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Protocake JR
Internal Error. Negative-Feedback
247
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Posted - 2013.07.27 07:02:00 -
[1] - Quote
Does anybody do this? My calculator says that a gallente logistics can amor rep a maximum of 36.25 armor per second
The amarr (with the +1 low slot buff in 1.3) can rep a total of 35. Currently it's 27.5.
Both have equal base armor, 180. With max armor skills, base armor is 225.
So i'm wondering if anyone has tried it with any success? In my mind, armor rep tanking would help when using medium/long range weapons like the scrambler rifle and laser. It's supposed to be a good counter towards fighting (multiple) AR/SMG/HMG users when you are beyond their effective range. Beyond their effective range, their time-to-kill increases. For every second you survive, you can gain up to 36.25 health armor. If you are good at strafing, you can increase their time-to-kill; increase your survivability.
Currently, since I armor rep at about 12 hp/s, I am unsure of whether or not I should continue to commit to armor repping by skilling into Amarr Logi (I will gladly trade in 1.25 hp/s for more Laser/Scrambler DPS) or not. So far, Armor rep tanking has saved me several times. It works. But only at range.
So again, has anybody had any experience with Armor rep tanking? |
Acezero 44
Ikomari-Onu Enforcement Caldari State
114
|
Posted - 2013.07.27 07:14:00 -
[2] - Quote
Iv seen long range reds with high rep, kinda thought wtf,. it was noticeable, they had an edge at range.. |
OP's Dirty Secret
MoIon Labe.
39
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Posted - 2013.07.27 08:34:00 -
[3] - Quote
at the distances you describe it seems more logical to drop a triage nano and be heavy armor tanked. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
854
|
Posted - 2013.07.27 08:39:00 -
[4] - Quote
Protocake JR wrote:Does anybody do this? My calculator says that a gallente logistics can amor rep a maximum of 36.25 armor per second
The amarr (with the +1 low slot buff in 1.3) can rep a total of 35. Currently it's 27.5.
Both have equal base armor, 180. With max armor skills, base armor is 225.
So i'm wondering if anyone has tried it with any success? In my mind, armor rep tanking would help when using medium/long range weapons like the scrambler rifle and laser. It's supposed to be a good counter towards fighting (multiple) AR/SMG/HMG users when you are beyond their effective range. Beyond their effective range, their time-to-kill increases. For every second you survive, you can gain up to 36.25 health armor. If you are good at strafing, you can increase their time-to-kill; increase your survivability significantly, giving you a larger "pool" of health to use. So even though I only have 225 armor health, my enemies would have to deal over 225 amor damage to kill me (with ~35 hp/s, it could be over 300/400 depending on how long the engagement is).
Currently, since I armor rep at about 12 hp/s, I am unsure of whether or not I should continue to commit to armor repping by skilling into Amarr Logi (I will gladly trade in 1.25 hp/s for more Laser/Scrambler DPS) or not. So far, Armor rep tanking has saved me several times. It works. But only at range.
So again, has anybody had any experience with Armor rep tanking?
Its not really all that possible. Have tried it in corp as part of an Amarrian Doctrine.... not really viable when enemy AR our DPS's your reps. |
Protocake JR
Internal Error. Negative-Feedback
247
|
Posted - 2013.07.27 08:42:00 -
[5] - Quote
OP's Dirty Secret wrote:at the distances you describe it seems more logical to drop a triage nano and be heavy armor tanked.
Triage nanos are of limited use and have a limited range. Don't get me wrong, they would be a great way to supplement armor reps (you could get over 100 hp/s with max skills and a proto triage hive). But when a group decides to bum rush you, It's better to start backpeddling (especially with the laser rifle) and the triage hive no longer helps you.
The passive armor repping can also be somewhat useful in prolonged CQC engagements if both opponents are equally good at strafing or equally bad at shooting. |
Cosgar
ParagonX
3240
|
Posted - 2013.07.27 08:43:00 -
[6] - Quote
I've seen quite a few Gallente Assaults doing this with damage mods on an AR. They lose their shields, take a bit of armor damage, take cover and come back at full health to mow you down. Only draw back I can think of is getting wrecked by flaylock spam, grenades and the MD. Still viable for the speed, but you're going to be squishy. Logi could probably do it a little better by using one of the extra low slots with a plate, but they're too slow. |
Protocake JR
Internal Error. Negative-Feedback
247
|
Posted - 2013.07.27 08:46:00 -
[7] - Quote
True Adamance wrote:Protocake JR wrote:Does anybody do this? My calculator says that a gallente logistics can amor rep a maximum of 36.25 armor per second
The amarr (with the +1 low slot buff in 1.3) can rep a total of 35. Currently it's 27.5.
Both have equal base armor, 180. With max armor skills, base armor is 225.
So i'm wondering if anyone has tried it with any success? In my mind, armor rep tanking would help when using medium/long range weapons like the scrambler rifle and laser. It's supposed to be a good counter towards fighting (multiple) AR/SMG/HMG users when you are beyond their effective range. Beyond their effective range, their time-to-kill increases. For every second you survive, you can gain up to 36.25 health armor. If you are good at strafing, you can increase their time-to-kill; increase your survivability significantly, giving you a larger "pool" of health to use. So even though I only have 225 armor health, my enemies would have to deal over 225 amor damage to kill me (with ~35 hp/s, it could be over 300/400 depending on how long the engagement is).
Currently, since I armor rep at about 12 hp/s, I am unsure of whether or not I should continue to commit to armor repping by skilling into Amarr Logi (I will gladly trade in 1.25 hp/s for more Laser/Scrambler DPS) or not. So far, Armor rep tanking has saved me several times. It works. But only at range.
So again, has anybody had any experience with Armor rep tanking? Its not really all that possible. Have tried it in corp as part of an Amarrian Doctrine.... not really viable when enemy AR our DPS's your reps.
I don't recall seeing you in game so I cannot say one way or the other. But I have to ask, would you say you are good at strafing? You can lower the ARs DPS considerably by staying away from their effective range and by throwing off their aim by strafing. |
Waruiko DUST
G I A N T EoN.
114
|
Posted - 2013.07.27 09:00:00 -
[8] - Quote
tanking on your local rep doesn't work. If you have no plates on you don't have enough health to fight properly in most cases so while yes having that high a rep rate would be impressive in reality you'd have either a complex plate and complex cat on or two feroscale plates. either arrangement leaves you with much lower rep. At that point you have passable rebound time after a fight, but not enough rep to rely on it mid fight. On the galente you'd have 23.75 rep and on the amar you'd have 18.75. both can be powered through by a single person very simply, and if you catch any kind of grenade with no shields you're gone in one hit. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
854
|
Posted - 2013.07.27 09:02:00 -
[9] - Quote
Protocake JR wrote:True Adamance wrote:Protocake JR wrote:Does anybody do this? My calculator says that a gallente logistics can amor rep a maximum of 36.25 armor per second
The amarr (with the +1 low slot buff in 1.3) can rep a total of 35. Currently it's 27.5.
Both have equal base armor, 180. With max armor skills, base armor is 225.
So i'm wondering if anyone has tried it with any success? In my mind, armor rep tanking would help when using medium/long range weapons like the scrambler rifle and laser. It's supposed to be a good counter towards fighting (multiple) AR/SMG/HMG users when you are beyond their effective range. Beyond their effective range, their time-to-kill increases. For every second you survive, you can gain up to 36.25 health armor. If you are good at strafing, you can increase their time-to-kill; increase your survivability significantly, giving you a larger "pool" of health to use. So even though I only have 225 armor health, my enemies would have to deal over 225 amor damage to kill me (with ~35 hp/s, it could be over 300/400 depending on how long the engagement is).
Currently, since I armor rep at about 12 hp/s, I am unsure of whether or not I should continue to commit to armor repping by skilling into Amarr Logi (I will gladly trade in 1.25 hp/s for more Laser/Scrambler DPS) or not. So far, Armor rep tanking has saved me several times. It works. But only at range.
So again, has anybody had any experience with Armor rep tanking? Its not really all that possible. Have tried it in corp as part of an Amarrian Doctrine.... not really viable when enemy AR our DPS's your reps. I don't recall seeing you in game so I cannot say one way or the other. But I have to ask, would you say you are good at strafing? You can lower the ARs DPS considerably by staying away from their effective range and by throwing off their aim by strafing. If the engagement takes 5 to 10 seconds after you lose your shields, that an extra 175 - 350 armor HP you've repped during a fight. To me, that seems like the difference between life or death. It's like having 2-3 complex plates without the speed penalty. But all of this depends on your opponents aim, and how good you are at strafing.
It doesn't matter since my strafe speed is so low anyway. Also more oft than not I prefer to be outside that optimal using a laser or a ScR.
On the odd occasion when I do have to get close with the AScR strafing is a nightmare because of my slow movement speed... |
Protocake JR
Internal Error. Negative-Feedback
248
|
Posted - 2013.07.27 09:08:00 -
[10] - Quote
Waruiko DUST wrote:tanking on your local rep doesn't work. If you have no plates on you don't have enough health to fight properly in most cases so while yes having that high a rep rate would be impressive in reality you'd have either a complex plate and complex cat on or two feroscale plates. either arrangement leaves you with much lower rep. At that point you have passable rebound time after a fight, but not enough rep to rely on it mid fight. On the galente you'd have 23.75 rep and on the amar you'd have 18.75. both can be powered through by a single person very simply, and if you catch any kind of grenade with no shields you're gone in one hit.
I agree with a lot of what you say except, "If you have no plates on you don't have enough health to fight properly in most cases"
I think, "most cases" is going to be different person to person, depending on the play style. I wouldn't go headstrong with an AR trying to passive rep though the HMGs, ARs and flaylocks in close/medium range.
I try and take the road less travelled and flank groups with my laser. The only downside is if I die, i'll get continually spawned in CQC areas in which, yes, I will continue to die over and over until I can escape the comlex/city/installation (if I get desperate, i'll spawn in with a scrambler rifle/with ferroscale/basic armor plates; a more Assaulty fit). |
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Protocake JR
Internal Error. Negative-Feedback
248
|
Posted - 2013.07.27 09:18:00 -
[11] - Quote
@True Adamance
What is your current fitting? A little note on strafing:
At range only use quick short strafing movements. More often than not, this will cause the person to overcorrect his aim. Then once you do a few side to side movements, change it up and throw in a longer strafe, or a quick stop, or figure 8, so you don't become predictable.
In CQC, it's the same basic idea except you want to start off with longer strafing movements. Only use quick strafing movements to and others to remain unpredictable and confuse your opponent.
Medium range engagements are tricky (for me). I rely on cover and hills because the controls for this game seem to favor medium range engagements so more often than not, I try and run away to get a range advantage or I use a combination of cover/strafing as a last stand if I cannot get away fast enough. |
Rynoceros
Rise Of Old Dudes
371
|
Posted - 2013.07.27 09:42:00 -
[12] - Quote
Rep tanking means you better be aware of your nearest cover. Works well sniping or anything long range. Up close, you'd better be shield tanking too. |
Protocake JR
Internal Error. Negative-Feedback
248
|
Posted - 2013.07.27 09:48:00 -
[13] - Quote
Rynoceros wrote:Rep tanking means you better be aware of your nearest cover. Works well sniping or anything long range. Up close, you'd better be shield tanking too.
Definitely agree with the shield tanking, but that's because shield extenders are better than literally every single high slot module. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
854
|
Posted - 2013.07.27 10:03:00 -
[14] - Quote
Protocake JR wrote:@True Adamance
What is your current fitting? A little note on strafing:
At range only use quick short strafing movements. More often than not, this will cause the person to overcorrect his aim. Then once you do a few side to side movements, change it up and throw in a longer strafe, or a quick stop, or figure 8, so you don't become predictable.
In CQC, it's the same basic idea except you want to start off with longer strafing movements. Only use quick strafing movements to and others to remain unpredictable and confuse your opponent.
Medium range engagements are tricky (for me). I rely on cover and hills because the controls for this game seem to favor medium range engagements so more often than not, I try and run away to get a range advantage or I use a combination of cover/strafing as a last stand if I cannot get away fast enough. Well I can't pass up a lesson from arguably one of the most successful and loudest corps out there, so I'll try all of that.
A for my fit it is
Adv Racial Amarr Assault ELM-7 Assault Scrambler Pistol
Enhanced Armour Plate and Armour Repairer.
A Complex Damage mod and a Miiitia shield recharger
Nano HIve
All on a 4million SP toon. |
Django Quik
R.I.f.t
1108
|
Posted - 2013.07.27 16:03:00 -
[15] - Quote
I've been running armor reps with my gallente scout and it helps a lot but because my base health is so low I die pretty easily anyway. One grenade/flaylock/mass driver/sniper/a few good shots with an AR will all take me out in less than a second but I can overcome most of these people with rush tactics, since most people don't know how to deal with someone right up in their face. I will still take a fair bit of damage but usually can finish off 2 or 3 people with my adv SMG and then limp off to rep back to full health in around 20 seconds. I stick on an adv ferroscale to bump up my hp a little and a damage mod to give me the edge in my hit and runs.
Reppers are really useful if you tend to go out to areas of the battlefield on your own where you have no logis to help you. I like to sneak around the back of the enemy line and hit small groups or lone stragglers when they're not expecting me. If you're more of a frontline face to face fighter, I'd not suggest fully rep tanking but if you go a bit half and half, that'll give you some nice buffer and back-up for when you can get to cover if there aren't any logis around. |
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