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Artificer Ghost
Straight-Silvers
0
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Posted - 2013.04.08 21:09:00 -
[1] - Quote
Hello! I'm Artificer Ghost, or just Ghost, If you'd like. And as my name implies, I'm an Artificer. If you play any other RPG/Online game, you may know us as "Healers". This is a proper term, and fits us suitably, and is absolutely our more infamous quality, although we normally have much more to us. So, let's get to business shall we?
NOTE: I'm no expert in Artificer's or the game of Dust 514, this is simply a kick-starter, so to speak, for the newer players. And generally how I have played my character so far in the game.
-Roles of the Artificer -Healing -General Support -Offensive Manuevers -Battle Plans -Weapons at Disposal -Tips and Tricks
HEALING: This is what some (But not all) Artificers should focus on. It's always nice to have at least 1 or 2 Healers somewhere in your army of Mercs, although it's not something you can't very well help. Now, I know quite a few Mercs that run around trying to make sense of all the death. This isn't being a Healer. This is being what some call: A Dead Man. Let me explain.
A lot of Mercs try to revive everyone that dies. In theory, good job. In reality, you're just another clone wasted. As an Artficer, you don't want to be switching to your Nanite Injector too often. "But Ghost, what if someone dies?" Then, you deal with it. You don't need to stop your clone decreasing, you only want to slow it down. Limit yourself, you aren't a superhero. Only revive someone if its within a certain range. Another thing that helps is keeping an eye on the "Death-Log" Therefore, you know what you should be preparing for. Understandable?
Next, your Repair Tool. This is one of the more important things a Healing Artificer can have, right up with the Nanite Injector. This ill restore the ARMOR of any Merc, Vehicle, or Installation Unit. This does not limit it to Ground Units. Now, if you pay close attention to your fellow Mercs "Health Bar", you'll actually see 2 Bars. The top one is his/her SHIELD. The second, is his/her ARMOR. An Artificer is highly important in the Armor area, as most Mercs can't regenerate Armor, only Shield. Always look at the bottom bar, when it's full, go off to help others.
GENERAL SUPPORT: Now, as an Artificer, get ready to be a highly mobile, and highly wanted, target. Artificers are always wanted to be taken out first, because they keep most of their people alive. But this doesn't mean you should go camp in a corner and hide until the fires die out. No, you are going to be the most mobile person in the match. You have to pass through any area possible, no matter the traffic level. Dangerous? Yes. Worth it? Absolutely. Your courage while moving about is almost literally a win/lose situation for the team. So, get reading.
-NANOHIVES: Something I'd aim for getting, to help with the Arbiters and/or "Frontliners" (Enforcers/Sentinels), is a thing called a Nanohive. This handy device acts as a smaller Supply Depot, giving you ammo. And just that right there is great for support. But I'd aim for a better one. There are Variations of a Nanohive, usually with the word "Traige" in their name. In layman's terms, those Variations can repair armor as well as supply ammo. I'd save the Traige Nanohives for the frontliners, and the Standard Nanohives for the Arbiters. This is so the ones taking all the damage, can just shake it off. And the Arbiters can enjoy the extra bullets.
-DROPSHIPS: Another great thing for an Artificer to have is, drum roll please... A Dropship! Now, please note, if you are aiming for more of a Healing role, this is not the thing for you. Normally, Healers should stay on the ground, to take care of their fellow Mercs. However, if you think Support is more your forte, these are your primary vehicles. Some models can restore the Armor of the ground vehicles, helping with the all-out assault strategy. You can also bring 6 people in with you into the Dropship, depending on the Model.
In Skirmish, these are excellent vehicles. The carry capacity can help with both offense, and strategy. What I mean by this is most (If not all) Dropship models have at least 1 or 2 turrets. This is helpful for laying down fire from above. In the "Gorgon" model, there's 4 spaces without a Turret. I use these for dropping Mercs in, so they can quickly take over the current Objective, allowing for more efficient wins. Before you try this though, it's good to make a trip around once, to make sure you aren't sending soldier to their dooms.
And that's it for General Support right now, I've not dug in very much into the support role, more than I've needed to, as I'm fairly balanced.
OFFENSIVE MANUEVERS: BATTLE PLANS: Now, like I said before, you need to go into very high-traffic areas. This isn't desirable for the fragile Artificer. You may feel confident with your shiny new Prototype Dropsuit, and your Prototype Submachine Gun, but depending on the situation, you WILL die, so you need to be smarter than them. Before you leave you cover, make sure you have a buddy with you, or at least some kind of distraction. This next part is INCREDIBLY important to the Mercs switching from assault to support: You want to fire as little as possble. The best thing you should do is kill anyone that notices you. If everyone notices you, make sure your buddy knows what he/she's doing, because you can't stay there for long.
WEAPONS AT DISPOSAL: As for choice of weapon, you are given a Submachine Gun. Your playstyle may be different, in that case, go with whatever weapon you'd like. I like the Submachine Gun because it is much quieter, in comparison to some other weapons. It also has a faster rate of fire than many weapons, which lets me kill about two people before anyone knows who's firing. Also, it's a sidearm, so later on, you can get both a Submachine Gun, and any Light Weapon you want.
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Artificer Ghost
Straight-Silvers
0
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Posted - 2013.04.08 21:23:00 -
[2] - Quote
TIPS AND TRICKS: These are some habits I've formed, while off, supporting the group.
-It's good to use people as body shields, but be sure to give them a constant flow of healing from the Repair Tool. This will prevent deaths of anyone doing a certain tasks. A good time to do this is when someone is taking out snipers, or when a group of people are going after an objective.
-Voice chat can help with a variety of things, including getting orders from your Commander, and being the first to be there when someone needs some help.
-When reloading, it's a good idea to stick behind anyone who can take a bunch of damage, or better yet, and vehicle or wall.
-You need to be flexible. An adaptable Merc is a useful Merc. Don't be afraid to go Frontline!
-Your Repair Tool is an extension of your body. As well as your Nanite Injector. You shouldn't be holding your gun more often than your equipment.
-Mind over matter. You need to be smarter than the Frontliners. They're just hired muscle. They're job is to go in and become a statistic. You're job is to think like a strategist, form plans in your head, and know the map.
-And last but not least, if someone comes to you, more than likely they need some healing. This is the part where you do your job.
And that's all I have right now for my guide to being an Artificer! Remember, I'm no expert, and these Tips aren't madatory. How you play the game is different from how I play the game.
Good luck, Mercs! |
Vyzion Eyri
The Legion Academy ROFL BROS
417
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Posted - 2013.04.09 04:49:00 -
[3] - Quote
Place nanohives in cover to encourage people to hide their bodies from enemy fire.
If someone is killed by a sniper, don't revive him.
If someone is killed in the open, clear the area as sufficiently as possible to ensure that you can pick the downed teammate and get both of you to safety alive.
If someone dies instantly after you revive them, DO NOT go in for another revive UNLESS circumstances are completely safe.
Use your weapon to provide covering fire. That is, spray and pray. Don't put all your concentration into killing someone when there are people to be healing. A good method I find is to unload a full clip of whatever gun I am using, start repairing and reviving, place down a nanohive (see first tip) and reload while I get resupplied by the hive. Rinse and repeat.
If you're not the pilot/driver of a vehicle, don't get in. (Unless it's the LAV at the beginning of the game) Chances are you'll get blown up or you'll get out just before the vehicle blows up to find yourself in the middle of a bunch of enemies. Repair tools don't make enemies disappear.
Repair scouts, then assaults, then heavies last.
Disregard the above step if you're selfish. Repair heavies first so you're constantly getting points whilst you do so, then repair the lower HP suits which are quick to repair and won't eat up your non-existant patience. (Why are you even a logibro?)
If you see someone who's completely dominating, stick with him/her and support. Force MULTIPLICATION is your job. Multiply the biggest, meanest force you can. Don't go multiplying the force of a blueberry sniper who doesn't know which mountain to climb.
Don't melee. EVER. You're too slow to catch anyone but a heavy, and if you try meleeing a heavy... well.
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BootStrapWill
R.I.f.t
14
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Posted - 2013.04.09 15:29:00 -
[4] - Quote
Vyzion Eyri wrote:
Don't melee. EVER. You're too slow to catch anyone but a heavy, and if you try meleeing a heavy... well.
One of my first kills as a Logi was a melee kill on an overzealous raspberry Assault. We were both reloading, so I ran in and elbowed him to death..... wasn't a preferable attack, but I feel a merc shouldn't necessarily limit themselves when backed into a corner (metaphorically).
*Note that this was on the Artificer starter fitting, so I'm not entirely clear on the speed difference between that and the higher tier suits. |
Artificer Ghost
Straight-Silvers
1
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Posted - 2013.04.09 16:50:00 -
[5] - Quote
Vyzion Eyri wrote:Repair scouts, then assaults, then heavies last.
Disregard the above step if you're selfish. Repair heavies first so you're constantly getting points whilst you do so, then repair the lower HP suits which are quick to repair and won't eat up your non-existant patience.
Pretty good points, I wasn't really thinking of those when I posted. But this above part I don't completely agree with. It's a good plan. I mean, brilliant plan. But say there's 3 Scouts that don't know what they're doing, and one Heavy with a Prototype Dropsuit and a Prototype HMG that's dominating the battlefield.
I'm not selfish. Frankly, I don't even care about how many points I get because I try to win so much, I don't notice how much WP I'm getting. But I'll help one boss Heavy before I heal 3 clueless Scouts. I've got nothing against Scouts, but frankly, they weren't going to last long anyways.
Plus, an Artificer is just a bit faster than an Assault. So unless these Scouts have never played before, and/or don't know the meaning of Triage, and just respawn: Chances are, the Artificers can get there in time. And that's another problem with most of the Frontliners and/or Arbiters. They don't wait the entire KO time. Heck, when I started playing, I always respawned immediately until I figured out that the Artificer can't heal everyone at once. The only time I'll understand someone not using all their KO time, is if the killer is smart enough to put an extra bullet in the head, to negate any chance of revival.
Anyways, that's all I have. I think I strayed off topic a bit here, sorry if I did. Anyways, thanks for putting in the tips. :) |
tobias Mauldin
Northwind Alliance
0
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Posted - 2013.04.09 17:22:00 -
[6] - Quote
kind of obvious but helpful to is that as soon as you see the + 60 from reviving a guy to automatically pull out the repair tool to immediately heal whomever you may have revived it just might save their life and your time. Of course, as mentioned earlier, make sure that the coast is clear of fire because then its pointless in the first place. I also make a point to shoot at any bodies of the other teams if I see that they are hanging around. (i honestly don't know if that puts them down for good or not but I like to think that it does). If it does work it makes the job of the other artificers a bit harder. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
480
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Posted - 2013.04.09 21:28:00 -
[7] - Quote
Regarding weapons for logistics soldiers...
You have three ways of directly damaging the enemy: one traditional weapon, grenades and melee.
Sidearms are short range and encourage a healer style of working. But, too often your team will be full of clueless rookies and you'll need to help push the fight. I've tried a variety of weapons but consistently return to the mass driver as a means of providing support on both the offense and defense. Don't ignore your weaponry skills. When you aren't reviving, repairing or resupplying your team you should be putting the hurt on the enemy.
Grenades are extremely useful and considering you'll generally be working around nanohives also fairly easy to keep stocked up. The flux grenades do wonders when you have a squad of shield-tanking assaults charging your position. One grenade takes out all of their shields. It's also useful to have a fit equipped with AV grenades when you find yourself facing a team that loves to call in an endless stream of cheap LAVs.
Melee is definitely a last ditch weapon but a few levels in the melee skill and suddenly you have a 30% bonus to damage and a deadly right elbow. |
Reav Hannari
Red Rock Outriders Red Rock Consortium
480
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Posted - 2013.04.09 21:34:00 -
[8] - Quote
Logistics are also one of the most flexible roles on the battlefield. In addition to revive/repair/revive you can specialize in demolitions with both remote and proximity explosives, low-profile infiltration for hacking and uplinks and even run assault. |
Artificer Ghost
Straight-Silvers
1
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Posted - 2013.04.09 23:10:00 -
[9] - Quote
Reav Hannari, you are absolutely correct. I've not expiremented much in the Weapons area, as I usually try to focus on healing and defense, etc. before offense. I especially have not tried the Mass Driver, because I particularly prefer Rate of Fire over Power.
I should really attempt to look into weapons more for this character, because while playing on my brand new Shotgun Scout, I saw an Artificer using a Mass Driver. And I was thoroughly appalled. Mostly because (And this is gonna seem like my Newbie side speaking), he looked just so awesome. Boss Mode, activate.
Anyways, back to my soldier, veteran self. Not only did he look cool, but he also (and I may have seen this wrong) he seemed to have taken out a squad or two with the help of myself and a Sentinel. And I only count as half a man because I'm not particularly skilled with a Shotgun. :P
Ok, so enogh about the Mass Driver, I'm sure you get the point now. Being one of the people that melees if they get close enough has never been my thing. I think melees just a bit inaccurate and frankly, worthless. In fact, if I get close enough to melee, I freak out a bit just trying to turn my camera to where I can see the guy, because I normally walk past them for some reason. Or something similar. A lot of the time, this is the death of me, because I despise melee, except for the use of Nova Knives.
And grenades! I actually did not know the Flux Grenades took out shields. I skimmed the description and all I saw was it took out things such as Drop Uplinks or Nanohives. Because of this, I found no use for Flux Grenades, because with just 1 or 2 bullets from my Scrambler, I could destroy the thing. AV and Locus are my favorite, although I'm not a huge grenade guy. I only use grenades if I'm under incredible pressure, AKA: Dying.
And before I wrap this up: Tobias! As I said, this is just a little helper guide for new players. My first experience as an Artificer was brutal, to the point where I didn't play the game for a couple days. So this is just giving a couple tips to the newer players to tell them that they aren't responsible for everything, etc.
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