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Joseph Ridgeson
WarRavens
198
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Posted - 2013.05.30 11:56:00 -
[1] - Quote
I like Missiles over Railguns in Instant Battle. The blow apart installations a little easier, don't swivel at glacial speed, and are less terrible against infantry. Put at least 1 point into all turrets so you can use them. It amounts to like 50,000 SP so I think it is worth it.
Utilize the Vehicle Recall. A lot. I like to start with my Missile Tank and take out every single installation that has a chance of hurting me. After that, I roll around for a little while if there are a bunch that can be blown to Kingdom Come. Once that is done, I swap out and call in my Blaster Tank to focus on Infantry. If the enemy all go mass AV, Recall the Tank. You will be nullified either by being destroyed or having to run away because of the fear of being destroyed. If you are confident and losing the Tank is not a huge deal, keep it there.
The Enforcer HAV's are terrible. You will not use them for typical play. They are VERY specialized at what they do. If a regular HAV is a Swiss Army Knife, the Enforcers are an Allen wrench of a very specific size. You can do everything you need with the Army Knife but almost nothing with the Allen wrench. |
Joseph Ridgeson
WarRavens
199
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Posted - 2013.05.30 22:13:00 -
[2] - Quote
pegasis prime wrote: This advise is pretty sound . Bit I do think the enforcers if fitted correctly have their place . If I have a full squad with me and one of my fellow corpmates is running tank as well I bring out the caldari enforcer with the proto fragmented missiles. When your enforcer is maxed out they are pretty deadly in the hands of a seasond tanker. Ic melted several madrugers snd gunlogis with mu falcone , but thats because I play to its strengths I.e. range and dammage. The enforcers are gret tanks if fitted correctly . Shiel enforcers have the advantage over armour enforcers as missiles devastate armour tanks at greater range than their blasters.
Aye, they do have their place. A 1'' Allen wrench is REALLY nice when you need a to turn a bolt of that size. However, every other time it is going to be less useful than the Army Knife. The Army Knife could help when that bolt comes up but it ain't no Allen wrench. That was the metaphor I was going for. Enforcers have their place but it is rarely in instant battles.
DigiOps wrote:How do tankers usually set up their defensive modules? More HP or more damage resistance? (also thinking of starting a tank driver character) Both. It is all about Effective Hit Points (EHP). The advantage is that the Passive Resistance modules are very easy to fit compared to more shields. This is where I started to dislike the Gunnlogi; they have terrible Shield Hardeners. 10 seconds with a 30 second cooldown is pretty rough. When I ran a Gunnlogi, the wisdom of the day was Extender, Booster, 'Surge' Active Hardener, and 2 Passive Resistance Modules. Whether that has changed I am not entirely sure.
The advantage of the Gunnlogi is that you have these wonderful low slots that you don't really need. Throw a whole bunch non-supplemental gear that burns PG and just throw some PG modules in the low slots. From what I can tell, here is how it works for all Tanks:
1. Use LAV modules Or 2. Use PG modules.
Which is lame. |
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