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Vesta Opalus
Ostrakon Agency Gallente Federation
814
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Posted - 2015.06.26 18:19:00 -
[1] - Quote
Bright Cloud wrote:In my opinion what every newbie should understand is that the skills that work in the background are more important then the equipment that you can stick onto your suit. There are alot of skills in the game that help you to fit more/better stuff on a lower grade suit or give you a universal HP boost. So lets begin what a newbie should get to lvl5 first:
-Dropsuit core upgrades, this skill increases the PG and CPU up to 5%. Skill cost: 621.840 SP -Dropsuit Electronics increases the CPU of all suits up to 25%. Skill cost: 1.554.600 SP -Dropsuit Engineering increases the PG of all suits up to 25%. Skill cost: 1.554.600 SP total SP cost: 3.731.040 SP
These 3 skills have the highest priority in the whole game and should be specced out first cause you have a insane fitting advantage once you are done with that. Next step is to increase your dropsuits base shield/armor HP and access to modules increasing HP. The next step depends if you prefer to armor tank with amarr/gallente suits or shield tank with caldari/minmatarr suits.
-Dropsuit shield upgrades increase the base shield HP of any suit by 25%. On a Cal. assault that is 68 additional HP. Skill cost: 621.840 SP -Shield regulation make your shield regulators up to 10% better and gives access to that module too. (lowers shield recharge delay) Skill cost: 932.760 SP -Shield extension makes your shield extenders up to 10% better and gives access to shield extenders (HP module) Skill cost: 932.760 SP -Shieldrecharge makes your shield rechargers+energizers up to 15% better (HP regen module). Skill cost: 932.760 SP
-Dropsuit armor upgrades increase the base armor HP up to 25%. On a amarr assault that 78 additional HP. Skill cost: 621.840 SP -Dropsuit armor plating makes your armor plates up to 10% better and gives access to sayd module. Skill cost: 932.760 SP -Armor repair systems makes your dropsuit armor repair module up to 25% better. Skill cost: 932.760 SP
Those skills help you to fit your suits significantly better. However you should note is that picking armor suits is less skill intensive then shields due to the fact that shields have 1 more skill to spec out then armor. After youve specced out the PG+CPU skills it depends what suit you want to use. The philosophy of each race is rather simple:
Caldari= long range combat and shield tanked suits (rather high SP cost to spec) Gallente= short range combat and armor tanked (low SP cost to spec) Amarr= long+short range combat who prefer to bricktank with lots of plates. (very high SP cost to spec) Minmatarr= dual tanking+speed modules required. Short-medium range combat. (extreme high SP costs to spec)
I disagree on alot of this stuff.
In my opinion your first priority as a new player should be:
#1: Unlocking a basic dropsuit to level 3, I'd suggest min medium basic or amarr medium basic. This gives you access to a decent base suit to work with with decent fitting options. #2: Get Shield/Armor to level 3, and shield extender/armor plates/armor reps to level 3 (whatever your chosen basic suit uses should be priority) #3: Get dropsuit core upgrades to level 3 (any higher becomes prohibitively expensive for not much gain for a new player) #4: Get uplinks to level 3 (after hotfix 1.1.3 gives basics 2 equipment slot, I'd also get nanohives OR reptools to level 3 as well), this increases your WP/match dramatically and will allow you to get more skills quicker. #6: Choose a light weapon (one of the rifles) and get it to level 3, and choose a sidearm and get it to level 1. #7: Get engineering/electronics to level 3 each (again more investment here should wait until later, as it is incredibly expensive for a new player). #8: All bets are off here, spec as you desire.
Basically my list concentrates on basic functionality and access to equipment (aka fun). If you spend 5 months farming SP to fill out all your core upgrades, you will still be running a ****** militia suit at the end of it and will still get your ass pounded. In addition the gains in HP and fitting space from core skills is pretty marginal and, while that makes a difference at a high level of competitive play, for newbies it doesnt mean a damn thing and they can do without it. |
Vesta Opalus
Ostrakon Agency Gallente Federation
814
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Posted - 2015.06.26 18:23:00 -
[2] - Quote
Joel II X wrote:They're not "more important". They're "equally important".
My friend, who had max cores, and was working on electronics, engineering, and hacking stopped working on them when reaching 3 because he grew tired of facing protos and ADV with only the first 4 starter fits he had available.
He said, "going from MLT to STD really made a great difference". He also complained about matchmaking, but that's a story for another thread.
I would advise getting the initial cores to 5, then getting STD equipment so that you have a much better chance at everything rather than sticking with MLT.
Yeah this is what Im talking about in my post.
Cores are important, but for new players they are pretty much the least important thing in the world. Access to equipment and getting a basic workable level of HP/damage/speed/whatever are way more important. You cant get that with cores, you have to drop points into a dropsuit and then into equipment/weapons.
I know maxing out cores first is popular advice for new players, but its also incredibly BAD advice. |
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