|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sana Rayya
WASTELAND JUNK REMOVAL
381
|
Posted - 2013.11.11 16:10:00 -
[1] - Quote
gbghg wrote:Get lv3 in whatever suit you want to use then sink everything else into module upgrades, no point going proto if you don't have the modules to back it up.
FTFY.
It's proto modules, not passive stats, that make proto users hard to kill. With the exception of heavies, all other suits do not have the base EHP to make passive armor/shield upgrades more important than the HP buff of modules.
Take Caldari Assault or Caldari Logi with base EHPs of 330 EHP and 270 EHP. Getting armor/shield upgrades to 5 would mean a boost of 82.5 EHP and 67.5 EHP respectively, for an investment of ~1.24 mil SP. Not much HP for the SP. Getting shield extenders to 5, however, yields ~73 HP per module for 932k SP, and with a full rack on a proto suit that's an extra ~320 HP (including racial bonus) on the assault and ~365 HP on the logi.
While passive stats are important, they should be second priority to unlocking the modules you will use on your suit. The same goes for CPU/PG - if you don't need it yet for your fit, unlock it later. You get a lot more content with modules, equipment, and weapons, than you do with numerical stats. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
447
|
Posted - 2013.11.29 18:23:00 -
[2] - Quote
CYRAX SERVIUS wrote:Fitting skills first, modules and weapon second then lastly suit.
Worst plan ever. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
447
|
Posted - 2013.11.30 16:55:00 -
[3] - Quote
Since you guys are too dim to see it, let me put this in a way you'll understand.
Imagine your suit is a pair of shorts. Your fitting skills are the pockets on those shorts. Your modules and weapons are what you put into those pockets. As you progress from basic to proto, your shorts get longer, and your pockets get longer. You can also independently increase the length of your pockets by increasing the fitting skills themselves.
So, in the worst plan ever, you spend your points to increase your fitting skills, giving you really deep pockets. But you don't have any modules or weapons better than militia or basic to put into these pockets, and because your shorts are still basic, your pockets flap idiotically past the hem of your shorts. You have ended up sinking a huge amount of points into something that isn't of any immediate benefit to you. Proto players with longer shorts and deep pockets filled with proto goodies laugh and jeer at you, and still kill you in two hits. Eventually you get bored and give up this game because the gap between you and them is too huge. Doesn't make for long player retention, now does it?
Now the question becomes, what did you do wrong? Simply put, you prioritized numerical, passive stats over actual content. The ability to fit better modules and weapons means nothing if you don't have access to those modules and weapons to begin with. The best course of action, if you are spreadsheet-minded, is to use hydraSlav's fitting tool to design the ultimate fit that you want to use at proto level. Then backwards engineer your advanced and basic fits, along with modules and weapons, and the skills you need to unlock to access them (including fitting skills) so you have a solid plan of what needs to be unlocked and in what order. This will get you more content and actually make the game entertaining (as you will somewhat competitive) instead of having to grind millions of skillpoints while running militia fits, to no apparent reward.
Fitting skills are important to unlock as you progress with unlocking modules and your suit. You should not prioritize getting CPU/PG to Level 5 before getting modules to advanced or proto, or even your proto suit. In many cases, you can get by with the proto suit and proto modules without having all fitting skills maxed. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
451
|
Posted - 2013.12.01 02:13:00 -
[4] - Quote
CYRAX SERVIUS wrote: You cannot properly fit a proto suit without cpu and pg to level4, preferably 5. If you run proto gear with advanced mods you are wasting time and money.
You don't need fitting skills to Lvl 4 or 5 to make a competitive proto suit that still runs complex mods and proto weapons. Sure, you might have to use some low slots for CPU/PG upgrades, so it won't be the best suit you can put together, but it'll still be leaps and bounds above advanced and basic suits.
But if you're one of those people who'd rather wait to have your suit perfected before ever taking it out for a spin, then by all means, level up all your Core/CPU/PG skills, weapon proficiencies, light & sidearm weapon/explosives skills, and fitting optimizations to your heart's content. Just means one less proto stomper on the field as you wait to unlock meaningless percentage stats.
I don't know about you, but I've been playing progressively and unlocking suits/modules in the method I described above. Uprising is the only build I've played, and I now have 24.5 mil SP and roughly 500 mil ISK. You can find me on the WP leaderboards, around 55th or so. So my method has worked wonders for me. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
452
|
Posted - 2013.12.01 16:32:00 -
[5] - Quote
I'm sorry that I came off as a little standoffish, but yeah, we have different viewpoints. I rarely play PC, and I agree that in PC, you need to have your fitting skills unlocked so that your suit is at its full potential. This also helps a lot in running advanced suits for pubs, as you can put more proto mods and better equipment/weapons on a cheaper suit.
For a new player to whom SP is precious, I still advocate using a progressive skill plan, unlocking better suits and modules along with fitting skills just to the extent that you can equip everything you want. Eventually, everyone should have these maxed out to add to suit versatility, but in the mean time, you'll get more out of the game by unlocking content than by focusing on numerical stats. |
|
|
|