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Meiko Shiraki
A.P.E.X BRUTE FORCE
12
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Posted - 2014.05.31 20:14:00 -
[31] - Quote
Spkr4theDead wrote:Meiko Shiraki wrote:So, I don't have a ton of SP (about 1.5 million) but last night I was finally able to skill into Caldari Logistics. I love being able to help people on the battlefield and finally feel like I'm contributing. Lol, before it just felt like I was eating away at the clone reserves.
But as for the Caldari Logi skills, I feel like I'm not taking advantage of my class unless I carry nanohives. So, to all the veterans playing, which are more effective, or helpful to a team? Nanohives that give you more ammo or Nanohives that give you armor repair? I have nanocircuitry at lvl 3 right now and I'm working towards getting it to 4 but I still have about 200,000 to go.
This is my current build:
Logistics C-1
Rail Rifle
militia Shield Extender x2 militia Armor Repair
K-2 Nanohive- replenishes ammo Kin- 012 Nanite Injector- 50%
P.S. I would probably have better modules if I didn't waste so much of my sp on other crap items like Sniper rifles and the magsec. (T_T ) Cal logi C-I, or C/1? There's a big difference. And you're one of those that went straight for the suit, instead of anything into the core skills. Oh boy... It's a C-1, so only two equipment, 2 high slot, 1 low, just standard. o_O These are my core skills- armor 1- armor plating 1 shield 2- extension 1 core upgrade 2
electronics 1 engineering 1 nanocircuitry 3
and... that's it. I wish I could get some of my sp back. When I was playing in a basic caldari medium frame I was like "I can fit a sidearm in a light weapon slot! I should use two sidearms, then it's like I have 1 gun with double the ammo!" so I got magsec almost to proto. (T. T ) I hate that gun now. Same with the sniper rifle. |
Atiim
Heaven's Lost Property
8987
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Posted - 2014.05.31 20:32:00 -
[32] - Quote
If you want a Sidearm and a Light Weapon you should use the Amarr Logistics.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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Louis Domi
Pradox One Proficiency V.
333
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Posted - 2014.05.31 20:59:00 -
[33] - Quote
Get nanohives to level 5 instead of 4( Better because you get triage) and you get wiyrkomi Nanite injector |
Jett Pezzin
Terminal Courtesy
159
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Posted - 2014.06.01 04:45:00 -
[34] - Quote
MINA Longstrike wrote:Jett Pezzin wrote:Meiko Shiraki wrote: damage mods? they give you so little. Maybe the game operates differently then I think, but does 3, 4 or 5 % really add that much to your damage? (o_O)
Anyways, the topic has gone a little of track. I originally wanted to know if players wanted to see more of armor rep nanohives, or ammo supply ammo hives. Once I get 3 equipment slots I'll carry both. (^ _ ^)
D- Mods: Well it depends on the module. You can't use the same Damage Module on a dropsuit. So you would need a Basic. Enhanced, and Complex (3 High module slots). 3% + 4% + 5% increase on the damage of the weapon itself. State D- Mods (like State Complex Damage Module [5%]) can be used with normal mods (Complex Damage Module) and the Aurum buyable D- Mods. So you could possibly have the following... (5 Slots - Caldari Logistics ck.0) CRN-7 Damage Module (Aurum buyable, 5%) Complex Damage Module (Normal, 5%) State Complex Damage Module (Factional Points, 5%) '(Dumb Aurum name here)' Complex Damage Module (Aurum buyable, 5%) Enhanced Damage Module (Normal, 4%) So that's 5% by 5% by 5% by 5% by 4% of Damage added to your weapon that already has some damage!!! Imagine if you had a Kaalakiota Rail Rifle with that... ^.^ Anyways... Armor Repair would help a lot. What the ****ing hell? You're completely dead wrong here about damage mods bud. Damage mods have a penalty for affecting the same type of attribute (ie heavy dmg mod, light dmg mod, sidearm dmg mod) but it doesn't get extreme until 4 modules are fit. The penalty is roughly 87% effectiveness for 2nd module and 67%ish for the third. http://wiki.dust514.info/index.php?title=Stacking_Penalties Here's how the damage mods actually work from someone who *knows what they're talking about* and it includes a handy little calculator. Damage mods are cumulative not additive and they perform really well with three fitted, though they aren't really important on a logi who should really be fitting for a bit more HP so they can survive some incidental fire while repping things (especially on the caldari logi that has practically zero low slots). Also another link that just gives the numbers : http://dust514.wikia.com/wiki/Stacking_Penalty. 1st mod = 100%, 2nd mod = 87%, 3rd = 57%, 4th = 28% (stops being good roughly here), 5th = 10.5% (don't fit more than 4 modules with stacking penalties), 6th = 3%
Bro. You're wrong... at the bottom of the page it says:
- "This page was last modified on 29 October 2013, at 20:35."
And btw... The second link is dead/not as described.
Stuff has happened and **** has changed since then.
^.^
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MINA Longstrike
818
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Posted - 2014.06.01 10:47:00 -
[35] - Quote
Jett Pezzin wrote:I don't think you know what I'm even talking about. Besides... Bro. You're wrong... at the bottom of the page it says:
- "This page was last modified on 29 October 2013, at 20:35."
And btw... The second link is dead/not as described.
Stuff has happened and **** has changed since then. So according to you, two referenced sources that explain the numbers in detail don't beat your no sources and total misinformation? It wouldn't matter when the page was last modified as the stacking penalty has not changed. EVER.
Fitting an aurum complex light damage mod alongside an isk one or even an LP one still incurs a stacking penalty, as it checks for attribute affected not module type or group.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
117
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Posted - 2014.06.01 10:54:00 -
[36] - Quote
Personally, no one uses my Triage hives. Ever.
You're better off saving those for special situations where everyone's crowded in the same place, like an Ambush or Dom.
You have the advantage of having Triage hives that will do 100 armor healing per pulse instead of 70. So people will notice this and stay near your hives. Remember this.
Also I never use anything but Ishukone Gauged and Wyrkomi Triage. I'm sure the other ones are fine but I usually just spam these two types wherever there's a nest of friendly infantry.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Reign Omega
BurgezzE.T.F General Tso's Alliance
431
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Posted - 2014.06.01 10:57:00 -
[37] - Quote
Jett Pezzin wrote:MINA Longstrike wrote:Jett Pezzin wrote:Meiko Shiraki wrote: damage mods? they give you so little. Maybe the game operates differently then I think, but does 3, 4 or 5 % really add that much to your damage? (o_O)
Anyways, the topic has gone a little of track. I originally wanted to know if players wanted to see more of armor rep nanohives, or ammo supply ammo hives. Once I get 3 equipment slots I'll carry both. (^ _ ^)
D- Mods: Well it depends on the module. You can't use the same Damage Module on a dropsuit. So you would need a Basic. Enhanced, and Complex (3 High module slots). 3% + 4% + 5% increase on the damage of the weapon itself. State D- Mods (like State Complex Damage Module [5%]) can be used with normal mods (Complex Damage Module) and the Aurum buyable D- Mods. So you could possibly have the following... (5 Slots - Caldari Logistics ck.0) CRN-7 Damage Module (Aurum buyable, 5%) Complex Damage Module (Normal, 5%) State Complex Damage Module (Factional Points, 5%) '(Dumb Aurum name here)' Complex Damage Module (Aurum buyable, 5%) Enhanced Damage Module (Normal, 4%) So that's 5% by 5% by 5% by 5% by 4% of Damage added to your weapon that already has some damage!!! Imagine if you had a Kaalakiota Rail Rifle with that... ^.^ Anyways... Armor Repair would help a lot. What the ****ing hell? You're completely dead wrong here about damage mods bud. Damage mods have a penalty for affecting the same type of attribute (ie heavy dmg mod, light dmg mod, sidearm dmg mod) but it doesn't get extreme until 4 modules are fit. The penalty is roughly 87% effectiveness for 2nd module and 67%ish for the third. http://wiki.dust514.info/index.php?title=Stacking_Penalties Here's how the damage mods actually work from someone who *knows what they're talking about* and it includes a handy little calculator. Damage mods are cumulative not additive and they perform really well with three fitted, though they aren't really important on a logi who should really be fitting for a bit more HP so they can survive some incidental fire while repping things (especially on the caldari logi that has practically zero low slots). Also another link that just gives the numbers : http://dust514.wikia.com/wiki/Stacking_Penalty. 1st mod = 100%, 2nd mod = 87%, 3rd = 57%, 4th = 28% (stops being good roughly here), 5th = 10.5% (don't fit more than 4 modules with stacking penalties), 6th = 3% I don't think you know what I'm even talking about. Besides... Bro. You're wrong... at the bottom of the page it says: - "This page was last modified on 29 October 2013, at 20:35." And btw... The second link is dead/not as described. Stuff has happened and **** has changed since then.
And no. Stacking penalties 're still the same as they have always been, consistent with eve math. Just because the mod % changed doesn't mean anything else has.
Observe the public trust. Protect the innocent. Uphold the law.
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PLAYSTTION
Universal Allies Inc.
145
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Posted - 2014.06.01 13:14:00 -
[38] - Quote
Meiko Shiraki wrote:Jett Pezzin wrote:Meiko Shiraki wrote:i still seem to die fast though. Should I go for higher shield extenders or the advanced cal logi suit first? Go for shield extenders and then focus on the suits because the suits take forever to get. :/ P.S. Use Damage Mods. damage mods? they give you so little. Maybe the game operates differently then I think, but does 3, 4 or 5 % really add that much to your damage? (o_O) Anyways, the topic has gone a little of track. I originally wanted to know if players wanted to see more of armor rep nanohives, or ammo supply ammo hives. Once I get 3 equipment slots I'll carry both. (^ _ ^) Armour rep hives give ammo and reps, the choice is up to you.
44/4 in a BPO Scout 40/5 in a Proto Assault
Open Beta Vet 22mil sp
R.I.P Dust 514
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Insufficient Data
WarRavens Final Resolution.
66
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Posted - 2014.06.01 20:37:00 -
[39] - Quote
PLAYSTTION wrote:Meiko Shiraki wrote:Jett Pezzin wrote:Meiko Shiraki wrote:i still seem to die fast though. Should I go for higher shield extenders or the advanced cal logi suit first? Go for shield extenders and then focus on the suits because the suits take forever to get. :/ P.S. Use Damage Mods. damage mods? they give you so little. Maybe the game operates differently then I think, but does 3, 4 or 5 % really add that much to your damage? (o_O) Anyways, the topic has gone a little of track. I originally wanted to know if players wanted to see more of armor rep nanohives, or ammo supply ammo hives. Once I get 3 equipment slots I'll carry both. (^ _ ^) Armour rep hives give ammo and reps, the choice is up to you.
They do, but hybrid hives like the Compact, K-17D(R), and Allotek nanohives prioritize healing your armor first and resupply last. In most cases players chuck those hives out for last second healing when no logi is present. Or when all ammo or grenades are left to fend off enemies. When you get access to wyrkomi triage hives they become your sole means of keeping yourself and your squad alive armor wise temporarily. As for ammo bring the best Adv nano hives that have high nanite clusters. Although your character has access to proto hives or equipment I advise running it on a match to match basis unless you know how to properly use it.
CCP Can't Complete Projects
Suck On This Null-Sac t(^_^t)
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Scheneighnay McBob
T.R.I.A.D Ushra'Khan
5128
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Posted - 2014.06.01 21:39:00 -
[40] - Quote
In a perfect world, all caldari assaults would carry nanite injectors while their logis carry nanohives for them. Unfortunately, this isn't the case unless you coordinate a squad well.
BOOP!
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Jett Pezzin
Terminal Courtesy
175
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Posted - 2014.06.02 04:04:00 -
[41] - Quote
MINA Longstrike wrote:Jett Pezzin wrote:I don't think you know what I'm even talking about. Besides... Bro. You're wrong... at the bottom of the page it says:
- "This page was last modified on 29 October 2013, at 20:35."
And btw... The second link is dead/not as described.
Stuff has happened and **** has changed since then. So according to you, two referenced sources that explain the numbers in detail don't beat your no sources and total misinformation? It wouldn't matter when the page was last modified as the stacking penalty has not changed. EVER. Fitting an aurum complex light damage mod alongside an isk one or even an LP one still incurs a stacking penalty, as it checks for attribute affected not module type or group.
Ok.
Then how come if I have Enhanced, Complex, State Complex, and State Enhanced Damage Modules with a Kaalakiota, I can take out a heavy (400 shield, 600 armor) with 5-7 hits? Also it's not just the skills. And my only source is from my experience :/ I'm not trying to disagree with anyone but this is from MY experience. I am aware of the stacking penalties but again, this is CCP.
^.^
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Meiko Shiraki
A.P.E.X BRUTE FORCE
14
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Posted - 2014.06.02 23:22:00 -
[42] - Quote
Scheneighnay McBob wrote:In a perfect world, all caldari assaults would carry nanite injectors while their logis carry nanohives for them. Unfortunately, this isn't the case unless you coordinate a squad well. omg, that would be freakin awesome. Anyways, I found what I was looking for, so if a moderator wants to close this thread she/he can.
Thank you everyone who responded. I feel like I have learned a lot and maybe, in a couple of weeks, I can live up to the name of "Caldari Logistics". Thanks again.
(^. ^ )/ bye |
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