Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Beren Hurin
K-A-O-S theory
851
|
Posted - 2013.07.30 16:56:00 -
[1] - Quote
Assuming you have about a 500 HP tank...What do you pick in trading 2 complex damage mods for 136/18 CPU/PG for 2 complex shields for 108/22 (148 shield HP)? |
Aisha Ctarl
The Generals EoN.
825
|
Posted - 2013.07.30 16:58:00 -
[2] - Quote
What's your main weapon? |
EternalRMG
ZionTCD
476
|
Posted - 2013.07.30 16:58:00 -
[3] - Quote
Beren Hurin wrote:Assuming you have about a 500 HP DROPSUIT...What do you pick in trading 2 complex damage mods for 136/18 CPU/PG for 2 complex shields for 108/22 (148 shield HP)? corrected that for you
More eHP is better than more damage
|
Cosgar
ParagonX
3393
|
Posted - 2013.07.30 16:59:00 -
[4] - Quote
If you're an armor tanker, go for the damage mods. |
Oso Peresoso
RisingSuns
396
|
Posted - 2013.07.30 17:00:00 -
[5] - Quote
if you're at 500 hp without the shields, I would go with the damage, assuming you have adequate armor repair, and especially if you have a decent amount of armor and expect to be getting reps or triage hives. If I was going as a support focused logi, I'd go with the shields. |
Logi Bro
Greatness Achieved Through Training EoN.
1949
|
Posted - 2013.07.30 17:02:00 -
[6] - Quote
Are we talking about the Amarr Basic Frame suit? Becuase that's the only suit in the game with 500 base shield HP and two high slots. To answer your question I would take one complex damage mod and one complex shield extender. |
Cat Merc
BetaMax.
3633
|
Posted - 2013.07.30 17:02:00 -
[7] - Quote
Get 1-2 shield mods and 1-2 complex damage mods, depending on preference. Explosives are a ***** :S |
low genius
the sound of freedom Renegade Alliance
240
|
Posted - 2013.07.30 17:04:00 -
[8] - Quote
Beren Hurin wrote:Assuming you have about a 500 HP tank...What do you pick in trading 2 complex damage mods for 136/18 CPU/PG for 2 complex shields for 108/22 (148 shield HP)?
depends upon how your squad runs. if you have a bunch of hard-hitting ar guys i'd say go with the damage mods. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
511
|
Posted - 2013.07.30 17:04:00 -
[9] - Quote
More health is going to help you whether or not you can fight back. If you're being sniped, all the damage mods in the world won't help you. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
851
|
Posted - 2013.07.30 17:07:00 -
[10] - Quote
I used to dual shield extenders, but I realized most my encounters I do not get hit that much (since I use the scrambler rifle) so I switched to dual damage mods and have been having a great experience so far. |
|
ER-Bullitt
Molon Labe. League of Infamy
140
|
Posted - 2013.07.30 17:25:00 -
[11] - Quote
Comp Shield Extender Enhanced Shield Energizer
Thank me later. Just find a way to make it fit. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
502
|
Posted - 2013.07.30 17:36:00 -
[12] - Quote
Weapon, fitting role? I'd honestly have both configurations for some weapons, opting for one or the other depending on situation. Is our side the aggressor? Probably damage mods. Is perimetre compromised and our side under pressure? Tank mods.
Shotgun? Shield modules. LR? Damage mods. MD? Shields. Breach Scrambler CQC? Damage mods to increase OHKO threshold.
Need a tad more detail on what your game is with this fit if you want specific advice. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
373
|
Posted - 2013.07.30 17:38:00 -
[13] - Quote
go for damage if you are an armor tanker |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2037
|
Posted - 2013.07.30 17:39:00 -
[14] - Quote
Why tank if the other guy is dead? Damage mods yo. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
511
|
Posted - 2013.07.30 17:40:00 -
[15] - Quote
TheAmazing FlyingPig wrote:Why tank if the other guy is dead? Damage mods yo. Halador Osiris wrote:More health is going to help you whether or not you can fight back. If you're being sniped, all the damage mods in the world won't help you. |
Cosgar
ParagonX
3399
|
Posted - 2013.07.30 17:43:00 -
[16] - Quote
Poplo Furuya wrote:Weapon, fitting role? I'd honestly have both configurations for some weapons, opting for one or the other depending on situation. Is our side the aggressor? Probably damage mods. Is perimetre compromised and our side under pressure? Tank mods.
Shotgun? Shield modules. LR? Damage mods. MD? Shields. Breach Scrambler CQC? Damage mods to increase OHKO threshold.
Need a tad more detail on what your game is with this fit if you want specific advice. I would go for damage mods with the MD since you're primarily going to be working at range. Any range weapon damage mods > shields, especially if you're an armor tanker. |
Beren Hurin
K-A-O-S theory
852
|
Posted - 2013.07.30 17:44:00 -
[17] - Quote
EternalRMG wrote:Beren Hurin wrote:Assuming you have about a 500 HP DROPSUIT...What do you pick in trading 2 complex damage mods for 136/18 CPU/PG for 2 complex shields for 108/22 (148 shield HP)? corrected that for you More eHP is better than more damage
Thanks |
Chunky Munkey
Amarr Templars Amarr Empire
988
|
Posted - 2013.07.30 17:47:00 -
[18] - Quote
Beren Hurin wrote:Assuming you have about a 500 HP tank...What do you pick in trading 2 complex damage mods for 136/18 CPU/PG for 2 complex shields for 108/22 (148 shield HP)?
As always, it depends on your playstyle. But if you're using a Commando, you're getting much more use out of light damage mods than any other suit, so they would be generally preferable. |
Beren Hurin
K-A-O-S theory
852
|
Posted - 2013.07.30 17:48:00 -
[19] - Quote
Logi Bro wrote:Are we talking about the Amarr Basic Frame suit? Becuase that's the only suit in the game with 500 base shield HP and two high slots. To answer your question I would take one complex damage mod and one complex shield extender.
All I was talking about was these 2 high slots. You could get to 500 HP any which way. I just think that's the bare minimum starting point for someone who is thinking about being a slayer.
Lets say then for comparison purposes...
What would you chose for
Breach AR
and
Scrambler Rifle (charged) |
IamI3rian
OSG Planetary Operations Covert Intervention
329
|
Posted - 2013.07.30 17:49:00 -
[20] - Quote
I simply wouldn't choose the Breach AR. = D
--- Remember: IamI3rian told ya Do you get to the cloud district very often? |
|
Beren Hurin
K-A-O-S theory
852
|
Posted - 2013.07.30 17:51:00 -
[21] - Quote
IamI3rian wrote:I simply wouldn't choose the Breach AR. = D
--- Remember: IamI3rian told ya Do you get to the cloud district very often?
Fine GEK. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
503
|
Posted - 2013.07.30 17:55:00 -
[22] - Quote
Cosgar wrote:Poplo Furuya wrote:Weapon, fitting role? I'd honestly have both configurations for some weapons, opting for one or the other depending on situation. Is our side the aggressor? Probably damage mods. Is perimetre compromised and our side under pressure? Tank mods.
Shotgun? Shield modules. LR? Damage mods. MD? Shields. Breach Scrambler CQC? Damage mods to increase OHKO threshold.
Need a tad more detail on what your game is with this fit if you want specific advice. I would go for damage mods with the MD since you're primarily going to be working at range. Any range weapon damage mods > shields, especially if you're an armor tanker. My thinking was that in the scenario where you flux an enemy and follow up with the MD damage mods might not reduce the necessary number of shots to kill, whereas shields might buy you the time to get an extra shot in before retreating/dying.
I guess that one isn't so clearcut, the damage is likely more useful in many situations where you're in direct support of your squad and fluxing isn't really a convenient option. |
ReGnYuM
TeamPlayers EoN.
600
|
Posted - 2013.07.30 18:24:00 -
[23] - Quote
There is no such thing as best.
Gear and fitting is based on situation use for effectiveness |
SHANN da MAN
D3LTA FORC3 Inver Brass
45
|
Posted - 2013.07.30 22:40:00 -
[24] - Quote
TheAmazing FlyingPig wrote:Why tank if the other guy is dead? Damage mods yo.
because of that third guy shooting you from the direction you're not looking |
Nocturnal Soul
Immortal Retribution
300
|
Posted - 2013.07.30 23:11:00 -
[25] - Quote
IamI3rian wrote:I simply wouldn't choose the Breach AR. = D
--- Remember: IamI3rian told ya Do you get to the cloud district very often? Of course you dont dragonborn:O_O what did you say to me? RUS RO DAAAH |
ER-Bullitt
Molon Labe. League of Infamy
142
|
Posted - 2013.07.30 23:13:00 -
[26] - Quote
It was said to me once, if you know how to aim.. you dont need damage mods. Dead merc cant shoot back, that works both ways :)
As Regnyum said its situational, depends on weapon, what you are trying to accomplish, squad composition, etc etc. Neither mod is the "wrong" choice, its all about preference which makes these games grander! |
Alkalace McHearty
Hoover Inc. Test Alliance Please Ignore
0
|
Posted - 2013.07.30 23:14:00 -
[27] - Quote
As a sniper I'd go with the damage over the shield, with my current fit I'm hitting for a base of around 450, with headshots I'm hitting for nearly 1000, if it weren't for the complex damage modifiers I'd be less effective versus skilled mercs. |
Heimdallr69
Imperfects Negative-Feedback
390
|
Posted - 2013.07.30 23:19:00 -
[28] - Quote
Equip two dmg mods with your railrifle |
negative49er
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
|
Posted - 2013.07.31 00:41:00 -
[29] - Quote
For long range I'll chose dmg, but if i choose to be up close and personal i go with the extra shield |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |