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Chances Ghost
Inf4m0us
29
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Posted - 2013.03.26 19:09:00 -
[1] - Quote
I currently only focus on using the railgun turret with my shield tank so ill give you my fit as something to aim for
Gunnlogi:
High: 2x Large Supplimental Shield extender 2x Supplimental Resistance Amp (move to the 15% when possable) 1x Surge Shield Hardener
Low: 2x 10% Damage mods (use whatever damage mods you have until you can fit the 10%s
Weapon LVL 2 or LVL 4 Compressed railgun 2x small turrets of choice (or basic missles if your fitting is limited)
You will want your CPU and PG skills maxed ASAP as it will help greatly with fitting what you want as your small turrets Suggestions for small turrets: Front: Cycled missle turrest (level 2 or 4 small missles required) Top: Scattered Blaster turret (level 2 or 4 small basters required)
Alternativly if you find you have alot of people sitting in your tank being useless or just trying to troll you put in 2 small railgun turrets of choice, this makes trolls get bored because they cant shoot into the sky and see pretty colors or shoot your tank and cause it to shake. It also keeps your position relativly hidden as the shots from them are rather invisable and they overheat quickly meaning they cant just shoot infanatly around in circles being anoying.
Note that you cant use the proto railguns and still maintain the shield setup above without moving to the sagarus.
Another alternate setup is replacing the surge shield hardener with a small shield booster for faster regen (its more effective than the regen mods)
Your job is similar to a ground sniper in that your constantly relaying battlefield intel to your team and ocasionally picking off infantry and snipers (and hill forge gunners/swarmers)
But your job is also instalation destruction and the killing of RDVs for massive amounts of WPs
Your job is to ensure your team has vehicle dominance by shooting down those RDVs (you get 150WPs per bolas +40 for basic LAVs they drop if you can nab them to) and that turns to 180WPS if you have a defend order on your tank from your squad leader
Your job is to generate WPs for your team and call out troop movements and dangerous targets if you see them, your team will be gratefull and look out for you by telling you when people are sneaking up on your tank and when other tanks and AV hit the field.
Dont be discouraged by the trolls who will ram you tank with LAVs, other tanks, who sit in your guns and spam, or just do wield things like plop down nanohives and shoot your tank all day.
It happens
And the most important part, every time you bring out a tank, expect it to be destroyed, and if it looks like your about to go down.... scuicide if you can to deny the team the 190-280 WPs your tank will give them (i suggest this only when you play with a full squad of people you know - against pubs when your solo just use a militia tank and expect to lose it)
Sica setup: Large militia shielde xtender shield resistance amp small shield booster
2x best damage mods 1x compressed railgun of choice 2x small turrets it comes with
This is going to die, alot, and in pub matches (without squad support) i suggest using this to save on costs because your own team will likly get you killed more oftin than not untill your used to repositioning your tank repeatedly to avoid the inevitable infantry AV squad ambush |
Chances Ghost
Inf4m0us
29
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Posted - 2013.03.26 19:51:00 -
[2] - Quote
xLTShinySidesx wrote:Cool thanks... Yeah I'm working on getting my engineering and CPU up to lvl 5 so I have the extra CPU/PG to take off the ph upgrades on the low slots to make room for damage mods.
Is the next tier caldari tank (can't remember the name) worth the skill points/isk? It hardly seems like I'll get that much difference upgrading from the gunnlogi, thoughts?
The next tier of caldari tank is only worth it once you can fit proto turrets
This is because it lets you equip a proto turret without sacraficing your shileds, and it gives you an extra 10% damage mod |
Chances Ghost
Inf4m0us
29
|
Posted - 2013.03.26 20:08:00 -
[3] - Quote
you wont be able to fit 2x azotropics unless you replace the damage mods with powergrid mods
I personally go with a buffer fit witht he 2 extenders, some people prefer the large booster instead, there are indeed many different views on the subject at the moment.
For instance bad furry likes to roll a militia/gunlogi with proto turrests and almost no shields, needless to say he dies to infantry AV and orbitals more. but has an edge in tank V tank |
Chances Ghost
Inf4m0us
29
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Posted - 2013.03.26 20:47:00 -
[4] - Quote
After some thought im back with some more.
Since your a blaster kind of guy heres a few things ive noticed.
10% damage mods may or may not benifit you, your kind of more a hit and run specialist as shields cannot withstand anywhere near the punishment of armor, in your case the shield booster 1x extender and 3x amps are perfect for what your doing and the disagnostics mods in the lows wil help your survivability wich you will need.
you wont need the surge as much due to your constantly moving state and quick speed will make getting out from under orbitals that much easyer.
You will want infantry between you and the reds, your not a brawler, you are basically support, puttting shots over your teams head and forcing the reds to get into cover means your guys are not getting shot at nearly as much. you wont get as many kills this way but your infantry will thank and protect you (on pupose and just because your using them as a meat shield) the second **** his the fan and your infantry drop like flies you need to leave and wait for them to respawn and form a new battlefront you can hide behind. |
Chances Ghost
Inf4m0us
31
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Posted - 2013.03.26 21:36:00 -
[5] - Quote
if you know someone whos good with forge guns or swarms they can weaken their tank, force them to rep and then with your manuverability you can rush in behind them and aim for the fuel tanks for the damage you need to break them.
in this sense damage mods may make more sense as you practically need them to break an armor tanks defence
if you can get behind them while they are weakened by infantry AV you can take them out, but its by far the hardest manuver your going to have to master as a shield blaster and will either require good blueberrys or a good squadmate to co-ordinate with |
Chances Ghost
Inf4m0us
32
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Posted - 2013.03.27 03:44:00 -
[6] - Quote
Anmol Singh wrote:terrible setup, i come over to you in my soma and SHlT on you, on your gunloggi,
very discriptive
Post your fit, or try and get to me... without me and my friends peppering you with AV (that is if you can land the thing i have a nasty habbit of shooting RDVs out of the sky that are carrying nice cargo)
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Chances Ghost
Inf4m0us
34
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Posted - 2013.03.27 16:06:00 -
[7] - Quote
0 Try Harder wrote:xLTShinySidesx wrote:0 Try Harder wrote:Passive resist is terribad. Why? Only works on hull. Shield extenders do not get the passive resist. Just do the calculations.
Im VERY skeptical about this claim. it doesnt make sence from a programming point of view, or a mechanics point of view.
In order for this to be the case it would almost certainly have to be programed that way on purpose, and from a mechanics perspective i can see no reason to purposly do that at all.
Your tank would have to be programmed with an extra health pool for every extender, and a hit to your tank would have to be calculated off of many levels of health, and the resists would have to be programed to specifically only apply to the base shields.
This is because it is much easyer to pool the health together for code efficiancy and less server load, and you would only do otherwise if you REALLY wanted to and were prepaired to have more problems and performance issues in order to create that effect.
a shot to my tank does the same damage to me weather im at 100% shields or at less than 2000 shield (under the base shield amount) Ive yet to experiance a suddenly harder to kill shield as the shields get lower.
I would like to see some actual numbers to prove this is the case, because it honestly makes no sence no matter how i look at it |
Chances Ghost
Inf4m0us
34
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Posted - 2013.03.28 05:52:00 -
[8] - Quote
0 Try Harder wrote:Chances Ghost wrote:i think your confusing resistance modules with diagnostic low slot modules that increase base shields No, I am not. That's how those passive mods and skills work. It changes the "base" value. That's why shield control (5% to vehicle shield per level) only affects the tank hull, and not the shield extenders. Same thing. It's the active mods that change the stats to everything (they are counted last). And I guess it could be misinterpreted, but I meant "do the calculations" for how much EHP a passive resist mod that only changes the shield resistance of the hull, and does not help the extenders. There's a possibility that they have changed it, but I'd say it's highly unlikely from what they usually do. I don't play EVE, so you can ask an EVE pilot if it's a similar system there. (ie passive resist only for hull, and not extenders)
its the oposite of how eve works.
And the only math you can do is take a hit with the same gun both with and without resists.
the shield control is how it is because of where in the shield formula its importance is placed, its added to the shelds before the extenders are.
HOWEVER you simply cannot do this with passive resists, it doesnt work. they almost HAVE to be calculated off of total shield, and the only way to prevent that would to purposly create a system to do otherwise, one that takes alot more steps/math/code to do, and tis not a very apealing option for programmers to concider a path like this.
it just wouldnt make any logical sence to do.
where have you gotten this information from?
what is the math you are using, and what methods are you using to test this? |
Chances Ghost
Inf4m0us
35
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Posted - 2013.03.29 22:30:00 -
[9] - Quote
so to clerify your testing method included the following tanks
tank 1, 2x shield extenders + resistance amp tank 2, no extenders + resistance amp
tank 1 2x shield extenders + active hardener tank 2, no extenders + active hardener
test 2 same as previous but with higher level tanks with higher base shields
I assume you also had a test where both tanks scored the same to ensure that your procedure was without as many extra variables as possable, and that you were hitting the tanks in the same spot to avoid hull vulnerabilities.
Personally i think there is some other math at play here, because currently it would be very difficult and impractical to have it set up so resists only affect base shields and i cant thing of any benifits to the system.
If it is indeed set up that way i think its incredably bad programming and horrable game design, as i see no benifit of having it happen this way outside of it being a temporary nerf to tank resiliance in order to balance in the short term without completly overhauling their work for something temporary.
Thanks for taking the time to shed some light on this subject, and for your work in gathering this data. |
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