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ZionTCD Legacy Rising
234
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Posted - 2013.01.09 18:49:00 -
[1] - Quote
Here are some tips for anyone interested in LAV's
- This Isn't EVEGäó. Armor LAVs have enough PG/CPU to shield tank and run a repair mod/armor plate.
- slow is smooth, smooth is fast. practice driving in tight areas at slow speeds, driving backwards and going from reverse to forward in one fluid motion.
- At this time, most AV just dosen't miss. no shame in running from something you can't survive. I don't see Inf rushing tanks with AR's.
- Hands down you are the most agile vehicle on the battlefield. Dropships will out run you, tanks will out last you; your defense is your ability to not take the hit.
- LAV drivers must choose between passive and active armor tanking. experiment and know the pros and cons of both.
- the Weakest link in the armor of the LAV is the drop suite you are wearing. passive armor reps and shield regenerators save rides.
- You can get in and out of trouble like no one else on the battle field. use this to help your teammates.
- Learn to drive with you turret gunner in mind. If he starts shooting try to look where he is aiming. If it's safe, stand still for short periods or drive slowly to give him a good shot.
- It is a well know fact the a persons IQ drop to 10% of normal level while holding a swarm launcher. If you miss your first splatter attempt, hop out an kill him with your primary; odds are he is more interested in blowing up your ride even if it costs him a clone.
- Supply depots are your friend. use them to repair your ride and to adapt to the changing battle. Proto assault guy you just splatter call in a militia shield tank? swap to a forge gun and lay down the hurt.
- WATCH THE MAP AND HUD. you must know the location and status of ALL turrets your are near. They will end your trip fast.
- Drive as if everyone has AV grenades.
- Never drive an unfitted ride. even Militia LAVs have enough PG/CPU to prevent most OHK's.
Hope this helps. I've gone just about as far as one can go with LAVs this build and have no regrets. But quite honestly the best defense against AV is safety in numbers. Armored calvary is just part of the equation. you need a balanced team to win.
GL, Reset
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H4lfdog
KILL-EM-QUICK RISE of LEGION
14
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Posted - 2013.01.09 19:02:00 -
[2] - Quote
Can you review the pro/con for the turret type? |
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ZionTCD Legacy Rising
234
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Posted - 2013.01.09 20:52:00 -
[3] - Quote
H4lfdog wrote:Can you review the pro/con for the turret type?
Hmm, I'm Not quite sure what your asking?
As far as turrets, I go with blasters.I use ADV blasters with proto level skills giving me 27% more damage on any hybrid turret I use. I personally enjoy killing militia forge gunners before they can even get there first shot off.
Also a turret is a turret. whatever the platform turrets do there best when shot standing still.
Blasters Turets Pro
- the scattered blaster (high dammage low tracking) can be use to take out poorly fitted LAVs.
- the stabilized blaster (longer optimal range) also works well. Note that it has the same range as all the other turrets but deals more damge at a distence. It's kind of like flechette is to buckshot in BF3.
Con.
- As with most smaller hybrid weapons you are ineffective at dealing damage to other vehicles and installations.
- blaster have the shortest range of all turrets
- two of the four variants are redundant, one just turnes faster that the other.
rocket Turrets Pro
- No over heating. this maks them good fo taking out the armor on installations and vehicles. cycled missels have great DPS
- the accelerated varient is one of he few weapons in the game that can deal dammage to a drop ship. the fact that you can call one in on a vehicle anytime makes them an excelling choice when a supply depot cannot be found.
Con
- they're worthless for ant-infantry on any platform. All turrets suffer from excessive inaccuracy while on the move but rockets are the worst.
Rail Turrets Pro
- A rail gun is an accelerated missile launcher on crack with greater rage and next to no dammage drop off like the blaster has.
- the compressed varient can OHK people with dammage starting a 400+. though on its second shot it over heats.
Con
- Rail guns have all the pros and cons of rocket turrets pluse they over heat and take huge dammage reductions.
- If it isn't infantry, any kind of rail takes a huge dammage deduction
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Go Away Putz
Doomheim
11
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Posted - 2013.01.10 07:10:00 -
[4] - Quote
Small Missile Turrets in any location are useless. They simply do not work. The missile doesn't seem to track the gunner's position in relation the actual vehicle in my analysis of LAVs, HAVs and DSs missile gunnery. Not extensive as I would like but when the missile leaves and is not actually tracking the weapon, like it used to do, than something is wrong. Getting kills with them in the last release was consistent for me, getting one in Chromosome is a random luck miracle of epic proportions. I used to be able to place a missile inside the opening on the standard Null Cannon. Try and hack your way out of that.
Replacing a Militia LAV missile turret doesn't work however. There isn't enough CPU/PG to handle it. I only update the turret on the Baloc. Then a Small Rail Gun can provide an unpleasant surprise to the Reds.
HAVs and DSs have enough leeway and I remove them. Better to surprise a gunner with a weapon that works versus carrying them around and not actually hitting anything. As everybody knows what a joke they are hardly anybody will run from them as it stands.
The basics on the turrets previously stated above still stands. When they fix the missiles anyway.
Small Rail Gun Turrets require a Charge time and then they release. Learning to time it requires some practice. They can knock down shields and some armor quickly. Rarely will they take anything down in one shot unless the target is already damaged.
Small Blaster Turrets are short ranged so can be less useful on a DS. I suppose I would try SRG for those. I have a DS equipped but have rarely flown this release. In a HAV they are nearly priceless if you have two gunners. Two gunners that aren't such noobs that they are trying to shoot down the Red MCC. How embarrassing for a HAV driver to be carrying such useless baggage. But, Good Blaster Gunners can save your HAV and your LAV by clearing out the infantry or preventing them from getting within AV Grenade range.
I love being a Gunner. The War Points used to be better when the Missiles worked but not many change the Missile turret out so if I get stuck on a missile turret I just use it as a ride to the next hack point (objective). I also try to equip Proxy Grenades when Gunning, that way whenever I jump out I can toss a few down. Hopefully getting a resupply or a Hive to restock. If a LAV come running up behind than they give me a +50 and get a nasty surprise. My Driver doesn't lose a rig and we can keep killing Reds.
TL;DR Small Missile turrets are useless. But Militia LAVs don't have enough CPU/PG to swap them out. Use the other LAV. Swap in a Small Rail Gun if you are tired of the Small Blaster or are hitting larger targets than infantry.
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ZionTCD Legacy Rising
234
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Posted - 2013.01.10 07:18:00 -
[5] - Quote
Go Away Putz wrote:I love being a Gunner.
I love having a good gunner. Maybe we can work something out. |
Bojo The Mighty
Bojo's School of the Trades
427
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Posted - 2013.01.11 03:48:00 -
[6] - Quote
A fellow LAV driver I see. Union? |
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