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Knight SoIaire
Better Hide R Die
141
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Posted - 2013.04.04 16:21:00 -
[1] - Quote
Gunnlogi - 683k ISK
HIGHS
1x Heavy Azeotropic Shield Extender
2x Azeotropic Shield Extenders
1x Heavy Clarity Ward Shield Booster
1x 'Surge' Shield Reinforcement
LOWS
2x PG Expansion Unit I
TURRETS
20GJ Scattered Blaster
Militia MT-1 Missile Launcher
80GJ Scattered Blaster (I'll have enough SP to upgrade soon)
OTHER INFO
Total Shield - 6540HP (With 'Surge' Active - 8502HP)
Total Armour - 1149HP
PG - 2588/2588
CPU - 372/379
APPROPRIATE SKILLS
Circuitry - Lvl 3
Combat Engineering - Lvl 4
PG Upgrades - Lvl 2
Shield Adaption - Lvl 1
Shield Boost Systems - Lvl 4
Shield Control - Lvl 2
Shield Enhancements - Lvl 3
I have tested it and have managed to take out some tanks, if I get the jump on them. I still dont think its at its full potential, due to low shield, PG and CPU skills. I'm just wondering, is this a good fit for the price it costs and if not is there a way to improve it? |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
81
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Posted - 2013.04.04 18:43:00 -
[2] - Quote
shield hardeners have a really low active time so i go with a passive one. one idea you might want to try is replace one of the low extenders for a booster. i myself run a passive heat sink in my low slot but i also have pg upgrades 4. the only other thing would suggest is sp in missiles to replace the militia one for a cycled one for the front small turret if plan on keeping to that setup. oh and if you plan on staying shield max out combat engineering. |
Eris Ernaga
HAV Deployment Organization
89
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Posted - 2013.04.05 01:56:00 -
[3] - Quote
Knight SoIaire wrote:Gunnlogi - 683k ISK
HIGHS
1x Heavy Azeotropic Shield Extender
2x Azeotropic Shield Extenders
1x Heavy Clarity Ward Shield Booster
1x 'Surge' Shield Reinforcement
LOWS
2x PG Expansion Unit I
TURRETS
20GJ Scattered Blaster
Militia MT-1 Missile Launcher
80GJ Scattered Blaster (I'll have enough SP to upgrade soon)
OTHER INFO
Total Shield - 6540HP (With 'Surge' Active - 8502HP)
Total Armour - 1149HP
PG - 2588/2588
CPU - 372/379
APPROPRIATE SKILLS
Circuitry - Lvl 3
Combat Engineering - Lvl 4
PG Upgrades - Lvl 2
Shield Adaption - Lvl 1
Shield Boost Systems - Lvl 4
Shield Control - Lvl 2
Shield Enhancements - Lvl 3
I have tested it and have managed to take out some tanks, if I get the jump on them. I still dont think its at its full potential, due to low shield, PG and CPU skills. I'm just wondering, is this a good fit for the price it costs and if not is there a way to improve it?
You still need a lot of work it's not always smartest to stack so many hp mods you want to make sure u can repair all that shield. |
Knight SoIaire
Better Hide R Die
141
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Posted - 2013.04.05 02:09:00 -
[4] - Quote
Yea, I'm new to tank fitting, I upgraded to an 80GJ Neutron Blaster and swapped out the MLT Missile turret for a Basic one.
Might try getting rid of one Shield Extender and add another Booster, just to test it out. Thanks for the tips. |
KalOfTheRathi
Talon Strike Force LTD
314
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Posted - 2013.04.05 02:11:00 -
[5] - Quote
If you are intent on keeping the high shields without a booster to repair them you will be forced back to base until the very slow regen can get you back to health.
However, a Squad mate that has a Shield Transporter equipped LAV would be a benefit. Beware that once Anybody realizes why the LAV is trailing you the LAV Will be taken out. Then the hunt for your non-repairing HAV will be on in earnest. |
Knight SoIaire
Better Hide R Die
141
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Posted - 2013.04.05 13:46:00 -
[6] - Quote
I've changed some things around and have updated the OP with the new stats and fits. |
RuckingFetard
Better Hide R Die
46
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Posted - 2013.04.05 14:12:00 -
[7] - Quote
I guess I'll join you tomorrow as I myself have only 10 games worth of experience in tanks even though I started my training earlier than you :p
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
183
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Posted - 2013.04.05 15:12:00 -
[8] - Quote
Don't use passive shield resistance mods on tanks because they are terrible. They only work on the hull of the tank. Shield extenders do not get the extra resistance. |
Knight SoIaire
Better Hide R Die
141
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Posted - 2013.04.05 17:16:00 -
[9] - Quote
0 Try Harder wrote:Don't use passive shield resistance mods on tanks because they are terrible. They only work on the hull of the tank. Shield extenders do not get the extra resistance.
Oh, in that case I'll switch it out.
Does the same apply to Active Shield Reinforcers? |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
184
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Posted - 2013.04.05 17:32:00 -
[10] - Quote
Knight SoIaire wrote:0 Try Harder wrote:Don't use passive shield resistance mods on tanks because they are terrible. They only work on the hull of the tank. Shield extenders do not get the extra resistance. Oh, in that case I'll switch it out. Does the same apply to Active Shield Reinforcers?
Nope, active work on the whole tank. I made a mistake earlier about them not a long time ago, sorry about any confusion ^_^ |
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Knight SoIaire
Better Hide R Die
141
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Posted - 2013.04.05 17:55:00 -
[11] - Quote
0 Try Harder wrote:Knight SoIaire wrote:0 Try Harder wrote:Don't use passive shield resistance mods on tanks because they are terrible. They only work on the hull of the tank. Shield extenders do not get the extra resistance. Oh, in that case I'll switch it out. Does the same apply to Active Shield Reinforcers? Nope, active work on the whole tank. I made a mistake earlier about them not a long time ago, sorry about any confusion ^_^
Atleast I found out before throwing it in against another tank.
Thanks. |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
83
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Posted - 2013.04.05 18:03:00 -
[12] - Quote
0 Try Harder wrote:Don't use passive shield resistance mods on tanks because they are terrible. They only work on the hull of the tank. Shield extenders do not get the extra resistance. really? because is seems to be fixed now. the passive mods work better for me then the active mods unless i do something dumb like exposing my backside of the tank to av then it just doesn't matter. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
185
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Posted - 2013.04.05 18:41:00 -
[13] - Quote
ladwar wrote:0 Try Harder wrote:Don't use passive shield resistance mods on tanks because they are terrible. They only work on the hull of the tank. Shield extenders do not get the extra resistance. really? because is seems to be fixed now. the passive mods work better for me then the active mods unless i do something dumb like exposing my backside of the tank to av then it just doesn't matter.
Liked! Yes, we have been hoping that they will change it. From the last tests that were done, it was still the same (ie passive only worked on hull.) You should totally test it out for us xD.
For now I'm just going to use the last set of correct data, which said that passive did not work on shield extenders until I get hard evidence that it has changed. I may or may not switch, we shall see! Right now I love my shield tank fits. They are awesome for CB tank v tank fights, but not so good at pub stomping. I just finished my CB tank skills (lol @ 7.5+mil sp 0_0) but soon I'll make a pub stomping tank.
I believe small turrets also had a ninja buff recently. I do not know if it has to do with how they fire, controls, view, or stats, but it seems like they are better than they once were. They still have terrible hit detection, but hopefully that will change in the future. |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
88
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Posted - 2013.04.06 00:08:00 -
[14] - Quote
well i have done some testing and i would say that it has been fixed to include extenders. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
192
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Posted - 2013.04.07 04:58:00 -
[15] - Quote
ladwar wrote:well i have done some testing and i would say that it has been fixed to include extenders.
I'm doing tests atm, I have to take a break for a bit, but would you mind posting your numbers please?
I did a few tests but forgot a control... lol >.<
I was trying to analyze my data and was like ??????? |
ladwar
Dead Six Initiative
91
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Posted - 2013.04.07 06:34:00 -
[16] - Quote
militia swarm not modded vs 3 11% did 625~ damage when topped off. militia FG vs 3 11% did 850~ damage. test were on a gunnlogi with three 11% passives mods had nearly the same with only the active mods but it was a bit harder to test out. ending statement easier with passive to manage rather then active mods but the active mods would help incase of surpise obital, ie sniper tanking, due to more reduced damage when stacked in their short 10 second active time. |
Chances Ghost
Inf4m0us
37
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Posted - 2013.04.07 07:18:00 -
[17] - Quote
Try Harder please stop telling people that passive resists only effect base shields, its not true
Your findings only mean that you have NO IDEA how to calculate what the damage weapons are putting out should be VS what they are putting out
we have no idea how to properly calculate the damage, becaseuw e simply do not have access to that information and all the numbers we can use are off slightly do to broken mechanics (damage mod stacking being only one of said mechanics)
Passive mods work on the ENTIRE shields and always have |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
201
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Posted - 2013.04.08 07:12:00 -
[18] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=677158
Trying to get a CCP Dev to explain how it works, but as of right now I would not count on the passive resist mod working on the entire shield. |
Chances Ghost
Inf4m0us
37
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Posted - 2013.04.08 09:10:00 -
[19] - Quote
we currently dont have a way to properly calculate how much damage a weapon is supposed to be doing.
so ALL of our math is guarenteed to be wrong ad we cant do anything about it, especially concidering how many broken mechanics are involved.
It works on the whole shield. i cant stress this enough.
its the weapon damage calculations that are off, and CPP knows this, all of us know this. amps applying to the whole shield is how it works in eve, wich is the same programming and base they brought over to dust
every core mechanic as far as how mods/skills and fits are involved is a carbon copy of eve online.
Ill go ove rot your thread and start combing over the data and illd come back with a few ways to prove this to you |
ladwar
Dead Six Initiative
99
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Posted - 2013.04.08 10:14:00 -
[20] - Quote
Chances Ghost wrote:we currently dont have a way to properly calculate how much damage a weapon is supposed to be doing.
so ALL of our math is guarenteed to be wrong ad we can't do anything about it, especially concidering how many broken mechanics are involved.
It works on the whole shield. i can't stress this enough.
it's the weapon damage calculations that are off, and CCP knows this, all of us know this. amps applying to the whole shield is how it works in eve, which is the same programming and base they brought over to dust
every core mechanic as far as how mods/skills and fits are involved is a carbon copy of eve online.
I'll go over to your thread and start combing over the data and i'll come back with a few ways to prove this to you
there fixed it for ya |
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Chances Ghost
Inf4m0us
38
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Posted - 2013.04.08 10:47:00 -
[21] - Quote
ladwar wrote:Chances Ghost wrote:we currently dont have a way to properly calculate how much damage a weapon is supposed to be doing.
so ALL of our math is guarenteed to be wrong ad we can't do anything about it, especially concidering how many broken mechanics are involved.
It works on the whole shield. i can't stress this enough.
it's the weapon damage calculations that are off, and CCP knows this, all of us know this. amps applying to the whole shield is how it works in eve, which is the same programming and base they brought over to dust
every core mechanic as far as how mods/skills and fits are involved is a carbon copy of eve online.
I'll go over to your thread and start combing over the data and i'll come back with a few ways to prove this to you there fixed it for ya
thanks, and you missed a few corrections, if you going to correct peoples posts at least put a little effort into it. although not to bad, can you do that with all my posts please? it would be greatly apreciated and crappy editing is still better than none. (thats not sarcasim) |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
202
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Posted - 2013.04.08 16:00:00 -
[22] - Quote
ladwar wrote:there fixed it for ya
lol thx ^_^
I really do need to do more tests to get a definite answer, but hopefully a dev can just give me one xD |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
151
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Posted - 2013.04.27 08:50:00 -
[23] - Quote
Replace your light clarity ward booster with a surge hardener. |
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