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Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.02.15 04:23:00 -
[1] - Quote
Before starting you should know what tank uses what turret, Gallente use blaster turrets and their marauder tanks get a +4% blaster damage per level, Caldari tanks get a +4% missile launcher turret damage per level. From this we can assign proper turrets Gallente using blasters and Caldari using missile launchers.
Secondly we should look at what tank uses what style of defense Caldari are shield tankers and get a nice natural shield recharge rate while Gallente are armor based tanks and get a less unneeded amount of shield recharge rate. Caldari are more focused on CPU and High powered modules and Gallente Low powered modules and are more focused on power grid (PG).
This however doesn't effect much because Gallente armor goes on low slots and Caldari shield goes on high slots. Gallente however will have a hard time fitting damage mods to there tanks because turret upgrades take a low powered slot and most of these slots will be needed for their armor. However Gallente will have a number of free high powered slots this is the opposite for Caldari while all their high powered slots will be used for shield tanking they will have free slots in their low powered modules for: extra pg, cpu, damage, speed, or shield and shield recharge rate this makes Caldari ships more specialized.
Now that we know the basic weapons and attributes of a tank we should choose which tank we are going to use, there is no point in training for both and would simply be a waste of skill points. Shield tank gets a nice recharge rate but when running into an object or ran into by an object can be seriously wounded, something not experienced by armor tankers. Armor tankers will get no armor recharge rate but will be safer when running into objects and when ran into by other objects. Gallente will use blasters Caldari will use missiles, this is where you must make a personal choice or support your faction. Gallente also will have a higher amount of armor to start with over shield and can add armor modules that will give them more armor then any shield module could, they can also get more rep from their armor repping modules they however get 5%- less damage reduction from there armor hardeners making incoming damage heavier. Both can use speed modules because they are available for high and low powered slots. Most turret upgrades are low powered and the more useless ones are high powered giving Caldari an advantage. Power grid upgrades are low powered once again coming in Caldari favor however scanner modules are for high powered modules.
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Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.02.15 04:23:00 -
[2] - Quote
Skills for tanks:
Circuitry LVL 5 (both) Combat Engineering LVL 5 (both) turret operation lvl 5 (both) vehicle command lvl 5 (both) marauder lvl 5 (both) turret upgrades lvl 3 (both)
powergrid upgrades lvl 5 (caldari) Shield boost System (caldari) lvl 5 Shield Control (caldari) lvl 5 large missile turret operation lvl 5 (caldari) large missile turret proficiency lvl 5 (caldari) small missile turret operation lvl 5 (caldari) small missile turret proficiency lvl 5 (caldari) shield adaption level 5 (Caldari) shield enhancement level 5 (caldari) Caldari HAV Lvl 3 (caldari)
vehicle manuevering level 3 (gallente) Large hybrid turret operation (lvl 5) (gallente) Large hybrid turret proficiency (lvl 5) (gallente) Small hybrid turret operation lvl 5 (gallente) small hybrid turret proficiency lvl 5 (gallente) Gallente HAV lvl 3 (Gallente) Armor upgrades level 5 (gallente) Armor repair systems level 5 (gallente) Field Mechanics level 5 (gallente) Amor adapation lvl 5 (gallente) remote repair systems level 3 (gallente)
there might be other skill you find needed but these skills will cover the main module and easily put you in a functional tank |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.15 04:23:00 -
[3] - Quote
There are many factors coming in to your tank fit, the modules and their pg and cpu cost, your current skills which will up your natural damage, cpu, pg, shield and armor, and what modules you add for extra pg cpu.
Maximized Caldari Fit (tank passive)
Heavy Azeotropic War Shield Extender X2 War Shield Regenerator X3
Local Power Diagnostic System X2
XT - 1 Cycled Missile Launcher XT - 201 Accelerated Missle Launcher
CPU Cost 314 PG Cost 1784
This tank will be able to take a lot of hits before falling but should be played defensively its natural recharge will be quite high however with no speed ups and shield resistance will be thin to some weapons. It will have no damage ups but very naturally powerful turrets. With additional skills from the above post will be very powerful damage wise. |
Saj T
IT'S NO USE
20
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Posted - 2013.02.15 04:35:00 -
[4] - Quote
You actually made a Tank guide without discussing fits? Dear me... |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
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Posted - 2013.02.15 04:38:00 -
[5] - Quote
Tanks should never be called out in a hectic battle field why run into something you know you couldn't you take with a high isk worth tank? If I realize I am going up against something I cant fight but want to call in a tank I will camp behind the red line where the enemy can't get me and move behind a structure where I can't be hit. This defensive maneuver allows you to be protected by your tanks shield armor from enemy's shooting at you but also protect your tank with natural structures. If you are to do this I recommended rail guns or missiles because of the extra range. And peaking around your structure to shoot and fleeing back behind it it will help you guarantee a 10/0 game where others went 5/15 |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.15 05:10:00 -
[6] - Quote
Ways to kill anti tank units:
There are many ways to kill anti tankers the main one being a well equipped tank that can take a lot of hits to get out of a bad situation or dish it out to the target while holding all the incoming fire. Even the most basic weapons on a tank can kill an anti vehicle soldier so at this point its more about accuracy and personal experience so you can easily hit your targets. The next most important step is having two people in your tank why try and hit an anti vehicle unit with one gun when you can have three. Thirdly use mics its better because 3 people total in your tanks means 3 eyes a member with a mic can better help you spot an enemy and call him out or call out an enemy tank and tell you which direction to turn or which point he is nearest at. Another crucial step is moving with infantry infantry are best for killing swarm launcher members and with helping against forge gunners someone with a swarm launcher will have no chance against infantry. Use cover a good defensive is a good offensive and a good offensive is a good defensive if you suppress your target there is no incoming fire and if you get out of harms way you will reduce your incoming fire both ways aggression and retreat work. Lastly jump outta your tank! yes if a forge gunner is aiming for your tank or your overwhelmed by swarm launcher infantry jump out pop them and jump back in swarm launchers will not be able to do anything while you are on foot so take them out quickly and jump back in. However this maneuver can be very risky thus its better to bring infantry with you or move with your team. |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.15 06:03:00 -
[7] - Quote
this topic is not for trolling or harsh comments but to inform players on how to jump into tanks and maneuver them so that they might save the isk and earn the extra kills. Any harsh comments will be flagged. |
Landari Zeta
Exit Wound Heavy Industries
16
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Posted - 2013.02.15 08:57:00 -
[8] - Quote
Well, just a little heads up. This thread was painful to read. Not the message, the format. Walls of text without proper grammar and punctuation in a guide makes reading it fairly difficult.
Anyways.
Most of the things you said made sense. Really the best way to avoid getting scrapped by 3-4 Swarm Launchers is to position your tank behind cover instead of trusting blueberry gunners and their feeble attempts at aiming their guns. Most people who drive HAV's in DUST drive them solo and the more common sense tactics don't really apply in public matches. Having infantry close by to take care of close AV threats makes a lot of sense in theory, but in practice people are probably ignoring you or using you as cover.
Really the biggest problem I have is your Gunloggi fit. While the Missile damage bonus is nice, Large Missiles right now are total garbage. They can't even be considered a middle ground between Railguns and Blasters. They have a near forgettable blast radius and their splash damage is pathetic. To compare, a single grenade does more damage than 3 Large missiles if they were to somehow all hit in the same place while having twice the blast radius. If CCP just said the Large Missile Launchers used Kinetic Missiles I would understand. Sadly, they are supposed to be explosive missiles and they do a terrible job at doing that.
The actual shield tank looks relatively solid for a passive tank, but that fit looks like it would be used on a Caracal for L3 missions. With the high accessibility of Anti Vehicle weapons to even the lowliest of mercenaries, an Active Tank seems the way to go I think. When people start lobbing AV grenades at you, the best way to survive that is to flip on a Heavy Shield Booster. Vehicles in DUST do not have a capacitor, so Active Tanking is very powerful without the threat of getting neutralized. I just go into battle assuming every person on the enemy team is going to equip a Swarm Launcher immediately upon respawning, so I use an active tank to survive the incredibly high Alpha damage of 5 Swarm Launchers or so.
But that's just my two cents. Good guide though. |
Y0UR NAME HERE
Imperfects Negative-Feedback
438
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Posted - 2013.02.15 09:40:00 -
[9] - Quote
Eris Ernaga wrote:Skills for tanks:
Circuitry LVL 5 (both) Combat Engineering LVL 5 (both) turret operation lvl 5 (both) vehicle command lvl 5 (both) marauder lvl 5 (both) turret upgrades lvl 3 (both)
powergrid upgrades lvl 5 (caldari) Shield boost System (caldari) lvl 5 Shield Control (caldari) lvl 5 large missile turret operation lvl 5 (caldari) large missile turret proficiency lvl 5 (caldari) small missile turret operation lvl 5 (caldari) small missile turret proficiency lvl 5 (caldari) shield adaption level 5 (Caldari) shield enhancement level 5 (caldari) Caldari HAV Lvl 3 (caldari)
vehicle manuevering level 3 (gallente) Large hybrid turret operation (lvl 5) (gallente) Large hybrid turret proficiency (lvl 5) (gallente) Small hybrid turret operation lvl 5 (gallente) small hybrid turret proficiency lvl 5 (gallente) Gallente HAV lvl 3 (Gallente) Armor upgrades level 5 (gallente) Armor repair systems level 5 (gallente) Field Mechanics level 5 (gallente) Amor adapation lvl 5 (gallente) remote repair systems level 3 (gallente)
there might be other skill you find needed but these skills will cover the main module and easily put you in a functional tank
All I have to say,
Is swarm launcher operation lvl 1, standard milita fit.
that is all.
+1 to post, when people actually step back and take a look, thats alot of SP for just a tank.
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Tac Com
Sand Mercenary Corps Inc.
41
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Posted - 2013.02.15 15:59:00 -
[10] - Quote
Eris Ernaga wrote:There are many factors coming in to your tank fit, the modules and their pg and cpu cost, your current skills which will up your natural damage, cpu, pg, shield and armor, and what modules you add for extra pg cpu.
Maximized Caldari Fit (tank passive)
Heavy Azeotropic War Shield Extender X2 War Shield Regenerator X3
Local Power Diagnostic System X2
XT - 1 Cycled Missile Launcher XT - 201 Accelerated Missle Launcher
CPU Cost 314 PG Cost 1784
This tank will be able to take a lot of hits before falling but should be played defensively its natural recharge will be quite high however with no speed ups and shield resistance will be thin to some weapons. It will have no damage ups but very naturally powerful turrets. With additional skills from the above post will be very powerful damage wise.
Just a couple things to weigh in on.
#1: Resistance > Regeneration: The reasoning behind this is resistance increases your effective HP and also your effective HP regeneration because you will take less damage from attacks. With 20% damage resistance, you will still regenerate the same shields but those shields you regenerated will beable to take 20% more damage. While having the awesome regen is sweet, having no resistance will evaporate your tank should a good amount of alpha your way aswell. But just keep in mind shield hardeners are quite terrible so often you'll be limited to shield resistance amps.
#2: Missiles. No. Please: Currently missiles are quite terrible. So terrible they arn't worth using. Even the 4%/lvl bonus from marauders does not make up for the fact that blasters wreck infantry better (aswell as anything in range really) and railguns will destroy any heavy assets at range with much greater efficiancy.
I would also like to say there is value in having both shield and armour fits. Armour is much tougher in open combat and make great assault vehicles and infantry support vehicles. While shield tanks are more mobile and make better heavy skirmishers.
Just my 2 cents
But there are some great points in your posts, definately some great things to learn for new tankers. Thanks for your contribution and time. |
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.15 16:43:00 -
[11] - Quote
calamari railgun tanks all the way ^^
Missiles look really cool when you fire them, and I'd really like to have a missile tank. Sadly, CCP nerfed them to obsoletion in a patch ;(. Eventually after I finish making a shield tank and an armor tank I'll probably get large missile turrets. I've heard it's not too bad at max operation/dmg and proficiency.
either that or it's Black Ops HAV all the way! Stealth tank? yes please! |
Landari Zeta
Exit Wound Heavy Industries
16
|
Posted - 2013.02.15 21:26:00 -
[12] - Quote
0 Try Harder wrote:calamari railgun tanks all the way ^^
Missiles look really cool when you fire them, and I'd really like to have a missile tank. Sadly, CCP nerfed them to obsoletion in a patch ;(. Eventually after I finish making a shield tank and an armor tank I'll probably get large missile turrets. I've heard it's not too bad at max operation/dmg and proficiency.
either that or it's Black Ops HAV all the way! Stealth tank? yes please!
The world simply isnt ready for that type of power... |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.15 23:12:00 -
[13] - Quote
oh, I forgot to add that another advantage going hybrid over missile is that you can switch between rail and blaster. It lets you skill up small hybrid turrets at the same time. I hope they'll make missiles a bit better ;( Even if they just made them do mass driver damage, it'd be an upgrade.
I do like how you touched on some of the strengths of armor tanks vs shield (more than just armor reps and is armor, and shield recharges but not so great at boosting and is shield :P). I'm a big fan of tank vs tank action. Anti-tank tank ftw! |
Void Echo
A.I.
26
|
Posted - 2013.02.16 19:39:00 -
[14] - Quote
So this is meant to tell people how to drive them when they get in someone's tank... |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.18 02:57:00 -
[15] - Quote
So 1. sorry about my punctuation I have had very bad headaches and my health has been bad lately this actually makes it hard to think, type, read. 2. this is not the actual fit I use in game I will go ahead and post my actual tank fit in in this post, it does not contain the best modules (highest meta) but will get the job done. I will also post why it is efficient and how you can adapt the fit in my next post.
Supplemental Shield Amplifier X2 Surge Shield reinforcement X1 Heavy Clarity Ward Shield Booster X1 Heavy Shield Extender X1
High throughput field stabilizer II X1 Powergrid Expansion Unit I X1
80 GJ Railgun X1 20GJ Compressed particle accelerator X1 20GJ Compressed particle accelerator X1
The supplement shield amplifier are effective they allow you to run into objects while not taking as much damage. I have had countless players on my own team try and run into me with vehicles and die, I love barely having my shield scratched as they explode and laugh in real life. I memorize these players and slam into them with my tank killing them instantly trolling the troller ;).
The heavy shield extender should bump you to 4,500 shield without shield hp increase skills which is a good number for taking hits before you have to get out of the battle.
The shield tank and shield rep will allow you to tank more incoming hits and also rep large numbers of hp, allowing you to glide out of the battle field or around a corner before death.
The damage modifier high throughput field stabilizer is very good for increasing firing time and damage the powergrid expansion is only used because it it is necessary for me right now as not all my pg and cpu skills are level 5
I love railguns even though Caldari tanks get a increase for missiles (the marauder ones). There just more powerful to me and there range is epic. That's why they are on my tank ^_^
My next post will about about necessary skills for an upgraded version of this tank. |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.18 02:59:00 -
[16] - Quote
Hey guys I want to say watch for PG even though I think I got a tank fit that could hold the the modules I wanted with a lot of level 5 skills, working the PG in was a big deal and without lot of low powered powergrid modules it simply would not work. This was mainly because the more advanced turrets eat so much pg and caldari tanks are already low on PG this wouldn't be a problem if they came equipped with pg reduction skills which they do not accept for 25% pg increase at level 5. This makes you have to equip as many PG modules as you can to make up for getting the other high meta modules thus I would recommended upgrading to the Caldari marauder tank before using this fit for the slightly more pg and another low slot mod. I imagine its the opossite with gallente tanks and they have a difficult time with CPU.
will post marauder fit tank soon |
Eris Ernaga
Super Smash Bros Friends United Seeking Influence and Notoriety
26
|
Posted - 2013.02.20 10:24:00 -
[17] - Quote
bump |
Blue Buggs
L.O.T.I.S. Legacy Rising
19
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Posted - 2013.02.21 19:35:00 -
[18] - Quote
Landari Zeta wrote:Well, just a little heads up. This thread was painful to read. Not the message, the format. Walls of text without proper grammar and punctuation in a guide makes reading it fairly difficult.
Anyways.
Most of the things you said made sense. Really the best way to avoid getting scrapped by 3-4 Swarm Launchers is to position your tank behind cover instead of trusting blueberry gunners and their feeble attempts at aiming their guns. Most people who drive HAV's in DUST drive them solo and the more common sense tactics don't really apply in public matches. Having infantry close by to take care of close AV threats makes a lot of sense in theory, but in practice people are probably ignoring you or using you as cover.
Really the biggest problem I have is your Gunloggi fit. While the Missile damage bonus is nice, Large Missiles right now are total garbage. They can't even be considered a middle ground between Railguns and Blasters. They have a near forgettable blast radius and their splash damage is pathetic. To compare, a single grenade does more damage than 3 Large missiles if they were to somehow all hit in the same place while having twice the blast radius. If CCP just said the Large Missile Launchers used Kinetic Missiles I would understand. Sadly, they are supposed to be explosive missiles and they do a terrible job at doing that.
The actual shield tank looks relatively solid for a passive tank, but that fit looks like it would be used on a Caracal for L3 missions. With the high accessibility of Anti Vehicle weapons to even the lowliest of mercenaries, an Active Tank seems the way to go I think. When people start lobbing AV grenades at you, the best way to survive that is to flip on a Heavy Shield Booster. Vehicles in DUST do not have a capacitor, so Active Tanking is very powerful without the threat of getting neutralized. I just go into battle assuming every person on the enemy team is going to equip a Swarm Launcher immediately upon respawning, so I use an active tank to survive the incredibly high Alpha damage of 5 Swarm Launchers or so.
But that's just my two cents. Good guide though.
+1 just for the caracal refrence alone |
Phyxitt Blaze
DUST University Ivy League
4
|
Posted - 2013.02.22 05:05:00 -
[19] - Quote
By the way, watch for proximity mines, i love'm to death... |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.22 07:14:00 -
[20] - Quote
Phyxitt Blaze wrote:By the way, watch for proximity mines, i love'm to death...
meh, idk how effective they are. I ran over five of them with a gunnlogi today just to see what would happen, and I only took about 3k damage. I think they did 3200 to shield, so 800 each. It's enough to kill a militia sica, and do some damage if you run over them. For the most part, you hear a loud beeping noise and you can stop your hav/shoot in front of your tank and blow them up.
I think they are mainly just to slow down HAVs a little and kill LAVs. |
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