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Arkena Wyrnspire
Fatal Absolution
21107
|
Posted - 2015.01.24 17:45:00 -
[1] - Quote
Presently under construction. Please do not post.
Champions of liberty and fierce guardians of the human spirit, the Gallente Federation is the only true democracy in New Eden. Its principles are brotherhood, fraternity, and equal rights to all men.
A comprehensive guide on how to fight in DUST 514, the Gallente way.
New player who picked the Gallente race and want to stick with them? Start here. This will take you from your first moments after character creation through to top tier fitting. Warning: Text heavy.
As a fairly dedicated DUST player I believe that new players are the lifeblood of the game. Got questions? Feel free to ask them, here or via in game mail. Need monetary assistance? I can give you that, too. Want to squad up and be taught the ropes in person? Sure! IGÇÖm EU TZ and play mainly at weekends, but if you can catch me when IGÇÖm not busy IGÇÖll be happy to help you out. Sgt Kirk has also offered his assistance for fellow Gallenteans during the early mornings and late nights of NA CST.
For those of you more interested in critiquing this guide than learning from it, contributions are welcome from those experienced with their classes. I have maxed out all Gallentean dropsuits and have used them all, but I certainly do not know everything.
This is a really, really long guide. To help you navigate, IGÇÖve included a CTRL-F navigation system. To use it, press CTRL-F and type in [P#], where # is the number of the section you want.
Although this is designed to be a comprehensive guide, in the interests of expediency I will not be explaining precisely how you play a shooter and assume you know how to push R1 to fire, etc. If you need further assistance, donGÇÖt hesitate to ask in this thread.
[P1] How does the skill system work? How do I earn SP/ISK? [P2] How does the fitting system work? [P3] What is the Gallente combat philosophy? [P4] Weapon overview [P5] The Assault class [P6] The Logistics class [P7] The Scout class [P8] The Commando class [P9] The Sentinel class [P10] Join the fight!
The first two sections are filled with fairly dry technical material. If you understand how that stuff works, go ahead and skip them.
[P1] How does the skill system work? How do I earn SP?
The skill system is the progression system for DUST. This is, arguably, one of the most detailed progression systems youGÇÖll find in an FPS game.
Skills are required to operate almost all items in DUST. The exception to this is militia gear - this is very cheap, low end gear that requires no skills to operate. These items can be found in the GÇÿmilitia gearGÇÖ section of the market and I would encourage you to try out lots of these items before speccing further into them.
The currency of the skill system is the Skill Point, subsequently referred to as GÇÿSPGÇÖ.
You start off with 500k SP. Spend it carefully.
SP is acquired in three ways - actively, passively, and from the daily login bonus. Active SP comes from playing matches - the more you play, the more SP you get.
You receive 5 SP each second youGÇÖre in a match and 1 SP for each WP (War Point, the gameGÇÖs scoring system) you earn. The amount of SP you can earn in a week is soft capped - after youGÇÖve earned ~200k active SP the 5 SP per second component of your SP earning will disappear and you will only earn SP equivalent to the WP you earn, up to a maximum of 1,000 per match.
The second way you acquire SP is passively. You will accrue SP over time regardless of whether you play or not, at a rate of 24,000 SP per day. Leave the game for a while? YouGÇÖll come back and have SP to spend.
The final way you can earn SP is via the daily login bonus. Every day that you log onto your character, with each day defined as from downtime to downtime, you'll receive 3000 SP. If you log in on consecutive days, the bonus goes up by 500 SP until a maximum of 6000 SP is reached on the seventh day. If you miss a day, the total received resets to 3000 SP.
Active and passive SP can be boosted by buying boosters, which cost AUR, the premium currency which requires an investment of real money.
Every skill in the game has a GÇÿskill multiplierGÇÖ. This is a measure of how much the skill costs to upgrade.
At a 1x multiplier, the costs of each level are as follows:
Level 1: 6,220 Level 2: 18,650 Level 3: 43,530 Level 4: 87,060 Level 5: 155,460
A 2x multiplier means the skill costs twice as much per level. So, for example, level 1 of a 2x multiplier skill would cost 12,440 SP.
There are seven skill trees in DUST:
Dropsuit Command Dropsuit Upgrades Weaponry Vehicle Command Vehicle Upgrades Turret Operation Corporations
This guide does not deal with vehicles and corporations, so we will only be talking about the first three of these.
Every tree begins with a single node. You will need to level up this node to progress. You do not need to max out this node - indeed, it is best if you do not.
Dropsuit Command allows you to operate different types of dropsuit. The skills in this tree are the prerequisites for using the more interesting varieties.
The starting node is a 1x multiplier skill simply titled GÇÿDropsuit CommandGÇÖ. DO NOT LEVEL THIS PAST LEVEL THREE. Any SP spent on this past level 3 is completely wasted, as no skill presently in the game requires levels 4 or 5 and there is no passive benefit granted by the skill.
What you take this skill to will depend on what dropsuit type you want to play.
Medium frames require Dropsuit Command I. Light frames require Dropsuit Command II. Heavy frames require Dropsuit Command III.
After youGÇÖve levelled this up to the relevant level, you can pick the dropsuit you want next.
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Arkena Wyrnspire
Fatal Absolution
21107
|
Posted - 2015.01.24 17:45:00 -
[2] - Quote
There are light frames, medium frames, and heavy frames. Each of these has their own quirks:
Light frames are speedy little critters without much HP. This path leads to the Scout dropsuit, a fast, stealthy dropsuit with a host of electronic warfare and scanning abilities.
Medium frames are your jack of all trades. This path leads to either the Assault dropsuit, a versatile frontline combat suit, or the Logistics dropsuit, a support unit with lots of equipment slots.
Heavy frames are your lumbering behemoths. Slow moving and with lots of HP, they are the only frame type that can operate Heavy Machine Guns or Forge Guns. This path leads to either the Commando dropsuit, a heavy frame which sacrifices the ability to carry heavy weapons in return for moving slightly faster and carrying two light weapons, or the Sentinel dropsuit, a more resistant heavy weapon user.
YouGÇÖre picking the Gallente frame you like, obviously. YouGÇÖre reading a Gallente guide after all! Why are you not picking the Gallente frames?!
Each basic frame skill is a 4x multiplier skill. Once you get that skill to level 3, you can pick the further specialised frame, which is an 8x multiplier skill.
To operate a standard tier dropsuit, you need level 1 in the relevant dropsuit skill. To operate an advanced tier dropsuit, you need level 3 in the relevant dropsuit skill. To operate a prototype tier dropsuit, you need level 5 in the relevant dropsuit skill.
Dropsuit Upgrades is the tree that deals with allowing you to use improvement modules on your dropsuit such as armour repairers and equipment items such as active scanners.
Again, this tree starts with a 1x multiplier skill named after the skill tree. This leads into several options. You donGÇÖt need this past 4! As with the previous skill tree, thereGÇÖs nothing that requires the starting node at 5.
Dropsuit Upgrades leads to:
Dropsuit Core Upgrades at level 1. Dropsuit Armour Upgrades at level 2. Dropsuit Shield Upgrades at level 2. Dropsuit Biotic Upgrades at level 4.
As fine Gallenteans, we generally should not concern ourselves with silly things like shields and instead rely on armour. The biotics skill tree is expensive to invest in and mainly useful for scouts, so weGÇÖll focus on the core upgrades and armour upgrades trees.
Core Upgrades is important for maximising your fitting resources and leads to a number of very useful skills. It increases your fitting resources by 1% per level and leads to the important Electronics and Engineering skills.
Here are the important skills that Core Upgrades unlocks:
At level 1, both Dropsuit Electronics and Dropsuit Engineering are unlocked. These give a 5% increase per level to CPU and PG, respectively.
At level 2, the equipment skills are unlocked - nanocircuitry, active scanner operation, drop uplink deployment, and repair tool operation. These are necessary to use a number of equipment items.
Dropsuit Electronics leads to the three EWAR skills - precision enhancement, profile dampening, and range amplification. More on this in the scout section, which is where that material really becomes important.
Dropsuit Armour Upgrades is an important section for Gallenteans. This is the core of your tank, your HP, and keeping this section at a good standard will keep you alive.
Dropsuit Armour Upgrades increase your base armour HP by 5% per level. ThatGÇÖs potentially 25% more HP without even fitting modules!
After the first level of this skill both Armour Plating and Armour Repair Systems are unlocked. These are also both very important skills.
Armour Plating will increase the HP given to you by plates by 2% per level. Armour Repair Systems increases the amount repaired by armour repairers by 5% per level.
At level 1, both of these skills allow access to basic tier modules. Level 3 unlocks enhanced tier modules. Level 5 unlocks complex tier modules.
As a Gallentean, Armour Repair Systems V is the best thing ever. This unlocks complex armour repairers, and the gulf between the basic ones and level 5 complex ones is very wide indeed. For a triple rep fit with basics, you may break 10 HP/s. A triple rep fit with complex will reach 30 HP/s.
The final tree of interest to you is the Weaponry tree. This unlocks access to the various weapons of DUST.
You should be used to the drill by now, so hereGÇÖs how it works from the first node.
Weaponry I unlocks access to Sidearm Operation. Weaponry III unlocks Explosives (which leads to the Grenadier skill, used for grenades), Handheld Weapon Upgrades (which unlocks access to damage modifiers, used to increase weapon damage), and most importantly Light Weapon Operation. Weaponry V unlocks Heavy Weapon Operation.
IGÇÖm not going to go into all the different weapons you can unlock and all the different proficiency skills and other little improvements you can pick up from this tree because that would take forever. Consult the Weapon Overview section for more information on the wonderful Gallente technology available from this tree.
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Arkena Wyrnspire
Fatal Absolution
21107
|
Posted - 2015.01.24 17:46:00 -
[3] - Quote
[P2] How does the fitting system work?
The fitting system is a similarly complex piece of work. LetGÇÖs break it down to the basics.
Every time you deploy into battle, you need to use a dropsuit. These dropsuits have their characteristics defined by what they are and how they are fitted. Your weapon choices, your grenades, your HP totals, your speed, the equipment you can use, all of these are defined by how you have fit the dropsuit youGÇÖre deploying in.
All dropsuits have two fitting resources: PG (Power Grid) and CPU. They also have a number of slots, which you can fit modules to. Every module you fit will take up a certain amount of PG/CPU.
There are several different types of slots:
Heavy Weapon Slots (represented by the letter H) can fit any type of weapon. Light Weapon Slots (represented by the letter L) can fit light weapons and sidearms. Sidearm Weapon Slots (represented by the letter S) can fit sidearms. Grenade Slots (represented by a grenade icon) can fitGǪ grenades. That was easy!
High Slots (represented by two dashed lines and found on the left side of the fitting screen) can fit a number of modules:
Damage Modifiers (which come in sidearm, light, and heavy flavours) Shield Extenders Shield Rechargers Shield Energisers Myofibril Stimulants Precision Enhancers
As a proud Gallentean, you will not touch any of the shield modules. ItGÇÖs fine to have at least one shield module if it helps you survive but a Gallente suit shouldnGÇÖt have shield as its primary. Scouts and sometimes Logistics are an exception to this because of their low base HP and need for Low slot modules to fulfil their roles.
That leaves damage modifiers, myofibril stimulants, and precision enhancers. Myofibril stimulants increase melee damage but are awful, so letGÇÖs talk about the other two.
Damage modifiers increase the damage of your weapons by a % and are specific to heavy, light, or sidearm class weapons depending on the variety of damage mod you fit.
Precision enhancers are mostly useful for scouts, so more on them later. Notably, they take no PG and only require CPU to fit.
Low Slots (represented by a single, short, thick line and located on the upper right of the fitting screen) can fit a huge number of useful modules and are the primary tanking slots of Gallente dropsuits:
Armour Plates Armour Repairers Range Amplifiers Profile Dampeners Cardiac Regulators Kinetic Catalysers Code Breakers CPU extenders PG extenders Shield Regulators (Guess what? We donGÇÖt use these.)
Armour Plates come in three flavours: Normal - High HP plates which provide a lot of armour HP at the expense of speed Ferroscale - Medium HP plates which provide less armour HP than normal plates but do not penalise speed Reactive - Low HP plates which also provide a small amount of armour repair.
Armour Repairers are fantastic devices which repair a certain number of armour HP per second. Stacking these on a Gallente dropsuit allows you to recover from fights quickly, and unlike shield regeneration these will have a constant effect.
Range Amplifiers increase the range of your passive scanner.
Profile Dampeners reduce your dropsuit profile.
Cardiac Regulators increase the amount of stamina available to you and the rate at which that stamina recovers. Stamina is used at a rate of 10 per second to run and is also used for jumping.
Kinetic Catalysers increase your sprint speed. These can be very useful! Using GÇÿkincatsGÇÖ can really help you get into range with a Gallente suit, and help compensate for any speed penalties.
PG/CPU increasing modules are rarely useful on a good fit. Need 6 more PG for a complex plate? Instead of clearing a slot for a PG upgrade, downgrade to an enhanced plate and keep that other slot filled.
Codebreakers increase your hacking speed.
We donGÇÖt use Shield Regulators. What are you, Caldari? We donGÇÖt talk about them either. Sssh. (These affect the delay before your shields start recharging. This is never worth fitting on a Gallente suit.)
Finally, there are equipment slots.
Equipment items are actively used items like ammo packs, revival tools, etc. HereGÇÖs a list of them:
Active Scanner: The most Gallente item on this list. Shines the light of freedom through the squid infested depths and highlights foes in the area you point at on your minimap for a short period of time when used.
Nanohive: Deployable packs that create a bubble that restores ammunition while you stand in it. More advanced models restore armour HP as well. Gallente models do both, naturally. Compact Nanohives, K17/D Nanohives and the Allotek Nanohives are all Gallente themed Nanohives and work well with a Gallente Logistics that does not want to use Repair Tools.
Nanite Injector: Revives people who are downed but not yet terminated with a % of armour HP when you stick it in someone. Repeated use, but donGÇÖt worry about the risks of dirty needles - YouGÇÖre a clone, after all. The Nanite Injector fits the Gallente way - preventing casualties wherever we can.
Remote Explosive: Packet of explodey goodness that you can stick on floors, walls, ceilings, vehicles, etc. After a brief arming period you can push a button to make it go kaboom. These pack a huge punch and will kill almost any infantry unit caught in the blast zone.
Drop Uplink: Deployable, destructible spawn point.
Repair Tool: Healing stream that locks onto friendlies and heals their armour. Advanced models can have two healing streams at once or have a single very powerful healing ray.
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Arkena Wyrnspire
Fatal Absolution
21107
|
Posted - 2015.01.24 17:46:00 -
[4] - Quote
[P3] What is the Gallente combat philosophy?
In short GÇô Get in close and whack things really hard. The one thing Gallente weapons do well at is short range butchery. Gallente suits emphasise armour over shields and tend to work better for rapid armour regeneration than heavy armour plate stacking.
Gallente dropsuits will not achieve the armour totals that a heavily plated Amarrian will achieve. They will, however, repair faster than them. All Gallente dropsuits are blessed with an inherent armour repair rate that is slightly higher than that of the other races. This isnGÇÖt nearly enough to shore up a dedicated armour tank by itself, though.
Gallente dropsuits are of average speed. They are not as fast as a Minmatar dropsuit, but are not as slow as Amarrians. However, if you armour plate heavily, your speed will drop noticeably.
Gallente weaponry is generally higher damage than other options, but at the cost of having a lower range. Damage sustainability is average, with clip lengths and reload times being the middle values for their class.
Gallente dropsuits favour low slots. Low slots are used for armour plates, armour repairers, biotic modules, and some EWAR modules. Some biotic modules increase your speed, and due to the short range nature of Gallente weaponry they can be very useful for a dedicated Gallentean.
[P4] Weapon overview:
The Gallente Federation produces four different classes of weaponry - the Plasma Rifle (Assault Rifle), the Plasma Cannon, the Shotgun, and the Ion Pistol.
All four weapons use the plasma damage type. This means Gallente weapons to 10% more damage to shields and 10% less damage to armour.
Plasma rifle:
The Plasma Rifle is one of the most versatile of all the four racial rifles. Unlike the other races, who each have two variants of their rifle, the plasma rifle has four variants.
Of all the racial rifles, the plasma rifle is the shortest range. It does, however, possess the highest DPS of any of the automatic rifles, by a margin of around 10%, and generally has solid all round performance in that range.
The short range is worth reiterating. This is the shortest ranged of all racial rifles. Do not engage enemies with different rifles at long range, you will lose.
There are four variants of the plasma rifle - the assault, the breach, the burst, and the tactical. Of these, only the assault variant (the base variant) is available at the Standard tech level, requiring level 1 operation to use. The other three variants become available at the Advanced tech level, requiring level 4 operation to use.
HereGÇÖs a list of the rifles and the skill levels youGÇÖll need to use them:
Assault Rifle - Standard assault variant, requires level 1 operation. Breach Assault Rifle - Standard breach variant, requires level 2 operation.
GEK-38 Assault Rifle - Advanced assault variant, requires level 3 operation. GK-13 Burst Assault Rifle - Advanced burst variant, requires level 4 operation. GB-9 Breach Assault Rifle - Advanced breach variant, requires level 4 operation. GLU-5 Tactical Assault Rifle - Advanced tactical variant, requires level 4 operation.
Duvolle Assault Rifle - Prototype assault variant, requires level 5 operation. Allotek Burst Assault Rifle - Prototype burst variant, requires level 5 operation and proficiency 1. CreoDron Breach Assault Rifle - Prototype breach variant, requires level 5 operation and proficiency 1. Duvolle Tactical Assault Rifle - Prototype tactical variant, requires level 5 operation and proficiency 1. Now weGÇÖve shown you the options, letGÇÖs give you a quick overview of what each of the four variants is like.
Assault variant:
The assault variant is your jack of all trades. ItGÇÖs a fully automatic weapon with a high rate of fire (800 RPM) and a solid damage per bullet, hanging around the mid-thirties per shot. It has a 70 round clip, a 3 second reload time, and has a tightish hipfire. Recoil is minimal and it is fairly accurate.
Your range is limited to around 40 metres optimal - up to that point you will do your full damage.
Breach variant:
Also full-auto, the breach variant is slower firing than the assault variant and does a higher damage per shot. Ultimately, the DPS is very similar. It has a smaller, 30 round clip, but a similar amount of damage per clip.
Ultimately, itGÇÖs very similar to the assault variant just with a different balance between RoF and DPS. The key advantage the breach variant has over the assault variant is its hipfire. The breach hipfire is much more accurate and is very tight.
Burst variant:
Does a little more damage per shot than the base assault variant. Technically higher rate of fire, but fires in a burst mode so this doesnGÇÖt directly translate to higher DPS.
This fires in four round bursts each time you pull the trigger. 70 round clip - slightly more damage per clip than the assault variant. Also, features a scope rather than the ironsights used on the automatic weapons.
Tactical variant:
The most different of all the variants, this is a semi-automatic weapon with high damage per shot. Has a 24 round clip and will do somewhere in the region of 80 damage per shot. This is a hard hitting weapon! Hipfire is not as tight as the other weapons, so itGÇÖs less useful in CQC, and recoil is a little higher as well. Features a scope.
Notably, this variant also has a longer range than the other variants and can hit out to 60 metres. This is essentially the marksmanGÇÖs option.
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Arkena Wyrnspire
Fatal Absolution
21107
|
Posted - 2015.01.24 17:47:00 -
[5] - Quote
Shotgun
The shotgun isGǪ Well, a shotgun. IGÇÖm sure most people have an idea of how this functions. ItGÇÖs an absolutely point blank range weapon. ItGÇÖll do a hell of a lot of damage - you will frequently OHKO weaker suits with a solid hit, and not even the heaviest suits will survive more than four or five rounds.
The optimal range is about 5m. If youGÇÖre shooting past that, youGÇÖre going to be doing practically nothing - always carry a good sidearm with the shotgun. The clip size is 8, plenty to kill any target in a 1v1 if youGÇÖre in close and enough to decimate squads. It reloads shells individually and quickly as well, so you can rapidly load a shell and fire it if you need one in a pinch and youGÇÖve got nothing left in the clip.
Each full shot will do somewhere in the region of 400-500 damage if you hit with all the pellets. Deceptively, you need the centre of the reticle on the target to do any damage - if you donGÇÖt have the centre on the target youGÇÖll likely get the dreaded blue shield flash with zero damage.
The shotgun also has a breach variant, but we wonGÇÖt cover that because itGÇÖs awful. Essentially, itGÇÖs a slightly longer ranged variant with slightly more damage but a much slower refire rate, only two rounds in the clip, and a slow reload.
The shotgun is best suited for use on the scout dropsuit. The scout has the tools to get in close quickly without being noticed, at which point the shotgunGÇÖs massive alpha will put targets down extremely rapidly. It can also be used as a backup weapon on the commando - in a pinch, you can duck around the corner with it and lure the enemy into your shotgun range, at which point you can nail them. DonGÇÖt bother with the sights, if youGÇÖre aiming down sights (ADSing) with a shotgun, youGÇÖre doing something horribly wrong.
If youGÇÖre being attacked by a shotgun: Jump away from the shotgunner and backpedal for your life. Shotgun scouts will brutally punish new players - keep your eyes peeled for blue outlines and stay well away from them when you see them. These are some of the most difficult things for a new player to deal with.
Plasma Cannon
The plasma cannon is the Gallentean AV option. After a brief charge period of 0.6 seconds, it shoots a huge lance of plasma at 70m/s to wtfbbq whatever happens to be standing in the way. If you can land direct hits on infantry with this it becomes an excellent way of instakilling all but heavily tanked sentinels.
The plasma cannon only has a 1 shot clip and has a lengthy reload afterwards, so when using this you need to make that shot count.
The shot itself can do up to 1600 damage, depending on the plasma cannon youGÇÖre using. This is enough to down shield LAVs in two hits, armour LAVs in three, and can present a credible threat to a tank if it hangs around. Dropships are difficult to hit on account of the travel time, but it can be done and if you whack a dropship with a plasma round itGÇÖll feel it.
On hit, the explosion will do some splash damage to a few metres around it, about 300-400 when standing right next to the blast zone and less if youGÇÖre on the edge of it. This can be used to kill scouts and finish off targets in a pinch.
The PLC is a difficult weapon to use effectively - it has projectile drop and travel time - but if you get a direct hit with it, then it feels incredibly rewarding and is great fun. ThereGÇÖs nothing quite like nailing someone at 140m with a militia plasma cannon direct hit. If you can get a group using them, thereGÇÖs also nothing quite like organising a volley on an objective or tank and watching it disappear in a hail of plasma. One concern with using the plasma cannon is that it has a tendency to give away your position. Huge lances of bright glowing plasma tend to be noticeable and they leave long trails, even if the shots travel quickly. Sgt Kirk recommends the Plasma CannonGÇÖs use on the Gallente Commando. It eases the long reload as well as buffs the weapon and does not keep you stuck using only the Plasma Cannon as your main weapon. The Plasma Cannon almost seems like it was made to be used with the Commando suit.
Ion Pistol
The Gallente sidearm option, the ion pistol is a semi-automatic pistol with a 16 shot clip and a charge shot function.
Each shot does 55-60 damage and will fire about as fast as you can pull the trigger. Optimal range is 20m - past this damage drops off very rapidly, so this canGÇÖt really be used outside of close quarters.
The charge shot can hit for up to 400 damage and will happily instakill weaker targets. However, using the charge shot will instantly overheat the weapon, causing it to seize for a short moment (about 1 second) and preventing followup shots. You can use this to duck in and out of corners and take alpha shots at enemies, though the short range may hinder this tactic.
Be careful not to hold the trigger down while trying to fire in normal semi-automatic operation. If you do, you may randomly overheat the weapon even if youGÇÖre not trying to use the charge shot.
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Arkena Wyrnspire
Fatal Absolution
21107
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Posted - 2015.01.24 17:48:00 -
[6] - Quote
[P5] The Assault class
The assault class is the versatile direct combat suit. ItGÇÖs more mobile than a heavy and tougher than a scout, and has bonuses to light weapon operation.
For many Gallenteans, this will be the first type of dropsuit that you use. ItGÇÖs the most natural progression from the basic medium frame which you start out with, and is a solid general purpose option.
The Gallente assault has bonuses to weapon fitting resources - 5% per level reduction to PG/CPU requirements of weapons - and bonuses to the recoil and accuracy of plasma weapons. This only really affects the plasma rifle and ion pistol, and is a 5% per level reduction to kick and dispersion. This is not a very strong bonus, so donGÇÖt build your suit around this.
First things first: Here are the basic stats of your assault dropsuit: Shield HP: 155 Armour HP: 275
Shield Recharge Rate: 20 HP/s Shield Recharge Delay: 7 seconds (time before your shields will start to recharge after damaged) Shield Depleted Recharge Delay: 10 seconds (time before your shields will start to recharge after being completed wiped out)
Armour Repair Rate: 3.5 HP/s Movement Speed: 5 m/s Strafe Speed: 4.5 m/s (the speed at which you move from side to side) Sprint Speed: 7 m/s
Stamina: 175 (You use 10 stamina per second whilst sprinting and also use stamina for jumping) Stamina Recovery Rate: 20/s
Scan Profile: 45 dB (the precision a scanner needs to beat to have you appear on scan, the lower this is the better) Scan Precision: 45 dB (the precision of your onboard dropsuit scanner, the lower the better) Scan Radius: 20m (the range from your dropsuit your internal scanner works at)
Equipment bandwidth: 16 Mbit/sec
The EWAR suite of your dropsuit can be hugely improved by the skills you train and can be a useful advantage - but you will never equal a scout with an assault dropsuit.
Now weGÇÖve gotten the basic stats that are the same across all dropsuits, letGÇÖs have a look at the slot counts you have available to you.
Assault G-I 1H/3L
Assault G/1 Series 2H/4L
Assault Gk.0 3H/5L
From here on out what we talk about depends an awful lot on your playstyle and personal preferences.
My personal belief is that fighting smart is better than fighting hard, and that is how I will teach you to play.
I am also of the belief that the Gallente assault lives and dies off its reps. Thus, I believe that the single most important module for you is the complex armour repairer. It is imperative to acquire Armour Repair Systems 5 ASAP. Until you get that module, your repairs will always be fairly limited.
Recommended newbie fit:
Assault G-I
Assault Rifle Ion Pistol Flux Grenade
Basic Light Damage Modifier
Basic Armour Plate Basic Armour Repairer Basic Armour Repairer
Equipment of choice
This will give you a solid basic tank and allow you an adequate repair rate. YouGÇÖre not very encumbered, as armour suits go, and you repair very fast for your tier. This will help teach you an important lesson - Mobility is life. A stationary target is a dead target. Always be at least strafing. Always. ItGÇÖs harder to hit you if youGÇÖre strafing. If you stand still, you can be instantly killed by a number of threats. ItGÇÖs laughably easy to line up a headshot with a sniper rifle on a stationary target, and not even a heavy can stand a sniper rifle headshot. Even if there are no snipers about, even the weakest weapons can drop a stationary target in about a second.
Fighting smart is better than fighting hard. It doesnGÇÖt matter how much you flail, if you charge a HMG heavy head on youGÇÖre going down. If you see that heavy coming, get the hell away and flank him or set up at range, you will crush him.
DonGÇÖt strike an unaware target unless you know you can take them. CanGÇÖt take them? Get into a position where you can. You can deal with any single infantry target with just your plasma rifle, if youGÇÖre smart about it. Be cautious about attacking prototype suits and heavies, but it is entirely possible to take them on.
If you find yourself in a fight with someone better equipped than you for the fight, donGÇÖt panic. Remain calm. Strafe rapidly from left to right to make yourself a harder target. Fire discipline may yet win the day - keeping your cool and placing precise shots on the target can often win you your way out of difficult situations.
You are not stuck to this fit! This is not a mandatory fit that you have to use. The fitting system allows for an incredibly diverse selection of fittings and offers a great deal of customisability. DonGÇÖt like something? Change it. This is simply a recommendation.
More advanced recommended fit:
Assault G/1 Series:
GEK-38 Assault Rifle (or plasma rifle of choice) Ion Pistol Flux Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier
Enhanced Armour Plate Enhanced Armour Plate Enhanced Armour Repairer Enhanced Armour Repairer
Equipment of choice
This is a significant step up in survivability from the previous tier. This is also cheap enough that you should be able to afford it fairly regularly.
An ADV plasma rifle with two enhanced damage mods starts to pack a real punch. You can expect to kill non-heavy targets fairly easily if you get a firm bead on them.
Once you improve your skills a bit, this fit will have just a shade under 600 armour with 15 HP/s. This is excellent protection and will serve you well in the vast majority of situations.
With these two factors combined you can reasonably expect to engage and defeat any target except if youGÇÖre approaching HMG heavies or superior suits head on. If you engage them from an advantageous position you should fully expect to kill them. ItGÇÖs not impossible to beat worse players than you even if theyGÇÖre in a HMG heavy approaching head on.
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Arkena Wyrnspire
Fatal Absolution
21114
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Posted - 2015.01.24 17:49:00 -
[7] - Quote
Suggested Gk.0 fit:
Plasma Rifle of choice Ion Pistol Flux Grenade/Core Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Enhanced Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plate Enhanced Armour Plate
Equipment of choice
Once you get to prototype, you have a huge number of options. This is one of many, many fittings you can do. Muck about with this! Change lots of things! I have about a dozen different Galassault fittings and IGÇÖm still finding some interesting things to try. Like moving? Try out kincats. Feel the need for some more durability? Plate up, maybe even try shield extenders if youGÇÖre feeling mildly heretical.
Upon reaching this point, you can deal with a lot of stuff. In terms of technology level, you are the apex predator - thereGÇÖs nothing that should give you pause simply because itGÇÖs a higher tech level than you, and though I prefer not to try I have engaged bad HMG heavies head on and won with this fit.
You recover from fights at a very rapid rate in a well-equipped Gallente assault. Never be afraid to duck away from an opponent. Especially once you get complex repairers, you can often delay a fight that you would surely lose in order to recover for a few precious seconds before re-engaging and winning.
HereGÇÖs an example - A Caldari assault comes upon you from the flank. In that frantic moment you realise that although he has knocked off a chunk of your HP, there is cover nearby and you can buy yourself a little bit of time. Dive for the cover. Even if you canGÇÖt escape, you get a moment to recover. Then, instead of engaging in a crippled state, you can engage in a much healthier state and have a much better chance at victory.
Once you reach a higher SP level and are more familiar with the game, there is another guideline fit that I would highly recommend. It will require maxed armour skills and more importantly maxed kinetic catalysers. It is SP intensive to get complex kincats, so you wonGÇÖt be able to do this very quickly, but once you do it can be well worth using them.
Assault Gk.0
Rifle of choice SMG
Enhanced Light Damage Modifier Enhanced Shield Extender Enhanced Shield Extender
Complex Kinetic Catalyser Complex Kinetic Catalyser Complex Reactive Plate Complex Reactive Plate Complex Reactive Plate
Equipment of choice
This kind of fitting gives a huge amount of mobility compared to what youGÇÖre used to. With clever positioning and tactics you can become far more effective than you would be in a heavier fit thanks to the rapid repositioning ability you have. This is especially well suited to Skirmish, but works very well in the other game modes as well.
[P6] The Logistics Class
The Logistics dropsuit is essentially the medic/support class of DUST. They take care of healing injured friendlies, reviving downed players, providing deployable spawn points, restocking ammunition, and a variety of other support roles. A good logistics player is a powerful force multiplier and a strong group anchor such as a heavy supported by logistics is very difficult to beat.
Gallente military doctrine places a premium on human life, favoring technological solutions that augment or even entirely replace human combatants in a conflict. Unsurprisingly, the Gallente Logistics suit is designed to minimize loss of life on the battlefield. The copious equipment slots allow it to carry everything needed to effectively render aid to victims.
The Gallente logistics dropsuit, as with all logistics dropsuits, is bonused for a total 25% (5% per level) reduction to equipment fitting costs, allowing strong equipment to be fitted comfortably. The Gallente-specific logistics bonus is towards active scanners. Per level, it offers +10% active scanner visibility duration and a 5% bonus to active scanner precision. This makes it the most effective active scanning unit. I tend to prefer passive scanning over a dedicated scanning logi, though, but this is a useful bonus if you like your active scanners.
Here are the base stats of the logistics dropsuit:
Note: The logistics dropsuit does not have a sidearm.
Shield HP: 90 Armour HP: 180
Shield Recharge Rate: 15 HP/s Shield Recharge Delay: 6 seconds (time before your shields will start to recharge after damaged) Shield Depleted Recharge Delay: 8 seconds (time before your shields will start to recharge after being completed wiped out)
Armour Repair Rate: 4 HP/s Movement Speed: 4.7 m/s Strafe Speed: 4.23 m/s (the speed at which you move from side to side) Sprint Speed: 6.58 m/s
Stamina: 150 (You use 10 stamina per second whilst sprinting and also use stamina for jumping) Stamina Recovery Rate: 15/s
Scan Profile: 50 dB (the precision a scanner needs to beat to have you appear on scan, the lower this is the better) Scan Precision: 45 base dB (the precision of your onboard dropsuit scanner, the lower the better) Scan Radius: 25m (the range from your dropsuit your internal scanner works at)
Equipment bandwidth: 36 Mbit/sec (a measure of how much equipment you can deploy - you are unlikely to need to worry about this unless you do nothing but spam uplinks and hives)
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Arkena Wyrnspire
Fatal Absolution
21114
|
Posted - 2015.01.24 17:50:00 -
[8] - Quote
Something that you may notice looking over these stats is that this suit has a respectable base scan radius. With skills, this base scan radius will increase to 37.5m - a radius that can be used, unmodded, for passive scanning uses. As a Gallentean, your high slots are likely to be free. This leads to a useful high slot option that isnGÇÖt normally a sane option: you can put precision enhancers in the high slots! If you stack precision enhancers in the high slots itGÇÖll give you a formidable passive scan that will happily pick up poorly dampened scouts at a solid range, allowing you to give your teammates advance warning of approaching enemy units. Precision enhancers have very lenient fitting requirements, as well - they only require a small amount of CPU, and no PG. This allows you a generous allotment of fitting resources for your low and equipment slots.
Logistics players will be primarily interested in support. For this reason, I advise against fitting damage mods.
For the low slots, you have a variety of options. As a logi, youGÇÖre going to be slow and have low base HP. Unfortunately, you want to be fast (so you can move to support players quickly) and tanky (so you can survive while doing your job). You are going to be leaning on your low slots a lot for this.
You have no room for luxuries such as PG/CPU extenders, range amplifiers, and suchlike. You need to run a tight fitting to maximise your tank and speed. For these reasons, here are the recommended modules that you use on your logistics:
High slots: Precision enhancers, shield extenders.
Low slots: Ferroscale plates, reactive plates, armour repairers, kinetic catalysers.
I donGÇÖt recommend standard armour plates for use on the Gallogi because the movement speed penalty is crippling. Three complex plates will give you an excellent and healthy buffer, but also penalise you 30% strafe speed, which isnGÇÖt good.
Kinetic catalysers are perhaps fairly advanced - they require heavy SP investment and a hefty PG allotment, but they can be useful.
Honestly, you can probably get away with just filling your low slots with reactive plates and nothing else, perhaps a kincat to help out on your speed. There are a lot of combinations you can use in your low slots and I encourage you to try them out - you are aiming to balance good speed, good HP, and good regen.
Equipment choice is to taste. For general logistics work, I recommend carrying a nanite injector, repair tool, and nanohive. If youGÇÖve got the fourth slot available then thereGÇÖs plenty you can do with it - perhaps a scanner may be useful. ThereGÇÖre a lot of combinations you can use in your equipment slot. If you want to be a dedicated scanner logi, you may decide to go insane and fit four scanners but do note that scan results overwrite one another - if you get one scan off and paint a few targets and then do another scan, the results of the first scan will disappear.
A few more advanced notes on equipment choice than found in the equipment overview earlier:
Active scanners come in a number of varieties.
Quantum active scanners have a long target visibility duration but also a long cooldown. If you have your bonus maxed out and you hit someone with a quantum scan, theyGÇÖre going to be staying on your radar for a long time.
The proximity active scanner is awful and I strongly advise you to avoid it like the plague.
The focused active scanner gives excellent precision for scout hunting but has a very long cooldown, short visibility time, and narrow scan angle. Only use it if you absolutely must find a scout, and be aware that it requires some luck or skill with it to find them even then. Also, the properly dampened scouts can evade it.
The flux active scanner is an excellent general purpose variant that boasts a very wide scan angle of 90 degrees and a 200m base scan range.
Nanohives have triage variants that are potentially of great interest to you as an armour based logi.
Allotek (proto) hives will resupply both ammo and armour, healing armour at a rate of 40 HP/s. Wiyrkomi (also proto) hives will resupply armour only, at a rate of 70 HP/s. K-17D hives are an advanced tier variant that resupply ammo and armour, healing armour at a rate of 20 HP/s.
Repair tools have a couple of excellent quirks at the proto tier. Your normal repair tool will be able to target and repair two targets at once.
There is also the core focused repair tool, which sacrifices the ability to rep multiple targets and has very short range in return for a very strong repair rate.
IGÇÖm not going to give you a list of exact fits that I recommend because the logi is a really flexible unit in terms of fitting. If you have some questions, feel free to ask. If youGÇÖre an experienced logi, feel free to contribute.
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Arkena Wyrnspire
Fatal Absolution
21114
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Posted - 2015.01.24 17:51:00 -
[9] - Quote
[P7]The Scout Class
The Federation is blessed with a strong and versatile scout, often regarded as a solid contender for best scout in the game. This dropsuit can require a good understanding of the fitting system to fit well and needs some knowledge to achieve its potential. In return it gives you a fast paced playstyle that has produced many enthusiasts.
The scout class is a speedy scanning/stealth specialist that while weak on HP, has a lot of other strengths. It has strong fitting bonuses allowing it to fit the cloaking device.
Should you decide to take up this playstyle, I recommend dropping into The Barbershop, a gathering place where you can find many experienced scouts. It is the largest thread in the history of the forums, and a number of scouts present there have been specialists in their role since closed beta.
Here are the base stats of the scout dropsuit:
Shield HP: 70 Armour HP: 130
Shield Recharge Rate: 30 HP/s Shield Recharge Delay: 4 seconds (time before your shields will start to recharge after damaged) Shield Depleted Recharge Delay: 6 seconds (time before your shields will start to recharge after being completed wiped out)
Armour Repair Rate: 1.5 HP/s Movement Speed: 5.45 m/s Strafe Speed: 4.905 m/s (the speed at which you move from side to side) Sprint Speed: 7.63 m/s
Stamina: 200 (You use 10 stamina per second whilst sprinting and also use stamina for jumping) Stamina Recovery Rate: 30/s
Scan Profile: 35 dB (the precision a scanner needs to beat to have you appear on scan, the lower this is the better) Scan Precision: 36/40/44 base dB (the precision of your onboard dropsuit scanner, the lower the better. First number is short range (25% of your scan radius) second number is medium range, 25%-75% of your scan radius, and the final number is long range, the remaining 25%.) Scan Radius: 20m (the range from your dropsuit your internal scanner works at)
Equipment bandwidth: 6-12 Mbit/sec depending on tier (a measure of how much equipment you can deploy - you are unlikely to need to worry about this unless you do nothing but spam uplinks and hives)
It is worth noting that all scouts receive two equipment slots.
The first thing you need to know about the scout is that if you run in directly, you are going to get slaughtered. Yes, this includes when you have a cloak active.
LetGÇÖs talk about the cloak for a moment.
The cloaking device allows you to become transparent. While active, your scan radius decreases drastically and there is a 1 second delay before you can swap from the cloak (even if it isnGÇÖt active) to a weapon, to prevent instagibs from cloak. YouGÇÖre still visible, but itGÇÖs very difficult to see you whilst stationary. You will have a slight blue shimmer surrounding you whilst moving - this is especially visible on dark maps and much harder to see on bright maps. This is why it is important not to run directly at people, even when you are cloaked! If you run straight at someone while theyGÇÖre looking at you they will be able to see you and chances are you will die horribly.
The scout is paper thin. You can tank it a bit, but itGÇÖs never going to be as tough as a heavy, although tanked scouts can compete with light assaults on HP. Direct combat will disadvantage you, but you have a magical advantage. This magical advantage is known as the strafe (or GÇÿwiggle-wiggle danceGÇÖ). By abusing your higher mobility you can dance around from side to side, making it harder to hit you. The Caldari scout is legendary for this - the Galscout is still good enough at it to mitigate quite a bit of damage.
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Arkena Wyrnspire
Fatal Absolution
21114
|
Posted - 2015.01.24 17:51:00 -
[10] - Quote
Instead of charging in for direct combat, you will instead rely on your intelligence, superior mobility, and superior EWAR. You will be able to scan other dropsuits while most wonGÇÖt be able to scan you back, especially if you dampen up properly.
I suggest you do not fit regular plates on your scout, because they have a heavy movement penalty. Just one complex plate will drop your strafing by 10%. As this is a major part of your survivability, it is much better to stick to reactives or ferroscales if you need armour HP. Reactives are a strong option for armour tanking scouts as the movement penalty is minimal and as theyGÇÖre compact all-in-one modules theyGÇÖre useful to get a baseline tank going.
Biotics are incredibly useful for scouts. In particular, fitting kinetic catalysers allows you to jet around the map at great speed and are generally very good fun. They do, however, require a large chunk of PG to fit. A cardiac regulator can be useful in conjunction with these if youGÇÖre going for a really high mobility build with two kincats, but if youGÇÖre only going to fit one or two mobility biotics make them kincats. In terms of distance over time theyGÇÖre more efficient. Myofibril stimulants are another type of biotic, but these arenGÇÖt really worth using. If you want to kill people in close range, get a shotgun, donGÇÖt gimp everything for a slightly less weak melee attack.
The Galscout should generally have enough PG/CPU that you donGÇÖt need to fit PG upgrades or CPU upgrades. If you need extra PG for kincats, consider putting precision enhancers in your highslots instead of shield extenders as precision enhancers use 0 PG.
Speaking of high slots, thereGÇÖs really just the choice of three - damage mods, shield extenders, and precision enhancers. I advise against damage mods because normally youGÇÖre either using a shotgun (in which case damage mods are unlikely to help very much) or youGÇÖre flanking heavily, in which case youGÇÖre unlikely to need them.
Shield extenders can be very useful on scouts because there are so many useful low slot modules it is good to be able to fit a basic tank while stacking your low slots with kincats/profile dampeners or something.
There are three useful EWAR modules to be considered for use on the scout.
The first is the precision enhancer, allowing you to see stealthier foes on scan. This goes nicely with the GalscoutGÇÖs natural bonus and can let you catch out cloaky scouts. This goes in the high slot.
The second is the range amplifier. This increases your passive scan range. However, it recently got very heavily nerfed and so I donGÇÖt suggest actually fitting it. Hopefully in the future itGÇÖll get buffed back up to a useful level. This goes in the low slot.
The third, and perhaps most important item, is the profile dampener.
This reduces your scan profile and is can be utterly essential to your survival.
A scanned scout is a dead scout. If you are getting active scanned (a message will pop up on screen) or if there are other scouts on field, it is very important that you have at least one profile dampener fitted. Two will almost ensure your scan security, letting only edge cases catch you out. Spending half of your low slots is expensive, though, and you wonGÇÖt always need dual damps, so this isnGÇÖt always essential but if scanners come on field you need to be able to be able to use a dampened fit if you want to survive.
So here are the recommended modules for the Galscout:
High slots: Shield extenders, precision enhancers
Low slots: Reactive plates, ferroscale plates, armour repairers, kinetic catalysers, cardiac regulators, profile dampeners, range amplifiers
Equipment choice is to taste, really. The scout has two equipment slots, which lets you do some fun things.
One item that I would highly recommend is the remote explosive. Being able to lay lethal and explosive traps or throw instakill frisbees works really well with a scanning, high mobility scout, and is great fun. This is hilariously cheap and will get you hatemail. The other equipment slot may have to be a bucket for the tears, but if not you can use what you like.
Some tips from The Barbershop:
noob cavman wrote:One complex persicion allows you to see a large amount of scouts, including cloaked scouts. Dual tanking is not sin . One complex damp is 99% of the time the most you will ever need. Ferroscale plates are your friend. Knives are still very useable on the gal. It's not a sin to run a scanner to give you an edge. You donGÇÖt need a cloak to be a scout. The advance gal is niiiiice with alot of room to fit how you like. Scouts are not the best sniper suit. Medic scouts can get you alot of point's. Run when they spot you.
Vitantur Nothus wrote:1. Buy the merc pack! The BPOs alone are worth it. Run the dragonfly scout, toxin smg and either shotgun or nova knives.
2. Experiment with modules and equipment to find what works for you, but don't worry about trying to run cloak yet. Instead, plan on taking the scenic route around the backs of your enemy. Shiny purple cloak really isn't that "sneaky" anyway, and learning the flanking routes is good practice for down the road when you can actually fit it.
3. Resist the urge to rush your opponent. Dust isn't CoD, and a shotgun from behind doesn't guarantee you a gib. Take your time. Assess the environment. Plan your escape route. Hold your attack until your opponent is at disadvantage (alone and distracted, wounded or reloading).
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Arkena Wyrnspire
Fatal Absolution
21114
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Posted - 2015.01.24 17:52:00 -
[11] - Quote
[P8] The Commando Class
The Commando class is a variant heavy frame.
It is unique amongst dropsuits in that it can carry two light weapons at once, allowing for some interesting combinations.
Base stats:
Shield HP: 250 Armour HP: 400
Shield Recharge Rate: 15 HP/s Shield Recharge Delay: 7 seconds (time before your shields will start to recharge after damaged) Shield Depleted Recharge Delay: 10 seconds (time before your shields will start to recharge after being completed wiped out)
Armour Repair Rate: 3 HP/s Movement Speed: 4.05 m/s Strafe Speed: 3.645 m/s (the speed at which you move from side to side) Sprint Speed: 5.67 m/s
Stamina: 125 (You use 10 stamina per second whilst sprinting and also use stamina for jumping) Stamina Recovery Rate: 15/s
Scan Profile: 55 dB (the precision a scanner needs to beat to have you appear on scan, the lower this is the better) Scan Precision: 49.5/55/60.5 base dB (the precision of your onboard dropsuit scanner, the lower the better. First number is short range (25% of your scan radius) second number is medium range, 25%-75% of your scan radius, and the final number is long range, the remaining 25%.) Scan Radius: 20m (the range from your dropsuit your internal scanner works at)
Equipment bandwidth: 8-16 Mbit/sec depending on tier (a measure of how much equipment you can deploy - you are unlikely to need to worry about this unless you do nothing but spam uplinks and hives)
The commando on its own is actually a fairly weak suit. Despite being a heavy frame it isnGÇÖt nearly as durable as the sentinel and may even be similarly tanked to some assaults, while being slower and easier to hit.
Its strength comes from the dual light weapons and the damage + reload bonus it is equipped with. Plasma cannon enthusiasts, take note - this is definitely the way to go if you want to regularly use the plasma cannon in serious combat. You will be able to use a plasma rifle and plasma cannon on the same fit, allowing you to crack hard targets with the plasma cannon (or just blow up anything you like if you can because the plasma cannon is suitably awesome for the purpose) and then use the plasma rifle to protect you against targets that are too awkward to kill with a plasma cannon.
The commando has a 10% damage bonus to plasma weaponry and a 25% reload speed bonus at level 5. This allows you to lay down some fairly vicious fire, and the reload speed is a great bonus for a plasma cannon or TAR user.
Get Gallente Commando to level 5 with a Complex Damage Modifier and you can do over 98 damage per Duvolle TAR shot. This is highly recommended for Gallente Commandos that are more support and defense oriented. Commandos can get some powerful hits going, and if you want to run Gallente AV you will want to use this.
Unfortunately, the commando does not have many slots, and much like heavies/sentinels, generally only has use for tanking modules. Apart from weapon variety, then, commando fitting is fairly simple.
Recommended slots are as follows:
High slot: Damage modifier
Low slots Armour plates, armour repairers
Seeing as the commando is already slow, thereGÇÖs little point in shying away from movement penalties in the hopes of being a speedster. YouGÇÖre never going to be a strafing king.
The Sentinel Class
The sentinel is the behemoth of DUST. As a heavy frame, it is the largest type of dropsuit available, and is also by far the toughest.
The sentinel alone can wield heavy weaponry, specifically the HMG and forge gun. I havenGÇÖt covered these in the Gallente weaponry section of the guide, so IGÇÖll cover them here.
The HMG is a monstrous Minmatar machine gun. It is fairly short range - 30m optimal, with some dispersion and falloff - but has an absolutely insane amount of DPS. It does twice the damage of a plasma rifle and does more DPS than a shotgun. Never engage a HMG head on in close range. You will die unless you are wielding one yourself if the HMG user is even mildly competent. It has a projectile damage type which means it is more effective against armour than shields (+15% damage bonus against armour, -15% damage penalty against shields).
There are a few disadvantages. It has a long clip, but is subject to overheating if you fire too long. ItGÇÖs pretty easy to not overheat, but you need to keep it in mind. It also has a very long reload time. Obsessive reloaders may have problems. The dispersion and short range means that damage output will rapidly drop off at range, although the sheer power of the weapon allows you to effectively kill targets even once that starts to kick in.
There are three variants, of which two are worth using. The base variant (HMG/MH-82/Boundless) is the base variant and is a strong weapon. The assault variant is meant to be longer ranged but is actually just bad. The burst variant fires in bursts of massive damage and suffers from overheating problems far more than the base variant.
Those few problems aside, the HMG is easily the most powerful anti-infantry weapon in the game. Beware.
The forge gun is a Caldari anti-vehicle railgun weapon. It takes a couple of seconds to charge up to fire each shot, during which time you will be slowed, but each shot will do massive damage, and has 100% efficiency against vehicles. There is a small amount of splash damage as well. Direct hits on infantry will kill them. It has a 300m range, so can be used effectively to snipe.
There are three variants worth noting.
The base variant allows you to hold the charge once youGÇÖve charged up before deciding to fire when you like. The assault variant charges quicker and does slightly more damage, but fires immediately on charging. The breach variant takes a long time to charge and renders the operator immobile whilst charging, but does a massive amount of damage. You can get around not being able to move by jumping - you can jump to move...
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Arkena Wyrnspire
Fatal Absolution
21114
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Posted - 2015.01.24 17:53:00 -
[12] - Quote
[P10]Join the fight!
The Gallente Federation and their allies, the Minmatar Republic, are engaged in a war against the Caldari State and Amarr Empire.
You can fight for the faction of your choice in the Faction Warfare tab of your battle finder. Select the factions you wish to fight for (it really ought to be Gallente, seeing as youGÇÖve just read almost 11,000 words on how to play Gallente) and then you can get going! While it is possible to go in solo, I strongly advise you not to. If you go into faction warfare solo without knowing what youGÇÖre doing, you deserve to get stomped.
Instead of going in solo, thereGÇÖs a much better option!
You can join the channel GÇÿLucent EchelonGÇÖ to squad up with like-minded Gallenteans and get involved in FW. Squads run out of here frequently (there are generally 50+ people on at prime times) and this will give you a much better experience.
By fighting in faction warfare you can earn loyalty points, which allow you to buy equipment from the loyalty store. The Federal Marines sell a variety of Gallente equipment, all of which either has reduced skill requirements or is superior to regular gear. You can also get BPOs from this store! TheyGÇÖre very expensive, but you can get fully fitted APEX prototype Gallente BPOs for 100k LP.
I hope this guide has helped you. Questions and contributions welcome.
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Arkena Wyrnspire
Fatal Absolution
21114
|
Posted - 2015.01.24 17:54:00 -
[13] - Quote
Reserved.
Also, this is the longest OP that has ever been posted on the DUST forums, including my armour thread from a year and a half ago. *bows*
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Arkena Wyrnspire
Fatal Absolution
21114
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Posted - 2015.01.24 17:57:00 -
[14] - Quote
Reserved, because I can honestly see myself using the space.
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Arkena Wyrnspire
Fatal Absolution
21114
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Posted - 2015.01.24 17:58:00 -
[15] - Quote
Final reservation.
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sir RAVEN WING
Horizons' Edge
2750
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Posted - 2015.01.24 18:06:00 -
[16] - Quote
*Clap*
Very nicely done, but I do wish you would tell the people who are reading that the APEXs use STD gear.
"Fuck Your Proto" - Random words
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MINA Longstrike
Kirjuun Heiian
1998
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Posted - 2015.01.24 18:14:00 -
[17] - Quote
Very happy to see another rookie guide like this. Might have to steal some of your formatting to spice up the caldari one. Is there anyone who could do a minmatar or amarr one even?
Should see who we can poke to get some of these stickied.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Cat Merc
Fatal Absolution General Tso's Alliance
14618
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Posted - 2015.01.24 18:24:00 -
[18] - Quote
The FREEEDOM is strong with this one, and I approve of this thread.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
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Haerr
Nos Nothi
2203
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Posted - 2015.01.24 18:24:00 -
[19] - Quote
Well done. +1xManyTimes
Gû¼+¦GòÉGòÉn¦ñ
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Arkena Wyrnspire
Fatal Absolution
21172
|
Posted - 2015.01.24 18:26:00 -
[20] - Quote
MINA Longstrike wrote:Very happy to see another rookie guide like this. Might have to steal some of your formatting to spice up the caldari one. Is there anyone who could do a minmatar or amarr one even?
Should see who we can poke to get some of these stickied.
I have some notes and structure for a guide for each of the factions, but I'm a little too exhausted to finish them atm and I haven't much experience with Minmatar gear.
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Gallente Guide to DUST
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Megaman Trigger
OSG Planetary Operations Covert Intervention
202
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Posted - 2015.01.24 18:42:00 -
[21] - Quote
+1 from me. Well, +1 for each post.
Sentinel section doesn't have the suit HP listed.
Purifier. First Class.
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Arkena Wyrnspire
Fatal Absolution
21191
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Posted - 2015.01.24 18:52:00 -
[22] - Quote
Megaman Trigger wrote:+1 from me. Well, +1 for each post.
Sentinel section doesn't have the suit HP listed.
So it doesn't. I missed a post in the great copypasta. This is why I reserved posts.
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Gallente Guide to DUST
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TritusX
PH4NT0M5
152
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Posted - 2015.01.25 02:35:00 -
[23] - Quote
Note: New players technically do not start with 500k SP. They still have 500k SP lifetime, but after Rattati's new update that automatically skills into various things for new players, they start with 350-380k SP
Believe in RUST
Don't hate the DUST
lol
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bathtubist
Eternal Beings General Tso's Alliance
4
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Posted - 2015.01.25 04:36:00 -
[24] - Quote
Wow... being a gallente guy I broke the code of using more than enough shields :( |
Arkena Wyrnspire
Fatal Absolution
21215
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Posted - 2015.01.25 10:39:00 -
[25] - Quote
TritusX wrote:Note: New players technically do not start with 500k SP. They still have 500k SP lifetime, but after Rattati's new update that automatically skills into various things for new players, they start with 350-380k SP Updated.
bathtubist wrote: Wow... being a gallente guy I broke the code of using more than enough shields :(
Use as much as you like.
Vote 'Keshava' for a new Gallente vehicle name!
Gallente Guide to DUST
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Aquavolt XVI
Goonfeet Special Planetary Emergency Response Group
3
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Posted - 2015.01.25 11:17:00 -
[26] - Quote
oh my god please sticky this |
Arkena Wyrnspire
Fatal Absolution
21223
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Posted - 2015.01.25 11:33:00 -
[27] - Quote
Aquavolt XVI wrote:oh my god please sticky this
Question, what suit is easier for a newbie to get into? I'm assuming the scout role isn't very easy considering how squishy it is.
Assault, almost certainly. Logistics is second - it's a nice WP earner and is quite easy to use effectively.
Scout is pretty difficult to start using correctly but can be a blast even for a newbie if you don't mind dying a lot. Heavy is quite forgiving but may not appeal to everyone. I wouldn't recommend Commando for any newbies, really.
Vote 'Keshava' for a new Gallente vehicle name!
Gallente Guide to DUST
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Aquavolt XVI
Goonfeet Special Planetary Emergency Response Group
3
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Posted - 2015.01.25 12:42:00 -
[28] - Quote
Arkena Wyrnspire wrote:Aquavolt XVI wrote:oh my god please sticky this
Question, what suit is easier for a newbie to get into? I'm assuming the scout role isn't very easy considering how squishy it is. Assault, almost certainly. Logistics is second - it's a nice WP earner and is quite easy to use effectively. Scout is pretty difficult to start using correctly but can be a blast even for a newbie if you don't mind dying a lot. Heavy is quite forgiving but may not appeal to everyone. I wouldn't recommend Commando for any newbies, really.
Thanks!
Also I'm curious about the following fit:
Suggested Gk.0 fit:
Plasma Rifle of choice Ion Pistol Flux Grenade/Core Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Enhanced Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plate Enhanced Armour Plate
Equipment of choice
Don't damage modifiers have diminishing returns? Wouldn't stacking 3 be a bit much?
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Arkena Wyrnspire
Fatal Absolution
21225
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Posted - 2015.01.25 13:06:00 -
[29] - Quote
They do have diminishing returns, but I actually intended to put a shield extender in the third slot. I will correct this.
A third damage mod can be worth it though. Past 3 it's never worth bothering, but no Gallente suit has more than 3 highs anyway.
Vote 'Keshava' for a new Gallente vehicle name!
Gallente Guide to DUST
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hfderrtgvcd
1796
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Posted - 2015.01.25 17:43:00 -
[30] - Quote
why all the enhanced plates? Don't they reduce your strafe speed by 8% each?
You can't fight in here! This is the war room.
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