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Thread Statistics | Show CCP posts - 0 post(s) |
kevin longclaw
0
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Posted - 2012.07.15 07:00:00 -
[1] - Quote
Hey guys , I know this game is all about self-discovery , but I'm really having trouble with my assault fit and I was wondering if you guys would be willing to help out . By sharing some of the things you have discovered and; maybe some of the skills you have been training would be good to . Thanks. |
Wako 75
SVER True Blood Unclaimed.
76
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Posted - 2012.07.15 07:04:00 -
[2] - Quote
im new to this 2 but ive been upgradeing my sheild dropsuit weaponary and asualt rifle skills |
Archangel Exodus
8
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Posted - 2012.07.15 07:10:00 -
[3] - Quote
Focus on light weapons, shield, and armor upgrades, then go spend sp on your specific play style you want. Trust me your going to need all 3 to survive a firefight in this game, then start saving for a new dropsuit. |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
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Posted - 2012.07.16 07:26:00 -
[4] - Quote
Start using a Logistics dropsuit If you want to make an "Anti Infantry" fit. Logistic suits have the most CPU/PG and module slots at the advanced and prototype levels. My fit is
- Type II Logistics Dropsuit - Complex light weapon damage mod (x2) - Prototype Assault rifle (They all have the same CPU/PG usage) - Basic Armor repairer - Militia CPU upgrade - Quantum Nanohive.
In short I have a 20% damage boost on a prototype weapon, a way to refill my ammo anywhere on the battlefield, and an armor repairer. These are added on to the bonuses that Weaponry, Assault Rifle Operation and Assault Rifle Proficiency give me. You won't be able to fit all of these items on the Type II dropsuit (It took a lot of messing with skills to boost my CPU/PG up that high), but you might be able to create a similar suit with lower grade equipment.
Hope this helps you out.
PSN: PiercingSerenity Country: US Class: Logistics (Assault build) |
Wakko03
Better Hide R Die
134
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Posted - 2012.07.16 07:47:00 -
[5] - Quote
Sorry Serenity but there is NO Way that you have +20% damage boost by Stacking two complex light weap damage mods, it has a stacking penalty; what that is I don't know as there are no numbers I have found to easily compare with.
Weapon, Dropsuit, Shield is easier to level up as you only need it to Level 4 in order to unlock the complex modules, Armor you need to Level 4 to get to enhanced, then you can start putting things into upgrades that add to armor (mechanics), cpu. pg. Then once you are comfortable with the gun game, you need to focus on an anti vehicle type of loadout.
All in all you are going to need about 5-6mil sp for your foot soldier to act like a toon from any other FPS, and another 5-6 mil sp for your vehicles in order for them to be the normal for any other game.
I have 15 loadouts, 12 of them are assault. |
Los Silencio
D3ath D3alers RISE of LEGION
123
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Posted - 2012.07.16 08:15:00 -
[6] - Quote
I suggest you work on skilling up your shields first, then an alternate mix of skilling up your AR OPS, then PROFICIENCY and your specific dropsuit.
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.07.16 08:26:00 -
[7] - Quote
Go Type II assault suit (meaning, level 2 in Caldari assault dropsui skill) Go advanced AR ( assault rifle operation level 4) Go advanced shield module ( Shield operation level 4 if i recall right) Go Demolition LVL 1 to use remote exp.
FIT => 1 shield extend 1 shield booster / Advanced AR / Gun or SMG / Locus or AV grenade / remote exp or Nano Hive / basic armor rep, basic armor plate
Should fit and you'll be quite tough. I'm not a huge fan of damage mods personnaly.
Once you're there. Keep skilling those specialy. Go AR level 5 then ar proficiency. Upgrade all the light weapons skills (upgrade, sharpshooter, capacity, reload) and weaponry quickly. Then, you'll have enough knowledge to decide where you want to go. |
Frank A
Royal Uhlans Amarr Empire
99
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Posted - 2012.07.16 10:24:00 -
[8] - Quote
Wakko03 wrote:Sorry Serenity but there is NO Way that you have +20% damage boost by Stacking two complex light weap damage mods, it has a stacking penalty; what that is I don't know as there are no numbers I have found to easily compare with.
This is how they work in Eve - I'd guess it will be the same here
http://www.eve-wiki.net/index.php?title=Stacking_penalty
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Sw3RvE
25
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Posted - 2012.07.16 16:05:00 -
[9] - Quote
I have level 5 in assault rifle operation. this lets me use any assault rifle.
i am saving for my assault dropsuit command now since it is going to cost so much. having the best dropsuit does not require using slots to upgrade your shield. the prototype suit has more power and more armor without using a slot on the left.
here is what mine looks like
Assault Dropsuit Command...3 Assault Rifle Operation............5 Assault Rifle Proficiency...........3 Weaponry....................................5 |
Aaron Atreides
140
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Posted - 2012.07.16 16:57:00 -
[10] - Quote
Laurent Cazaderon wrote:Go Type II assault suit (meaning, level 2 in Caldari assault dropsui skill) Go advanced AR ( assault rifle operation level 4) Go advanced shield module ( Shield operation level 4 if i recall right) Go Demolition LVL 1 to use remote exp.
FIT => 1 shield extend 1 shield booster / Advanced AR / Gun or SMG / Locus or AV grenade / remote exp or Nano Hive / basic armor rep, basic armor plate
Should fit and you'll be quite tough. I'm not a huge fan of damage mods personnaly.
Once you're there. Keep skilling those specialy. Go AR level 5 then ar proficiency. Upgrade all the light weapons skills (upgrade, sharpshooter, capacity, reload) and weaponry quickly. Then, you'll have enough knowledge to decide where you want to go.
This is about as good as it gets, gave you a +1 for your good advice to these guys. If you want to go assault type of player this is exactly what you should do. |
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Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.07.16 17:09:00 -
[11] - Quote
i would suggest you get shield upgrades to 4 for the prototype modules asap. they're cheap and only require you skill to 4 as opposed to 5 like for most prototype tier modules.
beyond that, the type-II assault suit is prolly as far as you wanna go for now. it's amazingly good for the skillpoint investment. so good in fact that i suspect it's op, (it seriously shames every other type-II suit) it even makes the advanced level suit almost seem not worth the extra 1.5million skillpoints. the advanced IS better, but i dunno that it's 1.5mil skillpoints better.
the type-II suit also has a very heavy shield bias, so if you have to "waste" low slots on cpu/pg upgrades to fit the weapons you want, it's not so big a handicap as a more armor tanked suit. (though with good fitting skills you should be able to fit an advanced ar or swarm launcher and a basic smg with a low tier armor repper and maybe even an armor plate in the low slots.)
you'll also wanna get electronics and engineering to 5 asap, and maybe even some points into light and sidearm weapon upgrades. that'll help you squeeze more out of the suits you have, which really helps mitigate those huge skillpoint gaps between the new ones.
armor upgrades can help as well, but the type-II suit relies so heavily on shields that it may not be worthwhile. and by the time you've skilled beyond the type-II you prolly won't need my advice on how to fit ****. |
Zen Nar
Sanmatar Kelkoons Minmatar Republic
14
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Posted - 2012.07.16 17:14:00 -
[12] - Quote
Wakko03 wrote:Sorry Serenity but there is NO Way that you have +20% damage boost by Stacking two complex light weap damage mods, it has a stacking penalty; what that is I don't know as there are no numbers I have found to easily compare with.
The vehicle ones list a penalty, but I've not seen a penalty listed on the drop suits and the DEFAULT load out for the Militia Heavy has 2 damage mods with the Swarm Kit.
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Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.07.16 17:16:00 -
[13] - Quote
If the stacking penalty is the same as EvE, I don't see any reason they would to change it, the second module would give 86.9% of its bonus. So, two 10% damage mods would give 119.559%. If there was no stacking penalty it would be 121% since bonus are multiplied. Eve penalties: 2nd 86.9%, 3rd 59%, 4th 28.3%, and 5th 10.6%, rounded I have seen them out to 12 decimals before. So, 2 work pretty well, 3rd is hit hard by stacking, not much point in using more.
heres a guide to stacking in EvEhttps://docs.google.com/viewer?a=v&q=cache:zKmmlI3QE5sJ:forum.battleclinic.com/index.php%3Faction%3Ddlattach%3Btopic%3D9196.0%3Battach%3D3848+stacking+penalty+calculator&hl=en&gl=us&pid=bl&srcid=ADGEEShxgrk07Y2CXsVDTyjDnZ0yi3CfQmqsBoUj-dRW4ihSvIVImURchN0leTTTSB9G3nqKUVMrwNEHbisrHKSVSvPul0tKkNbUVnoW81j_QxnevoaiWn3C3JjwhAvlrwQK06KZk-PU&sig=AHIEtbRcrMgJTaitMhdOTgK6ZLRfpO-s2Q |
Jarre Jardox
Cool Story But It Needs More EVE
30
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Posted - 2012.07.16 17:21:00 -
[14] - Quote
Dunno if my other post worked, I don't see it.
My favorite fit= assault type II suit, basic shield recharger, enhanced light dmg mod, duvolle ar, toxin smg, locus grenades, k17d nanohive, enhanced armor extender, militia CPU Fit also requires electonics 5, light weapon upgrade 3 and sidearm weapon upgrade 3 |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.07.16 17:44:00 -
[15] - Quote
the DEFAULT heavy fit is ********. yah it has 2 damage mods, but one is a sidearm and the other is a heavy mod. there is no stacking penalty there either way because they effect different stats.
the joke being that it has no heavy weapon to damage mod... |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
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Posted - 2012.07.16 17:57:00 -
[16] - Quote
I would recommend... :
1. Invest into a type II assault suit 2. Get complex shield or armor mods, I prefer shields because it won't gimp you're movement/sprint speed. 3. Pick your fav weapon and get that to lvl 4 to get an advanced one.
After that I think you could really do whatever and be fine. After that I pulled off the long grind to prototype assault suit. After that I went and got prototype AR, then trained into a prototype swarm launcher. Probably going to invest SP into vehicles now since the game seems to be getting so sagaris heavy, probably make a decked out tank that's focused on taking out other vehicles.
The prototype assault suit has:
3 high slots (i believe, those are the top left right?) 4 low slots 2 equipment slots 1 grenade slot 1 light weapon slot 1 small weapon slot
Mine is: 747 EHP
3 complex shield extenders 3 basic armor plates 1 basic armor repair creodon AR breach SMG AV grenades nanohive RE
My AV loadout is basically the same but creodon AR switched with the proto swarm launcher.
Both fits work well for me, having RE's on the side on my AV fit is especially nice, being able to still set up remote explosive traps to rack up infantry kills while focusing on vehicles. |
Zarkn Frood
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.16 18:34:00 -
[17] - Quote
^-- good advice. |
Rorek IronBlood
ZionTCD Legacy Rising
746
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Posted - 2012.07.16 18:53:00 -
[18] - Quote
They really do need to increase the amount of CPU (Central Proccessing Unit) and PG (Power Grid) consumption for a number of items. Especially shield modules, and various weapons, and offer more negative effects to items and dropsuits alike. The Type-II scout suit is a perfect example of balance (somewhat), do the the fact that it sacraficed the sidearm option. Another example is the reduced movement one receives from using armor plates.
As for the shielding I'd multiply the consumption for stacking. That would be a nice negative effect. Especially considering that realistically stretching the shield emitters like that would cause some more strain on the power supply of the afore mentioned suit. Which brings me to another fact that they need to keep weapons in their categories, and rebalance others.
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