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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
690
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Posted - 2015.06.23 12:14:00 -
[1] - Quote
So aperantly, the reason I'm a bad tanker is because I'm afraid of dying, that is, waiting ISk. Today I finally destroyed another tank. I figured that my greatest enemy was what I thought of my best friend, THE MAP.
Anyways, what's the BETTER combo-
2 hardeners 1 120 plate 1 heavy rep
-or-
2 hardeners 2 heavy reps
I'm gonna start tanking again and gotta get used to them.
CEO of 48th Special Operations Force
Twitter-@48SOF
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
563
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Posted - 2015.06.23 12:33:00 -
[2] - Quote
for me personally
120mm complex plate heavy complex light complex armour repairs complex armour hardner.
never fails me..
Elite Gallenten Soldier
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Operative 1174 Uuali
True Companion Planetary Requisitions
839
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Posted - 2015.06.23 13:12:00 -
[3] - Quote
Unless you are just going to sit back at the redline and fire rail shots, use 2 hardeners and 1 rep and a pg or 2 hvy reps and keep maneuvering. A plate won't save you if you just sit there taking the heat and if your hardener is down the plate is toast so you have to roll around away from the field to cool down.
The CPM candidate we need, not the one we want. Let's support the whole community.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.06.23 13:59:00 -
[4] - Quote
Lightning35 Delta514 wrote:So aperantly, the reason I'm a bad tanker is because I'm afraid of dying, that is, waiting ISk. Today I finally destroyed another tank. I figured that my greatest enemy was what I thought of my best friend, THE MAP.
Anyways, what's the BETTER combo-
2 hardeners 1 120 plate 1 heavy rep
-or-
2 hardeners 2 heavy reps
I'm gonna start tanking again and gotta get used to them.
2 hardeners and 120 plate.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.06.23 14:36:00 -
[5] - Quote
Did you try my suggested fit.
Of the two, double reps, double hardeners, is most certainly superior. At least as far as single encounters go with other tanks.
Double repped double hardened:
Strong against most all classes of weapons, the only one I'm iffy on is missiles. Very dependent on hardeners for survival, as the reps are very poor at mitigating damage in the absence of a hardener.
So with this fit, play with your cooldowns and uptimes always in mind. When hardeners get close to going down, you back out. Pay careful attention to your surroundings, noting any potential AV shots headed your way. It's important to get your hardeners up before you start taking damage, not as you are taking damage.
I've blown quite a few double repped double hardened tanks before they could even get their hardeners online. The extremely low HP means the alpha from rails will overwhelm you in most instances if you don't go into the fight with the hardeners up. That said though, if you can manage to break LOS long enough to get the hardeners online and allowing a few seconds to rep full, you can negate the enemies advantage.
Double hardener, Plate, Repper:
It's a strong all around fit, that requires less input on your side and is far more forgiving. You can take a bit of damage with your hardeners down, giving you time to get back into cover. Still, when it comes to tank vs tank, if the enemy tank is running double reps and hardeners consider it game over if it's hardeners are online.
I've tried, MANY times, to go toe to toe with this fit against double rep and hardeners. The conclusions are always the same. You both get low on health, yet those reps on the opposing tank create this illusion it's low on HP. Where their last shot kills you, you need like 2 more to drop them. Yet you would need to juggle overheat, which give them all the time they need to recover lost HP.
Making your start at square one against them, while you are still damaged.
(I assume rail tank to rail tank engagements, as they tend to be superior)
Additionally, give 2 plates, rep, hardener a try. Most forgiving and easiest to work with, and one of my favorites.
If you really really want to win an engagement though, 3 hardeners and a plate. Sounds crazy yes, but it's quite amazing watching a rail hit you for like seems like 300 damage a shot. It barely ticks off any of your armor.
Tanks - Balancing Turrets
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Operative 1174 Uuali
True Companion Planetary Requisitions
840
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Posted - 2015.06.23 15:00:00 -
[6] - Quote
Also, plan your movements. The biggest advantage is to plan where you are going to go, where you can go once there and what maneuvers you will be able to make in that area.
Move forward cautiously and look around, then plan your next point. Go there fast and try to make loose turns so you can look around to the side and rear as you arive at your next point.
Think in terms of plot points. In your head set up point A and point B as you move. Go there and expect an engagement. In between those points is where you can run away if need be. Be ready at the points you plot. If nothing to engage then be aware of the state of your tank. Do hardeners need cooldown? I pop one hardener as I scout out into the field then I pop another on my way back to redline. I cooldown and do another patrol. I either meet an engagement or don't. Sometimes I get stupid because I get impatient and will linger beyond when I should and my defenses will be down.
Pop hardener when not moving and out toward the middle of the map as you plot a course that will bring you around to near your redline so you can get to cover while cooling down. Though don't sit still out on the field too long, just enough to scout and plan a move.
KNOW WHAT IS BEHIND YOU OR WHAT COULD COME UP BEHIND YOU! Know where to roll away to (usually over the other tank) to make a get away.
I budget for losing one tank per match. I like to roll in and help infantry and most likely trash the tank against any enemy tanks that show up. I can stay isk positive if I use a standard tank and basic turret.
If I lose more than that then I pull out a snipe tank and stay back and more cautious unless it looks like donating another tank would be a big boon to the team.
The CPM candidate we need, not the one we want. Let's support the whole community.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
693
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Posted - 2015.06.23 15:00:00 -
[7] - Quote
Tebu Gan wrote:Did you try my suggested fit.
Of the two, double reps, double hardeners, is most certainly superior. At least as far as single encounters go with other tanks.
Double repped double hardened:
Strong against most all classes of weapons, the only one I'm iffy on is missiles. Very dependent on hardeners for survival, as the reps are very poor at mitigating damage in the absence of a hardener.
So with this fit, play with your cooldowns and uptimes always in mind. When hardeners get close to going down, you back out. Pay careful attention to your surroundings, noting any potential AV shots headed your way. It's important to get your hardeners up before you start taking damage, not as you are taking damage.
I've blown quite a few double repped double hardened tanks before they could even get their hardeners online. The extremely low HP means the alpha from rails will overwhelm you in most instances if you don't go into the fight with the hardeners up. That said though, if you can manage to break LOS long enough to get the hardeners online and allowing a few seconds to rep full, you can negate the enemies advantage.
Double hardener, Plate, Repper:
It's a strong all around fit, that requires less input on your side and is far more forgiving. You can take a bit of damage with your hardeners down, giving you time to get back into cover. Still, when it comes to tank vs tank, if the enemy tank is running double reps and hardeners consider it game over if it's hardeners are online.
I've tried, MANY times, to go toe to toe with this fit against double rep and hardeners. The conclusions are always the same. You both get low on health, yet those reps on the opposing tank create this illusion it's low on HP. Where their last shot kills you, you need like 2 more to drop them. Yet you would need to juggle overheat, which give them all the time they need to recover lost HP.
Making your start at square one against them, while you are still damaged.
(I assume rail tank to rail tank engagements, as they tend to be superior)
Additionally, give 2 plates, rep, hardener a try. Most forgiving and easiest to work with, and one of my favorites.
If you really really want to win an engagement though, 3 hardeners and a plate. Sounds crazy yes, but it's quite amazing watching a rail hit you for like seems like 300 damage a shot. It barely ticks off any of your armor.
I tried the 2 hardeners and plate/rep and I destroyed a double hardened tank. Still have to try double hard/rep.
CEO of 48th Special Operations Force
Twitter-@48SOF
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Baltazar Pontain
Blauhelme E.B.O.L.A.
175
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Posted - 2015.06.23 15:29:00 -
[8] - Quote
Most times my tank is dying due to infantry not enemy tanks. And II have seen that the damage spike of swarm + grenade or inferno gun is not well handled with 2 reps.
The plate gives you some hitpoints to escape those deadly spikes. |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.06.23 16:05:00 -
[9] - Quote
Lightning35 Delta514 wrote:
I tried the 2 hardeners and plate/rep and I destroyed a double hardened tank. Still have to try double hard/rep.
Like I said, double hard/rep requires a bit of skill to manage. Either they were down one hardener (happens from time to time as you try to activate both) or just a noob.
1v1, on equal ground, both with hardeners up, and trading shot for shot, the double rep/hard setup WILL win. Don't get me wrong, double hard/rep/plate is a very strong setup and stands very well in many situations. But as I described (and tested) double rep/hard has the advantage.
And honestly, if you like double hard, rep / plate, try double plate, rep / hard. Much easier to manage and strong outside of the hardener cycles.
Tanks - Balancing Turrets
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
693
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Posted - 2015.06.23 16:17:00 -
[10] - Quote
Baltazar Pontain wrote:Most times my tank is dying due to infantry not enemy tanks. And II have seen that the damage spike of swarm + grenade or inferno gun is not well handled with 2 reps.
The plate gives you some hitpoints to escape those deadly spikes.
CEO of 48th Special Operations Force
Twitter-@48SOF
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.06.23 18:25:00 -
[11] - Quote
Lightning35 Delta514 wrote:Baltazar Pontain wrote:Most times my tank is dying due to infantry not enemy tanks. And II have seen that the damage spike of swarm + grenade or inferno gun is not well handled with 2 reps.
The plate gives you some hitpoints to escape those deadly spikes.
With hardeners up on the duel rep / hard setup, you can basically eat most any AV thrown at you. Though this is ONLY with hardeners up.
With a double plated setup, you can basically do the same thing with a hardener up, but you will have to break engagement and allow time for your reps to work. Without a hardener, you can take a few AV shots but still nothing compared to what you take with a hardener up. You might eat 3 or 4 shots, then yr toast.
Just play to your hardeners CD (don't be afraid to use that redline), and drop down to ADV hardeners to save on resource fitting.
Tanks - Balancing Turrets
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Lupus Wolf
Minmatar Republic
291
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Posted - 2015.06.23 19:37:00 -
[12] - Quote
Also, don't be afraid to lose isk. Be bold (but not stupid) when attacking.
One time, I was duking it out with a railgun in cqc with my missiles (both gunnlogis) and he stopped firing. I expected him to back off and reload or something, but he suddenly started rushing me. I thought he was going to attack, so I panicked (I only had 1/3 of my shields left) and unloaded, only hitting about half of my shots. Thing is, he was bluffing, and after I started reloading, that's when he fired. GG to him.
Then again, I don't do well in high pressure situations, so meh.
"Dogfighting with missiles is like watching two armless kids try to catch a baseball." - Dust Fiend
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