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Scheneighnay McBob
Bojo's School of the Trades
3067
|
Posted - 2013.08.20 23:05:00 -
[1] - Quote
Out of my boredom from waiting for better vehicles, I've become a jack of all trades. Here's my basic guide and explanation on the different categories of fittings.
Shock This is probably the most common fitting category you'll see in Dust. A shock troop's job is to charge into enemy lines, with the intent to disrupt, distract, and destroy them with brute force. At the moment, this is almost exclusively an assault role, but commandos can do a mediocre job of it. Blaster rifles, assault scrambler rifles, shotguns, and SMGs are common shock weapons. Sub-Categories: Close range: Pretty obvious. Uses shotguns and SMGs, and is best in tight spaces, such as outposts. Mid range: Again, obvious. Uses Blaster rifles and scrambler rifles. Better in more open areas, such as under those giant orange trapezoid things. More are needed when the majority of the fighting is around your objectives, and you need to turn the tide and go on the offensive.
Area-denial As the name suggest, the job of an area-denier is to clear an area of enemies- this can be both offensively and defensively. Area denial weapons are usually very situational, so they rely on shock troops to keep the enemy where they need to be. Despite popular belief, sentinels are actually area-denial, and not shock. That being said, this is usually a role reserved for sentinels and commandos, while the versatile assaults can also take on the job. HMGs, laser rifles, mass drivers, and sniper rifles are common area denial weapons. Sub-Categories: again arranged by range. Short-range: Uses an HMG and prowls the corners. Mid-range: Either a Laser rifle or Mass driver. Use the laser for open areas, and mass drivers for tight spaces. Both on a commando is always great. Long-range: Sniper rifle. Vanilla is probably the best in this situation; I suggest using a commando, but a sentinel or assault would also work. More are needed when the enemy is just going wherever they please. Each objective you control should have at least 1 area-denier protecting it, so the enemy doesn't just walk in and hack.
Marksman I'm just calling it marksman because it's the best name I can think of. A marksman usually hangs just beyond the edge of the major fighting. While they can usually take on the role of area denial, marksmen have another job- kill area-deniers and AVers. Since this role isn't always needed, a marksman can also place uplinks in overlooked corners, play area-denial, and capture unguarded installations. Scouts are the best marksmen, but again, assaults can also fill this role. Common marksmen weapons include sniper rifles, tactical assault rifles, shotguns, scrambler rifles, laser rifles, nova knives, and scrambler pistols. Sub-Categories: Forward scout: Uses drop uplinks and codebreakers to sneak around the enemy and provide spawns for their team. The weapon is completely your preference, but I would advise against using knives. Short range: Relies on stealth (profile dampeners are key); knives, shotguns, and scrambler rifles are good here. Long range: Stays at a distance to harass the enemy: modules besides damage mods aren't really important, but use sniper rifles or laser rifles, with a scrambler pistol as backup. More are needed when your team is being eaten alive by area-deniers, or the shock troops need a forward spawn to help them attack.
Support This is a very broad role, but with one basic goal- amplify the efforts of the other roles. This can includes being a medic to shock troops, supporting area-deniers with remote explosives and a supply of nanohives, scanning and placing uplinks for marksmen, and putting down proxy mines and nanohives for AVers to take advantage of. This is the only role that assaults aren't capable of, as it's purely for logistics. Blaster rifles and scrambler rifles are the primary support weapons, simply because they're versatile. Sub-Categories: Going to be a little repetitive. Shock support: The main idea is to carry a nanite injector and repair tool, in order to play medic. The rest is your preference. Area-Denial support: Carry triage nanohives, remote explosives, and regular nanohives. Watch the area-denier's back. Marksman support: Carry an uplink, active scanner, and nanohives. Just remember that nanohives are a big flashing beacon to enemy snipers, so be wary of where you put them. AV support: Carry nanohives, proxy mines, and remote explosives. So you don't have to manually detonate, place them in a way that the proxy mines will detonate the remote explosives. More are needed when any role is under-performing. Unless you're a medic, you can't really tell if you're needed unless it's on request. If someone asks for your help, well, you know what to do.
Anti-vehicle The name says it all- AVers blow up vehicles. Simple as that. Sentinels, Commandos and Assaults are the usual AVers, but scouts can also manage it. AV weapons include swarm launchers, plasma cannons, and forge guns. Sub-Categories: Area-denial: Any AV weapon, usually on a Commando or Sentinel. Stays in a certain area, usually by a nanohive or supply depot with proxy mines. Does not peruse, but rather holds their ground and keeps a choke-point off limits. Hunter: Scout or Assault with AV grenades and a swarm or plasma cannon, depending on the terrain (swarm for open areas, plasma cannon for cramped spaces). These follow HAVs, and rely on stealth. More are needed when vehicles are everywhere. I think this role is too obvious for me to bother saying much about.
This article and more at bojo.neweden.org |
Meeko Fent
Seituoda Taskforce Command Caldari State
679
|
Posted - 2013.08.21 02:53:00 -
[2] - Quote
Very good guide.
Good overview of the classes.
Would help if more people read these guides.
To the Jacks! |
Awry Barux
Shining Flame Amarr Empire
28
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Posted - 2013.08.21 14:37:00 -
[3] - Quote
Scheneighnay McBob [center wrote:Marksman[/center] I'm just calling it marksman because it's the best name I can think of. A marksman usually hangs just beyond the edge of the major fighting. While they can usually take on the role of area denial, marksmen have another job- kill area-deniers and AVers. Since this role isn't always needed, a marksman can also place uplinks in overlooked corners, play area-denial, and capture unguarded installations. Scouts are the best marksmen, but again, assaults can also fill this role. Common marksmen weapons include sniper rifles, tactical assault rifles, shotguns, scrambler rifles, laser rifles, nova knives, and scrambler pistols. Sub-Categories: Forward scout: Uses drop uplinks and codebreakers to sneak around the enemy and provide spawns for their team. The weapon is completely your preference, but I would advise against using knives. Short range: Relies on stealth (profile dampeners are key); knives, shotguns, and scrambler rifles are good here. Long range: Stays at a distance to harass the enemy: modules besides damage mods aren't really important, but use sniper rifles or laser rifles, with a scrambler pistol as backup. More are needed when your team is being eaten alive by area-deniers, or the shock troops need a forward spawn to help them attack.
Why no love for the Tac AR? It got nerfed, but its range and reliability still make it worth using. I view the role of TAR marksman as a flanking/harassing focused suit, generally assault, preferably Min for the speed bonus, with shields in the high slots and biotics in the lows for mobility and skirmishing. In general the markman's role is best played from the sides of battle- find where your teammates are shooting and flank it. The TAR is perfect for this, as its optimal range allows you to sit just outside the effective range of all those Duvolle ARs (where they deal ~30% of their damage, versus you dealing 90%+) and plink away, then use your stamina mods to escape with ease. While one might think that damage mods are ideal here, there's no substitute for the survivability of complex shield extenders, since as a marksman you'll always be outnumbered. If you can draw 3-4 enemies into chasing you, all the better, as the rest of your team is now a leg up, 15 v 12. Packing REs can be fun for that situation. More marksman of this sort can be needed, IMO, when your team is trapped in an area, getting ripped apart. Harassment from the flanks disrupts enemy shield rotation and prevents the enemy from focusing entirely on a small portion of your team. |
Scheneighnay McBob
Bojo's School of the Trades
3076
|
Posted - 2013.08.21 14:58:00 -
[4] - Quote
Awry Barux wrote:Scheneighnay McBob [center wrote:Marksman[/center] I'm just calling it marksman because it's the best name I can think of. A marksman usually hangs just beyond the edge of the major fighting. While they can usually take on the role of area denial, marksmen have another job- kill area-deniers and AVers. Since this role isn't always needed, a marksman can also place uplinks in overlooked corners, play area-denial, and capture unguarded installations. Scouts are the best marksmen, but again, assaults can also fill this role. Common marksmen weapons include sniper rifles, tactical assault rifles, shotguns, scrambler rifles, laser rifles, nova knives, and scrambler pistols. Sub-Categories: Forward scout: Uses drop uplinks and codebreakers to sneak around the enemy and provide spawns for their team. The weapon is completely your preference, but I would advise against using knives. Short range: Relies on stealth (profile dampeners are key); knives, shotguns, and scrambler rifles are good here. Long range: Stays at a distance to harass the enemy: modules besides damage mods aren't really important, but use sniper rifles or laser rifles, with a scrambler pistol as backup. More are needed when your team is being eaten alive by area-deniers, or the shock troops need a forward spawn to help them attack.
Why no love for the Tac AR? It got nerfed, but its range and reliability still make it worth using. I view the role of TAR marksman as a flanking/harassing focused suit, generally assault, preferably Min for the speed bonus, with shields in the high slots and biotics in the lows for mobility and skirmishing. In general the markman's role is best played from the sides of battle- find where your teammates are shooting and flank it. The TAR is perfect for this, as its optimal range allows you to sit just outside the effective range of all those Duvolle ARs (where they deal ~30% of their damage, versus you dealing 90%+) and plink away, then use your stamina mods to escape with ease. While one might think that damage mods are ideal here, there's no substitute for the survivability of complex shield extenders, since as a marksman you'll always be outnumbered. If you can draw 3-4 enemies into chasing you, all the better, as the rest of your team is now a leg up, 15 v 12. Packing REs can be fun for that situation. More marksman of this sort can be needed, IMO, when your team is trapped in an area, getting ripped apart. Harassment from the flanks disrupts enemy shield rotation and prevents the enemy from focusing entirely on a small portion of your team. I meant to put it in, but I guess I forgot |
Takahiro Kashuken
Red Star. EoN.
962
|
Posted - 2013.08.21 15:26:00 -
[5] - Quote
So whats the role for the vehicle then?
Any vehicles?
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Scheneighnay McBob
Bojo's School of the Trades
3078
|
Posted - 2013.08.21 15:33:00 -
[6] - Quote
Takahiro Kashuken wrote:So whats the role for the vehicle then?
Any vehicles?
I'll get to it eventually.
Vehicles are really messed up at the moment, so their roles are mostly theoretical. |
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