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Delirium Inferno
Chernova Industries
34
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Posted - 2013.02.16 07:43:00 -
[1] - Quote
Every gets the basic Anti-Armor starter fit, but the sub-class itself is probably the area the least amount of people specialize in, so when someone brings in their proto-fit tank and we're all trying to gun it down with MLT or STD anti-armor gear it can become quite a lopsided affair.
This is why I chose to put all my specialization towards creating the perfect anti-armor trooper. What I'm hoping for with this thread is that there are other people who are also interested in this specialization and care to share some tips. Here is my own beginner's guide. I'll place it in quotes and you can skip if you already set up your anti-armor trooper.
Quote:Now from my logic, as an anti-armor trooper you're generally not going to be on the front lines very often, so the goal should be to fit yourself as a glass cannon. Also I wanted to be able to carry around my own ammo so I chose to work with Swarm Launchers instead of Forge Guns. The first thing I did is start myself off as a Sentinel since you get Weaponry at Level 3 and Swarm Launchers at Level 1 to begin with. It also gives you Dire Sentinel Starter Fit which is a pretty convenient and non-consumable anti-armor fit. From there I was instantly able to upgrade Weaponry to Level 5 and Swarm Launchers to Level 3. This gives me a passive 10% weapon damage boost along with access to the advanced CBR7 Swarm Launcher which fires 5 rockets at a time instead of 4 on the standard and militia variants. That covers all the base Skill Points. Time to get working on a fitting. With no dropsuit skills I have to choose from one of the militia fittings. Heavy is ruled out since it has no equipment slots and Logi is rules out since it has no side-arm, and between Scout and Assault the Assault has more CPU/PG so that's the winner. Of course using the militia fitting you are going to be tight for space, especially with the advance swarm launcher. Using a standard variant of a sidearm will consume considerably less space than the militia so had to decide which one I wanted to upgrade to level 1. Played a few rounds with both and while the SMG does give you an option to pull up and be a front line soldier if needed, as a glass cannon it is not very handy so I went with the longer range scrambler pistol and decided to simply run to a supply depot if I need to go on the assault. As for modules I went with a light weapon damage modifier and armor repair. I originally had armor plates but quickly realized my main threat is the sniper, so it's better to have less armor that repairs itself than more armor that doesn't. Get sniped once and lose a bit of armor, wait for shields to recharge, get sniped again lose even more armor, wait for shield to recharge, etc. Soon you'll have next to no armor and the next sniper bullet to hit you will be your last, so armor repairers is a must. Now I am extremely pressed on space. For grenades I wanted AV grenades but there was no more room on my suit; however, flux grenades did fit so I went with that. This actually turned out to work better for me since it can take down vehicle shields plus be used against infantry as well which AV grenades can't, so it's a bit more practical. And that's where I am now. My mods, equipment, and sidearms are all either STD or MLT to compensate for the lack of space. Yes I know I should probably work towards upgrading my assault suit but I am Gallente so I'll wait for the Gallente version which should be in the next update instead dirty Caldari suit
In summary for those who skipped:
- Glass Cannon
- Swarmers so since heavies can't carry nanohives
- Pistol since it has more range than SMG and you are a glass cannon so close quarters is bad
- Flux grenades to practicality since it works well verse both vehicles and infantry
- Armor repair mods since your biggest threat is snipers
Curious to see what other people have done to fit their Anti-Armor soldier. As for a few tips: Once you get the lock on quickly aim either up or left or right to change the missiles trojectory to get around obstacles. Like a sniper, cleverly use the terrain as cover when possible. Always know where the nearest supply depot is. And when in close combat with tanks, try to stay on the backside since the passenger turrets have trouble aiming there (or can't aim there at all in one case).
Honestly I can't wait until the dumb-fire Gallente Plasma Launcher gets added to the market. I know it probably won't be great against infantry much like the forge gun, but at least it gives you another option. |
trollsroyce
Seraphim Initiative. CRONOS.
164
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Posted - 2013.02.16 10:38:00 -
[2] - Quote
I'm using a forge gun mostly. The ability to 1 shot infantry is too fun to pass :) Heavy suit is less squishy, too. With scrambler pistol taking down the enemy in cqc depends on getting the headshot in, but if you see it coming load up the forge :)
Also the instant damage application works wonders vs. LAV's who seem to always find cover from my swarms. |
Alderstaz
Mannar Focused Warfare Gallente Federation
0
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Posted - 2013.02.16 11:47:00 -
[3] - Quote
At this point in time you need at least two players to take out good/properly equipped people. Your glass cannon will most likely waste your suit/time.
From perspective of solo player...
Swarmer is useless unless against people throwing themselves at you in the free LAVs. Pros upgrade so it takes more than one swarm to kill. At which point they jump out. And you do not have a real anti-infantry weapon...
Everyone jumps ship off drop ships before the last hit. The pros burst far away and aim at building/red zone so you don't even get any point for the vehicle. So kill them if you have a supply depot, else it will cost you a clone most likely.
It doesn't even really scratch the real tanks. Just forces you to be in their sites long enough to die or tell infantry there is a free turkey out there.
So proper route is your standard suit with A/V grenades and nano hive or A/V with proximity mines. Three slots let's you place 18 mines out with supply depot or nanohive near by!!! Jeeps are going too fast to stop. You can get lucky with tanks with proper placement.
Pretty easy to lob grenades straight over a LAV at which point it will home down. And you have your weapon still for the pros.
Medium tanks are doable/pros will run away if you use line of sight properly. You can't take out properly equipped tanks at this point anymore without luck. Not worth your clone...
Forge gun is useless without squad backup against competent players. Same issue as warmer.
TLDR Have your standard attack fitting with A/V grenade swapped in for LAVs. Any other layout/Swarmer is only if you are next to a Supply Depot and can swap fittings... At this point pros don't leave you much space. Of course new maps/objectives may change this.
As for corporations, this post is useless. Coordinated attacks will kill anything. |
Delirium Inferno
Chernova Industries
34
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Posted - 2013.02.16 12:13:00 -
[4] - Quote
I've already taken out a few really well fitted tanks (in my opinion). You can do a lot of damage with the right swarm launcher. Also the flux grenades do more damage than AV so leading with those helps.
As far as people jumping ship or even putting their vehicle in a position where I don't get any points, that's all fine with me. I'm not in it for the kills or the points, I just want to see those vehicles burn. |
Alderstaz
Mannar Focused Warfare Gallente Federation
0
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Posted - 2013.02.16 13:11:00 -
[5] - Quote
At this point though, the people really concentrating on tanks/ships are really hard to deal with. You cant be sure which you get. Flux grenades need luck on your side to be able to use them properly. And the fact that they are rare, its not worth it at this time to go all out as Anti-armor, real negatives to it. Better to just spend a point for A/V grenade and leave the tanks alone.
Specially since any player would go after a Swarmer/Forge gun when they see them at this point. Plenty of good infantry at this point too.
I have the fitting only in case I'm defending/have a Supply Depot to swap suits.
From solo player perspective... |
Delirium Inferno
Chernova Industries
34
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Posted - 2013.02.16 14:24:00 -
[6] - Quote
Ah well I will never leave the tanks alone. Even if I don't kill them, just bothering them is enough for me. And the amount of damage AV grenades do make them pretty useless against anything other than LAV's or militia HAV's.
Oh, and I embrace any infantry that tries to take me down, one or two shots to the head with my breach scrambler and they are gone. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.18 00:06:00 -
[7] - Quote
Delirium Inferno wrote:Oh, and I embrace any infantry that tries to take me down, one or two shots to the head with my breach scrambler and they are gone.
:P I love pistols too. I suggest switching out the breach for a KLO. The biggest problem with the breach scramblers is their reduced range.
Breach Scrambler Pistol Max Range: 49m Optimal Range: 1 - 15m Meta Level: 2
Assault Scrambler Pistol Max Range: 70m Optimal Range: 1 - 17m Meta Level: 2
and just for comparison, the meta lvl 2 SMG:
Assault Submachine Gun Max Range: 41m Optimal Range: 1 - 16m Meta Level: 2
Ranges from this post here.
As you can see, the smg's range is less than the breach pistol's range, but it has a greater optimal range. The damage drop-off with pistols is pretty dramatic. People were basically using pistols as sniper rifles in earlier patches, so range was nerfed a lot.
The difference is even bigger at the higher levels (for the pistols). The Breach Scrambler Pistol gets a slight range boost basically making it the same as a KLO or TT3, but the assault gets something like an extra 10m on optimal range and 10-20ish on max range (estimated xD I'll confirm again for this patch once I get my pistol operation up another level).
Plus, the assault type gets a significant boost in RPM, so it ends up putting out significantly higher DPS. Keep in mind that 450% damage to shields with any pistol is a lot. Landing one head shot with the breach won't kill most proto suits, so you'll have to take at least one shot with any pistol. The assault type lets you take that second shot so much faster.
I did love the idea of the breach at first, so I tried to use it. I ran into problems with the breach when I fought more than one enemy at a time. It just can't get anywhere near the KLO. I died more times than I should have. I suppose for 1v1 at close range the breach is better, but how many times have you ever been able to 1v1?
And as a HAV driver, I believe all forms of AV are OP. xD
edit: If the breach pistol had the longest range I would use it. I love slower, high damage, long range weapons instead of something used by spammy the clown. |
Delirium Inferno
Chernova Industries
34
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Posted - 2013.02.18 03:03:00 -
[8] - Quote
Yup, I actually switched out already to the Assault Scrambler Pistol. Main reason I was using the breach was because I was hard pressed for space on my suit and I'm reluctant to upgrade any suits prior to the next update. Worked around that though with combat engineering and the fact that standard nanohives take up much less space than militia. |
Sandromin Hes
Sand Mercenary Corps Inc.
204
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Posted - 2013.02.18 05:30:00 -
[9] - Quote
I suggest moving into the Plasma Cannons once the next update kicks in. Gallente tech is notorious for its DPS (and as a result its short range) and the hybrid damage allows you to hit both tanks equally.
Plus, it fits on an Assault suit.
LET US SEE THIS NEW UPDATE |
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