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Jason Pearson
Seraphim Initiative. CRONOS.
773
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Posted - 2013.03.27 05:43:00 -
[1] - Quote
I'm feeling generous so I'll give some advice, first, a lot of people in this thread seem like idiots, ignore them.
Try a heavy extender, light extender and two resistance amplifiers, if you have the top ones then you should be pretty tanky (Over 6000HP + 30% Resists with the top modules with maxed skills), add a heavy booster. That's your highs. Fit a damage mod in the low and then a powergrid expansion, try to get the local. Fit your turrets with the blaster of your choice (Go for scattered everytime.) and fit it with missiles for small turrets.
Ta da. You're welcome.
(Source: I run this fit and can fit a proto blaster on it, come at me.) |
Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:47:00 -
[2] - Quote
Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. |
Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:56:00 -
[3] - Quote
To clear that up then, only a gunloggi running **** shields will be able to use two damage mods, I do it on my railgun tank, soon as I get proto I'll be hitting like 4k+
You need a mix of tank and DPS, one Damage mod is enough until you get a Sagaris, which will allow you to fit two and a PG expansion. |
Jason Pearson
Seraphim Initiative. CRONOS.
776
|
Posted - 2013.03.27 06:12:00 -
[4] - Quote
Rifter7 wrote:i came up with something similar while i was sobbing about my neutron not fitting..
heavy booster, active hardener, 2 passive hardeners, heavy extender power diagnostic, damage mod neutron scattered whatever blaster and missile turrets.
what do you think? ditch the hardener maybe? idk the cooldown looks pretty whack maybe ill just ditch it.
Lose the active. They're great but only last 10 seconds, I'd rather the extra shields, if you can't run it, ditch the diagnostic for a proper expansion unit, that tiny bit of extra shields doesn't help too much anyway.
TheBluBerry wrote:Jason Pearson wrote:Idiots who don't know how to tank. Feel the wrath of my Blueness. Jason Pearson wrote:"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. We have railguns for a reason, "HUH REALLY ", rails are for tank vs tank fights therefore you should have damage mods to get the most damage and beat the other guy, and with blasters theres no point cuz you will hopefully be trying to take out infantry, other than that you shouldnt be doing anything else.
Silly bluedot, just stop. xD Rails are Anti Installation and Vehicle aswell as a Large Sniper rifle. Blasters are for Infantry, installations and vehicles, its pretty much an assault rifle (as in all purpose), making it perfect for taking a Tank out. It's also more of a counter for a Railgun turret, as railguns turn slowly, a fast blaster tank can get in behind it and take it out before it can turn around. (Does not always work, I've had idiots rush me and still had time to turn around and rail gun them)
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Jason Pearson
Seraphim Initiative. CRONOS.
777
|
Posted - 2013.03.27 06:59:00 -
[5] - Quote
Ignoble Son wrote:Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. That RoF 95% is a typo actually only increases by 5%, as stated in the item description. And why would you use a light extender that is only worth 700 HP when you can get 900 points EHP by using a passive resistance amplifier for -15% damage intake instead? Not only that but you have to recover the lost shield taken by damage, but you never have to recover the EHP from the passive resister. Use passive resisters they are better in every respect and cost less PG.
I don't know man, seems a lot faster than 5%, either way it's amazing.
Because stacking penalties, I've already suggested using two 15% Resistances, the extra light extender raises the eHP considerably due to the resists there already. I mean, three resists just wouldn't work out well. |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 07:39:00 -
[6] - Quote
Ah you're on about actives, yet posted about Passives.
Actives are great but they're two different tanks. See I prefer focusing on my movement, map and firing, Active Hardeners (And three at that) are just a nuisance.
I find two Passive ward amplifiers are enough, I run a tank with nearly 6000 HP with about 25% resists that are constantly on as they are passive and a converse booster, I don't lose them very often either and find that 25% is enough (What's that like 7500 shield eHP?) |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 08:17:00 -
[7] - Quote
Just to clear it up, yes I use a 10% damage mod in the low, by movement I meant actual tank placement, checking exit routes and such, that's something that seems to separate tankers aswell, by their ability to know when to move and such. But yeah, that's a lot of eHP and we can still fit a Proto Blaster to it ^_^ |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 08:23:00 -
[8] - Quote
Sir Meode wrote:don't listen to Jason he knows nothing.
You hurt my feelings :( WHY WON'T YOU LOVE ME?! |
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