Mahal Daj
Mahal Tactical Enterprises
219
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Posted - 2016.01.22 22:53:00 -
[1] - Quote
There is a lot to be said about fits that synergize well: Shotgun Scouts, Main Rifle Assaults, Logi's with Mass Drivers. There is also something to be said for asymmetrical fits: Caldari Commando with a hive and 1 Sniper Rifle and 1 Tactical Sniper Rifle, or a scout with a laser rifle.
Here's my simple advice:
Figure out how well you can aim and then find something: Bad Aim - Mass Driver --- Decent Aim - Anything --- impeccable aim - Sniper or Bolt Pistal The better your aim, the longer distance of engagement, which decides next:
Figure out your required level of mobility: Don't care - Heavy Suit --- balanced - Medium --- must have - light suits The faster you are, the more you can use the level to your advantage which dictates your tanking style:
Figure out how much eHP you need to survive a common encounter: You're zippy - Shield tank --- a little of both - dual tank --- you like to wade into melee - Armor Tank So now that you know your engagement profile and effective range determine your core competencies:
You have a suit that can survive and thrive with your play style, now add some flavor: You like to dictate range - throw on some biotics --- you like to be more aware - throw on electronics --- you like to support your fellow players - add a lot of equipment Now that you've decided what flavor you want to specialize in:
Figure out what suit's skill complement or compensate for your engagement style: Amarr - Balanced with good eHP Minmatar - Balanced with good speed Caldari - good sensors and shields Gallente - good stealth and armor
Now that you can consider the class (H/M/L) of your suit and your role (logi/assault/scout/sentinal/commando) you can make a lot of variations using the militia gear available to you. Try these for a long time, saving money and isk while you do this, and then get ready to make some semi-permanent decisions!
Other tips: The core skills give you good bonuses to all suits, don't forget them You can always branch out later level 5 of skill costs way more than lvl 3 don't ever go over level 3 in a skill unless you are sure or it's a core skill
now that you've got your suit, work on your tactical skills and refine how you play and survive.
Happy hunting
^pro gal scout :)
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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Mahal Daj
Mahal Tactical Enterprises
221
|
Posted - 2016.01.27 23:22:00 -
[2] - Quote
ty panda wrote:Thank you all for the advice I have been playing pretty much daily. Have finally reached loyalty 2. I got the basics with the suits down finding what fits my play style. As far as vehicles I've pretty much dropped those except for the starter baloch that thing moves lol. I see slot of people buying items and I have stuff like Thales and Archduke suit. How do I determine fair price for these? Still trying to figure out what to do with shattered heat shield and stuff. Sell? Again thank you for taking time out of your day to help a boon with some questions.
1. Items often go up in value, if you have officer gear you may want to hold onto it, otherwise use this table for rough-reference: Experimental Weapon: More than 100k Officer Weapon: More than 250k Officer Suit: More than 750k
2. Sell 'salvage' if you need the isk, otherwise you're betting on a future-feature related to manufacturing
3. You can fit a basic Dropship for around 45k to get mobility, if you evemail me I'll send you 500k to get you flying.
Remember too that your starting race doesn't prevent you from using suits of all races
See my Post on Crashes: https://forums.dust514.com/default.aspx?g=posts&m=2413361#post2413361
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