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Thread Statistics | Show CCP posts - 3 post(s) |
Megaman Trigger
Ready to Play
290
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Posted - 2015.04.26 19:21:00 -
[61] - Quote
Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp.
Purifier. First Class.
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Megaman Trigger
Ready to Play
290
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Posted - 2015.04.26 19:23:00 -
[62] - Quote
LOL KILLZ wrote:Megaman Trigger wrote:Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too. Turbo Turtle fit with swarm and flaylock. Me favorite,nano hive will be a must. That's just my personal favorite. So... an inferior Sentinel for AV?
Purifier. First Class.
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LOL KILLZ
LulKlz
21
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Posted - 2015.04.26 21:25:00 -
[63] - Quote
Megaman Trigger wrote:LOL KILLZ wrote:Megaman Trigger wrote:Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too. Turbo Turtle fit with swarm and flaylock. Me favorite,nano hive will be a must. That's just my personal favorite. Why not a forge? i don't know..... ( head exploded)
CEO of LulKlz/ chat channel LulKlz, code 0000 <--- numbers
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Megaman Trigger
Ready to Play
291
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Posted - 2015.04.26 21:58:00 -
[64] - Quote
LOL KILLZ wrote:Megaman Trigger wrote:LOL KILLZ wrote:Megaman Trigger wrote:Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too. Turbo Turtle fit with swarm and flaylock. Me favorite,nano hive will be a must. That's just my personal favorite. Why not a forge? i don't know..... ( head exploded) If you're running swarms on a heavy, you may as well go with a Commando. At least that way you have a reload bonus and can carry your own ammo.
Purifier. First Class.
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Megaman Trigger
Ready to Play
291
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Posted - 2015.04.26 22:16:00 -
[65] - Quote
Fox posted up his SMG/Forge fit, so I figured I'd post one or two of mine
Caldari C-I 2x Basic Extenders 1x Krin's LAX-71 Damage Mod
Forge Gun Ion Pistol (been trying it out) Flux Grenades
Caldari C/1 2x Krin's LEX-71 Damage Mod 1x Enhanced Recharger
Enhanced Reactive Plate
9k330 Forge Gun GN-13 Flaylock Pistol EX-11 Packed AV Grenades
Purifier. First Class.
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Fristname Family name
Condotta Rouvenor Gallente Federation
110
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Posted - 2015.04.26 22:21:00 -
[66] - Quote
Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. stack on energizers and regulators is my plan when i get a ck0 ive heard they suck tho so until i get 5mill spare sp im not getting one. because under 1sec delay at 0shields (around 0.5 probably) then over 100hp/sec is pretty alright if you can keep getting in and out of combat but in the open ect you stuffed.
AKA:Wings,Wingman,Inmortal,Slayer,Frist,Fristname,ThatWeirdGuy,Mumbles
PREPARE THE BATTLE HAMMOCK AND PURPLE GARDEN HOSE
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Fristname Family name
Condotta Rouvenor Gallente Federation
110
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Posted - 2015.04.26 22:26:00 -
[67] - Quote
Megaman Trigger wrote:Fox posted up his SMG/Forge fit, so I figured I'd post one or two of mine
Caldari C-I 2x Basic Extenders 1x Krin's LAX-71 Damage Mod
Forge Gun Ion Pistol (been trying it out) Flux Grenades
Caldari C/1 2x Krin's LEX-71 Damage Mod 1x Enhanced Recharger
Enhanced Reactive Plate
9k330 Forge Gun GN-13 Flaylock Pistol EX-11 Packed AV Grenades never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed)
thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
AKA:Wings,Wingman,Inmortal,Slayer,Frist,Fristname,ThatWeirdGuy,Mumbles
PREPARE THE BATTLE HAMMOCK AND PURPLE GARDEN HOSE
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Megaman Trigger
Ready to Play
291
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Posted - 2015.04.26 22:27:00 -
[68] - Quote
Fristname Family name wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. stack on energizers and regulators is my plan when i get a ck0 ive heard they suck tho so until i get 5mill spare sp im not getting one. because under 1sec delay at 0shields (around 0.5 probably) then over 100hp/sec is pretty alright if you can keep getting in and out of combat but in the open ect you stuffed.
I already have a 100+hp/s ck.0 fit with a HMG. It works great for defending a point with cover, better than an armour fit does. Not so great when pushing into an objective or a general lack of cover. Still logi-reliant for armour reps.
Purifier. First Class.
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Fristname Family name
Condotta Rouvenor Gallente Federation
110
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Posted - 2015.04.26 22:30:00 -
[69] - Quote
Megaman Trigger wrote:LOL KILLZ wrote:Megaman Trigger wrote:LOL KILLZ wrote:Megaman Trigger wrote:Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too. Turbo Turtle fit with swarm and flaylock. Me favorite,nano hive will be a must. That's just my personal favorite. Why not a forge? i don't know..... ( head exploded) If you're running swarms on a heavy, you may as well go with a Commando. At least that way you have a reload bonus and can carry your own ammo. and also on min commando you get damage buff and swarms pretty strong (i run it on a alt as i do with everything) also you can whip out a combat rifle or mass driver when you get ganked. and you get nanos as you said. and more speed. it just kinda works not being restricted to only av in the suit.
AKA:Wings,Wingman,Inmortal,Slayer,Frist,Fristname,ThatWeirdGuy,Mumbles
PREPARE THE BATTLE HAMMOCK AND PURPLE GARDEN HOSE
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Megaman Trigger
Ready to Play
291
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Posted - 2015.04.26 22:32:00 -
[70] - Quote
Fristname Family name wrote:Megaman Trigger wrote:Fox posted up his SMG/Forge fit, so I figured I'd post one or two of mine
Caldari C-I 2x Basic Extenders 1x Krin's LAX-71 Damage Mod
Forge Gun Ion Pistol (been trying it out) Flux Grenades
Caldari C/1 2x Krin's LEX-71 Damage Mod 1x Enhanced Recharger
Enhanced Reactive Plate
9k330 Forge Gun GN-13 Flaylock Pistol EX-11 Packed AV Grenades never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed) thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The 1% difference hardly makes a difference. I'd take the Krin's LEX-71 over a Complex Heavy Damage Mod for every fit since it also boosts my side arm and frees up enough fitting space to fit better modules (Enhanced Heavy Damage bonus for the fitting cost of Militia? and it's a BPO? Hell yeah.)
I'd recommend only using 2 damage mods on any Forge fit; the stacking penalty makes using 3 questionable and 4 just a waste of CPU.
Purifier. First Class.
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Fristname Family name
Condotta Rouvenor Gallente Federation
110
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Posted - 2015.04.26 22:37:00 -
[71] - Quote
Megaman Trigger wrote:Fristname Family name wrote:Megaman Trigger wrote:Fox posted up his SMG/Forge fit, so I figured I'd post one or two of mine
Caldari C-I 2x Basic Extenders 1x Krin's LAX-71 Damage Mod
Forge Gun Ion Pistol (been trying it out) Flux Grenades
Caldari C/1 2x Krin's LEX-71 Damage Mod 1x Enhanced Recharger
Enhanced Reactive Plate
9k330 Forge Gun GN-13 Flaylock Pistol EX-11 Packed AV Grenades never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed) thats pretty much it but my cal build is like damage mods reactivve plates and thats all really. The 1% difference hardly makes a difference. I'd take the Krin's LEX-71 over a Complex Heavy Damage Mod for every fit since it also boosts my side arm and frees up enough fitting space to fit better modules (Enhanced Heavy Damage bonus for the fitting cost of Militia? and it's a BPO? Hell yeah.) I'd recommend only using 2 damage mods on any Forge fit; the stacking penalty makes using 3 questionable and 4 just a waste of CPU. damage is damage with level 5 proficiency and maxed trees for heavy stuff and all i cant fit everything i want pretty well and the damage when im forging is all ment for my forge no point in the side arm cause not all my fits have one. If im near people i normally have a few blues to let me die or a depo close to pull out a gk0 with a proto hmg :D
and 1% is a pretty big difference on a forge gun tbh. i would rather have that tank killed than him having 25hp left...
well im not gonna reply im gonna go out for a bit
AKA:Wings,Wingman,Inmortal,Slayer,Frist,Fristname,ThatWeirdGuy,Mumbles
PREPARE THE BATTLE HAMMOCK AND PURPLE GARDEN HOSE
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Megaman Trigger
Ready to Play
291
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Posted - 2015.04.26 22:48:00 -
[72] - Quote
Driving the HAV away can be more beneficial for the team than destroying it.
If you destroy it, sure you get some WP, but you buy your team maybe 30-40 seconds (respawn, call RDV, drive to objective) before the guy pulls another HAV back in. if you drive it off with a sliver of HP left, it can potentially take as long or even longer for the HAV to come back (retreat time to make it back to redline, module cool down time, HP reps and then getting back into battle all factor in)
Purifier. First Class.
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MINA Longstrike
Kirjuun Heiian
2816
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Posted - 2015.04.27 04:44:00 -
[73] - Quote
Megaman Trigger wrote:Driving the HAV away can be more beneficial for the team than destroying it.
If you destroy it, sure you get some WP, but you buy your team maybe 30-40 seconds (respawn, call RDV, drive to objective) before the guy pulls another HAV back in. if you drive it off with a sliver of HP left, it can potentially take as long or even longer for the HAV to come back (retreat time to make it back to redline, module cool down time, HP reps and then getting back into battle all factor in)
Speaking as a proto aver and a proto tank user - no it doesn't take the HAV long to come back at all. I had a bit of a public argument with someone about tanks specifically armor tanks earlier today after I spent a whole match ineffectually trying to forge 2 tanks (there were four, I managed to get incredibly lucky and kill two with some installation help). It triggered a lot of the usual special pleading arguments of "My tank is expensive", "it takes a lot of SP to skill into tanks", "teamwork should be required to deal with me", etc. While I understand some of these arguments on an emotional level and I certainly get upset over losing incredibly expensive tanks to things I'd probably call 'bullshit' I in no way find armor tanks to be balanced (in fact, we've just had a switch from shield tanks being overpowered and armor being useless to armor being overpowered and shield useless).
Most armor tanks are running dual repairers (usually a complex light & combination of something else) which provide ~180-200 hp a second. With a single complex plate and a hardener they have 4150 hp and an optional 45 (+25%) second of 40% resists. It takes them 21 seconds to rep to full from zero (which really means unless they're at 200 hp, it takes them ~10 or less seconds to rep to full). To contrast this, pre 1.7 armor tanks with their 'broken' reps, repped at about 113.6 hp per second for eleven seconds and that was with having to activate the module too.
It takes tanks armor hardeners longer to come back up than it does for them to rep (90 for basic, 70 for adv and 50 for proto IIRC -25% with correct skills) which generally means that when you're shooting a tank, you can usually be pretty certain that they'll be back in ~30-40 seconds regardless of how much damage you do, potentially less if they have good cover.
I have extreme problems with how tanks function currently and would much rather see a system of high raw hp (6000-7000 armor) lower hardening values (~20-25%) and MUCH lower reps (~50-80 or so) so as to develop a system where tanks can be incredibly durable when they need to be but damage inflicted sticks to them and when a tank is forced off it's forced off for a reasonable chunk of time. A big part of the problem is that with the way armor tanks are set up they have absolutely insane effective reps per second and their low health pool isn't a terrible detriment due to the bloated EHP that high resistance hardeners provide.
With all that said, I'd also like to see shield tanks lose the delays they've got an instead just get a base value of shield back per second (because even though pre 1.7 shield tanks were absolutely god awful bad, their problems with rep were more a matter of numbers than anything else).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Jonny D Buelle
Mors Effera
1080
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Posted - 2015.04.27 06:50:00 -
[74] - Quote
Just gonna drop my Sentinel Fit for you guys.
ADV Gallente Sent. Krin's Damage Mod Complex Reactive Plate Complex Armour Rep Complex Armour Plate MH-82 Heavy Machine Gun M-1 Locus Grenade Magsec SMG
I find that when I sacrificed my second plate for the reactive, I was able to survive more encounters against other sentinels due to having more reps. Also I spend less time in cover regenerating my hp because of my reps.
I find your lack of heaviness... disturbing...
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Megaman Trigger
Ready to Play
293
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Posted - 2015.04.27 10:56:00 -
[75] - Quote
MINA Longstrike wrote:Megaman Trigger wrote:Driving the HAV away can be more beneficial for the team than destroying it.
If you destroy it, sure you get some WP, but you buy your team maybe 30-40 seconds (respawn, call RDV, drive to objective) before the guy pulls another HAV back in. if you drive it off with a sliver of HP left, it can potentially take as long or even longer for the HAV to come back (retreat time to make it back to redline, module cool down time, HP reps and then getting back into battle all factor in) Speaking as a proto aver and a proto tank user - no it doesn't take the HAV long to come back at all. I had a bit of a public argument with someone about tanks specifically armor tanks earlier today after I spent a whole match ineffectually trying to forge 2 tanks (there were four, I managed to get incredibly lucky and kill two with some installation help). It triggered a lot of the usual special pleading arguments of "My tank is expensive", "it takes a lot of SP to skill into tanks", "teamwork should be required to deal with me", etc. While I understand some of these arguments on an emotional level and I certainly get upset over losing incredibly expensive tanks to things I'd probably call 'bullshit' I in no way find armor tanks to be balanced (in fact, we've just had a switch from shield tanks being overpowered and armor being useless to armor being overpowered and shield useless). Most armor tanks are running dual repairers (usually a complex light & combination of something else) which provide ~180-200 hp a second. With a single complex plate and a hardener they have 4150 hp and an optional 45 (+25%) second of 40% resists. It takes them 21 seconds to rep to full from zero (which really means unless they're at 200 hp, it takes them ~10 or less seconds to rep to full). To contrast this, pre 1.7 armor tanks with their 'broken' reps, repped at about 113.6 hp per second for eleven seconds and that was with having to activate the module too. It takes tanks armor hardeners longer to come back up than it does for them to rep (90 for basic, 70 for adv and 50 for proto IIRC -25% with correct skills) which generally means that when you're shooting a tank, you can usually be pretty certain that they'll be back in ~30-40 seconds regardless of how much damage you do, potentially less if they have good cover. I have extreme problems with how tanks function currently and would much rather see a system of high raw hp (6000-7000 armor) lower hardening values (~20-25%) and MUCH lower reps (~50-80 or so) so as to develop a system where tanks can be incredibly durable when they need to be but damage inflicted sticks to them and when a tank is forced off it's forced off for a reasonable chunk of time. A big part of the problem is that with the way armor tanks are set up they have absolutely insane effective reps per second and their low health pool isn't a terrible detriment due to the bloated EHP that high resistance hardeners provide. With all that said, I'd also like to see shield tanks lose the delays they've got an instead just get a base value of shield back per second (because even though pre 1.7 shield tanks were absolutely god awful bad, their problems with rep were more a matter of numbers than anything else).
I agree that armour tanks are, currently, ridiculous. I have no problem with any Proto tank taking 2 AV to take out, but it currently takes either high numbers (I saw one tanker try to argue that it should take either a tank or a full squad of AV to take out a tank, which is bullshit ) or a lot of luck to take out a proto armour while a shield tank is a sitting duck. Shield tanks have raw Hp that's low enough to let them be 1 shot from behind with advanced tier forge or plasma cannon, while armour tanks can't be 1 shot without using an orbital. Shield modules cost too much to fit and they lack a constant regen to their primary HP.
As an AV with no tank experience, it seemed to me that driving a tank off would buy more time, with module cool downs, repairs and all, compared to just destroying it.
Purifier. First Class.
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MINA Longstrike
Kirjuun Heiian
2820
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Posted - 2015.04.27 11:12:00 -
[76] - Quote
Megaman Trigger wrote: I agree that armour tanks are, currently, ridiculous. I have no problem with any Proto tank taking 2 AV to take out, but it currently takes either high numbers (I saw one tanker try to argue that it should take either a tank or a full squad of AV to take out a tank, which is bullshit ) or a lot of luck to take out a proto armour while a shield tank is a sitting duck. Shield tanks have raw Hp that's low enough to let them be 1 shot from behind with advanced tier forge or plasma cannon, while armour tanks can't be 1 shot without using an orbital. Shield modules cost too much to fit and they lack a constant regen to their primary HP.
As an AV with no tank experience, it seemed to me that driving a tank off would buy more time, with module cool downs, repairs and all, compared to just destroying it.
I've heard arguments of "My proto tank should not be killed by a solo aver" which as a vehicle user too, really, really pisses me off, because then it becomes an argument of "my x = 2+ of your y" and if X > Y, why not spam x? Part of what annoyed me so much was that despite being positioned in a good spot, my full round of shooting did little more than scratch the paint of the tanks. It was argued that this was "Balanced" because (to summarize in a very sardonic manner) "I occasionally scared him a little and made him have to retreat. If there were 4 of me though we could alpha him and that totally isn't fair!"
Anyways endrant. I cant wait for vehicle talks to come up again because I'm not very happy with the current vehicle model.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 11:59:00 -
[77] - Quote
Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. You would be able to do 1 big jump, and then you would be bent over with your hands on your knees wheezing. Cal Sentinel has less stamina than a Cheetos chugging couch potato. You got to go Green Bottle unless it is just a joke fit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 12:08:00 -
[78] - Quote
Fristname Family name wrote: never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed)
thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The Krin's LEX-71 Damage Mod is equivalent to an Advanced Heavy Damage mod that also acts like a Standard Damage mod for your Sidearm. You are losing 1% damage on your heavy weapon, but gaining 4% damage on your sidearm, compared to running a Complex Heavy Damage mod.
On my SMG/Forge Gun fit I could not fit Complex Heavy Damage mods with a Proto Forge gun and still have the Proto Kin Cat, but I found I could fit the Krin's LEX-71 BPO Damage mods.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6421
|
Posted - 2015.04.27 12:24:00 -
[79] - Quote
Fristname Family name wrote:damage is damage with level 5 proficiency and maxed trees for heavy stuff and all i cant fit everything i want pretty well and the damage when im forging is all ment for my forge no point in the side arm cause not all my fits have one. If im near people i normally have a few blues to let me die or a depo close to pull out a gk0 with a proto hmg :D
and 1% is a pretty big difference on a forge gun tbh. i would rather have that tank killed than him having 25hp left...
well im not gonna reply im gonna go out for a bit I can understand that school of thought. You are a true min/max'er, squeezing water from a stone to get that little extra damage.
I tend to go for versatility over min/maxing. Instead of trying for the maximum damage in one area, I prefer to max the overall fit. I even considered giving up a bit more on the forge gun to go with complex sidearm damage mods (that +8% damage was tempting) but I could not make it work without downgrading the Forge Gun, which would have hampered the fit's AV potential too much. I ended up going back to my original fit as it give bonuses to both weapons without sacrificing too much. In a way it is as much about the fitting costs as it is about having damage bonuses for both weapons.
Am I correct in guessing that the fitting cost on that BPO Damage Mod is lower than an Advanced Heavy Damage mod? I neglected to check.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 12:30:00 -
[80] - Quote
MINA Longstrike wrote:I have extreme problems with how tanks function currently and would much rather see a system of high raw hp (6000-7000 armor) lower hardening values (~20-25%) and MUCH lower reps (~50-80 or so) so as to develop a system where tanks can be incredibly durable when they need to be but damage inflicted sticks to them and when a tank is forced off it's forced off for a reasonable chunk of time. A big part of the problem is that with the way armor tanks are set up they have absolutely insane effective reps per second and their low health pool isn't a terrible detriment due to the bloated EHP that high resistance hardeners provide. Your suggestion sounds a lot more like a "Tank". Medium HP with higher reps would be better for a MAV.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 12:33:00 -
[81] - Quote
Jonny D Buelle wrote:Just gonna drop my Sentinel Fit for you guys.
ADV Gallente Sent. Krin's Damage Mod Complex Reactive Plate Complex Armour Rep Complex Armour Plate MH-82 Heavy Machine Gun M-1 Locus Grenade Magsec SMG
I find that when I sacrificed my second plate for the reactive, I was able to survive more encounters against other sentinels due to having more reps. Also I spend less time in cover regenerating my hp because of my reps. That looks solid. It is close enough to my Go-To Amarr Sentinel fit that I can see how and why your fit works.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6421
|
Posted - 2015.04.27 12:59:00 -
[82] - Quote
MINA Longstrike wrote:I've heard arguments of "My proto tank should not be killed by a solo aver" which as a vehicle user too, really, really pisses me off, because then it becomes an argument of "my x = 2+ of your y" and if X > Y, why not spam x? Part of what annoyed me so much was that despite being positioned in a good spot, my full round of shooting did little more than scratch the paint of the tanks. It was argued that this was "Balanced" because (to summarize in a very sardonic manner) "I occasionally scared him a little and made him have to retreat. If there were 4 of me though we could alpha him and that totally isn't fair!"
Anyways endrant. I cant wait for vehicle talks to come up again because I'm not very happy with the current vehicle model. My take on it is that you should not be able to solo a Tank with 1 hand held AV weapon unless they are targeting the weak-points on the Tank or the Tanker remains exposed too long. (Excluding from the discussion other tanks, turrets, and Jehad Jeeps.)
However, I have no problem with a Scout with a Swarm Launcher, AV Grenades, and Remote Explosives soloing a Tank.
I also don't have a problem with a Forge Gunner soloing a tank by shooting it in the Engine block, as long as it requires multiple shots, or taking out a Tank from range as long as they have to reload before finishing it (as in the Tank remained exposed too long.)
So, I am ok with AV soloing tanks, but it can't be easy, and it must require multiple factors supporting the AV to make the kill.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Jonny D Buelle
Mors Effera
1081
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Posted - 2015.04.27 21:10:00 -
[83] - Quote
Fox Gaden wrote:Fristname Family name wrote: never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed)
thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The Krin's LEX-71 Damage Mod is equivalent to an Advanced Heavy Damage mod that also acts like a Standard Damage mod for your Sidearm. You are losing 1% damage on your heavy weapon, but gaining 4% damage on your sidearm, compared to running a Complex Heavy Damage mod. On my SMG/Forge Gun fit I could not fit Complex Heavy Damage mods with a Proto Forge gun and still have the Proto Kin Cat, but I found I could fit the Krin's LEX-71 BPO Damage mods.
You make a fair point, however the Krins does help a lot and in my opinion. I find that when I'm stuck in the middle of a firefight and need to reload or about to overheat, switching to my Magsec with that extra 4% dmg gives me a fighting chance. Also in ranged encounters, again it helps me, mind you its not as good as a bolt pistol but, personally, I don't like using the bolt pistol.
I find your lack of heaviness... disturbing...
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Fristname Family name
Condotta Rouvenor Gallente Federation
111
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Posted - 2015.04.27 21:37:00 -
[84] - Quote
Jonny D Buelle wrote:Fox Gaden wrote:Fristname Family name wrote: never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed)
thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The Krin's LEX-71 Damage Mod is equivalent to an Advanced Heavy Damage mod that also acts like a Standard Damage mod for your Sidearm. You are losing 1% damage on your heavy weapon, but gaining 4% damage on your sidearm, compared to running a Complex Heavy Damage mod. On my SMG/Forge Gun fit I could not fit Complex Heavy Damage mods with a Proto Forge gun and still have the Proto Kin Cat, but I found I could fit the Krin's LEX-71 BPO Damage mods. You make a fair point, however the Krins does help a lot and in my opinion. I find that when I'm stuck in the middle of a firefight and need to reload or about to overheat, switching to my Magsec with that extra 4% dmg gives me a fighting chance. Also in ranged encounters, again it helps me, mind you its not as good as a bolt pistol but, personally, I don't like using the bolt pistol. i know he does but damage is damage. 1^is a decent amount from 2000+ on my breach and most of the time my smg can take down things anyway. but yeah i might have to tri the krins. (btw did the fix it? it only showed it for side arms when i last used it)
AKA:Wings,Wingman,Inmortal,Slayer,Frist,Fristname,ThatWeirdGuy,Mumbles
PREPARE THE BATTLE HAMMOCK AND PURPLE GARDEN HOSE
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Megaman Trigger
Ready to Play
294
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Posted - 2015.04.27 21:44:00 -
[85] - Quote
Fristname Family name wrote:Jonny D Buelle wrote:Fox Gaden wrote:Fristname Family name wrote: never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed)
thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The Krin's LEX-71 Damage Mod is equivalent to an Advanced Heavy Damage mod that also acts like a Standard Damage mod for your Sidearm. You are losing 1% damage on your heavy weapon, but gaining 4% damage on your sidearm, compared to running a Complex Heavy Damage mod. On my SMG/Forge Gun fit I could not fit Complex Heavy Damage mods with a Proto Forge gun and still have the Proto Kin Cat, but I found I could fit the Krin's LEX-71 BPO Damage mods. You make a fair point, however the Krins does help a lot and in my opinion. I find that when I'm stuck in the middle of a firefight and need to reload or about to overheat, switching to my Magsec with that extra 4% dmg gives me a fighting chance. Also in ranged encounters, again it helps me, mind you its not as good as a bolt pistol but, personally, I don't like using the bolt pistol. i know he does but damage is damage. 1^is a decent amount from 2000+ on my breach and most of the time my smg can take down things anyway. but yeah i might have to tri the krins. (btw did the fix it? it only showed it for side arms when i last used it) The bug was only the display in the fitting window. Bonus was still applied.
Purifier. First Class.
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Megaman Trigger
Ready to Play
294
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Posted - 2015.04.27 21:46:00 -
[86] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. You would be able to do 1 big jump, and then you would be bent over with your hands on your knees wheezing. Cal Sentinel has less stamina than a Cheetos chugging couch potato. You got to go Green Bottle unless it is just a joke fit.
Would be a joke fit mostly.
Purifier. First Class.
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One Eyed King
Nos Nothi
9808
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Posted - 2015.04.27 22:06:00 -
[87] - Quote
Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. You would be able to do 1 big jump, and then you would be bent over with your hands on your knees wheezing. Cal Sentinel has less stamina than a Cheetos chugging couch potato. You got to go Green Bottle unless it is just a joke fit. Would be a joke fit mostly. I don't now what sentinel it was, but I ran into one today that had an HMG and was stacking enough Myos to jump well over my head.
I don't think the combination worked out to well, but it was a new experience.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Megaman Trigger
Ready to Play
295
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Posted - 2015.04.27 22:52:00 -
[88] - Quote
One Eyed King wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. You would be able to do 1 big jump, and then you would be bent over with your hands on your knees wheezing. Cal Sentinel has less stamina than a Cheetos chugging couch potato. You got to go Green Bottle unless it is just a joke fit. Would be a joke fit mostly. I don't now what sentinel it was, but I ran into one today that had an HMG and was stacking enough Myos to jump well over my head. I don't think the combination worked out to well, but it was a new experience.
Was probably a Minmitar. Must have been terrifying and hilarious.
Purifier. First Class.
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CCP Rattati
C C P C C P Alliance
21236
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Posted - 2015.04.28 03:28:00 -
[89] - Quote
Hello, I will drop by here once in a while to see what you are up to
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Flaylock Steve
Nos Nothi
772
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Posted - 2015.04.28 04:29:00 -
[90] - Quote
I have a Dren Heavy and back then I used to use the FG and HGM when needed. Does this count? |
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