Scheneighnay McBob
Cult of Gasai
6028
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Posted - 2015.04.15 03:30:00 -
[1] - Quote
First, you must ask yourself, what is a scheneighnay? Well, my mindless, soul-less husk of a forum dwelling comrade, a scheneighnay is a solo minmatar jack of all (min) trades that is pretty not bad at doing things.
So how does one scheneighnay?
Well first, you must create a fit of each minmatar suit type, each with a specific set of roles in mind. I'm not going to go too far in depth of how to fit them, but remember what each suit must do, and that you must hold to that. I shall get into that later. Just remember as a general rule to throw lots of SP at CBR and SMG skills.
Second, you must understand how each suit fits into your present situation, and how to use it as such.
And finally, for those far enough along with SP to have this privilege, what tier to use. In the sense of all things nonsensical, I shall go into the final step first.
I once heard somewhere that one's best troops should be reserved to help ease a victory, while one's worst should be used to stave off a defeat. It applies well enough to dust to use your cheapest **** when things aren't going well, and stomping everything with your most expensive **** when you have a guaranteed win.
Enough with that ****, here is my list of suits, and how to use them:
Le Scout
Usually, I use scouts the most when a battle is going badly; my proto, and even advanced scout suits rarely see the light of day because of that. The scout's job is to indirectly chip away at the enemy with guerrilla attacks on lightly guarded areas-of-interest (let's call it an AOI), or simply hack-n-run's, if the enemy has a thorough defense. Don't be afraid to run away, because your lack of death will cause the enemy to get all paranoid, and that's funny. For scout fittings, a cloak field is definitely a must, along with a codebreaker- level the **** out of your h4x0ring skills as well, because every nanosecond counts. Also look into profile damps, so you can move around more easily. I also like fitting proxies, just in case I can get lucky and take out an LAV. Remember: your job as a scout is to hack everything that doesn't have more than 1 guy trying to guard it: not trying to ninja-gank entire squads.
Die Assault
Assaults are used when your team has a fighting chance, but the enemy has the upper hand. It's fairly straight forward, and the only suit that the people at CCP seem to fit better than the community. Assaults assault- they gain ground, moving from points of cover, dropping uplinks in relatively safe areas as they go. Minmatar assaults get a bonus to SMG mag size, so don't forget to use them: the burst combat rifle is pretty bad at CQC these days, so a well-skilled SMG is going to be far deadlier within its range.
The Logi
Logis are for the rare occasion that you get bored and your team doesn't suck. I've got nothing on this subject because I haven't used them much.
Sentinels
Sentinels are mainly used when you have the upper hand- all they really do is sit ass on a POI and swat anyone who tries taking it. Do not leave your POI. Open spaces aren't nice to the slow, you'll get sniped, run over, and called fat. I like having an assault HMG on my sentinels- with such a low rate of fire, you can last a very long time without reloading. That, and it feels more real. Flaylocks are a good compliment to this, due to the high alpha for finishing people off, splash damage for people playing ring-around-the-supply-depot, and making people look stupid on the killfeed. For modules, I like to focus a bit more on shield rechargers and regulators- you already have to much eHP that a puny extender won't do ****.
Going Commando
Commandos are oddballs. They're for when the line between needing an assault and a sentinel aren't clear, or during the occasion when an assault would be appropriate, but there's already uplink spam. Just kill ****. My commandos have an assault combat rifle with a vanilla mass driver. When to use each should simply come with experience. Module-wise, I use the same general mindset as sentinels, but I also fit a myofibril, for 2 reasons: commandos already have the highest melee damage in the game, so you may as well falcon punch anyone who gets close enough. Jumping more than 6 inches is also a must to be a heavy assault.
Now you can scheneighnay kindof sortof similarly to the way I can.
Some details can be ignored
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