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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 13:38:00 -
[1] - Quote
So the new turret mods are in and are very nice, we have 2 types being active and passive and some of the active mods are on for 10-20secs and cooldown for 30 and passive is what it says on the tin
Overall i have gone for passive mods because i already have 4 modules that need activating as it is and then trying to activate 2 more mods when i want to use my gun is just a ball ache espc if and when im getting hit with AV
Trying to drive shoot and activating 6 mods at once is a pain in the arse and is one that is not needed, this is when i would i would be happy that a 4th tank is available for 1 driver and 3 gunners then i wouldnt mind activating 6 mods when i need to because i can just drive and not worry about the turret looking in the right direction for me to drive straight while looking for an AV guy because my small turrets cannot reach him but onto that later
Turret wise missiles look to fly straight now, still tho i wouldnt use the large missiles because its lol worthy anyways when the railgun/blaster hammer it in its own fields while the missiles fail to be the middle ground at all
Railguns large version that i have noticed have been nerfed, top proto rail used to do 2000+ base damage it now does 1700+ base damage, in comparision the forge gun has also been nerfed with the breach from doing 2500 base damage to 2100 base damage and i still say when a handheld railgun does more damage than a large railgun then its broke and should be the other way around, it needs to be mounted on a vehicle and requires more PG/CPU thus the projectile will hit harder and faster and cause more damage as a consequence
Blasters are the same - perfect maybe im quite happy with the options i have with it, it requires far more PG tho and it maybe should be dropped a tad but its no biggie
Small turrets have had a range increase it seems, espc the small railguns i had spkr in a gun and he was able to shoot the installation at the enemy spawn from the road on the 4pt map and the installation is the one on the hill under the MCC where A is which is quite far away, other small turrets i havnt really seen any change tbh
Armor tanks now back in business i thought until i actually used it
So i had a surya, i added on the new active armor resistance mods which do 25% resist to all damage for 60sec and cooldown for 15sec stacking penaties apply so really i would have around 45% at least sounds good right? right?
So i fit 3 of them on with a top armor plate and a heavy repper, also a damage control unit which is now active 30sec on 30sec off and a shield booster small for some reason because i can fit it lol and a i think i had top blaster and small blasters
Overall i have 6mods to activate, the new active resists IMHO seemed crap prob because swarms still have that extra 30% damage and i did run 2 and all 3 at one time and swarms still kicked my arse, the heavy repper didnt rep any faster or activate any quicker and the DC mod i forgot about because its active and im trying to keep other things going on all while im driving and trying to avoid AV. The armor tank still was slow as **** and took an ice age to move and with the resists going it didnt seem to help
I had a 7.5K armor tank with 3 resists and 1 repper, i used to run a 10+k armor tank with 1 repper and i felt that was able to tank more but also its about using it right and tbh i did sort of throw it out ther to test what it could take on a new map which was more of sniper/swarm heaven and was shaped like a bowl so prob not the best map but i need to see it in action. You sacrifice the tank for active resists but either way it seems that you still dont win because the tank itself is slow and heavy and swarms still hit very hard not too mention your sitting duck for everything as it is
I will test it again sometime but currently on the maps in the rotation i have seen it may never come out again because so far ther is the 4pt map where ppl can hide with AV and the new 3pts are still very open and hilly with lots of stuff in the way so the armor tank is slow as **** and has trouble going up a hill as it is
The new turret mods btw seem to really shaft the armor tank, they are all low slots so you are giving up tank mostly meaning now if your using turret mods or even active resists it would be helpful to spider tank even more so
Shield tank my 2 railgun DPS mods i had to take off because they nerfed the sagaris CPU total, instead i can only have one and something else but i decided to take them both off and test out the 2 new mods which change spool and heat build up which allowed me to keep my current fit but with no damage mods
I now dont hit as hard but i can fire 4 railgun shots before i overheat when it used to be 2 consec shots and also i can fire in like less an second it seems, i havnt used the rotation mods yet tbh mainly because i cant seem to fit it and really im not sure if i would use it over the 2 mods that im currently using when i can turn the tank in general faster
Mainly my shield tanks i have 4 mods to activate and no more, not like the armor tank where i have 6 and its more annoying mainly because its slow and heavy and doesnt seem to tank aswell im afraid
Overall shield tank wise the new turret mods give me a couple more options while still keeping my original tank, i no longer really use 1 defo loadout and have a couple more options and hope to have a couple more armor options but its looking slim atm and even slimer with the maps i have been on and armor overall wont really use the new turret mods i think because its bad enough beinging in an armor tank as it is because your giving up a 10k+ tank for something less so you can move the turret faster or overheat less but its all on the driver but for me i dont think i would use em not for armor
Cont in next post |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 13:38:00 -
[2] - Quote
AV changes now
Swarms still bend around cover tho not as much as they used to but they still do, they do seem to move quicker and take a direct patch and also i have seen them miss me completely or hit my cover for once but they still **** on armor
Milita forge gun yay less ppl will bother skill up even more now even tho assault is beast with so little isk and SP invested into it, base stats are 1200 damage and 3.5 sec charge time and few ppl are using it mainly because i have a 6k tank and it gets dropped to 4800 or a bit lower. Basically its a good forge gun and if your lazy you can whip it out and kill ppl and tanks with it, add basic forge gun skills and it will be even better for cheaper. Proto has gone tho from the store or it did yday which annoyed ppl
Generally for now i still think shield tanks are better than armor and with the current maps i have seen they will continue to dominate mainly because they are faster, they have passive regen, fitting wise they are able to fit more and do more without giving up too much tank
I still think armor tanks have ther place but its now becoming more of an installtion with its slow movement and generally lack of fitting options because if you cant move you have got to be able to tank something at least and with swarms still about as they are on the maps we have its a risk atm, but time will tell and testing is on going for me at least to see if i can find a place for the surya
AV has changed a little bit but still have the upperhand mainly on armor tanks but shield doesnt get off lightly
Tank vs tank i didnt get to try out really apart from a noob tank on the otherside of the map which i 2 shot i think but ppl are testing out new fits on milita/T1 tanks
What do you think? |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.12.19 13:51:00 -
[3] - Quote
Sounds curious. I'm updating as we speak, so I'll be chipping in once I've had chance to have a play ;) |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 13:59:00 -
[4] - 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? |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 14:01:00 -
[5] - Quote
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 |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 14:07:00 -
[6] - 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. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.19 14:09:00 -
[7] - Quote
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 |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 14:11:00 -
[8] - Quote
NAV HIV wrote: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.
Yeah skinweave ftw tbh, then again assault forge is better for just a small amount of SP and ISK
Driving hasnt changed one bit as far as i can tell armor is super slow and shield is still faster at acc at least but agility and turning still feels crap |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2012.12.19 14:12:00 -
[9] - Quote
English,
We had a squad in game vs Alldin 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 Alldin'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.. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 14:20:00 -
[10] - Quote
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 |
|
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2012.12.19 14:26:00 -
[11] - Quote
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. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.19 14:33:00 -
[12] - Quote
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 |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 14:35:00 -
[13] - Quote
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
Thats last part is spot on, you take too long to move from stand still and going uphill is bad even at top speed and turning kills your speed, unless you are going in a straight line which is downhill your a sitting duck
Even tho you have blaster bonus its useless if you cant get upclose and tank a bit and currently that is the case even with the active armor resists it seems |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 14:45:00 -
[14] - 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
|
Posted - 2012.12.19 14:47:00 -
[15] - 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. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2012.12.19 14:49:00 -
[16] - Quote
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? |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 14:58:00 -
[17] - 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 mainly for dropships for me but they perform better against ground vehicles but really are also broken still that i know of since they do still go around corners but not sure of locking on through cover
As for a denial of area weapon im not sure, i feel the forge gun is good for that because they can really pin you down and when swarms work like they should you can sorta avoid them mostly with all the cover in the game but if swarms have a limit then they do deny dropships the sky
On missiles im not sure, the missile installations seem to fire the missile straight tbh so random missile spread has gone it seems but not sure if they still have the range cap
|
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2012.12.19 15:09:00 -
[18] - 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
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? |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2012.12.19 15:10:00 -
[19] - Quote
NAV HIV wrote: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.
Well, hopefully the game evolves to the point that running with blue dots is not necessary.... like in EVE. :) |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 15:13:00 -
[20] - 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. |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 15:18:00 -
[21] - Quote
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 |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 15:28:00 -
[22] - 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) |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 15:39:00 -
[23] - Quote
NAV HIV wrote: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)
Also forgot about how much SP as well it takes to invest |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 15:53:00 -
[24] - 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?
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 15:56:00 -
[25] - Quote
Top turret i use is near 500k ISK
Some shield mods 250k
Armor is generally cheaper but the bulk of mods i use 50k and the mains 150+
Also SP wise shield and armor maybe 2mil if not more |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2012.12.19 15:59:00 -
[26] - Quote
Just my opinion but it feels like CCP is still trying to find the balance between a tanking fit and a DPS fit. Generally speaking you would expect a tank to well "tank" but my guess is they are trying to strike the balance between an alpha DPS tank and an active/passive tank with less alpha DPS.
This way you have tanks fit for anti-infantry with a little better tanking but not capable of that crazy alpha DPS or you have that crazy alpha DPS for AV and tank v tank while sacrificing a little of the active/passive tanking ability.
Similar to what infantry has to deal with from a fitting perspective. This way tanks do need some kind of support be it logi or infantry rather than a one man wrecking crew just with the primary turret dealing DPS and actively/passively tanking any DPS that is thrown its way.
Now you factor in the cost and it creates a whole new balance issue. In some respects I feel bad for tankers because it is a long train (I did it last build)....and it is extremely costly to drop tanks. I feel a little less sympathy when getting pwned in public matches when it is a little difficult to organize a proper counter. Not an easy balancing act, to be sure.
Look at the result of the AR changes. It makes very little sense to use Prototype or advanced gear now that you get very similar performance from standard gear....unless you are just bathing in ISK |
NAV HIV
The Generals
151
|
Posted - 2012.12.19 16:01:00 -
[27] - Quote
LOL so much for tanks being OP |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 16:21:00 -
[28] - Quote
Jaiden Longshot wrote:Just my opinion but it feels like CCP is still trying to find the balance between a tanking fit and a DPS fit. Generally speaking you would expect a tank to well "tank" but my guess is they are trying to strike the balance between an alpha DPS tank and an active/passive tank with less alpha DPS.
This way you have tanks fit for anti-infantry with a little better tanking but not capable of that crazy alpha DPS or you have that crazy alpha DPS for AV and tank v tank while sacrificing a little of the active/passive tanking ability.
Similar to what infantry has to deal with from a fitting perspective. This way tanks do need some kind of support be it logi or infantry rather than a one man wrecking crew just with the primary turret dealing DPS and actively/passively tanking any DPS that is thrown its way.
Now you factor in the cost and it creates a whole new balance issue. In some respects I feel bad for tankers because it is a long train (I did it last build)....and it is extremely costly to drop tanks. I feel a little less sympathy when getting pwned in public matches when it is a little difficult to organize a proper counter. Not an easy balancing act, to be sure.
Look at the result of the AR changes. It makes very little sense to use Prototype or advanced gear now that you get very similar performance from standard gear....unless you are just bathing in ISK
Currently a tanking fit can tank a bit more but in general AV is strong anyways and that extra tank doesnt last aslong as you think, it can get wiped out in 2 forge hits or a few swarms but also you have to think about the repper on that fit, do you go with one or not? with armor you have to unless you get out or have someone get out and rep/or stay by a supply depot or spider tanking but most will have 1 heavy rep on. Shield version can hit 10k tank with no rep but to passive rep takes forver and 1 boost only reps a 1/4 of a 8k tank if that tbh - overall it gives you more chance to escape but takes twice as long to regan that lost hp
As for an alpha tank my shield one doesnt exist now because CPU got nerfed, i may have to retweek the alpah fit for it to work but i have a feeling i will be sacrificing something i dont want to or it just wont be as good as the current railgun fit that i have now
Armor alpha tank does exist but it means only 1 plate and 1 heavy repper so they have 7k+ tank but not active resists
Its AV right now, swarms need to be fixed which annoys armor tanks so much more and also but i dunno if CCP will do this but a handheld railgun cannot be stronger than a large vehicle mounted railgun
Also maybe make tanks have a bit more base hp so battles are a little bit longer but if not maybe make a 4man tank driver and 3 gunners and make that the price that tanks are now and drop the 3man tank to half price |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2012.12.19 16:44:00 -
[29] - Quote
firstly, i'd say good read through. It's actually nice to see a vehicle user look at both sides of the coin and not be prejudice toward where they have skill points.
I will say, since have lots of points into the FG, the militia FG is kinda useless to those who've skilled up the area; as there isn't a AUR BPO to use. The only FG the removed from what i see if the proto breach FG, otherwise all other variants remain.
Can't really say anything otherwise; except w/ the new sensitivity, using an assault FG is a pain in the ass (even w/ x sensitivity set to 100) :P |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2012.12.19 16:56:00 -
[30] - Quote
EnglishSnake wrote:Its AV right now, swarms need to be fixed which annoys armor tanks so much more and also but i dunno if CCP will do this but a handheld railgun cannot be stronger than a large vehicle mounted railgun
Also maybe make tanks have a bit more base hp so battles are a little bit longer but if not maybe make a 4man tank driver and 3 gunners and make that the price that tanks are now and drop the 3man tank to half price
I haven't agreed with a lot of what you've said in the past here, but this makes the most sense to me. The Forges doing more damages than another tank mounted LARGE TURRET can do is not right. Modded tanks being 2 hit killed by a single infantry at range that can hide is not balance in any capacity, no matter how you try to twist it. I'm not a tanker and can understand that.
I really like your idea regarding 4 man tanks.. with driver activating mods and driving but having no attack power from the driver seat. We have 4 man squads afterall. The big drawbacki see with this, is we already have limited troops on the field. You've basically just tied up 25% of the entire team into 1 tank. Now, were the maps 24 x 24 or 32 x 32... it would seem more logical. |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 18:00:00 -
[31] - Quote
fahrenheitM wrote:EnglishSnake wrote:Its AV right now, swarms need to be fixed which annoys armor tanks so much more and also but i dunno if CCP will do this but a handheld railgun cannot be stronger than a large vehicle mounted railgun
Also maybe make tanks have a bit more base hp so battles are a little bit longer but if not maybe make a 4man tank driver and 3 gunners and make that the price that tanks are now and drop the 3man tank to half price I haven't agreed with a lot of what you've said in the past here, but this makes the most sense to me. The Forges doing more damages than another tank mounted LARGE TURRET can do is not right. Modded tanks being 2 hit killed by a single infantry at range that can hide is not balance in any capacity, no matter how you try to twist it. I'm not a tanker and can understand that. I really like your idea regarding 4 man tanks.. with driver activating mods and driving but having no attack power from the driver seat. We have 4 man squads afterall. The big drawbacki see with this, is we already have limited troops on the field. You've basically just tied up 25% of the entire team into 1 tank. Now, were the maps 24 x 24 or 32 x 32... it would seem more logical.
@ Berserker - Thx i try to be when not in troll mode
The forge gun does annoy me but that is prob my main problem with it
With the 4man tanks as a driver mainly i dont really care about having a gun for myself, if i wanted that i will just stick to the tanks we have but i would like another option but this 4man tank of mine would also be a straight upgrade from the 3man so more PG/CPU/HP for shield and armor and possibly an extra slot
The player count does have to go up 1st tbh but CCP could defo plan for this type of tank because activating 6mods while i drive aim and then gtfo from a AV guy who popped up behind me is annoying and i hate it to a point sometimes driving is just nice without having to do everything |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.19 18:08:00 -
[32] - Quote
what penalty do shield extenders have? because im trying to figure out the thought process in increasing the movement penalty for plates on armor tanks |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2012.12.19 18:11:00 -
[33] - Quote
Mavado V Noriega wrote:what penalty do shield extenders have? because im trying to figure out the thought process in increasing the movement penalty for plates on armor tanks i heard that they make your sig profile bigger.. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.19 18:21:00 -
[34] - Quote
Sobriety Denied wrote:Mavado V Noriega wrote:what penalty do shield extenders have? because im trying to figure out the thought process in increasing the movement penalty for plates on armor tanks i heard that they make your sig profile bigger..
Its how it works in EVE 'increase sig'
In DUST i cant really see how it will help, unless it makes you show on the radar from further away |
DUST Fiend
Immobile Infantry
1899
|
Posted - 2012.12.19 18:25:00 -
[35] - Quote
Stupid shield tanks >_< CCP <3's shields something fierce. |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.12.19 21:30:00 -
[36] - Quote
Mavado V Noriega wrote:what penalty do shield extenders have? because im trying to figure out the thought process in increasing the movement penalty for plates on armor tanks Absolutely nothing as of now They are supposed to increase your scan sig but that's like saying come and get me if you can and you will be able to , dissapear from the radar pretty quickly it just makes your hp status show up when you aim.
Edited for derp spelling on my phone |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 13:31:00 -
[37] - Quote
Update 2 - Back to basics
Yday i threw a shedload of tanks into the matches i played and alot were experimental fits with variuos mods and fittings and it included Sagaris and Gunlogis and they mostly all got popped for various reasons mainly because i went gunho as in go to objectives and put it into the lions den and basically go after tanks or take a wrong turn
Now for me 2 things have changed with the new 3 point map and installations ther is more cover at the letters but also less of it due to the installations wiping lots of rocks and plus the movement of the redlines means you can go around the map on the roads and not hit a redline so tanks really have to go to there spawn if getting hit hard but the problem is if the route to the spawn is open you will get hit. In general this map has had me change my tank and playstyle, snake hill exists but no longer is it that 1 hill you can sit upon like a king because you can now go up both roads on either side because none of it is in the redline and the installations also play apart
The 4pt map has installations moved about but in general because of the hills and structures AV always have the higher ground so really ther is no change than from before
Now yday i prob spent 5mil on fittings and prob lost close to 10mil in assets already owned in shield tanks and various mods some of which dont exist anymore
The mods which dont exist happened to be the ones i used, they has slightly less PG (around 40) and they were very useful for squeezing out the best for your tank so you could have a good gun and a half decent tank. Now ther is only 3 mods which include a very high PG shield extender/booster which also gives crap HP because the one below that in PG gives the max HP an extender/booster can give then if you need to save around 100 PG then the very last mod is needed but it gives **** HP and reps tbh
It seems now that with the removal of these mods they are forcing you to go all tank or sacrifice some tank for more gank and if you go all gank expect a paper tank even more so but also its because of the turrets i use
With the turrets i use which are mainly hybrids you will consistanly be trying to squeeze extra PG out of everything it seems and this is because the Gunlogi and Sagaris is made for the missile turrets which consume less PG overall but even with that as a fact the top proto missile turret uses around 1000PG and the top railgun is near 1100 PG and the top blaster is 1200 (this is based on turrets i use) but even with the top missile turret you need a PG extender or PDU unless you sacrifice some tank or the main weapon
Btw i tried out a Gunlogi with all missiles and it couldnt kill someone 50m away next to a massive wall and they just walk away and they still have random missile spread and a awful range cap
Back to the turrets, because i use hybrids im always out of whack with PG, even with the 1st blaster it costs 1000PG which is more than the top missile turret and because missiles are useless i have to use hybrids and because of the new maps im finding im not using railguns anymore tbh and im going the blaster fit more often
The railgun fit is nearly dead for me, i do have one fit left for it but im still not sure where i should go with it, extra damage mods are iffy and the new turret upgrades are yummy for it but im finding that blaster is needed more because at least i can engage up close, with a railgun im a sitting duck and not the kind on my hill since that has gone i find it to be a bit more risky
As for the tanks i decided to make copys of all of my tanks in the Gunlogi and i often found that the difference in shield is around 1000 to a max 1500 which you may think is alot but to put it into perspective a milita forge gun does 1200 DPS and if it hits me cold becauses he hiding behind something then that advantage is lost quickly, its still an advanatge but its an expenisve one as you will see
For the 1.2mil Sagaris hull price tag i am gaining 1000-1500 shield max and including fittings it tends to rise to 2mil where as the Gunlogi is 1mil or sometimes even lower because im forced to use diff mods. I even have a Gunlogi fit which costs me around 550k including fittings and with this fit i can field 2 to 1 Sagaris hull and if i also include fittings for the Sagaris then its 3-4 Gunlogis and they all include the fitting mods and weapons aswell
Basically for the price of a Sagaris and mods its not worth it anymore, the last few games i was rolling out last night was Gunlogis because i could afford to lose 2-3 if i really went gung ho and depending how well i did i was making 300k and not losing my tank but yet still earning the ISK equivelent of the Gunlogi and fittings. With a sagaris i can do this but if i lose it that is 2mil down the shitter compared to 550k Gunlogi or a 700k Gunlogi
For the diffrence between the Gunlogi and the Sagaris to put it simply 'the price is too damn high' and during the vehicle half price week the Sagaris at around 600k was about right for what it can do, maybe even 500k is better because from 200k to 1.2mil the difference of that extra slot is kinda of ****
Cont next post |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 13:31:00 -
[38] - Quote
As for AV ther has been a marked increase in forge gun activity for me, i am seeing more milita forges about and ppl killing other ppl with them just fine. Im also sure dark cloud and his 3man LAV crew attacked me a few times with milita forges against my Sagaris and tbh they wrecked the ever loving **** out of it and nearly popped it on 2-3 occasions in the same match and basically scared the **** out of the tank so much i didnt really play in the rest of the match because if i strayed to far out and they hit me in open space i would be dead, the red line saved me tbh
The forge gun in general does more damage than a large vehicle mounted railgun which requires far more PG to use, if its that powerful the heavy should fly backwards after firing the damn thing tbh - this will continue to **** me off
Swarms are still annoying and still travel aroud corners, its got even worse i have missiles hitting me around corners but i do not see them, they are invisable missiles which bend around corners and thats even worse but its rare i have to say
Armor tanks i still havnt touched, i find them still too slow and they are now turning into installations but maybe i will give it a shot in the Maruders like i have done in the gunlogis im looking to find something good in the armor tanks but i still havnt seen it
The bonus in the Surya to blasters is becoming more lol worthy due to the fact blasters are for up close and it takes an ice age to get ther and you cant tank a worth of **** these days and if you have to GTFO of ther you would be better of calling for a tow truck
Tank vs tank i was able to do a little bit, in a 2v1 against me i took out a Sagaris before getting popped, took out a couple of other T1 tanks and milita, overall it seems to have changed how i battle tanks espc with what fits i use and what map i happen to be on.
The general CPU nerf and removal of certain mods has ****** up various fits i used to roll with, along with map variations we are seeing it has forced me to completely look at all the tank fits that i made yday and lost yday, i currently have 4 fits for the Gunlogi and Sagaris and they are mirror images of each other except 4 are cheaper. The maps has also have changed my playstyle and what i bring out and how i use them and fight other tanks
This build has made me overhaul all my fits but it may have also stopped me from using proto tanks due to the sheer price tags they have while AV is just still as deadly with next to no SP/ISK required
Yday i did feel like vehicles were slowly getting patched out with the removal of certain mods, reduction in CPU, nerfing of turret damage, armor plate movement nerf and the addition of the milita forge gun, tbh i did see less tanks about and also from players who i know do tend to run tanks and would bring out thers to battle mine but it didnt happen as much or at all
Time will tell on this one and im still on the fence after my 1st impressions of it all |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.20 13:49:00 -
[39] - Quote
EnglishSnake wrote:Sobriety Denied wrote:Mavado V Noriega wrote:what penalty do shield extenders have? because im trying to figure out the thought process in increasing the movement penalty for plates on armor tanks i heard that they make your sig profile bigger.. Its how it works in EVE 'increase sig' In DUST i cant really see how it will help, unless it makes you show on the radar from further away
exactly i know what it does in EVE but to apply this same penalty on a FPS is dumb imho its not a big deal or as drastic as movement changes when someone can simply bring up the tactical map and see where u are there is no real penalty atm to shield extenders on tanks |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 14:14:00 -
[40] - Quote
Mavado V Noriega wrote:EnglishSnake wrote:Sobriety Denied wrote:Mavado V Noriega wrote:what penalty do shield extenders have? because im trying to figure out the thought process in increasing the movement penalty for plates on armor tanks i heard that they make your sig profile bigger.. Its how it works in EVE 'increase sig' In DUST i cant really see how it will help, unless it makes you show on the radar from further away exactly i know what it does in EVE but to apply this same penalty on a FPS is dumb imho its not a big deal or as drastic as movement changes when someone can simply bring up the tactical map and see where u are there is no real penalty atm to shield extenders on tanks
True but what would you suggest? i can only think of showing up on radar quicker and further out tbh |
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 14:15:00 -
[41] - Quote
EnglishSnake wrote:Update 2 - Back to basics
Yday i threw a shedload of tanks into the matches i played and alot were experimental fits with variuos mods and fittings and it included Sagaris and Gunlogis and they mostly all got popped for various reasons mainly because i went gunho as in go to objectives and put it into the lions den and basically go after tanks or take a wrong turn
Now for me 2 things have changed with the new 3 point map and installations ther is more cover at the letters but also less of it due to the installations wiping lots of rocks and plus the movement of the redlines means you can go around the map on the roads and not hit a redline so tanks really have to go to there spawn if getting hit hard but the problem is if the route to the spawn is open you will get hit. In general this map has had me change my tank and playstyle, snake hill exists but no longer is it that 1 hill you can sit upon like a king because you can now go up both roads on either side because none of it is in the redline and the installations also play apart
The 4pt map has installations moved about but in general because of the hills and structures AV always have the higher ground so really ther is no change than from before
Now yday i prob spent 5mil on fittings and prob lost close to 10mil in assets already owned in shield tanks and various mods some of which dont exist anymore
The mods which dont exist happened to be the ones i used, they has slightly less PG (around 40) and they were very useful for squeezing out the best for your tank so you could have a good gun and a half decent tank. Now ther is only 3 mods which include a very high PG shield extender/booster which also gives crap HP because the one below that in PG gives the max HP an extender/booster can give then if you need to save around 100 PG then the very last mod is needed but it gives **** HP and reps tbh
It seems now that with the removal of these mods they are forcing you to go all tank or sacrifice some tank for more gank and if you go all gank expect a paper tank even more so but also its because of the turrets i use
With the turrets i use which are mainly hybrids you will consistanly be trying to squeeze extra PG out of everything it seems and this is because the Gunlogi and Sagaris is made for the missile turrets which consume less PG overall but even with that as a fact the top proto missile turret uses around 1000PG and the top railgun is near 1100 PG and the top blaster is 1200 (this is based on turrets i use) but even with the top missile turret you need a PG extender or PDU unless you sacrifice some tank or the main weapon
Btw i tried out a Gunlogi with all missiles and it couldnt kill someone 50m away next to a massive wall and they just walk away and they still have random missile spread and a awful range cap
Back to the turrets, because i use hybrids im always out of whack with PG, even with the 1st blaster it costs 1000PG which is more than the top missile turret and because missiles are useless i have to use hybrids and because of the new maps im finding im not using railguns anymore tbh and im going the blaster fit more often
The railgun fit is nearly dead for me, i do have one fit left for it but im still not sure where i should go with it, extra damage mods are iffy and the new turret upgrades are yummy for it but im finding that blaster is needed more because at least i can engage up close, with a railgun im a sitting duck and not the kind on my hill since that has gone i find it to be a bit more risky
As for the tanks i decided to make copys of all of my tanks in the Gunlogi and i often found that the difference in shield is around 1000 to a max 1500 which you may think is alot but to put it into perspective a milita forge gun does 1200 DPS and if it hits me cold becauses he hiding behind something then that advantage is lost quickly, its still an advanatge but its an expenisve one as you will see
For the 1.2mil Sagaris hull price tag i am gaining 1000-1500 shield max and including fittings it tends to rise to 2mil where as the Gunlogi is 1mil or sometimes even lower because im forced to use diff mods. I even have a Gunlogi fit which costs me around 550k including fittings and with this fit i can field 2 to 1 Sagaris hull and if i also include fittings for the Sagaris then its 3-4 Gunlogis and they all include the fitting mods and weapons aswell
Basically for the price of a Sagaris and mods its not worth it anymore, the last few games i was rolling out last night was Gunlogis because i could afford to lose 2-3 if i really went gung ho and depending how well i did i was making 300k and not losing my tank but yet still earning the ISK equivelent of the Gunlogi and fittings. With a sagaris i can do this but if i lose it that is 2mil down the shitter compared to 550k Gunlogi or a 700k Gunlogi
For the diffrence between the Gunlogi and the Sagaris to put it simply 'the price is too damn high' and during the vehicle half price week the Sagaris at around 600k was about right for what it can do, maybe even 500k is better because from 200k to 1.2mil the difference of that extra slot is kinda of ****
Cont next post
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 14:15:00 -
[42] - Quote
EnglishSnake wrote:As for AV ther has been a marked increase in forge gun activity for me, i am seeing more milita forges about and ppl killing other ppl with them just fine. Im also sure dark cloud and his 3man LAV crew attacked me a few times with milita forges against my Sagaris and tbh they wrecked the ever loving **** out of it and nearly popped it on 2-3 occasions in the same match and basically scared the **** out of the tank so much i didnt really play in the rest of the match because if i strayed to far out and they hit me in open space i would be dead, the red line saved me tbh
The forge gun in general does more damage than a large vehicle mounted railgun which requires far more PG to use, if its that powerful the heavy should fly backwards after firing the damn thing tbh - this will continue to **** me off
Swarms are still annoying and still travel aroud corners, its got even worse i have missiles hitting me around corners but i do not see them, they are invisable missiles which bend around corners and thats even worse but its rare i have to say
Armor tanks i still havnt touched, i find them still too slow and they are now turning into installations but maybe i will give it a shot in the Maruders like i have done in the gunlogis im looking to find something good in the armor tanks but i still havnt seen it
The bonus in the Surya to blasters is becoming more lol worthy due to the fact blasters are for up close and it takes an ice age to get ther and you cant tank a worth of **** these days and if you have to GTFO of ther you would be better of calling for a tow truck
Tank vs tank i was able to do a little bit, in a 2v1 against me i took out a Sagaris before getting popped, took out a couple of other T1 tanks and milita, overall it seems to have changed how i battle tanks espc with what fits i use and what map i happen to be on.
The general CPU nerf and removal of certain mods has ****** up various fits i used to roll with, along with map variations we are seeing it has forced me to completely look at all the tank fits that i made yday and lost yday, i currently have 4 fits for the Gunlogi and Sagaris and they are mirror images of each other except 4 are cheaper. The maps has also have changed my playstyle and what i bring out and how i use them and fight other tanks
This build has made me overhaul all my fits but it may have also stopped me from using proto tanks due to the sheer price tags they have while AV is just still as deadly with next to no SP/ISK required
Yday i did feel like vehicles were slowly getting patched out with the removal of certain mods, reduction in CPU, nerfing of turret damage, armor plate movement nerf and the addition of the milita forge gun, tbh i did see less tanks about and also from players who i know do tend to run tanks and would bring out thers to battle mine but it didnt happen as much or at all
Time will tell on this one and im still on the fence after my 1st impressions of it all
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.20 14:41:00 -
[43] - Quote
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. |
NAV HIV
The Generals
151
|
Posted - 2012.12.20 14:47:00 -
[44] - 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. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2012.12.20 14:59:00 -
[45] - Quote
Snake,
What kind of KDR and WP's are you putting up since the changes? Is
It almost sounds like what they did is similar to the weapon changes with it not being very efficient to use higher meta level gear / hulls.
That and I still stand by the idea that they want the vehicles closer to EvE forcing the player to choose between a tank or a DPS fit. As in most MMO's, you are better off min / maxing but it is possible to field a balanced fit if you don't mind being at a slight disadvantage on one side when you run up against a min / maxer.
I am curious if you are seeing a drop off in your KDR and WP's or if you just feel that hasn't changed much but you die more often and you are better off in cheaper hull and fits?
|
NAV HIV
The Generals
151
|
Posted - 2012.12.20 15:05:00 -
[46] - 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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 15:19:00 -
[47] - Quote
Jaiden Longshot wrote:Snake,
What kind of KDR and WP's are you putting up since the changes? Is
It almost sounds like what they did is similar to the weapon changes with it not being very efficient to use higher meta level gear / hulls.
That and I still stand by the idea that they want the vehicles closer to EvE forcing the player to choose between a tank or a DPS fit. As in most MMO's, you are better off min / maxing but it is possible to field a balanced fit if you don't mind being at a slight disadvantage on one side when you run up against a min / maxer.
I am curious if you are seeing a drop off in your KDR and WP's or if you just feel that hasn't changed much but you die more often and you are better off in cheaper hull and fits?
I can fit a general tank fit with having a decent tank okay gun this if anything is the balanced fit, i have a maximum tank fit with a booster but the rep takes at least 4cycles to get it back up to max from 0 or i can go more or less gank fit as in turret mods in the lows to improve my turret in whatever way while having to sacrifice some tank
WP wise it does depend on the map and turret im using but also the recent change to the WP as in get too many in a certain time you dont get any im nt sure if tht effects me sometimes. Blaster wise i can have a good game and go 27/0 but i feel im having alot more bad games in general and my railgun tank is sitting ther unused mostly, half the time i blow up all installations and bolases and free LAVs and get a few kills and i was on top, now nt as much LAVs are not used as much i dont shoot down that many bolas and kills depends on the turret but also maps are bigger and more open
Plus the cost of a top tank compared to a T1 never did bother me before on the old variations of the map mainly because i knew where the redline were and where i was safe, now the redline has been put back AV has another milita variation and still hits as hard is is still broken, armor tanks are slower and a few mods have been taken out
Overall i have to be more aggressive it seems to survive and earn more, i cant sit back and snipe as such and with a cheaper tank i can whack it much more and say **** it because its much cheaper
|
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 15:27:00 -
[48] - Quote
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 |
NAV HIV
The Generals
151
|
Posted - 2012.12.20 15:40:00 -
[49] - 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. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 15:42:00 -
[50] - Quote
NAV HIV wrote: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.
It works on any tank tbh
To add more tank they can either give us more PG/CPU/slots or just up the base tank for shield and armor and i do prefer the latter tbh because upping the PG/CPU make whack everything out of balance but i wouldnt say no to it tbh |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.20 15:43:00 -
[51] - Quote
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. So look at the difference in cost to do the same thing with a Standard Forge Gun instead of Militia?
One level of Forge Ops = 12,440 SP
Standard Forge Gun is 8,800 ISK
Either way you're saying you need AV nades, which are an additional cost (in both SP and ISK).
The Militia Forge is cheap, but unless it's supported by the skills the Standard FG requires, it falls behind in effectiveness.
Also, the slow reload of the weapon in general, combined with the fact that the Militia Forge has to reload more often, means more missed opportunities when that HAV runs while you're reloading, and comes back 20 seconds later with full shields and armour, and you're still at half armour and no shields. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 16:00:00 -
[52] - Quote
Garrett Blacknova 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. So look at the difference in cost to do the same thing with a Standard Forge Gun instead of Militia? One level of Forge Ops = 12,440 SP Standard Forge Gun is 8,800 ISK Either way you're saying you need AV nades, which are an additional cost (in both SP and ISK). The Militia Forge is cheap, but unless it's supported by the skills the Standard FG requires, it falls behind in effectiveness. Also, the slow reload of the weapon in general, combined with the fact that the Militia Forge has to reload more often, means more missed opportunities when that HAV runs while you're reloading, and comes back 20 seconds later with full shields and armour, and you're still at half armour and no shields.
But its still ther for those who are too lazy to skill up all the way to level 2 lol |
NAV HIV
The Generals
151
|
Posted - 2012.12.20 16:08:00 -
[53] - Quote
Skill and ISK comparison? The amount of damage it does does its not even the same or close to one armor plate. LOL |
Beld Errmon
Tal-Romon Legion Amarr Empire
479
|
Posted - 2012.12.20 16:47:00 -
[54] - Quote
its pretty damn hard to stay alive in an armor tank these days, turns like a whale and takes off like a slug even with a fusion accelerator, I've started using the gunnlogi more since the patch because its so zippy and can turn, that and just about everyone has a semi decent swarm launcher and they are absolutely devastating to armor tanks.
But i really really want to drive armor tanks, they have more HPs, rep more, you've got lots of room for dmg mods and heatsinks while still fitting a decent tank, I could live with the armor tanks taking off slowly if they could turn a bit faster. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.20 17:08:00 -
[55] - Quote
Beld Errmon wrote:its pretty damn hard to stay alive in an armor tank these days, turns like a whale and takes off like a slug even with a fusion accelerator, I've started using the gunnlogi more since the patch because its so zippy and can turn, that and just about everyone has a semi decent swarm launcher and they are absolutely devastating to armor tanks.
But i really really want to drive armor tanks, they have more HPs, rep more, you've got lots of room for dmg mods and heatsinks while still fitting a decent tank, I could live with the armor tanks taking off slowly if they could turn a bit faster.
I cant deal with armor tanks tbh
I need that 9k buffer tbh because swarms **** and forges take off chunks i need to be able to move and survive and but the current turret mods i just feel that i cant use them and survive at the same time espc with the maps how they are now being so open |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.20 17:32:00 -
[56] - Quote
Jaiden Longshot wrote:Snake,
What kind of KDR and WP's are you putting up since the changes? Is
It almost sounds like what they did is similar to the weapon changes with it not being very efficient to use higher meta level gear / hulls.
That and I still stand by the idea that they want the vehicles closer to EvE forcing the player to choose between a tank or a DPS fit. As in most MMO's, you are better off min / maxing but it is possible to field a balanced fit if you don't mind being at a slight disadvantage on one side when you run up against a min / maxer.
I am curious if you are seeing a drop off in your KDR and WP's or if you just feel that hasn't changed much but you die more often and you are better off in cheaper hull and fits?
the increased movement penalty tbh forces me to camp more and with swarms STILL NOT FIXED combined with increased movement penalty armor is worse than last build imho still seeing ppl lockin on through cover, still seeing swarms with ridiculous range and dumb tracking |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.12.21 02:45:00 -
[57] - Quote
EnglishSnake wrote:So i had a surya, i added on the new active armor resistance mods which do 25% resist to all damage for 60sec and cooldown for 15sec stacking penaties apply so really i would have around 45% at least sounds good right? right?
So i fit 3 of them on with a top armor plate and a heavy repper, also a damage control unit which is now active 30sec on 30sec off and a shield booster small for some reason because i can fit it lol and a i think i had top blaster and small blasters
Overall i have 6mods to activate, the new active resists IMHO seemed crap prob because swarms still have that extra 30% damage and i did run 2 and all 3 at one time and swarms still kicked my arse, the heavy repper didnt rep any faster or activate any quicker and the DC mod i forgot about because its active and im trying to keep other things going on all while im driving and trying to avoid AV. The armor tank still was slow as **** and took an ice age to move and with the resists going it didnt seem to help
I had a 7.5K armor tank with 3 resists and 1 repper, i used to run a 10+k armor tank with 1 repper and i felt that was able to tank more but also its about using it right and tbh i did sort of throw it out ther to test what it could take on a new map which was more of sniper/swarm heaven and was shaped like a bowl so prob not the best map but i need to see it in action. You sacrifice the tank for active resists but either way it seems that you still dont win because the tank itself is slow and heavy and swarms still hit very hard not too mention your sitting duck for everything as it is
-Take off the third hardener and add a Local Powergrid Expansion Unit. -Add a Speed Boost on the high slot -Add the 400+ HP Armor Repper -Keep proto blaster or try to fit a stabalized for range
A little rushed the post, am in-game. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.21 13:03:00 -
[58] - Quote
Alldin Kan wrote:EnglishSnake wrote:So i had a surya, i added on the new active armor resistance mods which do 25% resist to all damage for 60sec and cooldown for 15sec stacking penaties apply so really i would have around 45% at least sounds good right? right?
So i fit 3 of them on with a top armor plate and a heavy repper, also a damage control unit which is now active 30sec on 30sec off and a shield booster small for some reason because i can fit it lol and a i think i had top blaster and small blasters
Overall i have 6mods to activate, the new active resists IMHO seemed crap prob because swarms still have that extra 30% damage and i did run 2 and all 3 at one time and swarms still kicked my arse, the heavy repper didnt rep any faster or activate any quicker and the DC mod i forgot about because its active and im trying to keep other things going on all while im driving and trying to avoid AV. The armor tank still was slow as **** and took an ice age to move and with the resists going it didnt seem to help
I had a 7.5K armor tank with 3 resists and 1 repper, i used to run a 10+k armor tank with 1 repper and i felt that was able to tank more but also its about using it right and tbh i did sort of throw it out ther to test what it could take on a new map which was more of sniper/swarm heaven and was shaped like a bowl so prob not the best map but i need to see it in action. You sacrifice the tank for active resists but either way it seems that you still dont win because the tank itself is slow and heavy and swarms still hit very hard not too mention your sitting duck for everything as it is -Take off the third hardener and add a Local Powergrid Expansion Unit. -Add a Speed Boost on the high slot -Add the 400+ HP Armor Repper -Keep proto blaster or try to fit a stabalized for range A little rushed the post, am in-game.
Speed boost doesnt work last time i tried it, did they fix it? and also if they did how is it on acc and top speed?
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Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.21 13:09:00 -
[59] - Quote
EnglishSnake wrote:Alldin Kan wrote:EnglishSnake wrote:So i had a surya, i added on the new active armor resistance mods which do 25% resist to all damage for 60sec and cooldown for 15sec stacking penaties apply so really i would have around 45% at least sounds good right? right?
So i fit 3 of them on with a top armor plate and a heavy repper, also a damage control unit which is now active 30sec on 30sec off and a shield booster small for some reason because i can fit it lol and a i think i had top blaster and small blasters
Overall i have 6mods to activate, the new active resists IMHO seemed crap prob because swarms still have that extra 30% damage and i did run 2 and all 3 at one time and swarms still kicked my arse, the heavy repper didnt rep any faster or activate any quicker and the DC mod i forgot about because its active and im trying to keep other things going on all while im driving and trying to avoid AV. The armor tank still was slow as **** and took an ice age to move and with the resists going it didnt seem to help
I had a 7.5K armor tank with 3 resists and 1 repper, i used to run a 10+k armor tank with 1 repper and i felt that was able to tank more but also its about using it right and tbh i did sort of throw it out ther to test what it could take on a new map which was more of sniper/swarm heaven and was shaped like a bowl so prob not the best map but i need to see it in action. You sacrifice the tank for active resists but either way it seems that you still dont win because the tank itself is slow and heavy and swarms still hit very hard not too mention your sitting duck for everything as it is -Take off the third hardener and add a Local Powergrid Expansion Unit. -Add a Speed Boost on the high slot -Add the 400+ HP Armor Repper -Keep proto blaster or try to fit a stabalized for range A little rushed the post, am in-game. Speed boost doesnt work last time i tried it, did they fix it? and also if they did how is it on acc and top speed?
It does give u a boost compared to how slow it is without it im basically forced to have all my armor fits with them now
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EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.21 13:17:00 -
[60] - Quote
Mavado V Noriega wrote:EnglishSnake wrote:Alldin Kan wrote:EnglishSnake wrote:So i had a surya, i added on the new active armor resistance mods which do 25% resist to all damage for 60sec and cooldown for 15sec stacking penaties apply so really i would have around 45% at least sounds good right? right?
So i fit 3 of them on with a top armor plate and a heavy repper, also a damage control unit which is now active 30sec on 30sec off and a shield booster small for some reason because i can fit it lol and a i think i had top blaster and small blasters
Overall i have 6mods to activate, the new active resists IMHO seemed crap prob because swarms still have that extra 30% damage and i did run 2 and all 3 at one time and swarms still kicked my arse, the heavy repper didnt rep any faster or activate any quicker and the DC mod i forgot about because its active and im trying to keep other things going on all while im driving and trying to avoid AV. The armor tank still was slow as **** and took an ice age to move and with the resists going it didnt seem to help
I had a 7.5K armor tank with 3 resists and 1 repper, i used to run a 10+k armor tank with 1 repper and i felt that was able to tank more but also its about using it right and tbh i did sort of throw it out ther to test what it could take on a new map which was more of sniper/swarm heaven and was shaped like a bowl so prob not the best map but i need to see it in action. You sacrifice the tank for active resists but either way it seems that you still dont win because the tank itself is slow and heavy and swarms still hit very hard not too mention your sitting duck for everything as it is -Take off the third hardener and add a Local Powergrid Expansion Unit. -Add a Speed Boost on the high slot -Add the 400+ HP Armor Repper -Keep proto blaster or try to fit a stabalized for range A little rushed the post, am in-game. Speed boost doesnt work last time i tried it, did they fix it? and also if they did how is it on acc and top speed? It does give u a boost compared to how slow it is without it im basically forced to have all my armor fits with them now
I might try it on my Gunlogi fit lol see how far it can get before OP swarms/forges pop me
I only use the 1 Gunlogi fit anymore because i refuse to field anymore expensive fits, i threw 6 gunlogis at meodes sagaris last night and eventually got it with help from an OB
Im close to giving it up with tanks its always 1 step forward 3 steps back and they are a waste of ISK/time and SP atm
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NAV HIV
The Generals
151
|
Posted - 2012.12.21 14:20:00 -
[61] - 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!!! |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.22 12:36:00 -
[62] - Quote
I tried the boosts on my shield tank and i didnt think the nitro boost (active) worked at all
The low slot jovian torque mods did for me a little bit i thought 2 of em did improve my speed going up hill and in a straight line but not as much as having nanos on
Also why can my main turret aim lower ive lost tank fights because of this BS tbh |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.22 13:19:00 -
[63] - Quote
EnglishSnake wrote:Mavado V Noriega wrote:EnglishSnake wrote:Alldin Kan wrote:EnglishSnake wrote:So i had a surya, i added on the new active armor resistance mods which do 25% resist to all damage for 60sec and cooldown for 15sec stacking penaties apply so really i would have around 45% at least sounds good right? right?
So i fit 3 of them on with a top armor plate and a heavy repper, also a damage control unit which is now active 30sec on 30sec off and a shield booster small for some reason because i can fit it lol and a i think i had top blaster and small blasters
Overall i have 6mods to activate, the new active resists IMHO seemed crap prob because swarms still have that extra 30% damage and i did run 2 and all 3 at one time and swarms still kicked my arse, the heavy repper didnt rep any faster or activate any quicker and the DC mod i forgot about because its active and im trying to keep other things going on all while im driving and trying to avoid AV. The armor tank still was slow as **** and took an ice age to move and with the resists going it didnt seem to help
I had a 7.5K armor tank with 3 resists and 1 repper, i used to run a 10+k armor tank with 1 repper and i felt that was able to tank more but also its about using it right and tbh i did sort of throw it out ther to test what it could take on a new map which was more of sniper/swarm heaven and was shaped like a bowl so prob not the best map but i need to see it in action. You sacrifice the tank for active resists but either way it seems that you still dont win because the tank itself is slow and heavy and swarms still hit very hard not too mention your sitting duck for everything as it is -Take off the third hardener and add a Local Powergrid Expansion Unit. -Add a Speed Boost on the high slot -Add the 400+ HP Armor Repper -Keep proto blaster or try to fit a stabalized for range A little rushed the post, am in-game. Speed boost doesnt work last time i tried it, did they fix it? and also if they did how is it on acc and top speed? It does give u a boost compared to how slow it is without it im basically forced to have all my armor fits with them now I might try it on my Gunlogi fit lol see how far it can get before OP swarms/forges pop me I only use the 1 Gunlogi fit anymore because i refuse to field anymore expensive fits, i threw 6 gunlogis at meodes sagaris last night and eventually got it with help from an OB Im close to giving it up with tanks its always 1 step forward 3 steps back and they are a waste of ISK/time and SP atm
im still stickin with armor mainly played around with my fittings feel better bout it movement still meh
Tank fights seem to be brought back tho |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.22 13:30:00 -
[64] - Quote
Nah tank fight against a railgun are still 2hit game over whoever sees who 1st
Blaster fights are fun tho and ive beaten a couple of mauraders at it but overall tanks seem to be getting phazed out, i still try and bring mine out each game but im running out of isk and i cant be bothered anymore so im wasting them |
Beld Errmon
Tal-Romon Legion Amarr Empire
479
|
Posted - 2012.12.22 15:05:00 -
[65] - Quote
Every time i drop an armor tank i know its going to die there's no hoping for luck, unless i stay behind builds in the redzone its pretty much assured, the only thing that keeps me using them is that when it comes to blaster tank vs blaster tank, and with luck blaster vs rail, the armor tank will win.
I hope they revisit the armor tanks and scale back how much the plates mass effects them, because i've toyed with the idea of running no plates all rep and its not gunna work, the average swarm launcher will eat it for breakfast. |
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