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Stefan Stahl
Seituoda Taskforce Command
1119
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Posted - 2015.04.27 13:42:00 -
[1] - Quote
Dead Cavino wrote: i really enjoy flying a grimsnes with a MCRU, but cant seem to tank it reasonably. Does this style of fitting help?
The key factor here is two reps, a hardener and the AB. Choose a turret and second high slot (scanner or mCRU) to taste. Makes for 310 effective hp/s reps, which is enough to withstand almost any handheld AV.
If you're looking for more passive hp, this would be a suitable starting point. That's 8.8k ehp against railguns (accounting for 3 rep cycles), which requires a damage amped and actively cooled prototype railgun to kill in one volley. Everything else needs to team up on it to score a kill. |
Stefan Stahl
Seituoda Taskforce Command
1121
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Posted - 2015.04.27 20:01:00 -
[2] - Quote
Those fittings are fairly end-game stuff. I think my pilot character has all relevant vehicle skills maxed for those fittings, except small blaster fitting optimization which is currently at level 4. But the principle "1x hardener + 2x reps + AB" or "1x hardener + 1x 120 mm plate + 1x rep + AB" work across any tier.
I find the AB mostly covers my mobility needs. But take care to never come to a full stop and avoid flying towards or away from common AV-spots. Plan your routes so most AV (handheld or HAV) see you moving across their field of vision - that dramatically increases the likelihood of missed shots so you have an easier time getting away. By the way, if you come under fire, activate the hardener first, then the AB. The hardener helps tank the first 3 shots, the AB helps dodging the fourth.
If you're new to armor vehicles I think it's fully sufficient to leave armor composition at level 3. That'll get you most of the effect. Fitting better hardeners or reps is generally much more worthwhile than the incremental increase in maneuverability you get from the last two levels of armor composition. Later on, especially if you're looking into piloting an Incubus, you should definitely look into maxing out armor composition. But that's for later I guess.
P.S.: Always make sure you take a moment to scan for railtanks once in a while. Even when your gunner is doing something useful, *always* check for railtanks. |
Stefan Stahl
Seituoda Taskforce Command
1122
|
Posted - 2015.04.28 11:29:00 -
[3] - Quote
Dead Cavino wrote:and on a side note, when get hit by anything, i feel like the directional hit detector (red bar) is inacurate. anyone else feel this way? There are two issues with the directional indicator: - If there's an impact the indicator shows where on the DS the impact occurred. It does not indicate where the shot came from. If you are flying forwards (nose down) and a FG hits you from behind at the nose the indicator will show a hit *at* the front - not *from* the rear. In general though a shot from e.g. the left side also impacts on the left side of the DS, so in many cases the indicator works intuitively, but not always. - Blaster hits are for some reason indicated in the inverse direction. Get shot from the left, indicator on the right. 100% reproduceable under all circumstances.
Don't worry to much about being killed by railtanks. They are *the* counter to dropships, so some losses are to be expected.
Send me an ingame message if you want to fly with a buddy. My online times are somewhere around 16-21 UTC. |
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