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Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.01.26 14:34:00 -
[1] - Quote
Hi, new player here.
I'm trying to get myself a HAV, and after spending all those skill points, I find myself having to spending more to get turrets -.-
I want to ask what the difference between the three turret types are. My impressions are:
1) Railgun - Big, main cannon. Especially good against other HAV's. 2) Missile launchers - Mediocre, but good against air vehicles. 3) Blaster - Rapid fire, good against infantry. Poor against other HAV's???
I like having blasters for the secondary turrets (against infantry), but I'll like to get some thoughts on Blaster as a primary turret. I'm assuming that there'll be more tanks around as the beta progresses, so I don't want to invest in blasters, only to find myself being destroyed by other tanks.
How are blasters against other HAVs? How are railguns against infantry? What do you guys recommend? Is it a bad idea for me to go with one turret type for secondary and another for primary (since you need to level up the turrets to level 4 I think, in order to get the primary ones). |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.26 16:00:00 -
[2] - Quote
Here's what I know about these turrets- and I've used them plenty of times.
Blaster- They're VERY effective against infantry, highest tracking speed, and can also do a number on LAVs and dropships. The disadvantage is that they can overheat, have the least range, and are outclassed by other turrets in tank v tank engagements.
Railgun- Extremely useful against vehicles (usually 1 shot to take out an LAV, 2 for a dropship, 3 for an installation), they're fully automatic, have long range, and seem to be very good against infantry for an AV turret- they can snipe infantry, but I would suggest using a blaster for close engagements. Railguns overheat very easily, after about 4 shots. They also have slow tracking speed, and have trouble keeping up with an LAV moving at full speed. There is an actual projectile, so expect a delay between firing and hitting the target.
Missiles- OK against everything. Unlike the other turrets, they do explosive damage instead of hybrid damage- so they'll do less damage against shields, more against armor. They're pretty effective at area denial because they fire salvos of explosives. You can take advantage of these salvos by moving the turret while firing- this will create a steady line of missiles however you moved the turret, instead of a tightly packed clump. If you've ever gone duck hunting, think of large missile turrets as a giant, slow shotgun. Because of the speed of the missiles, you probably won't hit anything that's moving at a long distance, and the spread means it isn't going to hit exactly where you want it. The tracking speed is also fairly slow; also because it's a generalist turret, blasters will outclass you at killing infantry, while railguns will be superior against things with high eHP. |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.01.26 17:10:00 -
[3] - Quote
Mmmm. =/ Tough choice.
Anyone have a preference? |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.01.26 17:15:00 -
[4] - Quote
I personally don't have one myself; guess it depends on your preferred engagement range Blaster- close range fights Missile- medium Railgun- long range fights |
Tac Com
Sand Mercenary Corps Inc.
41
|
Posted - 2013.01.26 20:26:00 -
[5] - Quote
Scheneighnay McBob wrote:I personally don't have one myself; guess it depends on your preferred engagement range Blaster- close range fights Missile- medium Railgun- long range fights
This is probably closest to the truth.
Blasters with thier short range often get outclassed in tank fights because the fight will often start farther then blasters would like. But up close blasters have a higher DPS then railguns so all things equal and the two tanks were close, the blaster would win. Also the multiple shots of the blaster, lower recoil, instant-hit shots, and better tracking make it better at facing infantry. As an upgrade, there is the stabilized blaster which increases it's range which does help offset it's disadvantage quite a bit which helps put more damage on target when they are that extra bit away from you (does use more fitting resources). The Scattered increases the damage but lowers tracking, it ends up being a great turret once you adjust to the new tracking speed.
All that said, railguns have a significant range advantage and once you learn how to lead your shots you can be quite scary to face. Thier slow tracking speeds means you need either significant distance or planning to hit targets. It's often very tricky to hit infantry due to it's slow rate of fire and bullet flight time. On the other hand it's a synch to destroy installations and it's a great weapon to face other HAVs and even LAVs if you learn to lead your shots. The small blast radius does help against infantry but I often find I either hit them directly or don't hit them at all so I often don't get too much splash damage. For upgrades, you can get the Regulated railgun which helps increase tracking speed by a very fair margin. I've come to love this turret for railguns since in closer range fights I am more capable of defending myself. It does use more fitting resources though so you will have to find a way to fit it but I think it's worth it if you don't find yourself at the redline all the time.
Missiles are just plain tricky to use, but if I was to put a strength for them, it would most likely be infantry sweeper with all the blast damage. If you learn to beable to put most of your missiles on target against HAVs or LAVs they can put out a significant amount of damage. But I've found that I've often prefered blasters for the ranges I often find myself fighting with missiles.
So in short, that quote should make chosing a lot easier. |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.01.26 20:56:00 -
[6] - Quote
Hmm, thanks a lot. I think I'll go for blasters then. Anyone also have opinions on secondary turrets?
From what I understand after riding in a tank two times, is that there's the driver's main cannon, then there's a turret on the top that can go 360, and then the front turret that can only look where the front of the tank's facing.
I'm thinking that maybe the 360 turret should be a blaster so it can take on infantry, and them maybe have either railgun or missiles on the front turret, to supplement any HAV vs. HAV battles.
What do you guys think? Are the secondary turrets any use in HAV vs. HAV fights?
Also, man, I feel like I'm never going to get a tank with the skill point cap =/ |
Tac Com
Sand Mercenary Corps Inc.
41
|
Posted - 2013.01.26 21:08:00 -
[7] - Quote
Red Vodka wrote:Hmm, thanks a lot. I think I'll go for blasters then. Anyone also have opinions on secondary turrets?
From what I understand after riding in a tank two times, is that there's the driver's main cannon, then there's a turret on the top that can go 360, and then the front turret that can only look where the front of the tank's facing.
I'm thinking that maybe the 360 turret should be a blaster so it can take on infantry, and them maybe have either railgun or missiles on the front turret, to supplement any HAV vs. HAV battles.
What do you guys think? Are the secondary turrets any use in HAV vs. HAV fights?
Also, man, I feel like I'm never going to get a tank with the skill point cap =/
Secondary turrets are a differant issue all together.... And it usually comes down to personal preferance.
The first point I'll make is small missile turrets have been nerfed to oblivion and as such any time the tank is moving even a mm it's accuracy goes buck wild. You would not beable to hit the broad side of a barn with it. As such I often would not recomend missiles as secondaries.
As for blasters and railguns... Even railguns don't have that great a range. The ranges that railgun-main tanks fight at small railguns don't even come close for range. But thier concentrated damage and more mid-range ability does help suppliment vehiclular fights, expecially LAVs. Blasters again are more damaging but thier short range is even more present on small turrets. It's almost as if they were meant to only hit stuff just sitting around your tank and no farther XD
But for what to choose, again it comes down to personal preferance. I do agree with having the blaster on top due to being a good infantry deterrant and I've placed a railgun on front to help deal with LAVs and larger objects. Also I do have a blaster tank fit with all blasters as extra infantry protection when moving through areas with lots of cover. I might even try a stab blaster with twin small railguns for a mid range brawler.
But seconary turrets are more important when running with people you fight with regularly. In our corp, I typically have a gunner or two on mic in my tank and we'll be calling shots for each other and working as a team. When dealing with blueberries I wouldn't care what my turrets are.
As a note, you might have noticed a pattern that missiles currently arn't as good as they could be. They used to hold top spot but nerfs have hit them hard. They hopefully will come back but for now if you want a turret skill to work on, get Hybrids. Hybrid turret skills are for both railguns and blasters. So as long as you skill up for that you'll get access to both. |
Thranx1231
CowTek
90
|
Posted - 2013.01.26 22:02:00 -
[8] - Quote
As a Gunner if you give me Missile Turrets than I will use you as a taxi to get to the next Letter Objective. You are completely without protection with them. If the tank is stationary and if the main turret is stationary and if the main turret is facing forward on the HAV itself then the top Missile turret works okay. Anything off, the sucker is useless.
If you like upfront and personal on put Blasters in the Small Turrets. The front one is great for mowing down Infantry. The New Berries are fantastic round sponges as they will rush you with ARs blazing uselessly against your shields, much less your armor.
The top turret has limitations so beware that you are not tipping the HAV such that the top turret cannot fire at close enemies. You might have to get some speed up to get away from them thus enabling some blaster fire.
The Small Rail Gun Turrets are great for letting your Gunners get some sniping practice in. They have a very limited range but a head shot with the SRG is euphoric.
My driver has several HAV Fits, a nasty in your face blaster for brawls, a sniper variant to take out infrastructure from a safe distance and a variety for other situations. Way too many for me to keep track of.
Don't be afraid of getting in close with a Blaster HAV. It is the only way to survive the encounter with a Rail Gun equipped version besides running. But! You must sneak up on them. Get the advantage. Jump them when they are occupied or have lost some shields or protection. Never fight fair with a Blaster HAV. The Rail Gun can pop you in two shots. That is assuming you got your shields and armor back up. Otherwise you are one shot dead.
Last bit is develop a squad. My Driver has two regular Gunners and we have another squad mate that does ground running. The difference in survivability is amazing. Run away from New Berries and drop the HAV well clear of them. They will fire aimlessly giving away your position.
Good Luck. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.01.26 22:26:00 -
[9] - Quote
I pretty much agree with Tac Com. Just want to add that after missile nerfs, they are useless. In their current state, you should NEVER use a large missile turret on your HAV. Make sure you level armor HAV (Gallente) and not shield (Calamari). They give a bonus to blasters, and can absorb more damage.
All small turrets are terrible. I wish CCP would let me remove them. |
Tac Com
Sand Mercenary Corps Inc.
41
|
Posted - 2013.01.26 22:40:00 -
[10] - Quote
0 Try Harder wrote:I pretty much agree with Tac Com. Just want to add that after missile nerfs, they are useless. In their current state, you should NEVER use a large missile turret on your HAV. Make sure you level armor HAV (Gallente) and not shield (Calamari). They give a bonus to blasters, and can absorb more damage.
All small turrets are terrible. I wish CCP would let me remove them.
Thank you for the support.
Just to expand on your point about the HAV choice aswell, armour tanking is significantly stronger then shield tanking up close aswell due to the differances between how shield boosters vs armour reppers plus shield hardeners/armour hardeners. For the serious tanker, the Surya can be an absolute beast of a brawler. Below is a post of mine about shields vs armour, the bottom half is about vehicles for referance.
https://forums.dust514.com/default.aspx?g=posts&m=496006#post496006 |
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TonythaTIGGA
Amat Al'Mawat Militia
10
|
Posted - 2013.01.27 08:40:00 -
[11] - Quote
HAV - Railguns: Long range anti-shield
HAV - Missiles: Long range anti-armor
HAV - Blasters: Short range anti-infantry and shreds both shield and armor tanks at close range.
Credentials: Pilot specialization |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.01.27 11:20:00 -
[12] - Quote
0 Try Harder wrote:I pretty much agree with Tac Com. Just want to add that after missile nerfs, they are useless. In their current state, you should NEVER use a large missile turret on your HAV. Make sure you level armor HAV (Gallente) and not shield (Calamari). They give a bonus to blasters, and can absorb more damage.
All small turrets are terrible. I wish CCP would let me remove them.
:O
I think I got the Calamari -.-
I wish you could undo skill points and reallocate them in this game. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.01.27 12:00:00 -
[13] - Quote
Blasters and Railguns are drawn from the same turret skills. In addition they are more effective than missiles in the current build. Get those two and play with builds
Cheers, Cross |
Fazel Mercader
Infinite Outcomes
2
|
Posted - 2013.01.27 15:01:00 -
[14] - Quote
Anyone know if there will be Amarr / Minmatar HAV's with perhaps Laser turrets and Auto cannon turrets in the future?? |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.01.27 15:18:00 -
[15] - Quote
Red Vodka wrote::O
I think I got the Calamari -.-
I wish you could undo skill points and reallocate them in this game.
In that case I suggest you either make a new account and character to skill gallente, or stop skilling calamari and go galente.
It's only two-ish weeks into open beta, and if you plan to use your account for years to come, it will be worth it. I have one of each race that I am skilling into each type. This is because CCP changes things, and having multiple options will allow me to be more effective on the battlefield.
I see many of the EVE people saying: no points are useless because you'll use them eventually, don't bother specializing in only one thing because it will be nerfed, and eventually your character will be able to fill multiple roles. I guess if you want to wait years that's how you should roll, but I like to be as effective as I can be at all times.
I thought it was funny, but recently I heard people talking about a "personality test" for character creation. My first thought was that it would be a good idea because certain weapons and armor will eventually get racial bonuses. Maybe a scout type should go gallente, heavy armar, and shield tank/assault go calamari. I lol'd when they said, "so if you're religious maybe you should go amar". I didn't know people payed attention to that kind of stuff, I thought they just went for whatever race would give them an advantage in whatever field they want to go in ._. Anyways, if you are the kind of player who uses race to your advantage, and like me stared at the character creation screen trying to figure out what those advantages were (*lol, and which ones were alien instead of human... we are in space in the future, right? Where are the aliens!*) go make a new character. If you're the other way, it probably doesn't matter. |
Cody Sietz
Tritan-Industries Legacy Rising
63
|
Posted - 2013.01.27 17:50:00 -
[16] - Quote
And remember, you do race specific DMG with the maradur skill (+4 percent per level) since you starter race is caldari, that means you get a bonus with rail guns. |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.01.27 18:36:00 -
[17] - Quote
0 Try Harder wrote:Red Vodka wrote::O
I think I got the Calamari -.-
I wish you could undo skill points and reallocate them in this game. In that case I suggest you either make a new account and character to skill gallente, or stop skilling calamari and go galente. It's only two-ish weeks into open beta, and if you plan to use your account for years to come, it will be worth it. I have one of each race that I am skilling into each type. This is because CCP changes things, and having multiple options will allow me to be more effective on the battlefield. I see many of the EVE people saying: no points are useless because you'll use them eventually, don't bother specializing in only one thing because it will be nerfed, and eventually your character will be able to fill multiple roles. I guess if you want to wait years that's how you should roll, but I like to be as effective as I can be at all times. I thought it was funny, but recently I heard people talking about a "personality test" for character creation. My first thought was that it would be a good idea because certain weapons and armor will eventually get racial bonuses. Maybe a scout type should go gallente, heavy armar, and shield tank/assault go calamari. I lol'd when they said, "so if you're religious maybe you should go amar". I didn't know people payed attention to that kind of stuff, I thought they just went for whatever race would give them an advantage in whatever field they want to go in ._. Anyways, if you are the kind of player who uses race to your advantage, and like me stared at the character creation screen trying to figure out what those advantages were (*lol, and which ones were alien instead of human... we are in space in the future, right? Where are the aliens!*) go make a new character. If you're the other way, it probably doesn't matter.
Can you explain why I should make a new character? From what I know, you can get all the skills in the game, so wouldn't it be better to just save up the skill points and get the other tank? |
Tac Com
Sand Mercenary Corps Inc.
41
|
Posted - 2013.01.27 19:41:00 -
[18] - Quote
Red Vodka wrote:0 Try Harder wrote:Red Vodka wrote::O
I think I got the Calamari -.-
I wish you could undo skill points and reallocate them in this game. In that case I suggest you either make a new account and character to skill gallente, or stop skilling calamari and go galente. It's only two-ish weeks into open beta, and if you plan to use your account for years to come, it will be worth it. I have one of each race that I am skilling into each type. This is because CCP changes things, and having multiple options will allow me to be more effective on the battlefield. I see many of the EVE people saying: no points are useless because you'll use them eventually, don't bother specializing in only one thing because it will be nerfed, and eventually your character will be able to fill multiple roles. I guess if you want to wait years that's how you should roll, but I like to be as effective as I can be at all times. I thought it was funny, but recently I heard people talking about a "personality test" for character creation. My first thought was that it would be a good idea because certain weapons and armor will eventually get racial bonuses. Maybe a scout type should go gallente, heavy armar, and shield tank/assault go calamari. I lol'd when they said, "so if you're religious maybe you should go amar". I didn't know people payed attention to that kind of stuff, I thought they just went for whatever race would give them an advantage in whatever field they want to go in ._. Anyways, if you are the kind of player who uses race to your advantage, and like me stared at the character creation screen trying to figure out what those advantages were (*lol, and which ones were alien instead of human... we are in space in the future, right? Where are the aliens!*) go make a new character. If you're the other way, it probably doesn't matter. Can you explain why I should make a new character? From what I know, you can get all the skills in the game, so wouldn't it be better to just save up the skill points and get the other tank?
This is exactly how it works in EVE. Your racial choice has no bearing on what you are capable of skilling into. It simply provides backround and lore and a set of starting skills, but after playing for a time those starting skills are not important as you'll likely get them anyways. Like Try Harder said too, EVE players and thus in Dust it will also hold true, no skill is useless as it will eventually be used. I'm not sure if it is true but sometimes I think CCP shakes up the stats in EVE just to keep things from getting stale.
As of right now, armour tanking holds an advantage when it comes to heavy armour but shield tanking holds the advantage for dropsuits and lighter vehicles. But expect that to shift in the years to come. Even now I still use a shield buffer tank for my rail sniper tank due to it's high effective HP and abillity to regenerate itself. But for brawlers I use armour.
But to really clarify, your race has no bearing on anything in game. It's only racial skills that matter. A Caldari character is free to train Gallente HAV skills as they see fit. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.01.27 20:38:00 -
[19] - Quote
Tac Com wrote:But to really clarify, your race has no bearing on anything in game. It's only racial skills that matter. A Caldari character is free to train Gallente HAV skills as they see fit.
oh. Thank you for correcting that! I thought racial bonus meant that a gallente would get an additional bonus to gallente stuff. I didn't know it was a skill bonus only, and available to any race.
Cody Sietz wrote:And remember, you do race specific DMG with the maradur skill (+4 percent per level) since you starter race is caldari, that means you get a bonus with rail guns.
sadly, calamari get a bonus to missiles right now, and not the railguns ;(. 4% to blaster on gallente is true. I know the video the devs put out said that railguns are calamari, but I think in game they turned out to be gallente.
The advantage to having additional characters is that you can skill into everything faster. Someone with no alts will only be able to go one way. In a few months, I'll have a proto tank, an alt will have proto dropsuit and infantry skills, I'll have a proto logi, and proto whatever new content is added. It's supposed to take something like 7 years to skill into everything on one character. Alts also let me be ready for new content. I absolutely love the idea of scrambler rifles, but I put all of my points into skills for a tank, and will continue to do so until tank is maxed out. An alt lets me skill scrambler rifles to see if I like them.
Alts can make the game more expensive if you spend AUR. I don't buy the expendable gear, but I did get the BPO on a few guys before the prices went up. |
Thranx1231
CowTek
90
|
Posted - 2013.01.27 22:45:00 -
[20] - Quote
The races are interesting and will allow CCP to expand DUST in various directions if they want to.
The other aspect, that some haven't quite grasped, is that DUST514 is also an RPG (Role Playing Game). If you want to play as Caldari than choosing anything else doesn't actually make much sense. Indeed, religion may well be an important consideration. Back in my D&D days, my clerics were very religious. The regular adventurers, with a few exceptions, not so much.
That said, we are all immortal Mercs and maybe we are all beyond those initial racial limitations. Which is just another RPG based solution that fits in with how EVE plays as well.
There are supposed to be more racial solutions for ... many things in DUST.
Remember this is the bare bones of the system. All this stuff has to work. The clients, servers, market, fitting suits and such have to work. That is what the Beta if focused on. Once the very cautious CCP is satisfied than they can move forward with some of their incremental changes to the future of our immortals. |
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ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.01.28 13:26:00 -
[21] - Quote
Of everything in this game i see HAV's being changed the most. Be prepared for changes to you main weapons, HP, modules , and smaller guns.
That being said. get a couple of militia tanks with militia gear and go have fun. try out different load outs and see what you prefer.
I like the Soma with all blasters, a thick armor tank and a clone bay in the highs. Charge in and decimate infantry, and any tank that gets too close. Also with the clone bay your almost guarantied to have support gunners, and a real asset for taking objectives.
On a separate note i wish i could kick people out my drop ship!! |
Red Vodka
Onikanabo Brigade Caldari State
2
|
Posted - 2013.01.29 23:40:00 -
[22] - Quote
FINALLY got my tank. And man was it worth it. Only downside is that getting about 200K per match, I'm probably going to be slowly losing money if I use tanks... Especially if I get destroyed more than once. |
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