Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3096
|
Posted - 2013.09.08 15:11:00 -
[1] - Quote
I recommend asking this kind of question in the Rookie Training Grounds in future - there are a number of helpful players there who frequently answer these questions in great detail.
As to answering your question, you should probably go either Minmatar or Gallente logistics if you plan to mainly be a medic. The reason for this is that they generally get more equipment slots - at the basic level they can use three equipment and at the proto level they can use 4, as opposed to 2/3 for the other factions. I'm not sure about the slot layout for the Amarr actually, but the Caldari logi certainly lacks equipment slots if you plan to go full medic.
The Minmatar suits are the faster of the two I recommend, while Gallente suits can typically field more HP. The Minmatar suits tend to be very versatile, having a 4/4/4 slot layout, allowing for a strong shield tank, strong armour tank, or mixture of both. The Gallente suit is focused on armour tanking, specifically, but has 5 low slots to help it do this. It's probably the toughest medium frame in the game by virtue of the sheer amount of armour it can pack on.
So far, you've suggested that you want to use a nanite injector, repair tool, and drop uplink. The other thing I'm going to add to that list for you is the nanohive - nanohives restock ammo and are essential for most suits to keep their ammo stocked, especially for mass driver users. Remote explosives can certainly be useful, but to use them you'd need to forgo the drop uplinks if you want to keep the full logibro set (Injector, rep tool, nanohive). You may also want to consider the active scanner, which is extremely useful.
In terms of skill training, I would advise you to focus on armour tanking. Both of the suits I recommend to you can be solid armour tankers, especially with the greater team support that 3/4 equipment slots allow.
For skill training armour tanking, first get basic plates from the armour plating skill level 1, then start leveling up your armour repair systems skill. You'll want to take armour repair systems all the way to 5 so you can get the complex armour repairer, which is the gold standard for self armour repairers. Once you've done that, if you like, you can work on getting better plates.
For skill training equipment usage, start with nanocircuitry 1. This unlocks both nanohives and the nanite injector, two of your main tools as a logi. Once you've got that, get repair tools and start upgrading that. Your repair tool of choice is either the Triage or the Flux variant, at least until you reach level 5. Once you reach level 3 on repair tools, start upgrading nanocircuitry as well so you can get better nanite injectors and nanohives. Some of the higher tier nanohives repair armour as well as replenishing ammo, which can be very useful when holding a position. Consider picking up active scanner operation as an extra - these are very useful.
For skill training the actual logistics suit, try and take the skill to 3 ASAP. You won't necessarily want to use the advanced logi, but the inherent bonuses this skill gives you is very useful. Getting the skill to 5 is going to be very grindy and SP intensive, so make getting the logistics suit skill to 5 the lowest priority.
Finally, you'll want to maintain some decent core skills as well. Level up your Engineering, Electronics, and Core Upgrades every now and then - you'll want to get them to 4 in the end. It's not a high priority to get them there immediately, but getting them to at least 2 should be high up your list.
I'm not a mass driver user so I can't tell you much about those, but I recommend you don't rush for proto mass drivers. You don't need a proto weapon, and you won't need it for a long time.
Much of your difficulty as you start to upgrade will be dealing with your costs. This is part of the reason I recommend not rushing to the highest tiers of equipment, as they tend to be expensive to replace. Generally, you should use higher tier equipment as much as possible but hold off on getting higher tier weapons and dropsuits, as those are generally the main costs in dropsuit fittings. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3099
|
Posted - 2013.09.08 15:56:00 -
[2] - Quote
TheInkz wrote:Arkena Wyrnspire wrote: You may also want to consider the active scanner, which is extremely useful.
Consider picking up active scanner operation as an extra - these are very useful.
I've tried using them, and had no idea wtf I was doing. That was with my sniper clone. So, I'm wondering what exactly do they do and how do you use them?
Essentially, when you press R1 to activate them, you get a couple of seconds of scanning time. This takes the form of a large arc on your minimap - it's visible, so you can see where it's pointing and what it's covering. Enemies in that area will be revealed unless they're a scout or are using profile dampeners (if you upgrade, you'll be able to see everything in the area).
This is useful because your squadmates or teammates minimap isn't shared with you, so unless you have direct line of sight on a red dot most enemies won't show up on the minimap. With the active scanner, you can find out exactly where everyone is, even through walls, over a large area.
If you wave the scanner around while scanning you can cover a larger area. When you successfully scan an enemy, they get tagged on your minimap for a few seconds, something like 3 or 4 with the basic scanner. This can go up to 15-20ish with the 'quantum' variant scanners, meaning you can permanently keep enemies on your radar.
The scanner vision is also, crucially, shared with your squadmates, unlike most tagging systems on the TACNET. This means that if you scan some enemies, your squadmates can see them on their minimap as well. This can prevent them from walking into an ambush, or allow them to get the drop on the enemy. |