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DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.12.11 18:36:00 -
[1] - Quote
On HAV's...
The Current Tank I have, with my upgrades only equals a little over 3000 pg, and barely like 400 cpu or something small.
the next armor tank the Surya, with my pg upgrades at level 4 would only equal 3000 something plus.
and some odd CPU.
even with armor upgrades the armor only maxes out, IF possible, at a little over 15k, thats with 180, 180 both poly crystaline, 120 poly, and 60mm poly and if possible maybe another 60mm or just a powergrid upgrade. mine max's at 11, thats still not enough!
Basically at the rate of AV and how they do 1600 plus damage with forge guns, HAV's arent gonna survive long enough seeing how Armor is basically useless.
Now that AV are speced to do more damage against shield tanks, Vehicles are unplayable for their cost.
shield tank CPU/ PG numbers are even lower... railguns are slow...
so even if your a good tanker, your not gonna survive. and than your out what 4 million?
I just saw swarms yesterday literally follow my path around cover and over a hill all the way to the redline... but when I USE THEM, they hit cover...
Still wanna buy a sagaris or a surya? I wouldnt.
anyways discuss and dont tell me my math is wrong I did it right.
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Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.12.11 18:51:00 -
[2] - Quote
Been a while since I specced Surya, but I'm pretty sure damage control would give more benefit than 60mm plate and armor hardeners aswell.
I've told you before 60mm plate are only really any good for LAVs and 120mm for dropships, that's not to say they're not worth using if the slot and resources are spare, but from what I remember damage control and hardeners provide more returns than smaller plates.
Also, saying you can get 15k hp and forges do 1600 damage, HAVs aren't gonna survive long ... that's 10 shots !! How invulnerable do you want to be ? Bearing in mind you can one shot any infantry on the field if you can aim straight ! |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.12.11 18:56:00 -
[3] - Quote
Needless Sacermendor wrote:Been a while since I specced Surya, but I'm pretty sure damage control would give more benefit than 60mm plate and armor hardeners aswell.
I've told you before 60mm plate are only really any good for LAVs and 120mm for dropships, that's not to say they're not worth using if the slot and resources are spare, but from what I remembering damage control and hardeners provide more returns than smaller plates.
Also, saying you can get 15k hp and forges do 1600 damage, HAVs aren't gonna survive long ... that 10 shots !! How invulnerable do you want to be ? Bearing in mind you can one shot any infantry on the field in you can aim straight !
If you read, I said I fit more than 60mm, 180, 180, 120, and 60 and another 60 if possible, you cant fit all 180! sorry but theirs strategy to all the armor plates. you use all of them lol you have a nice tank XP
doing the math, that fit maxes 24 inches of armor on all sides... we should have wayyyy more HP than what their giving us, if you have 24 inches of armor all the way around... you should have about 23k worth of hp points, atleast 20k |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.12.11 19:04:00 -
[4] - Quote
You miss my point ... once you've put 2x 180mm on ... what's your hp ?
Now how much will a 120mm give you compared to the percentage increase a Damage Control or Armor Hardener ?
I'll bet you get more of an increase using the resistance things than you do from the extra plates. |
Breakin Stuff
Immobile Infantry
680
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Posted - 2012.12.11 19:05:00 -
[5] - Quote
Thats actually the point of ccp fitting limits. and if i recall correctly plates give diminishing returns, so more than three modules is pointless.
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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.12.11 19:11:00 -
[6] - Quote
You're doing it wrong. More reps less total Hp. Armour reps are FAR more effective than shield boosters, so use that to your advantage (militia heavy reps do about 4k if I remember rightly, light ones around 1500).
Only exception is vs Railguns. 15k hp and a rep will mean you can possibly take 3 hits... That'd be pretty epic. |
Needless Sacermendor
Red Fox Brigade
208
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Posted - 2012.12.11 19:20:00 -
[7] - Quote
Also a good point ... with all those plates how you gonna repair any damage, unless you run back to your redline and get out with a militia repair tool. |
Breakin Stuff
Immobile Infantry
680
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Posted - 2012.12.11 19:21:00 -
[8] - Quote
Tony Calif wrote:You're doing it wrong. More reps less total Hp. Armour reps are FAR more effective than shield boosters, so use that to your advantage (militia heavy reps do about 4k if I remember rightly, light ones around 1500).
Only exception is vs Railguns. 15k hp and a rep will mean you can possibly take 3 hits... That'd be pretty epic.
Wait till we get arty. does enough damage to kill about everything. but reloading only completes when the stars align. |
Sandromin Hes
Sand Mercenary Corps Inc.
204
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Posted - 2012.12.11 19:47:00 -
[9] - Quote
Breakin Stuff wrote:Thats actually the point of ccp fitting limits. and if i recall correctly plates give diminishing returns, so more than three modules is pointless.
Nope. Plates don't give diminishing returns. They slow you down though. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.12.11 20:45:00 -
[10] - Quote
Things with penalty normally stack, things without get diminishing returns. Fitting mods normally stack without penalty, not game breaking if somebody makes a 5 cpu mod hav fit.
Nano gets penalty and stacking penalty, speed mods in eve use to be overpowered, the nano in dust matches eve modules after the great nano nerf. Without the double nano penalty we may end up with suryas fast enough to outrun swarms, eve had battleships out running missiles pre-nerf. |
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BobThe843CakeMan
BurgezzE.T.F
132
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Posted - 2012.12.11 21:20:00 -
[11] - Quote
i know 15k armor might suck but u'd have as much health as a supply depoy. Lol i think it would be soo cool to see 15k health although u'd go as fast as a rock. Lol. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.12.11 21:42:00 -
[12] - Quote
Breakin Stuff wrote:Tony Calif wrote:You're doing it wrong. More reps less total Hp. Armour reps are FAR more effective than shield boosters, so use that to your advantage (militia heavy reps do about 4k if I remember rightly, light ones around 1500).
Only exception is vs Railguns. 15k hp and a rep will mean you can possibly take 3 hits... That'd be pretty epic. Wait till we get arty. does enough damage to kill about everything. but reloading only completes when the stars align.
lol one massive shell that does 4 mile damage radius splash damage at 1000 and the shot itself does 15k in damage. and than slowly drecreases outwards till its doing 25 damage at the 4 mile distance. and it leaves a HUGE perminant crater in the map.
also it can destroy LULL cannons in one shot. |
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