Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.27 10:51:00 -
[1] - Quote
First off I apologize for the length of these posts as I tried to round up all the information I could in as little space as possible. I will be answering questions regarding the Logistics suit on a first come first serve basis for as long as I am available to do so.
Choosing A Suit
The first thing you want to do is put some skill into Minmatar Logistics Dropsuit - at least level 1. Seriously, the disparity between the Militia Logistics Suit and the Type - 1 could be compared to Moses parting the seas. You need this in order to make about ninety percent of your fits even applicable to a range of situations.
There's no real advantage to using Aurum based Logistics Dropsuits, so unless you're OCD and -must- have a red LED light beaming out of your eye socket, just spend your ISKies.
If you put some more SP into the skill you'll have access to the Type - 2 suit, which is good depending on your preferences. I personally have load-outs for both of them based on the situation at hand.
Type - 1's advantage is that it has an extra equipment slot, which is vital when used in unison with team-based tactics and thorough communication. It's slower however, so you'll need to fit accordingly. Know that everyone will be able to outrun you so it's good to keep a mid-range weapon.
SP Requirement: 81,920 ISK Requirement (per suit): 4,200
Type - 2's advantages is that, while having reduced equipment load-outs, it moves about as fast as a Caldari Assault Suit. Which is good for high intensity combat situations. Due to it's increased speed you can also field some more versatile weaponry, such as a submachine gun or shotgun, making it the most versatile suit on the field.
SP Requirement: 327,680 ISK Requirement (per suit): 4,200
Prototype suits are difficult to obtain, but those that do will find that they are extremely hardy and very well outfitted for any combat situation. With four hi's, four low's, and four equipment slots - they can maintain an incredible bulwark defense and still have room for damage mods while still be able to field all of their team-based equipment needs.
SP Requirement: 4,096,000 ISK Requirement (per suit): 53,420
Tools Of The Trade
Your equipment slots define who you are as a Logistics player. Are you on the frontline and actively assisting your fellow man - or are you more behind the frontline watching over them from afar? Your equipment choices are paramount to either decision.
Nanohives are incredibly useful and entirely necessary. No Logistics player should leave home without them unless they're on a special operations task force with a set plan in motion. Good choices are as follows:
Quantum Nanohive - Increased ammo resupply rate for the same price as the normal. You can drop two at once and they'll both be active for as long as they remain alive. They cover a slightly larger range than the normal nanohives at 4.2 meters, and replenish at 10.5% per tick.
SP Requirement: 113,120 ISK Requirement (per unit): 700
K17/D Nanohive (R) - This is your bread and butter. Most Logistics suits can't keep up with the fast moving Assault and Scout suits, so you're best bet is to load out with these nanohives as they repair 5% armor every tick. Their range is incredible at 6 meters, but their downfall is that they won't replenish ammo until the armor is repaired. Good for pauses between firefights.
SP Requirement: 624,640 ISK Requirement (per unit): 2,500
Drop Uplinks are also useful but in the passive sense. They're only as good as the person who drops them and the people that use them. If you throw these puppies out in the middle of a clearing - you're stunting it's capabilities. Hide it in a corner that most people over-look and it's a tide turner. I'm only going to list the first one as it performs at maximum efficiency for little costs on your end.
Gauged Drop Uplink - I recommend this one over the others simply because you can have two active at once. That means that when one of them is located and either camped/destroyed, you have another that your team can utilize for it's benefits. It also costs the same.
SP Requirement: 542,720 ISK Requirement (per unit): 1,800
Repair Tools are your next best thing when the nanohives aren't available. These masochist-inspiring little things will fix the armor of your companions for absolutely no expense on your end; but if that person isn't watching your back you're going to be in trouble. You're given options of many different types, each with very different qualities.
They focus on repairing either dropsuits, vehicles, or installations - and when they don't have focus they have a nice balance of them all, however you have to honestly ask yourself: "How often am I honestly going to be repairing an installation/vehicle?" Another thing you should remember is that when it comes to tanks - no matter how much you try you will never be able to repair a tank faster than an adversary can do damage to it.
Another thing to keep in mind that the prototype repair modules don't give much bonus for their expensive SP/ISK costs - the Triage variant only giving an extra 6 hp per second for 10x the ISK.
Triage Repair Tool - I recommend this because it's remarkably cheap and incredibly effective at repairing all but Advanced/Prototype Heavy Dropsuits due to their massively thick plating. At 31 hp/s you can repair an Assault Dropsuit from zero to full in just 6 seconds.
SP Requirement: 296,960 ISK Requirement (per unit): 900
CONTINUED IN NEXT POST |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.27 10:51:00 -
[2] - Quote
Nanite Injectors are very seldomly used due to the fact that people simply are impatient. They'd rather wait ten seconds to revive than come in with reduced armor and have to wait to be repaired - but let's face it, that's a long freaggin walk from the main base to the objective. I don't recommend using anything above standard as they're costly and you very very rarely use them.
Note that in August the next build will force players to wait out their death timer and will be revealed on the map ot Logistics players to make them aware that they are - in fact - dieing. These would be good to have on hand when the build changes.
Nanite Injector - Difficult to use but when done so effectively it will revive any fallen combatant at 30% armor; a drop in the hat when paired with K17/D Nanohives and the Triage Repair Tool. I recommend this over the militia module because (while it offers the same performance) it frees up some CPU/PG space.
SP Requirement: 133,120 ISK Requirement: 730
Small Arms
I'm not going to go into too much detail about this because this is honestly a preference thing as there is no benefit to a weapon unless you are comfortable with it. I will however briefly go over the weapons that are good for each -type- of suit so that you will understand the reasons behind those choices - but understand that the weapon is only as good as the user and the environment the user is in.
Type - 1 suits and others: You want a mid-range weapon for these because you don't have the same speed and maneuverability. Operation range is a key factor to keep an eye on here as urban combat can be hell to use a longer range weapon with and especially those that have a tendency to bite back at the user (grenades).
A good choice is the Assault Rifle, which is good for any situation. Breach, Assault, Tactical - it doesn't honestly matter; it puts out rounds and it's terrifying to get into close quarters with. It's also good for moderately long range combat in short controlled bursts. Combine all of this with it's sheer ammo capacity and you have a force to be reckoned with.
Another good choice that I've found is the Mass Driver. This is solely due to the fact that as a Logistics suit your job is less on the killing aspect and more on the support role. Softing targets with Mass Driver rounds so that your team-mates can butchor them with small arms fire is not only effective, but highly satisfactory. It's problematic, however, for a number of reasons. It's hard to utilize as it's splash damage isn't very high and it's difficult to land direct hits. It's very low ammo count - combined with it's lengthy reload speed - is also very detrimental to your personal safety.
For Type - 2 suits you need to keep the idea that you're moving faster while still maintaining a lower amount of damage taking than your Assault brothern. It's good for closer range weapons if you fit speed modules but never ever hold still as you won't live long enough to utilize them.
Submachine Guns are a good choice if you're good with them. It takes a lot of skill points to make them workable and their hip-fire is very inaccurate. Constantly fluxing between aiming down the sight and moving is paramount when using this weapon.
Shotguns are good - to an extent. They're bulky and usually reserved for danger close ranges. At the ranges you will be fighting you're enemy you're going to have to plan your movements and the target's instinct. If you evade to the left behind the building - is he going to follow you or try to cut you off? You have to think of your opponent's next step in order to a precursory strike.
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