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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.06.24 07:36:00 -
[1] - Quote
Without Biotics or EWAR, the Gallente Assault is just a slower Minmatar Assault with less range; a weaker Amarr Assault with less armor, range and damage; or a less versatile Gallente Commando that does less damage with plasma weapons.
This is the truth. If one is simply using regular armor plates and armor repairers then there are better dropsuits for the task.
-Biotics in mind, Kinetic Catalyzers were invented by the Gallente for a reason. They realized that their suits were heavy and that even when using only Ferroscale Armor they would still be only as fast as the slowest Caldari dropsuit of equivalent size. Knowing far too well the ranged capabilities of the Caldari the Gallente became determined to deprive them of their advantage and eviscerate them in close combat. Similarly the Gallente may also use Myofibril Stimulants since their high slots do not need to he occupied by shield modules. This enhaces their combat in CQC and negates the weight of armor when jumping.
- Stealth is central to Gallente belief in the acquisition of knowledge. It is not surprising that the Gallente developed the first and most professional space fairing intelligence agency in the cluster, the Black Eagles. Or that they were the first to develop the scout dropsuit. Because of the large amount of low slots the Gallente Assault can afford to multiple profile dampeners and still use one or two armor modules. Not only that but they can still use shield modules in their high slots to further their low defenses. In this way the Gallente Assault can have stealth and health while remaining fairly mobile. With stealth on their side one can liquidate external forces internally.
- Scanning is imperative to assessing the battlefield and is ever important within structures where one is often dead by the time one visually acquires their target. The Gallente developed the highest level of visual enhancement among the Empires as evident by their use of four optics on their Assault dropsuits simultaneously and a wrap around viewing port on their scout dropsuit. This is useful for target acquisition when engaging multiple hostiles in confined spaces, but often targets must be acquired outside of the visual. For this purpose the Gallente Assault use precision enhancers and range amplifiers. Precision Enhancers may be used liberally in their vacant high slots, and two or more low slots may he occupied with range amplifiers to extend the extent of their awareness. This will still leave them with either one, two or three extra slots to still maintain adequate health and because of the low requirements of electronic warfare modules one can utilize higher tier armor plates and armor repairers to rectify their smaller proportion of slots. Through limited omniscience one can purge the obstacles from one's path.
My purpose in typing this is to ask the communities opinion on the purpose of the Gallente Assault and its role on the battlefield. I have sought out this opinion because I will use it to revise a proposition in relation to the respective proficiencies of the Gallente Assault and Caldari Assault.
Thank you,
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 08:24:00 -
[2] - 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 -
[3] - 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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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.06.24 10:25:00 -
[4] - Quote
I understand why you like the Breach Shotgun, but it's role is filled by the Ion Pistol, and on the Gallente Assault it actually becomes fairly reliable by level V Gallente Assault proficiency.
So while I enjoy using an advanced shotgun when I absolutely must eviscerate a room I rarely need to play that role for more than a moment. Usually the Tactical Assault Rifle affords me the opportunity to do decent damage to enemies from their flanks.
Though the real power of the Gallente Assault can be felt in the Burst Assault Rifle. In conjuction with the AR sharpshooter one can achieve amazing accuracy especially when in motion. Now here is also a difference between our views, I see damage as superior in most situations to health. That said I tend to use two Complex Light Damage Modifers. As you can imagine this affords me a combination of damage and accuracy.
I won't argue that shield extenders are useful, though often it's best to down enemies as fast as possible rather than exchange blows.
The main benefit I see to using EWAR to detect enemies is that you can tell where all the non scouts are and all high HP medium suits. With this knowledge you can better situate yourself to fight, and you can keep in mind that there may be low HP medium suits and scouts on the battlefield. In that case having high damage will help you eliminate these unseen threats.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 10:35:00 -
[5] - Quote
I would only use the TAR on the gallente assault, it makes best use of its skill bonus and its the longest ranged variant from all the assault rifles
add double rep, tripple ferros and damage mods.
simply pop out of cover, deliver pain and then quickly recover with your double rep. works like charm.
damps are useless, proto scanners still pick you up unless you stack multiple but your EHP suffers too much. 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. |
DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.06.24 10:53:00 -
[6] - Quote
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.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
|
Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 10:56:00 -
[7] - Quote
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.
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.06.24 11:12:00 -
[8] - 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. Then using an Amarr Assault Dropsuit makes far more sense for your strategy.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 11:23:00 -
[9] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.24 11:28:00 -
[10] - Quote
Daddrobit wrote:
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.
As it does myself. I've actively run the Amarr Assault since its inception and played it pretty much every which way from tuesday..... I opt now to fit it for less eHP so that I can have a competitive mobility and repping power rather than a ton of hit points.
After all what do they even matter when most weapons your go up against can strip your primary tank in a second or less.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.06.24 11:50:00 -
[11] - Quote
True Adamance wrote:
Also for one to claim the Gallente have a truly professional intelligence gathering agency one would have to be struck by the uncommon variety of circumstance that of all the Empires the Black Eagles are the only organised 'espionage and special forces group' that the wider cluster actively knows about..........
Freedom of information is a sword that cuts both ways. Yet the whole cluster still fears the Eagles and all wish to know what they know. They were originally only the seekers of knowledge now they are also the ones who protect it.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
699
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Posted - 2015.06.24 11:55:00 -
[12] - Quote
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.
CEO of 48th Special Operations Force
Twitter-@48SOF
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.06.24 12:08:00 -
[13] - Quote
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.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
|
demonkiller 12
TERRA R1SING New Eden's Heros
788
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Posted - 2015.06.24 12:42:00 -
[14] - Quote
all shotguns are complete ass except for the bons because of 3 reasons, RoF, hit detection and ammo capacity, standard shotguns have horrendous hit detection and fires to slow, breach has 2 shots and fires reallly slow, the bons can somewhat compensate because its has +50 RoF that shots that dont register usually dont matter since you can just keep firing |
Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.06.24 12:43:00 -
[15] - 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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Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 13:20:00 -
[16] - Quote
Daddrobit wrote: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.
first of all, you can do that in a gallente scout with ferros aswell and he will do that better.
second, having reps and engaging at range with proper positioning is the same as having the ability to gtfo or engage quickly. also I need the extra HP against SCRs.
and third, good luck running down tripple damage modded TAR, it just doesnt work unless you can catch me with pants down which with dual rep recovery usually will not happen.
DeadlyAztec11 wrote:Then using an Amarr Assault Dropsuit makes far more sense for your strategy. I prefer the gallente fashion |
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