|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.11 06:33:00 -
[1] - Quote
Just stopping by to drop a like and say that I will continue to contribute to this guide.
I'm currently working on what I think will be the first fitting completely based around using the nova knife as a primary weapon. I should have all the necessary skills completed by the end of the upcoming weekend so that I can test it. I'll be sure to post it here immediately if it works out as planned.
On a related note, does anyone know if the knife is effected by the damage buffs from the Weaponry skill? That extra 15% damage could make a huge difference on a fully stacked knife.
EDIT: A difference of around 50 damage if my damage calculations applied the buffs correctly. About 550 HP without the 15% from Weaponry, around 600 HP with the 15%. That is using Knife Handling lv.5, 3 Complex Myofibril Stimulants (stacking penalties included), and Weaponry lv.5. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 06:17:00 -
[2] - Quote
I'm back with a report on the Nova Knife fitting that I promised to work on. Well, let's just say that Dust isn't ready for it yet. The knife hit detection is still a bit too buggy to rely on it as a primary source of kills. In my tests with two Comblex Myofibril mods on a Type-A suit, I was almost completely unable to hit moving enemies. However, I managed to sneak up on a heavy and killed him in two hits from full shields and armor. I'm not going to post the exact fittings, it just didn't prove to be effective.
Since my knifing excursion failed miserably, I will post my favorite fitting. I can regularly get 20+/10- games with it.
Purpose: Move fast, be everywhere, blow stuff up.
Description: Made for keeping REs equipped a majority of the time in order to increase speed. Speed boost makes it very easy to avoid damage and bait enemies into REs and shotgun ambushes. Running and jumping with REs allows you to throw them much further or be at a safe distance as soon as they hit the ground. Ideal for quickly taking multiple objectives and requiring the enemies to spread their forces out, then further hindering them with REs planted at consoles. Shotgun can be a devastating killer around objectives with a highly leveled Weaponry skill, one shot will kill all but the bulkiest Assault suits, two will kill anything less than a stacked Heavy suit.
Cost: >20,000 ISK
Dropsuit: Scout A-Series
CPU: No specifics ATM (Electronics LV4 is required) (Light Weapon Upgrade may be required)
PG: (Not too important, it works)
Sprint Speed: 9.70 m/s
Light Weapon: KR-17 Breach Shotgun
Grenades: Locus Grenades
Equipment Slot 1: Remote Explosives
Low-Power Module Slot 1: Basic Shield Extender Low-Power Module Slot 2: Basic Shield Recharger
High-Power Module Slot 1: Complex Kinetic Catalyzer High-Power Module Slot 2: Complex Kinetic Catalyzer |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.07.17 06:29:00 -
[3] - Quote
Rorek IronBlood wrote:I think in the case of Dust this is one case where it's hard to decide whether they should adopt the Counter Strike knife, or be more like it is now in line with Call of Duty. However, I would say it should be more treated either like Counter Strike or more like Battlefield3.
Personally I believe that knives always prove to be a hard topic for developers. They can quickly grow to be over powering and over used, or under powered and useless like it is now. It really is hard to say. I wouldn't say it is under-powered, just bugged. If every hit that I got with the knife registered, it would have been an incredible killing weapon. Outside of unintentional hindrances, I think the knife should stay exactly how it is. Although, it probably wouldn't hurt to increase the Complex Myofibril Stimulant to a 75% bonus, so that fewer modules are needed for an OHK. |
Shutter Fly
Planetary Response Organisation Test Friends Please Ignore
26
|
Posted - 2012.08.01 07:22:00 -
[4] - Quote
Because I'm in a good mood (and bored) I'm posting what is probably my most effective shotgun scout fitting. This regularly gets me 4.0+ KDR games on Biomass Ambush (if there aren't too many vehicles). Keep in mind that you WILL NOT make a profit if you use more than 2 of these in one battle, even a 20/3 win will often leave you in the red (unless you do some major tank/dropship busting in another fitting). Although it is expensive, you can kill A LOT of infantry with this fitting. If cost isn't a factor, this is a good one to roll out.
Dropsuit: Scout v.k0
Primary Weapon: Allotek Breach Shotgun
Secondary Weapon: 'Toxin' SMG
Grenades: Locus Grenades
Equipment: Remote Explosives
High Power Modules: Complex Shield Extender x3
Low Power Modules: Basic CPU Upgrade Complex Kinetic Catalyzer Basic Cardiac Stimulant
Necessary Skills for Fitting (not including prerequisites): Electronics Lvl 5 Engineering Lvl 5 Light Weapon Upgrade Lvl 3
Obviously, this fitting requires a major SP investment just to get the required CPU and PG output, not to mention the prerequisites for the equipment used. Although I no longer use REs offensively, I would imagine that this fitting would be well suited for it. The main basis for this fitting is using your heavily stacked shields to close the distance to your opponent, then (hopefully) kill them with one shot before they deplete your shields. No infantry stands a chance against this fitting if they fail to engage at a distance of at least 20m, you will be able to close that distance easily against any weapon with enough cover. The main enemy of this fitting is any type of vehicle, since it is based on only absorbing damage long enough to kill infantry and has no AV equipment other than REs.
Also wanted to say that I'm planning on doing a revisit on that knife fitting that I tried a while back. I've heard accounts from others who say they have been able to use the knife very effectively, which has inspired me to give it another go. |
|
|
|