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Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:47:00 -
[31] - 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. |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:50:00 -
[32] - Quote
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.
Yeah but he's trying to min/max, either go full damage mods or none at all. |
WyrmHero1945
IMPSwarm Negative-Feedback
76
|
Posted - 2013.03.27 05:52:00 -
[33] - Quote
TheBluBerry wrote:WyrmHero1945 wrote: Edit: As others have said blasters has enough damage on its own so you may want to ditch the damage mods and get PG upgrades for better shields.
THANK YOU thats what I've been trying to say!!!!!!
Makes sense so you're welcome. ;) |
Jason Pearson
Seraphim Initiative. CRONOS.
773
|
Posted - 2013.03.27 05:56:00 -
[34] - 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. |
TheBluBerry
Deep Space Republic
2
|
Posted - 2013.03.27 05:56:00 -
[35] - Quote
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. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:01:00 -
[36] - Quote
Jason Pearson wrote: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.)
dude you're ******* awesome. thanks. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:06:00 -
[37] - Quote
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. |
Jason Pearson
Seraphim Initiative. CRONOS.
776
|
Posted - 2013.03.27 06:12:00 -
[38] - 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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Rifter7
Improvise.
139
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Posted - 2013.03.27 06:14:00 -
[39] - Quote
yeah okay ill probably ditch it.. i was thinking it could be an oh **** button but.. yeah.
i dunno why ure even bothering with the other guy man.. thanks again. |
TheBluBerry
Deep Space Republic
3
|
Posted - 2013.03.27 06:34:00 -
[40] - Quote
Rifter7 wrote: i dunno why ure even bothering with the other guy man.. thanks again.
You're welcome fellow blueberry |
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Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:38:00 -
[41] - Quote
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. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:43:00 -
[42] - Quote
stacking penaltys probably. third mod gets 57 % so its only like 8% of 5000
not to mention the 100 and 87 percent of the 2 originals get to buff 5700 hp.
fitting three would probably be ideal if you where spider tanking, tho. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:52:00 -
[43] - Quote
Rifter7 wrote:stacking penaltys probably. third mod gets 50ish % so its only like 7% of 5000
not to mention the 100 and 89ish percent of the 2 originals get to buff 5700 hp.
Active mods do not work the same as passive mods. You would have to have both of your active mods going at once, and even then the second active mod would only be at 87% (not 50). While you are just running around with no active mods active, the passive is going to be at full power, which is 900 EHP that you never have to recover and costs you 0 PG. Trust me man this is the way to go. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 06:58:00 -
[44] - Quote
click show info on ward shield amplifier. i'll do it for you, one sec.
Increases damage resistance of the vehicle's shields.
NOTE: Stacking penalties apply to this module; the effectiveness of each additional module affecting similar attributes after the first will be reduced.
source for diminishing returns http://www.eve-search.com/thread/832803-0/page/1
so yeah.. i checked it out too man. i think the little extenders the way to go, but i haven't checked out the pdu and i wish the stupid active hardeners didnt suck so much.. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:58:00 -
[45] - Quote
Well I stand corrected then. |
Jason Pearson
Seraphim Initiative. CRONOS.
777
|
Posted - 2013.03.27 06:59:00 -
[46] - 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. |
Rifter7
Improvise.
139
|
Posted - 2013.03.27 07:00:00 -
[47] - Quote
dude..
https://forums.eveonline.com/default.aspx?g=posts&t=26527 http://www.eve-search.com/thread/832803-0/page/1 http://wiki.eveuniversity.org/Eve_math http://www.eve-wiki.net/index.php?title=Stacking_penalty
pretty sure you're wrong about that..
STILL if theres a math junky out there that wants to calculate the 7% shield from the pdu compared to the others.. please mathjunkey.. halp.. ill give you all my likes lol! or i'll do it one of these days.. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 07:19:00 -
[48] - Quote
Jason Pearson wrote: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.
Yah but only very seldomely are you actually using three resists at one time (remember you have to activate them). And even if the second resist is taking a hit at 87% that puts you only 13% off for a maximum of 20 seconds, with a down time of 20 seconds.
Also as I said before you never have to recover the lost HP from a passive resister as you would have to, through boosting with the extra shield extender. Equipping the light shield extender instead of the passive resister does nothing bust make your booster that much more inefective. |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 07:39:00 -
[49] - 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?) |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:00:00 -
[50] - Quote
Jason Pearson wrote: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?)
How do you mean "movement". Do you use chaises?
I just created the build you suggested it works out to be 7914.24 EHP with a chaise and shield control maxed, and you can even equip a scattered neutron blaster to it. I'll give it a try and see how I like it. |
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Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:04:00 -
[51] - Quote
Hum, also I was able to equip a proto booster rather than an advanced. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:09:00 -
[52] - Quote
Never mind I get what you mean buy movement now, your using a damage mod in your second low slot right? |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 08:17:00 -
[53] - 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 ^_^ |
General Tiberius1
ZionTCD Legacy Rising
325
|
Posted - 2013.03.27 08:17:00 -
[54] - Quote
why is this thread getting so much attention?
there are troll threads to participate in guys |
Sir Meode
Seraphim Initiative. CRONOS.
382
|
Posted - 2013.03.27 08:18:00 -
[55] - Quote
don't listen to Jason he knows nothing. |
Jason Pearson
Seraphim Initiative. CRONOS.
778
|
Posted - 2013.03.27 08:23:00 -
[56] - Quote
Sir Meode wrote:don't listen to Jason he knows nothing.
You hurt my feelings :( WHY WON'T YOU LOVE ME?! |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:34:00 -
[57] - Quote
Jason Pearson wrote: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 ^_^
Thanx.
Like I said I'll give it a try see how I like it. |
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