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Khortez D
Villore Sec Ops Gallente Federation
51
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Posted - 2013.03.12 22:05:00 -
[1] - Quote
If you have the patience, can someone please list all of the advantages of an armor tank vs a shielded one? besides that one has higher shields and another has higher armor. or are they just mainly personal preference? the only tanks i ever saw that had any specifications is the Surya, and the Sagaris. where the Sagaris has a bonus to missile launcher damage and the Surya is better with blasters.
My second question is about the missile launcher weapon. what's special about that other then it's king at splash damage and can fire without the issue of overheating?
Basically i'm trying to get a tactical point of view on tanks, so i can use them in specific situations. ex: for me i easily see the rail-gun as a defensive weapon to fend off other vehicles. if you have any other point of view for it though, feel free to share. feel free to share any different views on the blaster too. |
Laheon
Osmon Surveillance Caldari State
153
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Posted - 2013.03.12 22:12:00 -
[2] - Quote
Not sure how much of a help I can be, but here goes. It's mostly down to personal preference what tank you do; a shield tank lets you have a small buffer between your tank being overcome and dying, as the enemy have to go through the armor aswell. An armor tanker doesn't have that luxury, but the shield recharges very quickly, so if you lose shields and lose half armor, then you can get back up to full without mixing tanking options, unlike shield tankers.
As for weapons... Missiles are the ultimate in AI, due to splash damage. Railguns are the ultimate in AV, due to high damage but slow ROF. Blasters, last time I played, were in the middle and were therefore kinda useless. Yes, high ROF, but it was kind of hard to keep the reticle onto a sprinting soldier, and a railgun tank would take you apart quickly. Most people used missiles, and the only AV came from infantry. |
Vyzion Eyri
The Legion Academy
278
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Posted - 2013.03.12 22:17:00 -
[3] - Quote
If you have access to a protected area with a supply depot, it repairs you armour if you stay near it. In addition to this, if you fit damage control units in your high slots, and save low slots for armour repairers/plates/hardeners, you get huge amounts of armour as well as resistance.
Shields aren't replenished by supply depots, are easily destroyed by forge guns, but if you can keep them up you retain speed that is lost due to armour plating as well as extra low slots for turret upgrades. |
Khortez D
Villore Sec Ops Gallente Federation
51
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Posted - 2013.03.12 22:20:00 -
[4] - Quote
Why does my post look constructed differently then when i typed it? oh well. in any case blasters actually, i found to tear infantry apart. They're like a giant assault rifle. sprinting doesn't really help if you manage the overheating well, and it also depends on how close they are to cover. that's just how i found it.
Edit: wait, a armor tank can be repaired just by sitting next to a supply depot? |
Gusk Hevv
Circle of Huskarl Minmatar Republic
11
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Posted - 2013.03.12 22:25:00 -
[5] - Quote
Oh this guy missed out a lot.... Missiles right now are useless avoid them Railguns are long range weapons stay away from your target and snipe away at range Blasters are kind of like shotguns they destroy at close range and good vs infantry and vehicles
Shield-less eHP compared to armor, faster recharge, safe aganist nublets with swarms, fast acceleration slow top speed Armor-huge buffer , beast active reps , safer aganist hybrids and lazors, slow acceleration high top speed , looks better. |
Laheon
Osmon Surveillance Caldari State
153
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Posted - 2013.03.12 22:32:00 -
[6] - Quote
Ooookay, there we go. Some people actually informed about the new builds. Gusk seems to be fairly on the ball. |
knight of 6
ZionTCD Legacy Rising
89
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Posted - 2013.03.12 22:46:00 -
[7] - Quote
Laheon... it's been a long time eh?
Missiles - not worth looking at twice, the nurf killed them.
Blaster - basic anti infantry, and anti LAV don't fight other tanks or turret installs if you can avoid it. good DPS
Railguns - king of alpha damage. skilled out they can do upwards of 4k direct DAM, they overheat quickly and if you decide not to fire it has to spool down all the way before reattempting
armor tanking - done well can take an orbital and come out grinning. more tank lower DAM
shield tanking - fast, doesn't require repps. more DAM less tank
specialize in one or your a dead man. DON'T CROSS FIT, armor doesn't have shield boosters, shields don't run plates. cross fitting trashes the inherent abilities of both and gains none of the benefits
good hunting, |
Pokey Dravon
OSG Planetary Operations Covert Intervention
631
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Posted - 2013.03.13 01:35:00 -
[8] - Quote
Heavy Attack Vehicles or HAVs are the most SP and ISK intensive specializations in Dust, but such an investment does not come without its benefits. HAVs bolster impressive defenses and devastating firepower that will allow you to mow down the competition. A single HAV can turn the tide of battle and it is important that you be properly trained and fit so your investment doesnGÇÖt go to waste.
There are two kinds of HAVs currently in Dust, the Caldari shield tank and the Gallente armor tank. While both types server the same general purpose, they each go about doing it in a very different way; each with its pros and cons.
Shield Tanks [Gunnlogi & Sageris]
PROs:
Shields passively but slowly repair themselves Shield Boosters, when activated, repair the shield instantly Lighter weight vehicle and thus accelerates faster Can fit Damage Modifiers, Acceleration Boosters (Overdrives), Passive Speed modifiers, and CPU/PG extenders without sacrificing defense Can be Passive Tanked (Not Recommended) Sageris gets a damage bonus to Large Missile Launchers which are highly effective against armor tanks. Resistant to most currently available infantry AV weapons (Shields are highly resistant to explosives such as Remote Explosives, Proximity Mines, and Swarm Launchers) Can fit Remote Armor Repairers without sacrificing defenses. Shield Boost Systems boosts passive shield recharge rate
CONs:
Lower base HP than armor tanks Shields have slightly lower base resistances than armor Painfully low Powergrid can make fitting difficult Shield Extenders give much less additional HP than Armor Plates Unable to fit Damage Control Unit without sacrificing defenses Unable to fit active speed modules (more effective than passive) without sacrificing defenses Unable to fit Active Scanners without sacrificing defenses Unable to fit Tracking Computers without sacrificing defenses Unable to fit Active Heat Sinks without sacrificing defenses Shields cannot be remotely repaired by infantry, only other vehicles Generally all low slots are needed to boost PG enough to fit a full gambit of defenses Shield Tanks require significantly more SP to properly train than armor No skills boost the amount of HP shield boosters repair
Armor Tanks [Madrugar & Surya]
PROs:
Higher base HP than shield tanks Shields offer additional buffer of HP before damage reaches armor Armor Plating adds much more HP than Shield Extenders Armor Repair modules repair more HP over a longer period of time than shield boosters ArmorGÇÖs natural resistances are slightly higher than shields Able to fit a Damage Control Unit without sacrificing defenses Able to fit Active Speed Boosters (More effective than passive) without sacrificing defenses Able to fit Active Scanners without sacrificing defenses Able to fit Active Heat Sinks (Can be very useful for Blasters) Slightly more resistant to Blasters than Shield Tanks Surya get a damage bonus with Large Blasters which have the highest DPS of any turret in the game. Armor can be repaired by both infantry and vehicles (Two infantry militia repair tools repair slightly slower than a single light armor repairer, but without the downside of a cooldown) Remote Armor Repairers are significantly better than Remote Shield Transporters Generally will have high slots left over which can be used for Active Support Modules Can fit remote shield boosting modules without sacrificing defense Armor requires less SP to properly train than shields Armor Repair Systems increases the amount of HP your repair modules return per second
CONs:
Armor does not passively repair itself like shields Armor repair modules have a 3 second delay after activation before they start repairing armor. (It is a much bigger deal than you think) Armor is weakest against explosives, and thus most of the currently available AV weapons. Armor tanks are heavier and thus accelerate slower than Shield Tanks, armor plating will further decrease acceleration. (Note: Base top speed for all tanks is 24m/s) Unable to fit Damage Boosters, Acceleration boosters, Passive Speed boosters, and PG/CPU extenders without sacrificing defenses
In short, Shield tanks offer a hard hitting solution with the ability to stack on a significant amount of damage while remaining mobile and swift to react to situations. The ability to passively recharge shields allows a shield tank to remain at 100% shields even after taking minor damage and doesnGÇÖt require the use of their main booster. Their high resistance to existing AV weapons also gives them an edge (for now) simply because most existing AV solutions do less damage to shields. All of this makes shield tanks a prime choice when running without much infantry or logistics support.
Armor tanks are slower and heavier, but are far superior in raw HP and damage resistance, which helps to overcome its inability to passively repair armor. The fact that the Surya gets a Large Blaster damage bonus is particularly important due to the fact that Blasters are somewhat the jack-of-all-trades when it comes to Large Turrets, giving the Surya an edge of the Sageris who uses the less effective Missile Turrets. Also, due to the fact that it is much easier to remotely repair armor, may it be from infantry or other vehicles, armor tanks benefit far more from support than shield tanks do. With that said, armor may not perform as well solo as a shield tank, but it by far superior when properly supported by logistics forces.
In the end the choice between armor and shields comes down to personal preference, playstyle, and squad composition. |
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