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RuckingFetard
Better Hide R Die
45
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Posted - 2013.03.31 11:02:00 -
[1] - Quote
So I was wondering if my current tank fit is good: Highs: 2*Shield resistance amplifiers
Lows: 1*Heavy IGL polarized armor repairer 1*180mm polycrystalline Armour plates 2*N-type armor hardener 1*energized plating
Turrets: 1 small scattered and compressed blasters 1 large neutron blaster
The above gives me 900 shields and 6600ish armor on my madrugar Is the above fit OK, or should I fit more plates on it?
P.S. I'm trying to prepare an armor tank for CQC. what will be the best modules for it? Will speed and acceleration boosters be effective? |
Heligg
Bragian Order Amarr Empire
8
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Posted - 2013.03.31 14:37:00 -
[2] - Quote
I don't know about your shield fit .For armor afterburners are usefull but low slot booster are not since you need them for your tanking and damage mods. |
HellWarriorWolff
Rebelles A Quebec Orion Empire
4
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Posted - 2013.03.31 17:23:00 -
[3] - Quote
yeah you should try to fit an acceleration module on it to go away if your taking too much damage you don't need more armor then that. Just put better Armor Hardener and more then one to alternate them. |
Joseph Ridgeson
Cactus Rats
26
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Posted - 2013.03.31 19:47:00 -
[4] - Quote
The Shield Resistance Amplifiers are pretty much useless in a Madrugar. With level 4 Shield Control, the Madrugar has 1,079 Shields. Just doing the dirty (and inaccurate) calculation of two Shield Resistance Amps amounts to an extra 215 Shield. Ohh, boy!
Active Heat Sink, Damage Control Unit, Acceleration Module, Active Scanner. Pick two.
The Active Heat Sink, to me, is gold. It lets you get one up on another Tank in a shoot war or lets you turn it on when you roll into a bunch of enemies and they start to scatter. The Nitrous Booster is really nice. It basically turns you into a Gunnlogi for being able to speed up and get out of Dodge. Damage Control Unit is extra resistances on a 30 second active / 30 seconds cooldown time. The Scanner is nice to have as it lets you see if enemies are hiding behind pillars or in crates.
Be well. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
178
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Posted - 2013.04.02 17:19:00 -
[5] - Quote
+1 to Joseph
Joseph Ridgeson wrote:Damage Control Unit is extra resistances on a 30 second active / 30 seconds cooldown time.
I agree with everything you said except the DCU :P. The mod stacking penalties give you reduced effectiveness for mods activated after the first, so if you have two armor hardeners and use the DCU regularly, you'll end up with less EHP than you would by not using that slot at all. (Thanks Caeli for testing ^.^) The DCU would be useful if CCP removed the stacking penalty for it: ie make it so it's different from the armor hardeners.
I started with shield tanking, so I can deck out my armor tanks with the best shield mods possible (reduced CPU for everything ftw). I'm not sure how effective that will be, but right now I only have 1 point in armor plates, 1 in armor rep, and the hardeners, so the shields are helpful for me. I need to use a PG mod because I don't have the points in armor plates, but once I get better armor skills the shield stuff may not be that great anymore.
I am absolutely *stunned* by how much more damage my armor HAV can tank over my shield HAV. And this comparison is Sagaris with 7mil SP in maxxing my shield tank skills vs Madrugar with L1 of the armor skills. It's crazy! I was with someone else and he was in a Sagaris- call went out "forge! forge!" (even just one MLT forge can keep a shield tank scared) but my armor tank just said, "psh, forge, might as well just be an AR LOL!" Yah.
And with 2x hardeners, and 1x hardener active all the time, there's only a small difference between the damage that my Sagaris takes and the Madrugar. The Madrugar can rep armor to full ASAP too, and my Sagaris cannot, so overall the Madrugar is just so much better at tanking it's crazy! I am in awe.
I still <3 my Sagaris just for its high alpha that is a counter to armor tanks, but it's great to have an armor tank on the field too.
My fit (atm) is:
High:
> 1x light shield booster > 1x shield extender (I *just* unlock nitro, but I have yet to use it :3)
Low:
> 15% PG upgrade > level 1 180mm plate > level 1 heavy armor rep > 25% armor hardener > 25% armor hardener
I put an ADV blaster on it and small turrets just for fitting purposes. I have lvl5 large hybrid proficiency, so my ADV blaster does a hefty amount of damage, and I can take out enemy installations with ease.
*WARNING*
I usually like to put "optimal" fits in the training section of forums, but this is most likely NOT an optimal fit for a Madrugar. I just put it in case people were wondered what my Madrugar fit was that gave it higher survivability than my Sagaris. Note that I do have lvl 5 shield control and lvl 5 field mechanics, along with extremely high lvl shield skills.
I'm working on upgrading my armor plate skills to lvl 3, then I'll do armor rep to lvl 3. I'll probably get armor plate skills to lvl five for the PG reduction.
KB/M is almost needed to drive a HAV. The KB just makes it so much faster. The balance is that a controller is much better for infantry, so it's not like KB/M rule over everything. You might see a bunch of people post stuff like "M is always more accurate" or whatever, but just see what the top players use =] Dualshock 3 FTW!
P.S. I found little need for a power plant or nitro when I was armor tanking. As a shield tank, I'm used to driving a vehicle that is a shield HAV for ten seconds, and then a slower but slightly more armored LAV for the rest of the time that can never repair itself.
**The survivability comparison is between my railgun Sagaris and the Madrugar I am currently using. For corp battles, I would still use the setup I have on my Sagaris with a proto blaster. Until I put more SP into armor tanking for better mods and reduced PG cost for armor plates, I sacrifice too much tank to fit the proto blaster. From my calculations about future fitting costs, once I flesh out my basic armor tanking skills the Madrugar with a blaster will outdo the Sagaris.
The difference between a Sagaris and a Surya in terms of Blaster turrets is huge. The Surya gets 20% extra damage to the blaster fit from the marauder skills. For some reason some armor tankers QQ about damage mods on shield tanks being OP, then say that the Surya is UP and not worth the upgrade from Madrugar. Feel free to lol @ them as much as possible =] |
Void Echo
A.I.
36
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Posted - 2013.04.03 05:34:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=56114&find=unread |
Joseph Ridgeson
Cactus Rats
31
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Posted - 2013.04.03 11:35:00 -
[7] - Quote
0 Try Harder wrote:+1 to Joseph Joseph Ridgeson wrote:Damage Control Unit is extra resistances on a 30 second active / 30 seconds cooldown time. I agree with everything you said except the DCU :P. The mod stacking penalties give you reduced effectiveness for mods activated after the first, so if you have two armor hardeners and use the DCU regularly, you'll end up with less EHP than you would by not using that slot at all. (Thanks Caeli for testing ^.^) =]
I was under the impression it was just giving a smaller boost than 9% with Hardeners Active. You mean to say that running a DCU actually makes you worse?
Be well. |
Tectonious Falcon
The Southern Legion RISE of LEGION
444
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Posted - 2013.04.04 11:19:00 -
[8] - Quote
Joseph Ridgeson wrote:0 Try Harder wrote:+1 to Joseph Joseph Ridgeson wrote:Damage Control Unit is extra resistances on a 30 second active / 30 seconds cooldown time. I agree with everything you said except the DCU :P. The mod stacking penalties give you reduced effectiveness for mods activated after the first, so if you have two armor hardeners and use the DCU regularly, you'll end up with less EHP than you would by not using that slot at all. (Thanks Caeli for testing ^.^) =] I was under the impression it was just giving a smaller boost than 9% with Hardeners Active. You mean to say that running a DCU actually makes you worse? Be well.
DCU has a stacking penalty with armour harderners, effectively making them worse.
OP: Your armour fits are pretty good, in the high slots you can fit whatever helps ou the most (as suggested several times in the thread). If you plan on spending the entire game in CQC, you can swap out the armour plates for another repper. |
RuckingFetard
Better Hide R Die
46
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Posted - 2013.04.05 14:15:00 -
[9] - Quote
No I mean in CQC oriented maps. What will be an efficient and effective fit? |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
151
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Posted - 2013.04.27 08:48:00 -
[10] - Quote
Put a kinetic energy recovery system in place of your resistance modules so you can bug out if AV shows its face or a rail targets you. |
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