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Deacon Lednor
Krullefor Organization Minmatar Republic
0
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Posted - 2013.06.13 22:27:00 -
[1] - Quote
I'm barely a month into DUST, and really enjoying the depth of the teamwork and tactical options that are available to a coordinated squad. So far I've been avidly pursuing the path of the Logibro, and having a blast. Some posts in threads from Bojo's School of the Trades has fired my curiosity for what might be a complementary path.
Has anyone really worked at specializing into a Gunnery role for vehicles? In particular, it seems that a Logistics bent could mesh nicely with being the turret man for any of the vehicles. In particular, it seems that being part of a tightly coordinated 3-man LAV team could make for a very rapid reinforcement squad within the context of a large battle.
I'm imagining that for LAV turret operation (and a lesser extent, dropships), you really need to have a strong tanking component to your build in order to take some of the fire you'll draw once you're dropping turret fire on people. The other necessity is needing to be useful while dismounted, everyone knows you can't capture objectives mounted up.
Does anyone have experience that recommends a certain frame class/fitting/SP distribution for this kind of role?
Thanks in advance. |
Rei Meix
Bojo's School of the Trades
0
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Posted - 2013.06.14 08:20:00 -
[2] - Quote
Just some ideas since I don't personally have a build for it nor experience in it. For skilling, I would only skill as far in the turret skills as to where the SP spent will not be too big of a detriment to your infantry role. Unless you really love this aspect.
Skills: - Turret Operation (+2% turret dmg per level) - The specific turret skill for you or the driver's turret of choice. (Though you'd likely be able to ask the driver to skill into at least the standard version of your preferred turret if you plan to be his dedicated gunner.)
- Armor Upgrades - Shield Upgrades
- Shield extenders - Armor Plates (if the movement speed penalty isn't too bothersome for your fit while on the ground)
Caldari Logi - if you want the largest shield buffer possible so you can take the most hits; 25% boost to shield extender efficacy
Minnie Logi - if you're going to be hacking many objectives, that reduction to hack time could be very helpful.
Gallente Logi - In the context of a suit simply for that gunner role, the reduction to equipment cpu/pg cost wouldnt be useful imo because while you act as a gunner, your equipment likely won't be put to use except for perhaps that protohive.
But overall if also considering just general effectiveness on the ground, since I'd assume you wouldn't always be able to get a driver, Minnie Logi / Gallente Logi would likely be the best ways to go about it. Gallene Logi is likely the truest version of a logibro since the reduction means you'll probably be able to have all proto equipment.
Fittings: Shield extenders Shield regulator (Possibly, if you want a shorter delay time between shield regen) Armor plates Weapon of choice
Equipment choices: - Repair tool (could help save your driver's hopefully well tanked ride, unless it's a shield based one I suppose) - Drop uplinks (would help to mount a quick offensive) - Nanohives (resupply when necessary if supply depots are a no go) - Nanite Injector (Not sure how much use you'd get out of this for those times you're on the ground)
Of course, this is all speculation as once again I am not experienced in this regard at all neither as a gunner or as a logibro. The best thing to do is to experiment with the various equipments available to you and see how effective you consider each of them to be for your fit within this context.
For example, I don't think having remote explosives on the fit would benefit myself as while I'm gunning, I likely wouldn't be able to pay as well of an attention to where i planted my remote explosives and when they need to be used. But you might be great at remembering that you planted B, and would be able to keep track and not mind having to remember to blow them up when they're being attacked. |
Operative 1171 Aajli
D3LTA ACADEMY
22
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Posted - 2013.06.14 11:27:00 -
[3] - Quote
Get the small turret skills up and come gun for us tankers. People don't usually stay in our turrets. You have better survivability in tanks and you have something worth repairing. |
Deacon Lednor
Krullefor Organization Minmatar Republic
0
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Posted - 2013.06.14 16:09:00 -
[4] - Quote
Operative 1171 Aajli wrote:Get the small turret skills up and come gun for us tankers. People don't usually stay in our turrets. You have better survivability in tanks and you have something worth repairing.
What's the typical small turret for a tank these days? Usually it seems to be blaster for anti-infantry. |
Scheneighnay McBob
Bojo's School of the Trades
1579
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Posted - 2013.06.14 16:10:00 -
[5] - Quote
For a good gunner fit, just take a heavy and tank it out.
Or, a gallente medium frame with a repair tool, also completely tank it out (armor is best since you don't need to worry about speed) and coordinate with the driver when you need to be repaired. |
Deacon Lednor
Krullefor Organization Minmatar Republic
0
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Posted - 2013.06.14 16:47:00 -
[6] - Quote
Scheneighnay McBob wrote:For a good gunner fit, just take a heavy and tank it out.
Or, a gallente medium frame with a repair tool, also completely tank it out (armor is best since you don't need to worry about speed) and coordinate with the driver when you need to be repaired.
How important is it to be effective as dismounted infantry for a gunner? Is it better to let other squad members do the capture work while you and the driver stay on overwatch? |
Scheneighnay McBob
Bojo's School of the Trades
1580
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Posted - 2013.06.14 16:51:00 -
[7] - Quote
Deacon Lednor wrote:Scheneighnay McBob wrote:For a good gunner fit, just take a heavy and tank it out.
Or, a gallente medium frame with a repair tool, also completely tank it out (armor is best since you don't need to worry about speed) and coordinate with the driver when you need to be repaired. How important is it to be effective as dismounted infantry for a gunner? Is it better to let other squad members do the capture work while you and the driver stay on overwatch? Somewhat important- although preferably, you should have someone else in the vehicle to hack stuff.
The fit that I run with also has a swarm launcher, just in case of pesky turrets. |
Deacon Lednor
Krullefor Organization Minmatar Republic
0
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Posted - 2013.06.14 16:55:00 -
[8] - Quote
Scheneighnay McBob wrote:Deacon Lednor wrote:Scheneighnay McBob wrote:For a good gunner fit, just take a heavy and tank it out.
Or, a gallente medium frame with a repair tool, also completely tank it out (armor is best since you don't need to worry about speed) and coordinate with the driver when you need to be repaired. How important is it to be effective as dismounted infantry for a gunner? Is it better to let other squad members do the capture work while you and the driver stay on overwatch? Somewhat important- although preferably, you should have someone else in the vehicle to hack stuff. The fit that I run with also has a swarm launcher, just in case of pesky turrets.
This is the kind of thing I'm talking about. It seems that if you are giving up your role as ground pounding infantry, you can potentially have a few less-than-usual specializations. Kind of like a Swiss army knife with no blade, but a bunch of exotic can openers and screwdrivers instead. |
Rogatien Merc
Ill Omens EoN.
72
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Posted - 2013.06.14 20:03:00 -
[9] - Quote
Deacon Lednor wrote:Scheneighnay McBob wrote:Deacon Lednor wrote:Scheneighnay McBob wrote:For a good gunner fit, just take a heavy and tank it out.
Or, a gallente medium frame with a repair tool, also completely tank it out (armor is best since you don't need to worry about speed) and coordinate with the driver when you need to be repaired. How important is it to be effective as dismounted infantry for a gunner? Is it better to let other squad members do the capture work while you and the driver stay on overwatch? Somewhat important- although preferably, you should have someone else in the vehicle to hack stuff. The fit that I run with also has a swarm launcher, just in case of pesky turrets. This is the kind of thing I'm talking about. It seems that if you are giving up your role as ground pounding infantry, you can potentially have a few less-than-usual specializations. Kind of like a Swiss army knife with no blade, but a bunch of exotic can openers and screwdrivers instead. You really need to specify a role though. Tank gunner should be a full on slayer who can jump out of the tank to go kill pesky swarm launchers or forge gunners. LAV gunner needs to focus more on the tank because you are very easy to shoot at and NOT generally jump out because TBH... the LAV is going to drive TF away and you're going to be stuck on the ground unless very coordinated. Heavies with HMG work very well in either instance. Swarms on a heavy would work well as a primary weapon in this role as you can be dropped off to harass a tank while the LAV distracts it. Or for turrets as previously mentioned. Dropship gunner is kind of a mix, but more slayer... you need enough tank to survive getting shot at by infantry on the ground (I love doing this) but enough slayer opportunity to survive if the dropship goes down or the pilot needs you to drop in on a hard to reach swarm launcher while he flies around and survives.
Small turret skills are required for all gunners as this will increase your effectiveness.
All in all, gunner is a fun role. Did it a bit pre-uprising, but it's honestly a secondary role unless you're always physically in the same room with the driver/pilot (can't guarantee they're always going to be on).
Edit 2: Do not recommend min logi for LAV gunner; too squishy. Driver maybe... hacking is honestly not that big a deal in pub matches. Cal/Gal logi for vehicle reps with good gun game would be fine. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
116
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Posted - 2013.06.14 20:21:00 -
[10] - Quote
Rei Meix wrote:Caldari Logi - if you want the largest shield buffer possible so you can take the most hits; 25% boost to shield extender efficacy
Minnie Logi - if you're going to be hacking many objectives, that reduction to hack time could be very helpful.
Gallente Logi - In the context of a suit simply for that gunner role, the reduction to equipment cpu/pg cost wouldnt be useful imo because while you act as a gunner, your equipment likely won't be put to use except for perhaps that protohive. I like how you didn't even mention the Amarr Logi. Somebody is crying in front of their computer right now.
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Rei Meix
Bojo's School of the Trades
2
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Posted - 2013.06.14 20:37:00 -
[11] - Quote
Stefan Stahl wrote:Rei Meix wrote:Caldari Logi - if you want the largest shield buffer possible so you can take the most hits; 25% boost to shield extender efficacy
Minnie Logi - if you're going to be hacking many objectives, that reduction to hack time could be very helpful.
Gallente Logi - In the context of a suit simply for that gunner role, the reduction to equipment cpu/pg cost wouldnt be useful imo because while you act as a gunner, your equipment likely won't be put to use except for perhaps that protohive. I like how you didn't even mention the Amarr Logi. Somebody is crying in front of their computer right now.
Haha, my apologies.
Amarrian Logi - bigger general hp pool (though I believe with caldari shield efficacy, the Caldari Logi would still be able to buffer tank better, but as I don't run either of them I do not know if that's true). Being able to use a sidearm is nice but probably not needed for that gunner role. The slower movement speed is largely also mitigated if being driven around.
The reason I didn't mention Amarr Logi though is because in my rather uninformed opinion, of the four racial bonuses, for a Logibro, the Amarr bonus (+5% to armor repper module efficacy) is the least beneficial. Also, although I love being able to switch to a sidearm to finish an opponent, I'd also hate losing that bit of speed.
Though I've also wondered how effective 30+ hp/s armor rep is.... |
Deacon Lednor
Krullefor Organization Minmatar Republic
0
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Posted - 2013.06.14 22:21:00 -
[12] - Quote
Rogatien Merc wrote:[quote=Deacon Lednor][quote=Scheneighnay McBob][quote=Deacon Lednor][quote=Scheneighnay McBob]
You really need to specify a role though. Tank gunner should be a full on slayer who can jump out of the tank to go kill pesky swarm launchers or forge gunners. LAV gunner needs to focus more on the tank because you are very easy to shoot at and NOT generally jump out because TBH... the LAV is going to drive TF away and you're going to be stuck on the ground unless very coordinated. Heavies with HMG work very well in either instance. Swarms on a heavy would work well as a primary weapon in this role as you can be dropped off to harass a tank while the LAV distracts it. Or for turrets as previously mentioned. Dropship gunner is kind of a mix, but more slayer... you need enough tank to survive getting shot at by infantry on the ground (I love doing this) but enough slayer opportunity to survive if the dropship goes down or the pilot needs you to drop in on a hard to reach swarm launcher while he flies around and survives.
Small turret skills are required for all gunners as this will increase your effectiveness.
All in all, gunner is a fun role. Did it a bit pre-uprising, but it's honestly a secondary role unless you're always physically in the same room with the driver/pilot (can't guarantee they're always going to be on).
Edit 2: Do not recommend min logi for LAV gunner; too squishy. Driver maybe... hacking is honestly not that big a deal in pub matches. Cal/Gal logi for vehicle reps with good gun game would be fine.
How do you feel about a suit that can fit a repair tool for quick field patching vs. a heavy for tanking/killing? |
Telleth
DUST University Ivy League
39
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Posted - 2013.06.14 22:48:00 -
[13] - Quote
Coming from an Armor HAV pilot, I have had maybe 2 or 3 situations where the repair tool would have saved my tank from impending doom. May be more useful for a shield tanked vehicle since they often don't have the ability to self repair armor.
The big part to being a productive gunner is communication. Currently I normally run away from blueberries looking to hop in my tank. Most tend to just fire the gun in every random direction, including my tank, and turret installations i am trying to sneak up on, and just sit there while i try to get the message across that I want to recall my tank for a different one. I also normally run MLT light turrets since rare is it that I have a gunner worth the PG/isk for anything better.
Finding a corp mate that you know will call in a vehicle, have them upgrade their light turret, be ready to hop out and hack, anti infantry, or AV, it all depends on the situation. Make sure you both are using your mic's to coordinate what's going on, otherwise the gunner is a spastic hand to the tank's body. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
1
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Posted - 2013.06.20 03:12:00 -
[14] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
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