes come it'll be a permanent fixture on all my fittings, so that'll be fun. Unfortunately armour hardeners aren't really worthwhile at the moment and as such your priority really ought to be on not getting hit, which, like i said, comes down to positioning and map awareness.
Heat management is important, of course, but that's something that really comes more with practice than anything else (I'm only just getting used to the current railgun heat mechanics, for example; I was away when they changed them and my muscle memory needed readjusting).
Ultimately there isn't much difference between a STD fit and a PRO fit at the moment; if you need to make sacrifices the only thing, though, that you can sacrifice safely (without compromising short-term tank, I mean) is hardeners and shield boosters - the uptime, resistance levels and boost totals don't change throughout tiers.
If you're using damage mods use the best one you can. Use the highest tier weapon you can fit (and afford); damage mods don't make up the difference. If you have to choose between the two, I'd probably recommend the weapon and more tank/utility in the freed up high slot.
The difference between an enhanced and a complex armour repairer at max skills is twenty-five hp/s. I've only fitted it because I have nowhere else to really invest in my fitting; with the sheer quantities of DPS that swarms and other HAVs deliver, you might not feel it's worth the investment.
Really it comes down to how you want to play - for pubbing on a low-sp character, two shield hardeners and a heavy extender works well enough, and you've fitting mods to fill out the CPU if need be, on a Madrugar be prepared to fit a CPU mod if you want to actually use your high slots for damage mods (but that's something you want for AV, so it's not necessarily a priority anyway).
For surviving AV in a Madrugar an armour hardener is fine; use a Basic for fitting purposes; it's an emergency item, after all and downtime ought not to be a big deal.
Armour hardeners are great on a Gunnlogi - IF you're fitting a 120 plate as well, although this is starting to get into single-use AV fittings...
That's all I can think of offhand, rereading it it's a bit haphazardly organised, but it's five to six and I gotta sleep :P