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you mean "for fighting vs tanks" or do you mean "having a gun on tank"? "for tanks" can mean either of those or both.
since you mentioned vanguard weapons, you should look here: https://planetside.fandom.com/wiki/Vanguard#Weapons
read the in-game description of weapons and test in VR.
but BEST WAY of determining what works best for you, is to field test it. some weapons seem good on "paper" (in vr), but don't do much in actual battle.
it all depends what you want to do with it. if you go vs armor, then obviously take the weapon that does most damage vs armor. i mostly play vs and only tried tr and nc a bit, but it seems like JGX12 is a noob weapon that doesn't require direct hits as it has some AOE range (area of effect), but it does less damage and reloads slower than AP.
or maybe they use it cuz it's good vs infantry aswell due the AOE range.
also look at muzzle velocity, obviously faster rounds make it easier to hit moving targets.
i play magrider, so i use perihelion VXC, it's the triple shot weapon that does significantly less damage per bullet, but it can charge up to 3 shots and shoot them in triple-shot, which does quite insane damage (475 x 3 = 1425), while AP does 750 per shot and then reload.
however it's quite useless vs infantry.
it's usually good to have 2-3 loadouts for tanks. one vs armor and other ones vs infantry / aircrafts
Personally, I like the Perihelion L-VXC on a lightning tank for VS.
In terms of DPS, it's pretty bad, but it packs a nice contact damage punch.
it's amazing for lightning, just make sure to upgrade reload speed!
it does insane damage. look on minimap, charge it up before you see the enemy, pop out from behind cover and unload!
tr and nc are still struggling with it, they don't expect tanks to do that much damage in "single" shot. i've taken out lot of prowlers and vanguards with this, they take few hits and think they're fine and then rest of hp goes in an instant if you hit all 3 shots.
they nerfed it tho, it used to be so that you could hold the charge forever, but now it releases automatically after 2-3 seconds or so.
it's quite annoying when allies are blocking, i've shot lot of allies in the back hole cuz of this. i charge it up and want to shoot enemy, but some genius pops in front and then it auto-releases right into allie :((
otherwise it's amazing weapon for lightning. it doesn't have bullet drop either, which isn't always a good thing, but great for long-range precision. like someone said above, you can use bullet drop to your advantage and shoot over hills and bumps if you learn the trajectory.
JGX packs a hell of a punch for CQC. Kingsnake is no joke - its better than close up Viper. (its the only thing that can beat Viper in a slugfest w/Lightnings) Perhelion is excellent for sniping other tanks but buttskis up close. NS railgun is excellent at range and also up close with max reload but has zero splash so it wont one shot infantry.
On Lightnings, all of these guns are pretty well balanced - there are very clear tradeoffs and purposes for each. As above, I usually go with AP unless I know exactly what Im about to fight and one of those faction specific guns does that specific job better.
i haven't noticed other tank shells doing any AOE, but as i said before, i mostly play VS.
both AP weapons on magrider have basically no AOE, maybe like 1 meter, i can shoot very close to infantry on the the ground and i get no hit indicator.
i've noticed TR and NC weapons have lot more splash damage tho, i often stay behind cover and still take lot of damage when they shoot against walls or ground.
i still say best way of knowing what is best for you, is testing. it takes maybe a day to get 1000 certs to unlock a weapon.
AP does have more splash, but that splash damage is the "common explosive" damage type, which most medium and heavy vehicles take no damage from. For every tank cannon except the JGX, that second damage number in the tooltip does literally nothing in a tank battle.
But for the JGX, both the direct hit and the splash damage are "Tank Shell" type damage, which MBTs take an extra 50% damage from, as well as being more effective against most vehicles and MAXs in general.
So for most cannons you only take the first damage number and add 50% to get the total damage dealt to tanks. For the JGX, you use both numbers.
It still does more damage per-shot than AP because it uses different damage resistances, along with having a more usable splash damage range. The overall dps is slightly lower (by like 50 I think) but the higher alpha damage can make a difference, especially if it crosses thresholds to reduce the number of shots needed.
wait .. i just started thinking, what do you mean by AP?
when i say AP, i mean Armor Piercing, but AP can also stand for Anti Personnel
I mean that armor piercing rounds have almost no splash, while anti-personnel have quite good splash and yes, i know, splash won't damage vehicles, it's only vs infantry.
I'm kind of tempted to try vanguard, it seems fun, but i really don't feel like grinding 4000-5000 certs just to unlock a good loadout :/
Since the JGX12 is designed to be a 200mm artillery cannon, it should, in my opinion, have a special method of firing very long distance while in artillery mode. The majority of Vanguard using JGX12s used it more like a shotgun than an artillery weapon.