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BaconPLS
Burnwall Industries
0
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Posted - 2013.01.24 21:02:00 -
[1] - Quote
After making several different characters across several different accounts, I've finally decided that I want to have an Assault build. Can any of you Assault players give me a run through of what to do and where to place skill points and what to buy? Thank you ahead of time
Also, does what faction/race you choose make a difference? I mean for example, do each of these races have any form of perk to them? Like armor advantage, weapon advantages, et cetera. |
Pje96 2512
Doomheim
6
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Posted - 2013.01.24 22:02:00 -
[2] - Quote
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) Assault players are the "Jack of all trades" but "the master of none"
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.
Grenades Pearsonal prefence here.If you want grenades to take out infantry then use "Locus" grenades which are perfect to get any player standing behind a wall to move and even miltia grenades are good enough for the task at hand. "AV" grenades are perfect for vehicles and can take out "LAV" in 2 grenades. Have not tried out "flux" yet.
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.
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
NOTE: If you're going for prototype dropsuits then pick modules that you would find useful.Sidearm is a good option.
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.
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BaconPLS
Burnwall Industries
0
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Posted - 2013.01.24 22:09:00 -
[3] - Quote
Appreciate the reply!
But where do I start? By that I mean what should I do first skill wise, what should I spend ISK on, et cetera. I know that I shouldn't rush this because a build can take a while to complete, but I need a good starting point. I have my Weaponry on level 5, Field mechanics on level 3, and I can't remember the other one I put my skill into, but is that good? |
Knarf Black
Subdreddit Test Alliance Please Ignore
396
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Posted - 2013.01.24 22:55:00 -
[4] - Quote
Passive, core skills like weaponry and field mechanics are great places to start. Shield skills are also great, but are generally more expensive and spread out over multiple skills.
Light weapon sharpshooter is also a good early skill if you are planning on going AR or laser rifle. The other weapon skills (reload, capacity, etc.) should be considered as well, but it's up to you what is most important. If you want to use more exotic, situational weapons like mass drivers or (especially) swarm launchers, you should probably train up some sidearm skills as well.
If you are focusing on a single weapon (lots of people do AR), you can train up its skill even if you are planning on sticking with the militia/standard gear, as the skill will improve you accuracy or otherwise buff the weapon class. It's expensive to do, but once you get the skill to lvl 5, that unlocks the proficiency skill, which is even more expensive but buffs the weapon's damage.
(Also, one level of grenadier will unlock AV grenades if you want to take out some LAVs without switching to a swarm launcher)
Once you have a solid base and are comfortable with your survivability, you can move on to your suit, equipment, CPU, and PG skills.
Or do those first and get yourself some better gear right away. You'll probably end up as an expensive glass cannon, but with a decent team backing you up that can totally work. |
BaconPLS
Burnwall Industries
0
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Posted - 2013.01.24 22:58:00 -
[5] - Quote
Alright, thanks!
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Pje96 2512
Doomheim
6
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Posted - 2013.01.24 23:02:00 -
[6] - Quote
Continued
Skills are easily one of the most important things if not most important thing you're going to need. I won't be adding corportation Management. You can point some points into vehicle command if you want to drive them better.
Weapon skills As I said before upgrade you're weapon to make it much more reliable on the battlefield.
Dropsuits Dropsuit command: you disappear off scanner a little more which nice Lvl 3 Calardi Assault dropsuit: Needed of course for higher tier Assault dropsuits Lvl 5
Grenadier Depend on what tier grenades you're using. Lvl 1 or 2
Electronics Needed seeing as you're going to be using alot of gear 5 in Circuitry and Nanocircuitry also lvl 1 or 2 for Systems hacking if you want to hack supply depots and instillations however more suited to logistics.
Enginnering Shield Operation: Lvl 5 and Shield Management: lvl 5. These skills will max your shield modules for extenders, recharging, and time to recharge very useful to use.
Mechanics (Armor buffs) Field repair: Lvl 5 Armor increase very nice Armor repair: Nice to use especially with the module Armor Upgrades: Nice to have to decrease that usage Dropsuit upgrades Endurance: Maxed (25% stamina) and Vigor: Maxed (25% recovery rate) nice when moving to different area and getting away from enemies. NOTE: Any remaining points can go into whatever you like. "Hand to hand combat" is good option just incase of an backup also hacking. Vehicles as well if you want to get to objectives faster and have more firepower to bring.
TIPS .You have that equipment use it. Give it to teammates who are protecting a certain area or objective. Don't go straight into battle it will always end in death. .Go around the sides of the map You will always be an easy target if you go through center Anything with range can pick you off easy. Flanking is key. .The assault rifles are good at medium range so stick there unless you meet an enemy at short range but you should still have a chance at winning the fight .Just because you have good gear doesn't mean that you're invincible as Militia guns can still kill you. .Don't die. You don't want to waste on all that money for nothing.
How to start This is in order of what you should choose first Put each skill I mentioned at lvl 1 to 3 first then go back to lvl 4 and 5. You will need to play the game for a while to get a good build so be patient. .Weaponry: Very nice to have bonus damage .Assault rifle operation and proficency .Light weapon upgrades .Dropsuit command .Electronics: All skills listed .Enginnering: All skills listed .Mechanics: All skills listed .Calardi Assault dropsuit (Once you get enough money) .Grenadier (Optional) .Enduarance and Vigor .Vehicle command .Hacking .Hand to hand combat
Hope it helps. It was my first time writing a guide of my experince. |
BaconPLS
Burnwall Industries
0
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Posted - 2013.01.24 23:26:00 -
[7] - Quote
It was very helpful! Thank you very much for taking the time to help me out. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.01.25 01:40:00 -
[8] - 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
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Posted - 2013.01.25 01:40:00 -
[9] - 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
|
Posted - 2013.01.25 01:51:00 -
[10] - 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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BaconPLS
Burnwall Industries
0
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Posted - 2013.01.25 04:23:00 -
[11] - Quote
Thanks for the reply! I was already an enforcer so I guess I can make a new character. But where do I find some of these pro assault players lol? Also, how would a Corps help me, and how do I determine a knowledgeable and skillful corp from a n00b corp? |
Pombe Geek
Red Star.
44
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Posted - 2013.01.25 16:51:00 -
[12] - Quote
Pje96 2512 wrote: Armor repair: Nice to use especially with the module
Only useful if you fit a repairer to your drop suit - otherwise it does nothing. |
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