Arkena Wyrnspire
Fatal Absolution Bleeding Sun Conglomerate
29327
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Posted - 2016.04.20 22:29:00 -
[1] - Quote
Tundra Meadow wrote:I'm focusing all my SP in Shields since I consider they the more important cuz U can take damage but is all recharged really fast. Armour repairers can also regenerate quickly and constantly, if you ever get the SP for them. A complex repairer reps at almost 10 HP/s constantly, whether you're taking damage or not. Several of them can keep you topped up on armour very easily. It's a different style, but armour can be just as tough as shields. It does require some skill investment though, which you may not be able to afford at your stage in the game.
For someone in your position I recommend specifically investing in the shield extension skill, so as to unlock at least the enhanced extenders. In addition to increasing your base shield HP even without modules equipped, that particular skill is the major route to increasing your shield HP.
Shield regulators are unlikely to be of much use to you, unless you find yourself packing heavy shields and wanting to go frontline a bit more. A shield recharger may be helpful - I recommend using only one, though, and I would also recommend a recharger rather than an energiser.
Quote: I also saw many invisible ninjas on my teams (not like totally invisible, more like they were shifting between realities). They were using those Nova Knifes and moving to take out the snipers opening ground for us to make a defensive position.
Scout class dropsuits. Be warned, that shimmer is only visible whilst they're moving. They're much more difficult to spot whilst they're standing still.
Quote: Anyways, I would like a Loadout with this Invisibility stuff and high jump but not to kill but to seize Turrets more easily and move quiet to have a clear picture of enemy positions, like cluster defenders and those sniper dat stay on high grounds. What should I buy and do 1st?
It'll be tricky to get you into a scout capable of using a cloak in good time, but it may be doable. The scout dropsuit is probably key to what you want here. I recommend the Minmatar scout, as you say you want to hack. The Gallente and Caldari scouts are also viable, the latter of which has the best shields of the scout class.
The Minmatar scout moves the fastest of all dropsuits, and has a hacking bonus so you'll hack faster. To get into it you'll need Minmatar Light Dropsuit 3. This takes a few hundred thousand SP or so. Once you do that you can progress into the Minmatar scout dropsuit. This will be your key suit. It's fragile, but as mentioned it moves very fast and hacks faster than other dropsuits.
The cloaking device can be found under the dropsuit upgrades section in the same part of the tree where other equipment skills (nanocircuitry, repair tools, drop uplinks etc) can be found. The skill to improve your hacking speed is found in the same area - I can't remember the name of it off the top of my head but it's something like systems hacking I think. Getting a couple of levels in this (Three, ideally) is a little expensive but unlocks codebreakers and increases your hack speed.
Once you have those, you're really starting to get into the hackninja style. Equipping codebreakers with a cloak can enable you to snag objectives, CRUs, and turrets right from under enemy noses. Your fascination with turrets may not last, but let me assure you that a high speed hack on an objective is a gamechanger and can win matches.
Quote: And for last, when I started the game, it gave me (I believe evryone got it) some limited sets dat I could use. The one I like the most was the Loadout with 'Woundriot' Combat Rifle. Which other weapon is close to it in usage?
Weapons with 'something' before their name are AUR weapons, which are basically low skill variants of ISK ones. Exact equivalents are all obtainable normally at different skill levels. You'll find that either the ACR (Assault Combat Rifle, I think the BK-42 is the first variant you can use without AUR) or the basic Combat Rifle matches up to the Woundriot.
Quote: In short: What destroyed my Turrets? How2be invisible and jump high for a Hack focused character? 'Woundriot' Combat Rifle have a cousin or something?
Thx
Turrets can die to all sorts of things. Forge guns and railguns in particular are easily capable of taking out a turret from a very long distance without necessarily even rendering for the player manning the turret.
Players often systematically destroy turrets at the beginning of the match because on destroying them they provide a decent number of warpoints to the destroyer. There are also daily missions to destroy a certain number of these, the completion of which will yield extra rewards. Also, if a player wants to call in a vehicle such as a HAV (tank) they may choose to take out turrets before deploying it so as to reduce the threat to their vehicle.
Jumping high is done with a module called the myofibril stimulant. You unlock this with the hand-to-hand combat skill. It fits in the high slots, the same as the shield slot. It also increases your melee damage, so if you like jumping a lot you can also stack these so you can one or two shot people in melee.
As numerous other people have commented, the game shuts down on the 30th. There'll be a successor (probably) but this might not be accessible or meaningful to you, and it's certainly not a short term thing. Whatever happens, I wish you good luck, and hope you manage to get the SP for these skills you want.
For further reading I highly recommend the Rookie Training Grounds section of the forum. A number of players (including myself, although my major one is more aimed at Gallente frontliners) have written guides helpful for newbies. The forum section isn't that active anymore, but asking further questions in General Discussion is sure to get some attention at least.
If you have any other questions, feel free to ask.
o7
Everything has to come to an end, sometime.
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