Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ihlgigaris
Force of The Gigas
12
|
Posted - 2013.11.11 08:38:00 -
[1] - Quote
I've been part of this game since the PS+ beta trial, but something that just never sat well with me was what to do with skill points? I know that it is totally up to you and what you want to be, but in all actuality WHERE do you start?
Here is my thoughts on this matter: Before any kind of specialization at all, I would highly suggest to put all of your skill points you earn early on into your Dropsuit Upgrades skill tree. Why? Simple. Extra survivability. Upgrading to level five in the Armor and Shields instantly gives you a permanent and passive boost of 25% extra on each! On top of that, since all of your starting builds have shield and/or armor plates, so it's a good place to start to decrease SOME of the frustration of dying so fast. It will give you a touch of wiggle room to keep going and gain just a few more war points while you're at it.
Maxing out that skill tree will also permanently boost your PG/CPU output and Stamina by 5%. I feel this is the most important place to start because all of these things will always be useful regardless of where you decide to specialize.
From that point, invest in some Militia Gear. I mean this as just a way to play around with different builds and the like. Link up with different mercs as well (you're more than welcome to contact me if you'd like on Dust) and talk to them about their strategies and builds if you'd like. Mercifully, Militia gear is inexpensive, and versatile enough to open up your mind to creating and modifying fittings.
As always, opinions are greatly appreciated. Was this helpful? Does this sound like a good idea? Am I totally wrong? Go ahead and let me know! |
daishi mk03
Brutor Vanguard Minmatar Republic
324
|
Posted - 2013.11.11 10:43:00 -
[2] - Quote
Infantry player: Weapons STD -> Dropsuits STD -> Dropsuit Upgrades -> Weapons ADV -> Dropsuits ADV -> Proto
Tank player: Vehicle Command -> Turrets STD -> Vehicle Upgrades max
This is, how I did it. |
gbghg
L.O.T.I.S. Public Disorder.
4104
|
Posted - 2013.11.11 13:57:00 -
[3] - Quote
Get lv1 in whatever you want to use then sink everything else into passive upgrades, no point going proto if you don't have the stats to back it up.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
|
Sana Rayya
WASTELAND JUNK REMOVAL
381
|
Posted - 2013.11.11 16:10:00 -
[4] - 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. |
Lanius Pulvis
Bojo's School of the Trades
71
|
Posted - 2013.11.25 19:51:00 -
[5] - Quote
Sana Rayya wrote: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. The only thing I would add to this is, Forecast. Look at the CPU/PG requirements of what you intend to skill into so you're not surprised when you have to upgrade CPU to fit the Enhanced reppers or the like, that you just skilled into.
Not new, just new to you.
|
Infamous Erich
Inf4m0us
50
|
Posted - 2013.11.28 13:36:00 -
[6] - Quote
Allways start with fitting skills trust me, after that i go for weapon and finally the suit
Closed Beta Vet
Shield Tank Vet
Bring back my Sagaris
|
CYRAX SERVIUS
Death Firm.
257
|
Posted - 2013.11.28 16:55:00 -
[7] - Quote
Fitting skills first, modules and weapon second then lastly suit.
CEO
Invictus Maneo~ "I remain unvanquished"
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
447
|
Posted - 2013.11.29 18:23:00 -
[8] - Quote
CYRAX SERVIUS wrote:Fitting skills first, modules and weapon second then lastly suit.
Worst plan ever. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
363
|
Posted - 2013.11.29 23:49:00 -
[9] - Quote
Sana Rayya wrote:CYRAX SERVIUS wrote:Fitting skills first, modules and weapon second then lastly suit. Worst plan ever.
Best plan ever for a new player trying to learn what play style they want go with. Also, following this plan makes pretty much every suit or playstation viable when you get around to picking specialist suits. |
Clips A'hoy
The Generals General Tso's Alliance
87
|
Posted - 2013.11.30 00:05:00 -
[10] - Quote
The approach that I would take is the following:
1. Study, examine, and figure out which suit you want, it can either be a Minmatar Assault, a Caldari Logistics, or a simple Gallente Scout (theoretically speaking of course). That way you can move from there, have enough time to adapt to your suit and your role.
2. Once you have picked your suit of choice I would move onto the weapon and take it to at the very least Adv level. It will give you a proper self-defense tool and we all know we have to defend ourselves on a First-person Shooter.
3. Move onto your "Dropsuit Upgrade," modules, passive skills, and equipment respectively, and move from there. Some of the skills to keep in mind if you're infact going towards a Logistics role are the Core upgrades, Engineering, and Electronics, those should be your top priority if you're going to be a Logistics (again theoretically speaking).
4. Now that you have set your dropsuit upgrades to a state of modicum proficiency I would move on to the next dropsuit level: Adv, or Pro for that matter.
Getting hate mail by big corps make my heart grow fonder.
|
|
Sky Kage
Immortal Guides
334
|
Posted - 2013.11.30 00:07:00 -
[11] - Quote
Jaysyn Larrisen wrote:Sana Rayya wrote:CYRAX SERVIUS wrote:Fitting skills first, modules and weapon second then lastly suit. Worst plan ever. Best plan ever for a new player trying to learn what play style they want go with. Also, following this plan makes pretty much every suit or playstation viable when you get around to picking specialist suits. that is actually a very good plan you dumb dumb. If you don't have your CPU/PG skills maxed out then you won't beable to equip any of the complex modules or proto weapons to your proto suit, you will have a proto suit with the same EHP and damage as the STD suits.
I die alot AND have fun... Who knew?
|
CYRAX SERVIUS
Death Firm.
263
|
Posted - 2013.11.30 13:26:00 -
[12] - Quote
Cpu and pg are directly relative to your fitting skills, sorry, I should have it more clear for all the four year olds out there.
CEO
Invictus Maneo~ "I remain unvanquished"
|
CYRAX SERVIUS
Death Firm.
263
|
Posted - 2013.11.30 13:28:00 -
[13] - Quote
Sana Rayya wrote:CYRAX SERVIUS wrote:Fitting skills first, modules and weapon second then lastly suit. Worst plan ever. Wrong you are...
CEO
Invictus Maneo~ "I remain unvanquished"
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
447
|
Posted - 2013.11.30 16:55:00 -
[14] - 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. |
Paeonn
Capital Acquisitions LLC Public Disorder.
0
|
Posted - 2013.11.30 17:57:00 -
[15] - Quote
As being a relative new commer to this game myself I can say that my alt's (you can have 2 alternate characters) really helped me out.
Create your main character and turn on the passive skill points, then create an alt. Use the alt to spec in whatever you find interesting. Play upto a couple hundred SP and decide if you like it. Rinse and repeat. Use both your alts to find out what you want. Then you can choose what direction to go for your main. Also read the forums for hints and tips in skilling up. There are a lot of great specilization threads on these forums.
On a personal note: if you're crap in aiming like me, go logistics. The suits have great versatility and you can rack up a lot of war points supporting your more capable team mates. A basic logistics suit with advanced equipment is a great start for any LogiBro. A must read: https://forums.dust514.com/default.aspx?g=posts&t=79304
Just my 0,02 ISK. |
CYRAX SERVIUS
Death Firm.
269
|
Posted - 2013.11.30 20:22:00 -
[16] - Quote
Sana Rayya wrote: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. 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.
CEO
Invictus Maneo~ "I remain unvanquished"
|
Roofer Madness
A.N.O.N.Y.M.O.U.S. Renegade Alliance
577
|
Posted - 2013.11.30 23:04:00 -
[17] - Quote
CYRAX SERVIUS wrote:Sana Rayya wrote: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. 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.
I agree with both of ya. I will throw in that the benefit to waiting as long as you can for the proto mods/suit is you will build up a nice nest egg of ISK and then by the time you can use it you will be able to afford it.
The Dust 514 AFK song
Plasma Cannon FTW
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
451
|
Posted - 2013.12.01 02:13:00 -
[18] - 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. |
CYRAX SERVIUS
Death Firm.
271
|
Posted - 2013.12.01 16:05:00 -
[19] - Quote
Not disputing your stats and have met you on the battlefield and respect your skill. I am also approaching 25 mil sp. I absolutely agree with you on all points, it's not an argument rather a different point of view.
I have both minmatar and caldari assault proto with all proper skills in place. My advanced fits kick just as much ass as they do. I can tear it up with bpo fits also as proper sp placement helps a lot.
I see many proto suits on the field that have no business being there, too many players think the suit or weapon is insta win, and I take full advantage of that mindset on the battlefield.
Started working on logi fit for 3rd proto, holy cow do you need sp to properly fit one of those puppies!!!
And you will almost never see me in pub matches wearing my proto fits as I don't pad my k/d or ego stroke. I use it in faction warfare and pc mostly...
CEO
Invictus Maneo~ "I remain unvanquished"
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
452
|
Posted - 2013.12.01 16:32:00 -
[20] - 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. |
|
|
|
|
Pages: 1 :: [one page] |