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Covert Clay
Better Hide R Die
0
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Posted - 2013.02.08 20:41:00 -
[31] - Quote
Ha. Well I never played eve and I've only been playing dust for about 2 weeks. XD |
Void Echo
A.I.
26
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Posted - 2013.02.09 06:38:00 -
[32] - Quote
I apologize for my absence lately, been busy irl. I'll update my thread over the weekend. |
Tac Com
Sand Mercenary Corps Inc.
41
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Posted - 2013.02.09 10:35:00 -
[33] - Quote
Covert Clay wrote:Tac Com wrote:Covert Clay wrote:Void Echo wrote: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 and then focus on turrets. When I do unlock the the gunnlogi/Madrugar. which 1 should I use and what types of moduels should I use as well. I'm pretty sure alot of people out there are wondering the same thing. Unlock either or, the only difference is that Claldari focus on shielding while Gallente focus on armor. When I had a madrugar before the reset, I had 9000 armor. Now I have a Gunnlogi with 6000 shields. It just depends on what type you want, shield railgun, shield blaster, shield missle or armor railgun, armor blaster or armor missle. I would be very interested in exactly what types of modules you used to get your gunnlogi up to 6k shields. One thing I noticed is that the gunnlogi doesn't offer any more max PG than the Sica offers. Why is the gunnlogi so much better? By the way man, keep up the good work! It's not. Atleast not by wide sweeping margins. I've taken down plenty a Gunloggi and Madragaur with Somas and Sicas. The devil is in the details. It's a habit from EVE but small changes are what make big differances. Between the 2 tanks, the Gunloggi gets 2 more mid slots, more CPU, and a higher base shields. This helps in several ways as Shield Control only effects base shield health so you get more out of it. The more mid slots and CPU allow better shield tanks since shield tanking modules require a lot of CPU useage. So the end result is a tougher (or more flexable depending on fit) tank. As for getting the Gunloggi to 6k shields? That's easy to do. I've seen higher then that. Really it comes down to Shield Control skills and Shield Extenders. I'm not going to give away all my fitting secrets but if you manage your PG/CPU well and have a set fitting goal in mind it's possible. For the record I have a Sica that is over 6k shields :P Just be sure to match Defence with Offence. You don't want to go in being a super tough tank and realize you died simply because the other tank can just output a ton of damage. I'm not going to say how but much later on you'll see Railguns doing over 2000 per shot so defences won't last forever. That's the thing. I can only get my Sica to 4k shield because of the PG cap and the fact that I don't have my skills maxed in (whatever gives more max PG to vehicles). I only have a limited amount of SP too so its hard to decide between maxing those skills, investing SP into skills to get a better tank, investing SP into skills for shield resisters, or investing SP into getting a better blaster. SP is tight right now, only got about 225k and there are so many angles and routes to decide from.
I had a really well explained post detailing everything but it didn't post and the draft didn't save... Oh well.
Combat Engineering is what gets you more PG and make sure that's at 5, same with Circuitry. You can get away with lower levels on dropsuits but for tanks, make sure that's at 5.
As for the tank, a Gunloggi won't solve your problem. Since it only gives more CPU, it will cause you even more headache because you'll have more slots and it will still be hard to fit. Focus on getting those 2 skills mentioned to 5.
As for getting a Sica to over 6k shields, it's quite doable but requires a tight fit and maxing those 2 skills. I have Shield Control lvl 3 so that is probably what is just getting me over 6k since I have 6099 on this Sica but it's very much doable. Even if you use twin militia Heavy Extenders then you'll still get almost 5k
Here is the fitting just to give you an example. But remember this fitting does not work without Circuitry and Engineering at 5. (Ok, maybe not Circuitry, the CPU is alright, but get it anyways since the Soma/Madragaur is tight on CPU and the Sica/Gunloggi like more CPU for better shield mods)
Sica Heavy Duty:
Weapons: 80GJ Railgun 2x 20GJ Blaster
High Slot: 2x Heavy Shield Extender 1 Any Shield Resistance Amp (currently I'm using Militia to keep costs down and since I don't have Shield Adaptation to 3 yet)
Low Slot: Powergrid Expansion I (Whatever you want, I'd recommend a damage mod, heat sink, or torque mod but feel free to experiment)
This is meant to hit hard and take hits. Mind you though this fitting will still set you back a pretty penny due to the Shield Extenders costing so much. Often I find myself taking my cheaper, militia fit Sica since if I loose it I can still profit from the game. :P |
Neb Khonak
Pro Hic Immortalis RISE of LEGION
4
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Posted - 2013.02.09 16:05:00 -
[34] - Quote
Covert Clay wrote:Ha. Well I never played eve and I've only been playing dust for about 2 weeks. XD
Then welcome to the sandbox. |
Neb Khonak
Pro Hic Immortalis RISE of LEGION
4
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Posted - 2013.02.09 16:08:00 -
[35] - Quote
pegasis prime wrote:... FOR THE SOMA Heavy ig polerized armour repair 180mm steal plates 1 power diognostic system 1 power expansion unit 1 light clarity shield repair And one periferal damage contoll system This is with a 80gj blaster turret also applies when fitting the rail turret .
FOR THE SICA 2 power diognostic systems 1 heavy shield extender 1 supplamental shield extender And 1 light clarity ward shield booster This applyscto fitting rail turrets when fitting the blaster replace one of the power diognostic units for a power expansion unit and the heavy shield for the heavy suplamental shield booster and swap the light clarity ward shield booster for the heavy clarity ward shield booster ...
Thanks for the loadouts; your suggestions, Void Echo, and Tac Com's threads were most helpful. |
Covert Clay
Better Hide R Die
0
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Posted - 2013.02.09 18:37:00 -
[36] - Quote
What about shield boosters though? Like what do you do if you get forge cannoned twice and your shields are almost gone? |
Neb Khonak
Pro Hic Immortalis RISE of LEGION
4
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Posted - 2013.02.09 18:56:00 -
[37] - Quote
Covert Clay wrote:What about shield boosters though? Like what do you do if you get forge cannoned twice and your shields are almost gone? Activate your shield boosters and/ or move into cover. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.10 00:02:00 -
[38] - 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. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.10 00:25:00 -
[39] - 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. |
Harv Arkham
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2013.02.10 03:56:00 -
[40] - Quote
yay more advice \o/ keep it coming ;) yep i found the approach for me is to get the best dang modules i can get to stick on my sica, that way i can beat all the other militia tankers who put minimal stuff on to thier tanks, whilehave a fair shot at the standard tanks. |
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Tac Com
Sand Mercenary Corps Inc.
41
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Posted - 2013.02.10 06:00:00 -
[41] - Quote
Harv Arkham wrote:yay more advice \o/ keep it coming ;) yep i found the approach for me is to get the best dang modules i can get to stick on my sica, that way i can beat all the other militia tankers who put minimal stuff on to thier tanks, whilehave a fair shot at the standard tanks.
That's usually the way to go. And after you get wicked modules, you can then migrate to a better tank and you'll have an edge on those better tanks with your upgraded modules. Plus by then you'll have gotten used to how to use and fit those tanks so it works out well. |
DigiOps
DUST University Ivy League
85
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Posted - 2013.02.11 04:39:00 -
[42] - Quote
If I hadn't recently shaved, I'd be stroking my beard. Since the battlefield is far from static, how do you tank drivers handle different situations? I'm sure there wouldn't be much point in keeping different fittings for different situations since you can't change your loadout once you call your tank (unless it gets popped, anyway). While a blaster for my main weapon would be the way I'd go, are railguns for my gunners viable options for long range AV? |
Tac Com
Sand Mercenary Corps Inc.
41
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Posted - 2013.02.11 04:58:00 -
[43] - Quote
DigiOps wrote:While a blaster for my main weapon would be the way I'd go, are railguns for my gunners viable options for long range AV?
Short answer: No.
Long answer: No because the range on small railguns isn't that much better then a stabilized blaster and it still isn't that much of a heavy hitter. The small railguns do well vs LAVs but more often then not most people will do better with a blaster turret.
What I do like the small railgun for though is light AV. With a good gunner that small railgun can do a ton of damage to smaller vehicles and aid fairly well in larger battles but it would not be a replacement for your large turret. If I'm in a blaster tank I'd likely do with blasters but in a railgun tank I might put one blaster and 1 railgun as the small railgun's better tracking can better deal with smaller targets over the main gun. Often though a single gunner can handle both turrets on such a vehicle.
So really, when using a blaster tank, don't expect your small railguns to make up any range disadvantage vs another tank. Your main gun is really what you need to take a vehicle down. If you find yourself up against a rail tank at range, then try and move between cover and avoid it's fire until you can get close enough to put down effective fire.
DigiOps wrote:If I hadn't recently shaved, I'd be stroking my beard. Since the battlefield is far from static, how do you tank drivers handle different situations? I'm sure there wouldn't be much point in keeping different fittings for different situations since you can't change your loadout once you call your tank (unless it gets popped, anyway).
As for the changing situations, you're right, you don't call in new tanks for each one, but often if you're in a poor situation you'll loose your tank and can then change up accordingly. If the situation isn't bad enough then you'll probably not loose your vehicle. For example if the enemy starts to deploy a lot of AV against you, yes you will no longer be as effective but thier concentration is on you and usually it's more then 1 soldier. This can leave them open to your own infantry to effectively deal with them. Sometimes staying alive even when not fighting at full effectiveness can still aid your team by keeping thier attention on AV. Just don't hide all game doing nothing, you still need to seem like a threat.
Usually what I like to do is keep cheap militia fit tanks to lure out the enemy to use AV or tanks, and if they manage to take me out I'll take out something more specialized to respond to what they are fielding. That or I'll fight it out on foot for a time and get a read before fielding my tank. |
Void Echo
A.I.
26
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Posted - 2013.02.11 05:04:00 -
[44] - Quote
DigiOps wrote:If I hadn't recently shaved, I'd be stroking my beard. Since the battlefield is far from static, how do you tank drivers handle different situations? I'm sure there wouldn't be much point in keeping different fittings for different situations since you can't change your loadout once you call your tank (unless it gets popped, anyway). While a blaster for my main weapon would be the way I'd go, are railguns for my gunners viable options for long range AV?
Incorrect partially.
Tank drivers have several different fittings for several different situations.
I myself have 2 different styles with individual fittings. I use the gunnlogi (1st level caldari) tank with 2 railguns and a blaster with 2 shield extenders, 1 shield resistance amplifier , 1 shield hardener with 1 booster, this fitting I use to destroy enemy vehicles and instillations. I also use a madrugar (1st level gallente) tank with all 3 blaster turrets and alot of armor plating with an armor repair I use to kill off infantry. |
DigiOps
DUST University Ivy League
85
|
Posted - 2013.02.11 05:06:00 -
[45] - Quote
Okay. Thank you, Tac, for clearing that up. :)
Edit: Oh, and Void. I didn't see your post. Very insightful. :D |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.11 14:07:00 -
[46] - 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. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.11 14:17:00 -
[47] - 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. |
Sir Meode
Seraphim Initiative. CRONOS.
317
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Posted - 2013.02.11 15:12:00 -
[48] - Quote
Interesting thread. some good points brought up regarding different tank fits.
Maybe you can show me a thing or two in a battle. Tips and tricks are always handy to know. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.11 17:43:00 -
[49] - 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. |
Covert Clay
Better Hide R Die
0
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Posted - 2013.02.11 18:44:00 -
[50] - Quote
Hey guys, just curious but what type of tank is better for infantry smashing? Shield or armor? Or does it matter that much? I see a lot of armor tanks on the battlefield and not as many shield tanks. However I have invested a lot of SP into shielding. If armor really is better than shield, is it worth switching? |
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.11 19:38:00 -
[51] - 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. |
Covert Clay
Better Hide R Die
0
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Posted - 2013.02.11 20:30:00 -
[52] - Quote
0 Try Harder wrote: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.
Thanks man. Well since I just started playing this game like 2 or 3 weeks ago and I've never played eve before so just went with the Amarr bloodline and enforcer class. So different classes do influence more than I thought. I'll have to look into that. Do you think its worth making a whole new character just to get the advantages of the arbitor class? I meen, you can't switch classes, can you?
Sorry for so many questions, I'm such a noob |
Tac Com
Sand Mercenary Corps Inc.
41
|
Posted - 2013.02.11 20:52:00 -
[53] - Quote
Covert Clay wrote:0 Try Harder wrote: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. Thanks man. Well since I just started playing this game like 2 or 3 weeks ago and I've never played eve before so just went with the Amarr bloodline and enforcer class. So different classes do influence more than I thought. I'll have to look into that. Do you think its worth making a whole new character just to get the advantages of the arbitor class? I meen, you can't switch classes, can you? Sorry for so many questions, I'm such a noob
There is no point choosing a new class or bloodline. It has no effect other then starting skills and since you're 2-3 weeks in, you'll just be farther behind. There is a saying in EVE that "no skill goes wasted" to mean as things change with patches what is best will change. One day it's shields, next day it's armour.
You are better off just skilling into the stuff you need now rather then restarting since you'll have skills now that can still be useful rather then have to get them again. You also have to remember there is no limit on the SP your character can have. So eventually you could get everything. (But new content usually prevents that as there is always something new to skill into :D) |
Covert Clay
Better Hide R Die
0
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Posted - 2013.02.11 21:07:00 -
[54] - Quote
Tac Com wrote:Covert Clay wrote:[quote=0 Try Harder] Thanks man. Well since I just started playing this game like 2 or 3 weeks ago and I've never played eve before so just went with the Amarr bloodline and enforcer class. So different classes do influence more than I thought. I'll have to look into that. Do you think its worth making a whole new character just to get the advantages of the arbitor class? I meen, you can't switch classes, can you? Sorry for so many questions, I'm such a noob There is no point choosing a new class or bloodline. It has no effect other then starting skills and since you're 2-3 weeks in, you'll just be farther behind. There is a saying in EVE that "no skill goes wasted" to mean as things change with patches what is best will change. One day it's shields, next day it's armour. You are better off just skilling into the stuff you need now rather then restarting since you'll have skills now that can still be useful rather then have to get them again. You also have to remember there is no limit on the SP your character can have. So eventually you could get everything. (But new content usually prevents that as there is always something new to skill into :D) Haha ok. Thanks man for the advice I'll look into armor tanks and see if I can throw a few SP that way and experiment. I guess it just comes down to personnel preference at this point. That being said, almost every game,e comes down to personnel preference at some point and time. The only real way to find out what's "best" is to experiment. Thanks everyone for your help |
Tac Com
Sand Mercenary Corps Inc.
41
|
Posted - 2013.02.11 21:37:00 -
[55] - Quote
Covert Clay wrote:Tac Com wrote:Covert Clay wrote:[quote=0 Try Harder] Thanks man. Well since I just started playing this game like 2 or 3 weeks ago and I've never played eve before so just went with the Amarr bloodline and enforcer class. So different classes do influence more than I thought. I'll have to look into that. Do you think its worth making a whole new character just to get the advantages of the arbitor class? I meen, you can't switch classes, can you? Sorry for so many questions, I'm such a noob There is no point choosing a new class or bloodline. It has no effect other then starting skills and since you're 2-3 weeks in, you'll just be farther behind. There is a saying in EVE that "no skill goes wasted" to mean as things change with patches what is best will change. One day it's shields, next day it's armour. You are better off just skilling into the stuff you need now rather then restarting since you'll have skills now that can still be useful rather then have to get them again. You also have to remember there is no limit on the SP your character can have. So eventually you could get everything. (But new content usually prevents that as there is always something new to skill into :D) Haha ok. Thanks man for the advice I'll look into armor tanks and see if I can throw a few SP that way and experiment. I guess it just comes down to personnel preference at this point. That being said, almost every game,e comes down to personnel preference at some point and time. The only real way to find out what's "best" is to experiment. Thanks everyone for your help
Absolutely. That's the attitude to have :D
Send me a mail in game. We should have a few games together :)
But really it doesn't take much SP to get into armour tanking. Field mechanics to 5, repair systems and armour upgrades to 3, and adaptation to 1 for starters gets you everything you need to build a good, strong armour tank. Even just getting lvl 4 mechanics and 1 in each is a good start to expand from. |
Covert Clay
Better Hide R Die
0
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Posted - 2013.02.11 21:55:00 -
[56] - Quote
Tac Com wrote:Covert Clay wrote:Tac Com wrote:Covert Clay wrote:[quote=0 Try Harder] Thanks man. Well since I just started playing this game like 2 or 3 weeks ago and I've never played eve before so just went with the Amarr bloodline and enforcer class. So different classes do influence more than I thought. I'll have to look into that. Do you think its worth making a whole new character just to get the advantages of the arbitor class? I meen, you can't switch classes, can you? Sorry for so many questions, I'm such a noob There is no point choosing a new class or bloodline. It has no effect other then starting skills and since you're 2-3 weeks in, you'll just be farther behind. There is a saying in EVE that "no skill goes wasted" to mean as things change with patches what is best will change. One day it's shields, next day it's armour. You are better off just skilling into the stuff you need now rather then restarting since you'll have skills now that can still be useful rather then have to get them again. You also have to remember there is no limit on the SP your character can have. So eventually you could get everything. (But new content usually prevents that as there is always something new to skill into :D) Haha ok. Thanks man for the advice I'll look into armor tanks and see if I can throw a few SP that way and experiment. I guess it just comes down to personnel preference at this point. That being said, almost every game,e comes down to personnel preference at some point and time. The only real way to find out what's "best" is to experiment. Thanks everyone for your help Absolutely. That's the attitude to have :D Send me a mail in game. We should have a few games together :) But really it doesn't take much SP to get into armour tanking. Field mechanics to 5, repair systems and armour upgrades to 3, and adaptation to 1 for starters gets you everything you need to build a good, strong armour tank. Even just getting lvl 4 mechanics and 1 in each is a good start to expand from.
Sounds good to me :) I'm actually getting on dust right now
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Void Echo
A.I.
26
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Posted - 2013.02.11 22:37:00 -
[57] - Quote
Interesting.... my tank guide thread has been hijacked lol
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.12 21:09:00 -
[58] - 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! |
OMI43221
Osmon Surveillance Caldari State
15
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Posted - 2013.02.12 21:38:00 -
[59] - Quote
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? |
Void Echo
A.I.
26
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Posted - 2013.02.12 21:54:00 -
[60] - Quote
No, as long as you have enough modules, you can manually activate them. |
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