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Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.01.25 01:40:00 -
[1] - Quote
Pje96 2512 wrote:Keep with the miltia gear you have so far until you can buy some multiple stock of what you want (Unless blueprints or Mercenary pack gear)
Good tip.
Pje96 2512 wrote:Assault players are the "Jack of all trades" but "the master of none"
._. they are the master of assault... the go-to ground pounder.
Pje96 2512 wrote:Weapons: Find the weapon's that is most comfortable for you and upgrade them. (Weaponary, operation and proficiency) Along the way make sure to buy the light weapon and sidearm upgrades (Sharpshooter, rapid reload, Weapon capacity and upgrade) For me I prefer an assault rifle (fully automatic) and a scrambler pistol (Any model) but this depends on personal prefrence.
Dropsuit: Stick with the "Assault Type-II dropsuit (Has two higher and lower slots for modifiers) for now until you can buy some better armor or use any from mercenary pack.
All good tips. For skill points at start, focus on shields and weaponry. After you get those, or part way through, you can move some points into assault rifles. The difference between a proto AR and the standard is... one bullet. The biggest advantage to the assault type 2 dropsuit are the high shields. Shield tanking > armor atm.
Pje96 2512 wrote:Modifiers For the "higher slots I use a "Light weapon damage modifier" and any shield modules (Recharge for getting shield back). All these are at miltia because I haven't bought yet. For lower slots I use the "Miltia Armor repairer" so that I recharge any armor hp I lost during a gunfight.
Ok... don't use damage modifier unless it's complex. You should probably just go shield extenders. That's 44 extra shield from militia, and a nice 132 shield if you have complex extenders. The shield (5% skill) will help type 2 a lot too. The low slots are up to you. Some go armor rep, some armor plate, some armor rep and armor plate, but you can also get the shield recharge one.
Pje96 2512 wrote:NOTE: If you have 4000 AUR you can buy a blueprint of the modules,weapons and dropsuits to keep them forever, but so far they are mostly in the miltia gear
eh, I'd only spend AUR on active and passive boosters. Maybe a UVT. I'd only buy the merc pack because it's the best deal. The BPOs are nice. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.01.25 01:40:00 -
[2] - Quote
Pje96 2512 wrote:NOTE: If you're going for prototype dropsuits then pick modules that you would find useful.
Yes.
Pje96 2512 wrote:Sidearm is a good option.
._. No.
Pje96 2512 wrote:Equipment For type II dropsuit you can equip ONE piece of equipment and prototype TWO pieces of equipment. Out of the five avaliable equipment I usually use "Nanohives" and "Nanite Injectors" so that I can keep a good supply of ammo and revive my teamates however you can switch one of them for a drop uplink which is great for spawing at different places to take objectives. NOTE:If you prefer to help you're teammates then try out Logistic class for three pieces of equipment.
Yah, equipment is up to you. Personally, I have a few load-outs with different equipment and mods. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.01.25 01:51:00 -
[3] - Quote
@ the rest of the other comments (kind of lazy and don't want to quote):
- Don't go with any sidearm skills to start UNLESS you are making sidearms your primary anti infantry weapon, or are just getting smg or pistol skill to level 1 because basic uses less pg and cpu than militia.
- Light weapon sharpshooter (increased range) is good. I wouldn't go upgrade (cpu reduction) until you need it, and only do that after you get circuitry to 5. The capacity just increases the number of rounds you can carry around, not the size of the clip. It's garbage. Faster reload is meh. You shouldn't need it, and if you find yourself getting into situations where you think it would help, you should probably just aim better.
- Don't put ANY points into vehicles unless you plan on making it nice (aka planning on being tank only). If you decide to go the HAV or LAV route, you shouldn't put points in infantry skills until you've maxed out your vehicle skills.
I suggest starting with the arbiter class for assault. It gives you many points in shields, which is one of the greatest strengths of assault. I'd immediately put a point into the faster shield recharge skill so I could unlock the 5% bonus to shield skill, but that's personal preference. I wouldn't upgrade my AR because you won't get that much of an increase from it. If I have trouble with kick I'd put 3 points into it at most until I upgraded my other gear.
--- This is coming from a guy who has some experience with assault. I can just give you general information. If you want good information about how to do it >the best< way, you should probably find someone who's a pro in game with assault and ask him. Joining a corp helps too. |
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