TrueXer0z
DUST University Ivy League
5
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Posted - 2013.03.31 19:42:00 -
[2] - Quote
There is so much one can do with an assault suit. They are the backbone of any team. I personally have seen many variations of fits and tested out a few myself. I mainly want to talk about basic fits. Type 1 suits are the standard for any Merc to have when beginning. Free fits are always nice, but you really don't get a chance to customize anything with those.
Lets start with some simple fitting options for the assault suit. Now you can either purchase the Assault Type I, Type II, or the Raven Assault for AUR. Although the Raven is just a Type I blueprint. Below are some options you can use to fit your dropsuit. Keep in mind these are only suggestions and I encourage everyone to fit their gear to what suits their play style. Also, all modules are Militia. I will put a description as to why I feel these fits are great for a basic introduction to fitting an assault dropsuit.
*Assault Type I: S 150 - A 175 -- PG 30 - CPU 150
2 Mid Slots - Shield Extender x2 2 Low Slots - Armor Repairer x2 1 Light Weapon - Assault Rifle, Lazer Rifle 1 Sidearm - Scrambler Pistol, SMG 1 Grenade Slot - Locus Grenades, AV Grenades 1 Equip Slot - Nanite Injector, Nano Hive Shield Recharge Delay - 6 sec - Fully Depleted 10 sec
*Assault Type II: S 225 - A 125 -- PG 33 - CPU 165
2 Mid Slots - Shield Extender x2 2 Low Slots - Shield Regulator x1, Armor Repairer x1 1 Light Weapon - Assault Rifle, Lazer Rifle 1 Sidearm - Scrambler Pistol, SMG 1 Grenade Slot - Locus Grenades, AV Grenades 1 Equip Slot - Nanite Injector, Nano Hive Shield Recharge Delay - 4.8 sec - Fully Depleted 10 sec
As a beginning Assault class, the first thing you will want to do is get a feel for the short to mid range gun game. The primary weapon chosen for this would be the assault rile. However, I included the lazer rifle because it allows the merc to stay at a distance and still take part in advancing on an objective.
Your sidearm is more of a personal preference. A scrambler pistol only has a few shots, but they are powerful and can take down an enemy merc fast if you can land hits. I feel that a SMG (Sub-Machine Gun) is better suited for a beginning player. It have a larger clip, fast rate of fire and can drain an enemies health fast if you keep it on target. It also has a fast reload time.
Your grenade choice is something of a personal preference as well. I prefer to use AV grenades because they are magnetized and when thrown will find their way to an enemy LAV, HAV or Dropship if it flys low enough. I have also used it to scare Mercs out of a pursuit by dropping one in front of an enemy while ducking around a corner. There is no indication that it is a locus grenade until it just doesn't explode. You can also toss an AV grenade in front of an on coming LAV and for a short time it will act like a proximity mine. As for the Locus grenade, it is a useful tool in killing your enemies. You can cook it for a second or two before throwing to make sure it will blow up in the enemy's face or toss it around corners to make sure the path is cleared. It can also can disorient people when enough are thrown into a swarm of on coming enemies and get them to take cover instead of advancing. The choice is ultimately yours.
Your equipment slot is a matter of much debate from my experience with other Mercs. I personally find having a nanite injector is far more useful on the battle field then a nano hive. It allows you to pick up fallen team mates with a reward of 60 war points which can help in gaining orbitals and if you pick up a fallen team member you will not lose the clone from your overall clone count. It also saves their dropsuit. The Nano hive is also a very handy item to have. Resupplying your team members will earn you war points and allow your fellow mercs to fight on when they are running low on ammo. It is useful for squads always on the move as well. Having access to a resupply point at any given moment can never hurt.
Now, we see a noticeable difference from the Type I and Type II dropsuit in their shields, armor, movement speeds, powergrids and CPU. This separates what possibilities and fitting options we have and what might be best for the fit. However, if you notice the modules I posted in the fits are very similar. This is because I feel for a beginning player that having survivability is the best way for them to learn and get better. In time moving over to a fit that includes damage modifiers may suit the player better, but for now I suggest sticking close to these two as far as the tank is concerned.
*Note: The reference "Tank" in this post is geared toward the application of modules that increase the Mercs hit points and survivability. Which may not be familiar to players outside the MMO community.
Because the Assault Type I has more armor hit points then the Type II it can be considered a "Armor Tank." This being said we would want to focus more on making sure your armor is replenished after each engagement. One can not always rely on a supply depot to be near by or a Logi support to be their to repair their damaged armor. Also, because the Type I has more armor then shields the need for it to repair faster would necessitate having more then one armor repairer. This of course is depending on the player.
In the case of a Type II dropsuit we find that it focuses more on a shield tank and also allows for faster recharge times. Also with more shields come a higher recharge rate. So the focus would be to depend more on your shield being able to start their recharge after taking damage as fast as they can. This is accomplished with your shield regulator. Since is shortens the delay time in which your shield starts to recharge after the last impact of damage has been taken. Keep in mind there are different timers for fully depleted shields and shields that have only take slight damage. We still have an armor repairer to bring your armor back up, but the need for more then one is unlikely. |