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Templar XIII
Vherokior Combat Logistics Minmatar Republic
59
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Posted - 2015.02.14 14:25:00 -
[1] - Quote
CCP, I made new Alts for me to test out NPE after the academy, and it is worrisome, to say the least: The fittings provided, starter fits and Aurum Defender fits alike, are not nearly suited to teach newberries the ropes and have them at least stand a chance to dish out some punishment.
To make the NPE worthwhile and to provide fittings to new players to be at least nearly competitive in light of protostomping bitter-vet-squads, I propose the following fittings [additions & changes]:
Heavy militia suit (preferably Minmatar - good stamina, nice speed, good dancer): GåÆ militia HMG GåÆ militia SMG (and nothing else) GåÆ heavy damage modifier GåÆ militia armor repairer OR militia reactive plate / armor plate GåÆ militia flux nade
Medium [Starterfit] Frontline suit (preferably Gallente): GåÆ militia AR / ACR / ASCR / ARR GåÆ militia SMG (and nothing else) GåÆ 2 militia Armor repairers GåÆ 1 militia Armor plate/armor repairer or cardiac regulator GåÆ go same-type DMG mods OR Shield extenders, if starter fit sports more high slots GåÆ militia nano hive, if CPU/PG allows for it GåÆ militia flux nade
These two fittings are effective and affordable, every newberry should have them.
In case my fellow mercs come across other good fittings to provide to militia only newberries, or ways to optimize the Anti-Armor or medic fits, please share them.
By the love of the great One, big Baba Matumba, lord Almighty
Sky Wizard, please CCP, turn me true Amarr. finally...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
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Posted - 2015.02.14 14:56:00 -
[2] - Quote
Honestly there are so many potential fittings that it's impossible to reasonably represent them all.
But we could simply make a militia fit for each frame class, add it to the list of starters as what exemplifies that race'sss combat doctrine.
If we had more militia level module variants it would be easy.
Like the min heavy: HMG is the obvious choice. But lacking a ra racial AV weapon it would be the grab bag of stuff.
AV
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Templar XIII
Vherokior Combat Logistics Minmatar Republic
59
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Posted - 2015.02.14 15:13:00 -
[3] - Quote
Breakin Stuff wrote:Honestly there are so many potential fittings that it's impossible to reasonably represent them all.
But we could simply make a militia fit for each frame class, add it to the list of starters as what exemplifies that race'sss combat doctrine.
If we had more militia level module variants it would be easy.
Like the min heavy: HMG is the obvious choice. But lacking a ra racial AV weapon it would be the grab bag of stuff.
This is not about fittings to represent any racial fighting doctrine. Not everyone starting this game has the time or the computer to read through the heaps of rookie tips in the forums. They need some clear goto fits that they can rely on, that get things done and perform, at a reasonable price. Iam all in with the lore and stuff , but many others starting this game here, simply want to survive, and CCP should provide them with the tools to do so against waves and waves of protostompers.
Racial combat doctrine says: Amarr-SCP, SCR, flux nade, armor stacking. Mmmkay? GåÆ Reality says: SCP sucks compared to SMG, SCR is good, but learning its arts is too early for rookies. GåÆ Reality says: Better give 'em the ASCR and SMG.
Flux nades are ok, but only, because militia locus nades have only one, not two nades fitted.
Lore says: Armor stacking is OK for Amarr doctrine and overall. Mmmkay? GåÆ Reality says: the Amarr starter fits lack any low slots to begin with.
Best, survivable starterfit I have seen so far is the Gallente Frontline suit, aside from the militia locus nade.
By the love of the great One, big Baba Matumba, lord Almighty
Sky Wizard, please CCP, turn me true Amarr. finally...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7185
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Posted - 2015.02.14 15:23:00 -
[4] - Quote
By fighting doctrine I mean "what works"
AV
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