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Everything Dies
Chatelain Rapid Response Gallente Federation
52
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Posted - 2013.08.29 22:03:00 -
[1] - Quote
Here's the situation: Currently running a Basic/Prototype Gallente suit with fittings for a sniper (Kaalakiota) and AV (Wiyrkomi) specialist. Hope to have the proto damage boosters by this time next week. Advanced shield extenders, basic armor , basic repair and the basic stamina booster. However, either of these styles can result in a bit of free time and boredom if things don't work out right (i.e. everyone's fighting on foot in the city, surrounded by buildings.) That said, I'm not very good at CQC (so I won't be rushing out to the front lines) but I would like to become more involved in actively defending nodes. What sort of weapon/loadout do you guys recommend?
For this character, I have the basic laser rifle unlocked (didn't really care for it) as well as the basic mass driver (lots of people rave about them...I struggle to hit anything.) I usually find myself getting up close--preferably by sneaking up when someone is trying a hack--and using my level 3 SMG to finish them off. I've heard quite a bit of talk about shotguns not working very well currently and that plasma cannons can be tricky to use; would I be better off waiting to upgrade LWs to level 4? I haven't spent much time with scrambler rifles, but I am a bit more familiar with ARs as my alt uses the Gek-38. Would I be better off sticking with what I'm more comfortable with?
Lastly, once I unlock the proto damage boosters...what I have slapped 3 of them together for sidearms and simply dual-wielded SMGs? I've heard others mention that the proto SMGs are almost as effective as ARs when it comes to range... |
Leovarian L Lavitz
Better Academy.
563
|
Posted - 2013.08.29 22:07:00 -
[2] - Quote
stack shield extenders and armor plates with one armor rep, slap on AR + SMG. go to town. |
Parson Atreides
Ahrendee Mercenaries EoN.
610
|
Posted - 2013.08.29 22:09:00 -
[3] - Quote
Best advice I can give is to specialize in something until you've been playing long enough to have the SP to branch out.
Your thread title asks about a defensive build, your first paragraph talks about sniping and AV, your second mentions almost every weapon in the game, and your third talks about going into proto SMGs.
Pick something you enjoy, then do that. It's good that you want to help your team, but don't try to do it all at once. |
Arkena Wyrnspire
Turalyon 514
2823
|
Posted - 2013.08.29 22:22:00 -
[4] - Quote
Firstly, I suggest posting in Rookie Training Grounds in future. Most people in that forum section who see your thread will happily respond constructively.
So, essentially you want to help hold points, particularly in CQC? I understand you said you didn't particularly like it, but much of the combat around those points IS CQC.
In terms of weaponry, discard the laser rifle and don't worry about scrambler rifles, at least the semi-auto version. The laser rifle does reduced damage at short range, and though it does huge damage at long range that's not what you want in CQC. Probably the best weapon in this situation is the AR. The mass driver is excellent as well but you didn't seem to like it much, and if you're familiar with the AR it really is best. Stick to the standard fully automatic - the breach, burst and tactical versions are inferior in CQC.
If you can find a logibro to rep you up, then you can run fully plated. That'll make you MUCH more durable, and you'll have a much easier time of surviving the normally intense combat around the point. Make sure you put on a shield extender - that will prevent you from dying instantly to the first grenade that comes your way.
Once you get your damage modifiers, do use them, but make sure you put on a shield extender as well. It's a huge quality of life improvement to put that on because it means you don't get instantly killed by grenades. |
Pandora Mars
Afterlife Overseers
246
|
Posted - 2013.08.29 22:30:00 -
[5] - Quote
Ok, I'll try to answer all your questions.
Medium Frame GK.0 is great for sniping and as AV, so that's ok. Proto light damage modifiers will massively help both specializations.
If you're not great at CQC, there are still great uses of your suit. Personally, I would go for a Tac AR with enhanced armor plates, rather than basic, a decent repairer (upgrade the STD one, you have an armor suit, you need faster regen), 1 or 2 shield extenders and 1 or 2 damage mods (1 shield and 2 damage mods or 2 shields and 1 damage mod). Also I would use an Active scanner, being the sceond assault line and taking out enemies in position-war situations. Your ADV SMG will really help you in CQC situations, as you're using a tactical mid-range weapon as primary.
This is my personal suggestion and my choise and use of the GK.0 (other than sniping). Give it a try, you will find out if you like it or not.
That said, Mass Driver is easy to use, a bit harder to master, but still an easy weapon. I don't know what to say, but if you're having problems, maybe just leave it alone...
Shotgun is not having problems, it's a great weapon. The scout suit is suffering, not the shotgun. Many good SG users are actually using medium suits, which is symptomatic of the scout's problems. But since you're using a Gallente suit, forget about it. You can't be slower than your enemy, you want to wear a Minmatar or Caldari suit.
Dual SMG is for CQC, yet you say you're not good at CQC. If this is true, forget about dual SMG and sidearm damage mods. Also, I would not stack 3 damage mods unless I'm sniping. Keep a decent shield on your 3rd slot!
If you feel comfortable with the GEK, at least keep it as alternative. The GEK (along with the other standard assault rifles) is the most verstaile and possibly efficient weapon of the game, you will be fine with it. Just work to improve your CQC, because the GEK will require decent blindfire.
Hope this helps |
Boot Booter
Omega Elite Mercs INC.
69
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Posted - 2013.08.29 22:49:00 -
[6] - Quote
My advice... Wait until the update to do anything. Slower state speeds, more and faster armor mods, new weapons I think, better hit detection (lol) . Point being you might find yourself better suited for CQC, after all you gallentes are supposed to be CQC beasts.
Just for fun, I run 2 SMGs all the time with my minmatar. I have the skill tree fully maxed out (almost) and with 100 round clip from it can tear up multiple enemies at CQC without having to reload. Oh and if you're interested in SMG s the assault variants are the way to go.
Good killing |
Meeko Fent
Seituoda Taskforce Command Caldari State
729
|
Posted - 2013.08.29 23:00:00 -
[7] - Quote
Leovarian L Lavitz wrote:stack shield extenders and armor plates with one armor rep, slap on AR + SMG. go to town. That's basically how you need to play to not die like a piece of snow by a flamethrower |
Zahle Undt
Bullet Cluster
254
|
Posted - 2013.08.29 23:09:00 -
[8] - Quote
I wouldn't take people's whining about the shotgun so seriously I know I get killed by plenty of shotgunners so it is not the broken weapon people make it out to be, however, all the shotgunners I do see are using either shield and speed tanked Caldari logi suits or minmatar assault so I am going to go out on a limb and say it wouldn't work out with a gallente assault or medium frame.
Number one thing you need to get upped if you are going to be on the ground defending points is, as someone else suggested, your armor plates and armor reppers. The SMG is definitely good enough for CQC, probably 2nd or 3rd best weapon for it |
General Erick
Onslaught Inc RISE of LEGION
66
|
Posted - 2013.08.29 23:27:00 -
[9] - Quote
My advice, get fat and strong enough to tank with armor plates and an HMG. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1435
|
Posted - 2013.08.29 23:56:00 -
[10] - Quote
Everything Dies wrote:Here's the situation: Currently running a Basic/Prototype Gallente suit with fittings for a sniper (Kaalakiota) and AV (Wiyrkomi) specialist. Hope to have the proto damage boosters by this time next week. Advanced shield extenders, basic armor , basic repair and the basic stamina booster. However, either of these styles can result in a bit of free time and boredom if things don't work out right (i.e. everyone's fighting on foot in the city, surrounded by buildings.) That said, I'm not very good at CQC (so I won't be rushing out to the front lines) but I would like to become more involved in actively defending nodes. What sort of weapon/loadout do you guys recommend?
For this character, I have the basic laser rifle unlocked (didn't really care for it) as well as the basic mass driver (lots of people rave about them...I struggle to hit anything.) I usually find myself getting up close--preferably by sneaking up when someone is trying a hack--and using my level 3 SMG to finish them off. I've heard quite a bit of talk about shotguns not working very well currently and that plasma cannons can be tricky to use; would I be better off waiting to upgrade LWs to level 4? I haven't spent much time with scrambler rifles, but I am a bit more familiar with ARs as my alt uses the Gek-38. Would I be better off sticking with what I'm more comfortable with?
Lastly, once I unlock the proto damage boosters...what I have slapped 3 of them together for sidearms and simply dual-wielded SMGs? I've heard others mention that the proto SMGs are almost as effective as ARs when it comes to range... Did anyone else read that this guy was shield tanking a Gallente suit? |
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Arkena Wyrnspire
Turalyon 514
2826
|
Posted - 2013.08.30 00:01:00 -
[11] - Quote
True Adamance wrote: Did anyone else read that this guy was shield tanking a Gallente suit?
I did. It's actually quite effective - I find it almost mandatory to have some extra shielding on my suits to prevent me getting instagibbed by explosives and to generally give me some actual survivability. |
FATPrincess - XOXO
Shining Flame Amarr Empire
472
|
Posted - 2013.08.30 00:03:00 -
[12] - Quote
Is your suit a Gallente assault?
If you dislike the CQC (I hate it too) you could try using the Tactical AR. It has long range and be used defensively. The nerf hammer hit it too hard though. I tried it once and I hate how difficult aiming with it is.
With your build you can equip 3 damage mods and armor plates/repairer, the gun gets the Gallente assault fitting bonus and can also use a sidearm. I love the Flaylock but you can also try the SMG which is the easiest to use sidearm and it's great for CQC.
-XOXO |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
718
|
Posted - 2013.08.30 00:04:00 -
[13] - Quote
1. Spend some time to find where the ladders and high points are on the map. 2. Make sure your build is all about staying alive as long as possible and slowly regenerating afterwards. 3. Stay near objectives enemies are most likely headed towards. 4. If you can skill into repair nanohives those will help tremendously. 5. Be patient and try and get the sneak on your opponent (i.e. don't run in straight towards them, let them come to you) 6. Practice cooking grenades and timing them well to weaken enemies (flux grenades are great going against players with a huge layer of shield) |
DeadlyAztec11
Red Star Jr. EoN.
2072
|
Posted - 2013.08.30 00:26:00 -
[14] - Quote
Remote explosives have fun.
If you don't care about damage mods, use two light weapons on the Commando suit. |
Everything Dies
Chatelain Rapid Response Gallente Federation
52
|
Posted - 2013.08.30 00:50:00 -
[15] - Quote
True Adamance wrote:Did anyone else read that this guy was shield tanking a Gallente suit? Nah, I happened to pick a Gallente suit before I learned about the advantages of high shields v high armor, so I tried to boost my shields up first. Don't know if I'll take them any higher than the current level, though, to focus on the armor repairing that many have suggested.
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Everything Dies
Chatelain Rapid Response Gallente Federation
52
|
Posted - 2013.08.30 00:59:00 -
[16] - Quote
Okay, so at this point I'm leaning towards the AR/SMG combo. I'll likely wait until next week (after the proto damage unlock) to unlock ARs, though. As it currently stands, my "defensive" build has roughly 600 HP total, with 237 in shields. How should I fill out my infantry slots? Should I keep the 3 shield extenders? Sacrifice one for a light weapon buff? Go with two armor plates and two reps? Or go with 3 plates and hope to have enough time for the one rep to work its magic?
Thanks for all the help! |
FATPrincess - XOXO
Shining Flame Amarr Empire
475
|
Posted - 2013.08.30 01:17:00 -
[17] - Quote
Everything Dies wrote:Okay, so at this point I'm leaning towards the AR/SMG combo. I'll likely wait until next week (after the proto damage unlock) to unlock ARs, though. As it currently stands, my "defensive" build has roughly 600 HP total, with 237 in shields. How should I fill out my infantry slots? Should I keep the 3 shield extenders? Sacrifice one for a light weapon buff? Go with two armor plates and two reps? Or go with 3 plates and hope to have enough time for the one rep to work its magic?
Thanks for all the help!
Shields if using AR, damage mods if going for the TAR.
If equipping shields then you should equip 1 complex armor repairer and the rest should be basic plates or complex ferroscale.
If equipping damage mods you should equip 3 of them. Then all your lows should be armor plates (basic or ferro). Your equipment should then have a triage nanohive so that your armor is repaired and you get max armor HP from plates. Since you'll be playing defensively you'll always have the nanohive nearby.
Good luck.
-XOXO |
Chunky Munkey
Amarr Templars Amarr Empire
1299
|
Posted - 2013.08.30 01:26:00 -
[18] - Quote
Leovarian L Lavitz wrote:stack shield extenders and armor plates with one armor rep, slap on AR + SMG. go to town.
This. Maximise your hp, to the detriment of all else, and get a standard AR on there. Can't go wrong. |
Patrick57
GunFall Mobilization Covert Intervention
80
|
Posted - 2013.08.30 01:33:00 -
[19] - Quote
It is fairly easy to create a defensive build, just stack up on armor plates and forget about movement speed.
But if you want to go dual tanker, then Caldari is the best way to go. I did some math the other day (I must have been really bored) and the proto Caldari Logi (or assault) can have 600+ shields and 500+ armor, equalling almost 1200 HP. This will also give you almost as much HP as a heavy, and in some cases even more.
P.S. This info is based on if you have Shield and Armor upgrades level five, and Armor plates and Shield extension level five each, and also based on armor plates after patch 1.4. |
Leovarian L Lavitz
Better Academy.
565
|
Posted - 2013.08.30 15:06:00 -
[20] - Quote
Everything Dies wrote:Okay, so at this point I'm leaning towards the AR/SMG combo. I'll likely wait until next week (after the proto damage unlock) to unlock ARs, though. As it currently stands, my "defensive" build has roughly 600 HP total, with 237 in shields. How should I fill out my infantry slots? Should I keep the 3 shield extenders? Sacrifice one for a light weapon buff? Go with two armor plates and two reps? Or go with 3 plates and hope to have enough time for the one rep to work its magic?
Thanks for all the help! Maximize HP, all of your highs should be HP, every one of your lows should be armor except for one for repair. |
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Everything Dies
Chatelain Rapid Response Gallente Federation
52
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Posted - 2013.08.30 17:06:00 -
[21] - Quote
Follow-up question: Assuming an AR/SMG combo, would I be better off using AV or Locus/Flux nades? Locus/Flux would obviously come in handy if I'm faced with a heavy or multiple enemies, but the AV at least gives me some way of fighting the murder taxis/spooking unsuspecting tanks. |
FATPrincess - XOXO
Shining Flame Amarr Empire
485
|
Posted - 2013.08.30 18:59:00 -
[22] - Quote
Everything Dies wrote:Follow-up question: Assuming an AR/SMG combo, would I be better off using AV or Locus/Flux nades? Locus/Flux would obviously come in handy if I'm faced with a heavy or multiple enemies, but the AV at least gives me some way of fighting the murder taxis/spooking unsuspecting tanks.
If you're anti infantry maximize your killing potential with flux/core locus. Let the AV do AV.
-XOXO
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