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NAV HIV
The Generals
151
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Posted - 2012.12.19 13:59:00 -
[1] - Quote
Thank you for the info. I couldnt try it out last night, didnt get enough time after downloading the new build. I get very distracted with so many active modules. After reading the post i think i will still keep my previous fittings with minor changes to the turrets. if railguns can shoot faster and unleash an extra shot in less time then i would also have to think about my drive-by strategies with the tortoise. How bad is the new MT forge gun? |
NAV HIV
The Generals
151
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Posted - 2012.12.19 14:07:00 -
[2] - Quote
EnglishSnake wrote:NAV HIV wrote:Thank you for the info. I couldnt try it out last night, didnt get enough time after downloading the new build. I get very distracted with so many active modules. After reading the post i think i will still keep my previous fittings with minor changes to the turrets. if railguns can shoot faster and unleash an extra shot in less time then i would also have to think about my drive-by strategies with the tortoise. How bad is the new MT forge gun? Base damage 1200 and 3.5 charge time Add in weapon lvl5 skill for extra damage and anyone who has gone infantry and skilled into weapons has a nice decent AV weapon I expect them to be around alot more because ppl who run infanty already have weapon lvl5 for the extra damage and its a quick change at a supply depot or a quick spawn in a cheap AV fit
That would mean that i'm totally screwed if i end up going near Supply depots... With the skinweave heavy suit it should be even cheaper. I lost quite a lot of armor tanks, 3 surya's trying and testing out different loadouts. Hows the control for driving tho? I dont use a KBM so its not that precise. |
NAV HIV
The Generals
151
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Posted - 2012.12.19 14:45:00 -
[3] - Quote
EnglishSnake wrote:Jaiden Longshot wrote:English,
We had a squad in game vs Aldin in a Surya last night and he was tanking DPS just fine against 2 Militia Swarms and a Proto Swarm hitting multiple times at the same time. Granted when we finally were able to hit him with the a few in very close succession it forced him to fall back a bit but he was never really in ZOMG run mode.
There are likely still some deficiencies for lesser skilled tankers but based on what I saw with Aldin's Surya it is still pretty beast in the right hands and with the appropriate skills.
I would have like to have hit him with 2 or 3 proto swarms at a time to see the alpha impact but alas a couple of us, including myself, were AV gimps jumping into starter fits just to see what we could do in addition to one proto swarm.. I tested mine of the 3pt bowl map I did have like 6ppl all with swarms no forge guns shooting at me and it was a mixture of milita/advanced and 1 proto swarm I had a DC on and all 3 armor resists on and the armor rep and i got caught mainly because i couldnt move fast enough Also my skill are perfect that i know of for all tanks i just decided to throw it into the lions den to test it out with the new mods on and i really wasnt impressed with it, i could have played super careful but it needed to be tested and as a tank it didnt feel like a tank still Also tho did he change his tank in anyway? was he using the new mods? what map was he on and what was he doing with his tank? tbh your telling me a story but as far as i know he was be careful with it and it had a 10k armor tank on it with a spider tanking lav or guys with reppers Telling me half the story tbh
I would be testing the Madrugar first, since its cheaper to do so. But from what i read in this post, i don't see a reason why would want to change the settings on my Surya. with 10K+ i can run and gun or do railgun sniping (When there's not infantry suport). I can eat swarms for quite a long period of time. The first surya i lost was due to my own mistake, the 2nd one was to 3 forge gunners + 2 tanks ( I could've walked away from that one but didnt feel like running away or backing out), the 3rd one was to a Very good sagaris missile tank (Should've taken him out when i had the chance, but that's my mistake too) other than that, i can eat a gunlogi and madrugar 1v1 with good fittings with still having 3-4k+ armor left on my side and also without activating any reps while i'm hitting them. (Not bragging, may be i got lucky or they were caught on a bad spot) Went against Railgun gunlogi, blaster gunlogi and blaster madrugar, also tookout 2-3 sagaris (May be they had bad or weak fittings). I dont wanna mention any sica or soma on the way. I dont use any damage mods and i only have a shield rep and an armor rep (Active). |
NAV HIV
The Generals
151
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Posted - 2012.12.19 14:47:00 -
[4] - Quote
Mavado V Noriega wrote:fahrenheitM wrote:Mavado V Noriega wrote:Armor speed got nerfed again this build IDK why tbqh we already suffered movement penalty for adding plates and now the penalty got INCREASED?
seems like every build i gotta redo armor tanking and adapt certainly does seem CCP wants armor to camp up on hillsides miles away from the objective and tbqh that aint my style i like to support my infantry and with suryas gettin a bonus to blasters WHY would i want to stay miles away and camp when i could be directly supporting infantry?
still playin around with my armor fits on my madrugar.....dont feel like callin in my suryas to get hit by lolswarms especially since it seems once ur caught in the open u'll take ages to move to a safe zone I didn't understand why they made the armor tank - which is extremely slow - have the short range gun bonuses.. Where the fast tank has the long range gun bonuses... seems counterintuitive. i guess the thought process is for armor to advance with infantry and sit on a point and be able to soak up a ton of punishment but thing is very few tankers even play like that and last time i tested the active nos boosts it really didnt help that much so unless those got a buff backin out of a tricky situation is gonna be slower and more risky
That's what i prefer doing too. But as i mentioned earlier, Blue dots rarely use that to their advantage. |
NAV HIV
The Generals
151
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Posted - 2012.12.19 15:13:00 -
[5] - Quote
xAckie wrote:EnglishSnake wrote:[quote=Jaiden Longshot]English,
We had a squad in game vs Aldin in a Surya... (stuff) I tested mine of the 3pt bowl map
I did have like 6ppl all with swarms no forge guns shooting at me and it was a mixture of milita/advanced and 1 proto swarm
on AV: i am not too worried about there being a militia forge. I skilled up the forge this build and if people like the forge they will spend some SP into it. Having said that, I am not sure what the point of swarms are. I havent used them since the E3 (I think, the vehicle spam one) build and just started to skill into them now at Level 4. They dont seem as balanced as in that build (as in worse) they act more as denial of area weapon - your thoughts? Have missile turrets been buffed to be useable at all?
Swarms are more of a support weapon to forge and other tanks in my opinion, but i've been lucky with the Scattermind swarm quite a few times since it shoots one extra rocket i believe. |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 15:28:00 -
[6] - Quote
EnglishSnake wrote:Jaiden Longshot wrote:EnglishSnake wrote:Jaiden Longshot wrote:English,
We had a squad in game vs Aldin in a Surya last night and he was tanking DPS just fine against 2 Militia Swarms and a Proto Swarm hitting multiple times at the same time. Granted when we finally were able to hit him with the a few in very close succession it forced him to fall back a bit but he was never really in ZOMG run mode.
There are likely still some deficiencies for lesser skilled tankers but based on what I saw with Aldin's Surya it is still pretty beast in the right hands and with the appropriate skills.
I would have like to have hit him with 2 or 3 proto swarms at a time to see the alpha impact but alas a couple of us, including myself, were AV gimps jumping into starter fits just to see what we could do in addition to one proto swarm.. I tested mine of the 3pt bowl map I did have like 6ppl all with swarms no forge guns shooting at me and it was a mixture of milita/advanced and 1 proto swarm I had a DC on and all 3 armor resists on and the armor rep and i got caught mainly because i couldnt move fast enough Also my skill are perfect that i know of for all tanks i just decided to throw it into the lions den to test it out with the new mods on and i really wasnt impressed with it, i could have played super careful but it needed to be tested and as a tank it didnt feel like a tank still Also tho did he change his tank in anyway? was he using the new mods? what map was he on and what was he doing with his tank? tbh your telling me a story but as far as i know he was be careful with it and it had a 10k armor tank on it with a spider tanking lav or guys with reppers Telling me half the story tbh Couldn't tell you how he was fit other than it was a blaster fit Surya with either active reppers or minor logi support. I didn't see anything that would support spider tanking. It was the 4 Point map that we've had in most of the builds with A & B on the attacker side and C & D under the covered structures and piping over A & B. He brought the blaster fit Surya up under the pipes and just beyond the building by A so essentially he was almost pushing the red line when we got some elevation to the right of 'A' just on the attacker side of the buidling when we started hitting him with the swarms. He did have AR support that wouldn't let us continue chasing him after the first two sets of volleys. Don't get me wrong, I'm not suggesting that tanks are OP or anything. Frankly, I'm tired of nerfs when we have very little organized large scale battle data with logi support to determine what is or isn't OP. I'm just saying that a good tanker is a good tanker and currently they can survive a decent amount of DPS in the right hands, as they should. Is it balanced with the replacement cost....errr, that's something that you, Alldin and Slap26 could comment on better than I could. Can you sit out in the open and tank 6 swarmers hitting you at the same time? Probably not....but should that be feasible? 4pt map quite big a few places where you are safe aslong as you control the map or have a gd hand on it Sounds like he would have some good cover if im thinking where he was at Im guessing his fit is about 2.1mil give or take, now my fit is around that mark also and the ability to tank 6 swarms with a 2.1mil fit is unbalanced because for that amount of ISK it should be able to tank a bit but tbh it didnt, really the hull are too expensive but during the half price vehicle thingy it felt around right HAVs being 600k and i did see more tanks about because more ppl could afford to run them and risk them a little bit A tank is ther to take damage from various sources but frankly it didnt, tanks are missing that tank ability in my view and the cost isnt really worth it
Very true. I would use a blaster all the time. It brings me closer to the enemy. But swarms mostly being able to lock on behind covers and jumping and shooting rockets (Militia or upper tier) and forge guns doing more damage than railguns, i dont know if i would want to risk the hard earned 2mil + tanks. the payout is just not good enough. If i loose one, it would take me 10 matches to cover up the loss if i (given i run militia gear) |
NAV HIV
The Generals
151
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Posted - 2012.12.19 15:53:00 -
[7] - Quote
5 mil isk to buy the Marauder Skill tree. almost 250k SP to go to LvL 2 LOL 600k SP+ to get to a Surya. To go upto LvL 4 turrets it also takes a massive amount of SP Shield + Armor don't even remember how much
Now look at what we get in return, on Wednesdays we can may be hit 40k+ SP with the booster and get 300k+ ISK on a good game. How much is the turret again?
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NAV HIV
The Generals
151
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Posted - 2012.12.19 16:01:00 -
[8] - Quote
LOL so much for tanks being OP |
NAV HIV
The Generals
151
|
Posted - 2012.12.20 14:47:00 -
[9] - Quote
I tried out the old fittings last night. Didnt loose any tanks as i walked around the 3 point map on foot fist. Only managed to find one decent enough space for a railgun tank. 3 shotted a madrugar with my RG Madrugar. The only problem is i couldn't figure out the redline on the 3 point map yet. Is it me or are there way too many Madrugars with blasters now?
Anyways my PG is still around the same area. Since i'm using armor tanks i dont have to worry too much about the CPU. I dont use any damage mods on any of the tanks. Only thing i let go is the Damage control unit. I cant focus with too many active modules. Didnt make much of a difference anyway. When it comes to turrets, i use the LvL turrets, so i guess i save a bit of PG/CPU. Also the tweaking with the RG was great, it seems faster now.
They have to do something about the swarm/forge gunners. I dont care about the damage they do (eventhough forge is a bit unrealistic compared to RG as you've mentioned earlier) What annoys me is the way they do those damage. Locking on from the tip/edge of hills or obstacles. Hiding, jumping and shooting, then hiding again (Tactical!, my ***) Dont even get me started on the dancing swarms. |
NAV HIV
The Generals
151
|
Posted - 2012.12.20 15:05:00 -
[10] - Quote
Garrett Blacknova wrote:Swarms are BRILLIANT against armour (bonus damage), but if the enemy has decent shields, they're not going to hurt much without help. Flux Grenades, Laser Rifles, Forge Guns, a friendly HAV, whatever you can get to strip the shields.
Once the shields are low, start with Swarms, and the target falls apart fast.
Militia Forge Gun is fine, imo. Doesn't cost significantly less than standard, has higher fitting requirements, and there's no blueprint. The only thing that would have worried me is the blueprint. If that happened, then yeah, there would be problems with the Militia Forge Gun.
As it stands, a lone player with a Militia Forge Gun isn't a credible threat even against a Militia HAV with only the driver in it. I think that's fair.
Couldnt agree with the Militia forge gun. It does 1200 Dmg without skills, with the bpo Heavy Skinweave suit it doesnt cost that much to use it. Add a few AV nades and then a single MT Forge gunner can eat a sica or soma and walk away. Compare the cost of a MT tank and MT Forge. Is it fair?
It could do some serious damage to other tanks too with less skill requirements. Spcially those suicide missions could be very deadly if the tanker is caught in a bad place. |
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NAV HIV
The Generals
151
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Posted - 2012.12.20 15:40:00 -
[11] - Quote
EnglishSnake wrote:NAV HIV wrote:Garrett Blacknova wrote:Swarms are BRILLIANT against armour (bonus damage), but if the enemy has decent shields, they're not going to hurt much without help. Flux Grenades, Laser Rifles, Forge Guns, a friendly HAV, whatever you can get to strip the shields.
Once the shields are low, start with Swarms, and the target falls apart fast.
Militia Forge Gun is fine, imo. Doesn't cost significantly less than standard, has higher fitting requirements, and there's no blueprint. The only thing that would have worried me is the blueprint. If that happened, then yeah, there would be problems with the Militia Forge Gun.
As it stands, a lone player with a Militia Forge Gun isn't a credible threat even against a Militia HAV with only the driver in it. I think that's fair. Couldnt agree with the Militia forge gun. It does 1200 Dmg without skills, with the bpo Heavy Skinweave suit it doesnt cost that much to use it. Add a few AV nades and then a single MT Forge gunner can eat a sica or soma and walk away. Compare the cost of a MT tank and MT Forge. Is it fair? It could do some serious damage to other tanks too with less skill requirements. Spcially those suicide missions could be very deadly if the tanker is caught in a bad place. You can suicide with an assault forge gun in BPO suits and milita mods still with flux nades and a BPO LAV not too mention crash the LAV into the tank to do upto 2k of damage to its shield/armor AV have all the options
I did not spec into Shield tanks so i'm **** out of luck when they try to do that to me. If i'm close to base i can survive, but other than that i'm just relying on my guns and shooting tactics. Trying to move away with an armor tank is the same as "going to a different place and dieying" LOL
Flux do crazy damage to shield tanks and AV nades do some sever damage to Armor/Shield. I lost my tank to a sub machine gun once. I know he had the lucky shot at the end. But the idea that a sub machine gun doing damage to an armor tank baffles me. They should tweak the tank settings by giving some extra base health (Shield/Armor) or allow us to add more health. |
NAV HIV
The Generals
151
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Posted - 2012.12.20 16:08:00 -
[12] - Quote
Skill and ISK comparison? The amount of damage it does does its not even the same or close to one armor plate. LOL |
NAV HIV
The Generals
151
|
Posted - 2012.12.21 14:20:00 -
[13] - Quote
I tried the 25% Torque Boost Fitting on the Madrugar. I think its called a Fusion power plant or something. The initial pickup and speed seemed better. Not as sluggish as it used to be. I think i will keep pushing with the Armor tanks. So far haven't lost one in this build. But there's always Fridays!!! |
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