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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.10 00:02:00 -
[1] - Quote
Covert Clay wrote:Alright thanks for the info guys . So based on what you said, i should spend all my SP on getting a better tank
-.- I believe most people have said the exact opposite. Why get a better tank if you have **** mods to put on it?
There's only a small difference between the sica and gunnlogi. There's no extra PG. The advantage to upgrading is the extra mod slots. Don't upgrade if you have nothing good to put in them.
and @ the other guy, yah, tanks have low shield. He was talking about militia. Max shielding on a well equipped gunnlogi is about 7200. You'll probably see most between 5,500 and 6,500 depending on mods. CCP decided that shield tanks should be glass cannons. Armor tanks have more of a buffer because they can hop out of battle and quickly rep to full. The downside to shield transporters (the shield equivalent to remote armor repair) is that it cannot out-heal even militia AV (militia swarms and forges).
Spider tanking does work in certain situations, but the weak shield transporters reduces the effectiveness. Armor tanks don't get the same benefit of spider tanking that shield tanks do, because armor tanks can rep themselves to full fairly quickly. (A single shield tank repping itself takes multiple uses of a shield booster, even if the tank is taking zero damage during that time.)
I want LAVs to get a huge buff so that they can be support vehicles, but idk if that'll ever happen. Right now you might see a shield tanker call in a vehicle with a shield transporter in the back so he can passive tank and retreat back if he wants to recharge his shields. Unfortunately, CCP decided there should be an abandoned vehicle timer in corp battles, (and in pub matches) so if you leave a vehicle unmanned for too long it'll self destruct. What usually happens is that a shield tank gets low on hp, retreats and calls in a shield xporter, goes out and kills while his shield xporter vehicle blows up. If he wants more shield, he calls in another one.
Keep in mind that a well equipped gunnlogi will usually cost between 1,000,000 and 1,300,000 isk. Surya costs 1.2m to buy, an additional 1m over the gunnlogi, and comes with an extra low slot for a mod. With additional CPU/PG, you can expect to pay over 2.2m isk for your tank. So losing a 100k isk vehicle to recharge your shields is usually better than just calling in another tank.
Um... tbh this is something I kind of need to work on lol. So far my HAVs have been considerably cheap, so I have no problem just throwing it into the middle of a **** storm just so I can blow up another HAV or two. Eventually I'll have to become a little more conservative about how I use my tank lol. ATM if my tank is low on shield in a CB, there's a pretty good chance I'll just let it die and call in another one :P. |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.10 00:25:00 -
[2] - Quote
I won't comment on armor tanks... tac com pointed out that I don't know too much about them :P but I do know a bit about shield ^_^.
The shield control skill (5% to shields per level) only works on the hull, so lvl 3 shield control gives you an additional 300 shield on a Sica. Shield control does not effect shield extenders.
Another important point to keep in mind is that shield hardeners only reduce damage to the hull too. Shield extenders do not get a benefit from the hardeners. Many people, including myself at one point, thought that shield hardeners reduced damage done to your total shield, and not just the tank itself. Sadly this is not true.
Some people have been asking for proper mod fits, and that's something you should probably discuss with your corp. I doubt that the best tankers will just give up their mod fits on forums ;)
Mods are also a personal preference, and you may want some mods for certain situations and different mods for others. For shield tanking, I see no one "best" fit for all situations. You'll have to figure out what your opponents are using and how you'll counter it. |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.11 14:07:00 -
[3] - Quote
Range on small railguns is 299 m, large railgun is 599m.
Also, small railguns take a tremendous damage nerf when shooting anything other than infantry. I don't know what it is for LAVs, but last I checked, (last patch) small railgun vs installation (and pretty sure for HAV too) does 10% of its normal damage. That means that nice lvl 4 railgun does 40 damage instead of 400. I'd never put small railguns on any vehicle. They are hard to use and much worse than small blaster or even small missile turrets.
Also, positioning is usually more important than fit. Fit just makes certain situations easier.
As we get more and more SP we'll have more options too. atm my tank is an anti tank tank. After I finish making it the best tank destroyer I can I'll make it decent/good for infantry. I'd much rather be great at one thing than suck at many ;). It really depends on what you want to do. I like tank on tank action, but others may just like mauling enemy infantry. I recommend that you pick one and get good at it, but you may decide you want to do everything >.<
And once the enemy tanks are gone, I can play my favorite games with enemy snipers. I call it, "My Railgun is Bigger Than Yours!"
edit: one time I had this awesome stealth tank kill. I moved my tank up into the mountains that snipers like to shoot from, and crept up behind one. I was able to smush him under my HAV treads and he didn't even notice me coming! He just kept looking at some targets sniping, oblivious to a big and loud HAV rolling up behind him... lol. I guess he thought I was on a road or something, and not in the hills with him. |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.11 14:17:00 -
[4] - Quote
Someone might want to check the small railgun damage again. I believe it says 100% on installations/vehicles, but that's just 100% of its installation damage. The best way is to shoot a supply depot or CRU at full shield once, and record what the shields are at after one shot. You should be able to record the value before they start recharging. Depot has 2,500 shield and the CRU has 5,000. |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.11 17:43:00 -
[5] - Quote
In case you're curious, I started working on the range of turrets in the range post. You can do some of the ones I didn't do if you'd like. I'll post more ltr if not.
here is the stickied range thread. |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.11 19:38:00 -
[6] - Quote
I believe armor is better for anti-infantry because it is PG heavy. It is also able to repair its armor much faster than a shield tank can rep its shield. Armor tanks also have better damage reduction mods and great low slots, which allow you to have more EHP than a shield tank.
PG is good for an AI tank because blaster is much better than a railgun for mowing down enemy infantry. Blaster uses more PG and less CPU. Railguns use more CPU and have less PG. If you want to AI on a shield tank, you'll have some serious PG problems if you want to keep your tank alive. Again, the slow shield recharge will not allow you to tank enemy AV. You'll have to use the shield booster twice times to recharge your shields from even 50% to full.
edit: I wouldn't start over if you put points into shield. Eventually (if you're going all tank) you'll probably want to have the option of going shield tank too. You can't have spent too many points on shield tanks alone because armor tanks use shields too. I'm 100% shield tank atm, but once I finish my shield tank I'm getting my armor tanking skills up.
I think I'm the loudest proponent of specialization on these forums lol. I see tanking as a specialization in itself. Turrets are one of the most important things to a tank, and fortunately blaster and railguns are both hybrid and require the same skills to level up. The amount of points you spend on shields or armor can easily be done in a few weeks at most. If you started with the arbiter class it's much easier to go from shield tank to armor than it is to go from armor to shield. Armor skills don't have the expensive prerequisites that the shields do. It's just one more reason why the arbiter class is pretty much the best class for almost every role. |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.12 21:09:00 -
[7] - Quote
So I'll share with you one of the best tricks I know.
If you're really annoyed at the randumb blue dot gunner, you CAN get rid of him!!!!!!!!!!
So you know how friendly and enemy LAVs explode in a large ball of fire if you hit them head or or rear end them? Well the explosion can kill your gunner! For the front gunner, hit the LAV with the front of your HAV, and make sure the front right corner is in the explosion. For the rear gunner, just ram an LAV while you're in reverse.
^_______^
You're welcome! |
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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.12 22:12:00 -
[8] - Quote
OMI43221 wrote:Question is there any restriction or reduced effect on the number of armor repairs/ shield boosters / hardeners you can have in effect at 1 time?
Just don't give up too much shield -.-
I saw this guy in a gunloggi with 2,600 shield. Yes, a basic tank and no shield extenders >.>
he got lol1shot. Don't be that guy. Someone should check the tooltip again, but shield hardeners might get a reduced stacking effect if more than one is active at the same time. idk about armor. |
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