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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 08:24:00 -
[1] - Quote
Biotics used in conjunction with ferros and a little shield buffer when using a shotgun and a damage mod make the Gallente downright terrifying.
Assault GK.0 2 shield extenders 1 damage mod 2 ferros 1 enhanced armor rep 2 kin cats KR-17 Breach Shotgun (I'm not kidding) SMG (or Bolt Pistol) 1 nanohive
848 EHP 9.18 sprint (faster than a scout w/ one kin cat) 5 walk 10.75 armor reps 20 shield regen 7 or 11.45 second shield recharge delay
The Gallente bonus favors the Breach Shotgun giving it a nice tight spread. If you can aim well, it will dominate.
-Shield based light and medium frame suits are one shot, C.K0s can occasionally take 2. Minmatar are a crapshoot based on their armor potential -Gallente assaults are 1-2 shots, rarely requires the SMG -Amarr mediums above basic often require 2 + the SMG -Commandos all go down in 2 shots, Amarr and Gallente occasionally requires SMG -Shield Heavies can be 2 shot, occasionally requires SMG -Armor Heavies always require 2 shots plus SMG. The Amarr will often take both shots as direct hits and still have half health, they're kinda scary. -Be wary of jumpy suits, jumpy suits counter shotguns extremely well.
-THAT BEING SAID-
A similar setup can be used with the M.K0 with a more reliable SMG, more speed, stamina, stamina regen, shield regen, more shields, but less armor regen and base armor. Although I prefer Gallente over the Minmatar simply on principle, the Minmatar I feel is still probably the better suit for the gameplay required here. With a 120 or 136 hp loss, you gain the ability to run and walk faster, run longer with more regularity, recharge shields twice as fast and armor at 77% the rate of the Gallente, and your SMG sidearm has more staying power for those Amarr heavies.
And as nice as the Gallente Bonus is for the Breach, you're engaging folks at 5 meters, their suit is going to fill up the reticule regardless.
Assault MK.0 2 shield extenders 1 shield recharger/energizer 1 damage mod 2 kin cats 1 ferro 1 enhanced armor rep
728 or 712 EHP depending on recharger or energizer 9.73 sprint 5.3 walk 8.25 armor rep 37.94 or 43.69 shield regen depending on recharger or energizer 6 or 9.16 second shield recharge delay
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 09:05:00 -
[2] - Quote
Post 2 because I forgot to mention EWAR
One potential bonus the Gallente have over the Minmatar in my case, is that you can indeed swap out one of the shield extenders for a precision enhancer. The Minmatar simply can't justify giving up more tank for a little improvement to EWAR. But on the Gallente, this can do a few pretty good things.
-Shield recharge time goes from 11.75 to 10.7 letting you start regenerating that buffer a full second faster. -Your precision drops to 32 letting you see all medium suit whereas before you could only find logis, commandos and heavies. -PEs require no PG letting you upgrade you armor rep to complex increasing your total from 10.75 to 13.87 and also lets you carry an advanced grenade and upgrades your sidearm to advanced as well. -Alternatively, you can upgrade the shotgun to proto and fore-go the sidearm upgrade and grenade while still upgrading your reps. But I find the KR-17 to be more than satasfactory.
However I personally just go for the extra shields.
-Shields are important on this fit. The Breach Shotgun has no offensive staying power and a reload speed that takes longer than just reloading you sidearm, you blow your load and you fight everyone else that now knows you're there with that sidearm. The extra health keeps you in the fight or lets you get outta dodge. Any time I find myself surviving with less than 73 health, (and it happens a lot) it's all thanks to that shield extender. -You're never going to see scouts anyways. -It only requires an enhanced damp to hide from your complex precision mod. -Did I mention shields are super helpful? Quite literally a good third of my engagements happen with the opponent knowing full well that I am charging them with a shotgun. The shields give a great buffer against the RRs and CRs that are going to be shooting you while you use your high sprint speed to close the gap instead of them eating straight through your already less than super armor tank.
But that's just my opinion.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 11:23:00 -
[3] - Quote
Jack McReady wrote:DeadlyAztec11 wrote:Jack McReady wrote: kincats offer little use in combat for an assault, outside combat use a LAV.
note that gallente being as slow as caldari is not from lore, it is completely made up by CCP shanghai.
Kinetic Catalyzers make the Gallente Assault into A CQC powerhouse. Through speed and health, as well as damage, one can become a juggernaut in the burn zone. kincats reduce potential HP and with the extra range from the TAR I dont need some extra speed. I would rather use cover and LAV properly than to gimp my potential combat prowess once inside combat.
Favoring "MOAR HEALTH!!!" and totally shutting out other playstyles/combinations because it cuts into the HP&DAMAGE>ALL ELSE mindset is perplexing to me. It seems to me that the game would get super stale really quickly.
Sure the TAR has good range, but if you're engaging at range why do you -absolutely need- that extra ferro/rep rather than the ability to gtfo or engage quickly?
I guess do whatever floats your boat, but I enjoy running down people who try to get away (when they can't call in their LAV fast enough ) and being able to get away in nearly every circumstance when thing go **** up.
O.G. Pink Fluffy Bunny
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 12:43:00 -
[4] - Quote
DeadlyAztec11 wrote:Lightning35 Delta514 wrote:Assault g/1 Adv shotgun Adv ion pistol Adv scanner Krins mod Adv precision Adv repairer Adv cardio regulator Adv kinetic catalyzer Adv dampener.
Probably the best CQC dropsuits I have ever used. Very good hp and rep. To good weapons to quickly kill in range and knowledge of where your enemy is. And you can avoid most scans. The precision mod is redundant when you have an active scanner. Having a cardiac regulator is unnecessary since you do not have a lot of armor plates slowing you down. Only having a single dampener will not help you. Also, realize that you only have base HP; base HP does not qualify as excellent.
Indeed, you're spending too much of your fit trying to be a scout without really achieving it. Any scout that fits a single precision mod, (and they all generally do) will still pick you up.
O.G. Pink Fluffy Bunny
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