I’ve only been playing a few days, but I’ve got all the t1 ships and all t2 ships. All of the modules for t1 are purple and I’ve managed to get a few guns to blue thus far. I like tacklers (although they seem to be getting few and far between in t2+ matches) and command ships. Problem now is I’m getting torn up pretty fast and it’s probably due to the loadout and implant configs for the hulls.
T2 is newer to me than T1, and now that I have gun selection capabilities, it gets more interesting.
So like for example:
What ships can use Gauss rifles effectively? I like the idea of them but using them on fast(er) birds has proven difficult with lag and tracking.
Given the option, what resists are currently the most used in PvP? I know it depends on hull and base modifiers, but it seems like most builds are standard per faction
What ships can use Gauss rifles effectively? I like the idea of them but using them on fast(er) birds has proven difficult with lag and tracking.
The gauss is pretty much the premier inty-killing weapon if you know how to use it. And it’s pretty much agreed that once you master the art of gauss sniping, you’re a cut above the rest. I’m unfamiliar with gunships, but I’m still inclined to believe that gauss gunships make good inty hunters. Intys have low health, so (if your aim is good) a couple of accurate charged shots would send an inty to kingdom come.
You could use them on tacklers too, though your debuff range will be much shorter than your attack range.
Given the option, what resists are currently the most used in PvP? I know it depends on hull and base modifiers, but it seems like most builds are standard per faction
Thermal damage is common: pulsar, plasma arc, plasma web, engie drones, engie attack drones, LRF special weapons, proximity mines and minefields. If you get hit by these often, then you might want to stack some thermal resists. Of course, you might also want to plug the EM weakness for shields or the kinetic weakness for hulls, especially if you rely on shields and receive a lot of EM damage (same goes for hull and kinetic damage).
If you fly slow frigates, there’s a hull module that boosts all resistances (galvanized armour, I think). Alternatively, shield or hull strength could work also. I usually stack resistances AND shield/hull strength for my slow tanky ships; if your ships has enough module slots, combining the two usually leads to greater survivability.
If you fly ceptors, you need as much EM and Thermal resist as possible, because Pulsars, Minefields/mines and Particle Purges will be your worst nightmares.
If you fly ceptors, you need as much EM and Thermal resist as possible, because Pulsars, Minefields/mines and Particle Purges will be your worst nightmares.
PP is a T3 and above module, so I don’t think that’s a concern yet.
Ummmm Level 6 is still T2 and in our current MM mix tier modes it is a good possiblity your going to face Level 7 & 8 for sure and may be an occasional 9. (T3)
So which part of my Swarm is the bad idea? I should also note that it’s running on pulse lasers.
Regenerative Hull. I remember, iirc, Kine tested it out but it’s entirely not worth it, even in solo play. Stick with Therm/EM resists and an Adaptive Hull (resist one). I found that to be the most survivable one. Swap EM for Kinetic if you start seeing too many Coilfrigs.
Nah, double hull regen. You can heal your full hull in a minute after you’ve warped your xxxx out of there, and it’ll take a while to get back in without afterburners. An active mod would take four or five minutes, and we know how relying on an engineer is. I wouldn’t fit it on anything other than a recon.
Nah, double hull regen. You can heal your full hull in a minute after you’ve warped your xxxx out of there, and it’ll take a while to get back in without afterburners. An active mod would take four or five minutes, and we know how relying on an engineer is. I wouldn’t fit it on anything other than a recon.
Still too much downtime. You have a lot of hull to regen with very little regen to work with. While it’s viable, there are sturdier combat-capable fits for it with more survivability.
A GTFO MWD will cause you a lot of downtime to get back into action. The three hull repair options are hull regen, active module, or engineer. There’s no guarantee of an engineer, the active module will take four minutes. It’s true you can dogfight for less time, but if you know how you’re fitted you can use it to your advantage. The only other option is suicide. If that’s abused further the devs will just remove suicide completely.
A GTFO MWD will cause you a lot of downtime to get back into action. The three hull repair options are hull regen, active module, or engineer. There’s no guarantee of an engineer, the active module will take four minutes. It’s true you can dogfight for less time, but if you know how you’re fitted you can use it to your advantage. The only other option is suicide. If that’s abused further the devs will just remove suicide completely.
At most, I use the MWD to get out of combat, but I spend, at most, 20 seconds out of combat, even if I do find Engineers on the field.