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Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.26 16:36:00 -
[1] - Quote
Currently, because more dropsuits use shield, and because armor-tanked vehicles catch on fire if you let it get down too far.
A good module to fit on your Assault is the "Shield Regulator" - it's a low slot module that reduces the wait time until your shields begin recharging. This means you don't have to hide as long, so you can spend more time putting weapon effect on target. The low slot also means you don't have to trade your Extenders or Rechargers for it. Although it requires the Shield Control skill, a shield-tanker needs to be training that skill up to at least l4 anyway as l4 gives a 20% boost to the shield HP. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.26 21:15:00 -
[2] - Quote
GeneralButtNaked wrote:Thanks for the replies everyone.
I guess I should have mentioned that I was asking this about a heavy build.
Specifically, I was thinking about running an HMG, and am trying to figure out how to be most effective.
In which case, armor is better. There is one exception - the Type II/B Series/Vk 1.0 Heavies, which have more of a split between shields and armor - close enough to be able to choose which tank you want. If you use shield-tank with the Type II, then you can use Extenders in the highs, and Regulators in the lows for pure tank - just duck into cover for 20s and you'll be at near-full health again, ready to chew up more enemies. It might not be the best, but that's what's good about DUST - you can do whatever you kitten want with your gear! You'll go down a bit quicker to sustained fire however, so you'll want to be taking cover more often as a Type II, shield-tank Heavy.
A "standard" Type I/A Series/Vk 0.0 Heavy will always be armor-tanked, and ideally with a Logibro or two trailing behind you like oh-so-many TF2 medics. This version doesn't need no stinkin' cover - because it will tear up anything that gets in the open in front of the HMG, which is its very role. Your bane is snipers and Shotgun Scouts - the former is out of reach, and the latter will orbit you too fast to track if you let it.
Basically - use a Type II-series if you decide to shield-tank a Heavy or go "solo" with it. The Type I-series is more of a team-player, but it can take far more punishment. If you want armor-tank, go with this one.
(P.S. I really mean anything - I've seen LAVs get destroyed in mere seconds by an HMG Heavy, including my own LAVs. HAVs are usually smarter than that, but it could happen someday...) |
Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.27 06:27:00 -
[3] - Quote
So to recap - Type II heavy will let you pick, but shield-tanking might be preferable there. Also, proto is only worth the extra investment when you've gotten every core-skill that backs it up to at least l4 - very similar to tech-II and tech-III EVE ships. Even then, as an FPS the difference will be at most a half-second TTK change - shorter if attacking, longer if taking hits. However, in most situations that combo is sufficient to win against an equally-skilled, but lesser-equipped enemy.
Lastly, Tac Com's vehicle analysis is correct. However, beware that remaining armor health under 25% or so bleeds off from an internal fire - so you need to rep that back up when you get a moment, either with a repper module or a Repair Tool.
P.S. can somebody give me the feasibility of, say, running a pure "buffer" tank on a Marauder, then retreating to use an "Axis" Repair Tool on it? I know it'd take longer, but it might give you a couple precious seconds to finish off the enemy you're shooting.
P.P.S. after the couple months or so when somebody can actually run it with all the core-skills in place - I know nobody can really drive a Marauder effectively yet due to SP limits. Final request: Any idea when we're going to get a "DUSTMon" skill-planning tool? Even now such a thing would be useful. |
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