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shady merc
RisingSuns
3
|
Posted - 2013.05.23 18:22:00 -
[31] - Quote
Daivex I am going to try to answer some of these question.
1) if you are looking for the true logi experiences you need at least 3 equipment slots. If you are running 2 slot think of yourself as more of an assault character.
2) Yes if you are a casual player and have low skill points you can help. Just remeber most of the time you are not going to go toe to toe in a fight but instead support the team and soften the enemy. Even the basic equipment makes a difference in a battle so don't worry.
3) I run an minmatar logi suit and run a mix of both so I may not have the best answer to this.
As far as unorganized players go yes they will run away from your repair tool and typically don't wait for your nano injector. They best thing I can say about this is keep trying. The toughest thing about using the nano injector in a pub match is picking up the first guy. Once people start seeing you actively trying they will start to wait. If this isn't working for you in a match switch to droplinks. You may not be able to revive them but being able to decide where they spawn is almost as good.
But most importantly to a logi join a squad and have a mic. even random pick ups. once your in squad let them now you can revive and keep feeding information. drop nano hives. Being a logi can sometimes be a thankless job because we kinda win the match from behind the scene.
If you ever need a group hit me up in game we can run some matches and you can meet the corp;.
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
252
|
Posted - 2013.05.23 19:15:00 -
[32] - Quote
Daivex D'Vyn wrote:First off, this is a great guide... So, my questions are:
1). What's the best Logi suit for a casual dust player? 2). Can a casual dust player gain entry into an organized Corp and be properly utilized? 3). How much of a difference is there between shield tanking and armor tanking in survivability? (Caldari vs Gallente/Minmatar)
Ideally, I would like to be a full support logi, but if being a casual player is going to relegate me to a life of pick up games, I don't want to be totally gimped. My biggest fear is I pick Gallente or Minmatar and just wind up running around trying to help people that don't understand how I can help them and just spam "redeploy" or run away from me while I'm trying to repair them.
Again, thanks for the guide, and I appreciate advice you guys may have for me.
Good Response Shady, I think I'll chime in too.
1. Caldari or Minmatar sounds like they would be the best fit for you. Caldari for the Shield tanking but still being able to carry some equipment. Minmatar for a little more speed but lower HP. However it seems that you are not talking about being a Logibro so much as being a character with more equipment slots. Being Logistics character and not a Logibro is ok - but the guide wont really help you that way. I think you are shooting more for a Logissault.
A character that carries a repair tool or a nano-hive/injector with RE's or Proxy mines or active scanner or drop uplinks. You have many options but it sounds like you are going more for an attack logi than a Logibro. Caldari matches that most, especially at low levels. Or the Amarr at low levels is an interesting play - very unique but hard to suggest at this time and build to be a workable character.
2. Look at the forum posts, look for the corps that speak up that you seem to agree with and apply to them; but of course the most successful way to get into a corp is to play with a mic and be fortunate to link up with one in a random battle like Shady said. OR go tot he recruiting section of the forums and look for some of the big corps and apply. If you are rejected, so what try again with another corp. The only reason no to be in a corp is because one may not meet the requirements for one they applied to (like a KDR ration or a SP (5 million for example) or for the simple reason that they have not applied. To be part of a corp is the players choice.
3. Shield vs Armor tanking. Simple answer: Currently shields win. This debate has been going on since the first days of the Beta and is not an easy question to answer. Search out some better articles on this subject and judge for yourself the pro's and con's of these methods. The easiest view is shields will recharge to maximum quickly and are more resilient to common weaponry (barring the SCAR or LZR). Armor gets some resistances to shield weapons and recharges slowly but consistently over time. Armor tanking requires a logi to help rep you. Most lone wolves shield tank because they don't have to rely on a team for reps.
Armor gives more HP at the sacrifice of movement speed. Shields have no penalty. You keep your speed, you ability to dodge, and ability to run away. Amor requires you to play smarter as your movement is limited. But because of the ungodly amount of HP by armor an armor tank can be really hard to kill (gallente).
Hope that helps. |
Daivex D'Vyn
Ikomari-Onu Enforcement Caldari State
0
|
Posted - 2013.05.23 21:16:00 -
[33] - Quote
Shady and Redbleach, thank you for your responses, it is greatly appreciated.
Just to clarify, in a perfect gaming world I would prefer to be a Logibro. I generally always choose support classes in every MP shooter/MMOs I play. I guess what I was trying to convey in my first post was:
a) I would hands-down choose to go Logibro if I was sure I would be able to fully realize their potential within the confines of the parts of Dust that I have access to as a casual player and,
b) If a Logibro is generally going to be a fruitless/frustrating existence in the absence of a cohesive organized group (assuming I never gain access to one), then I would most likely opt to go Logiassault
However, from what Shady was saying, it sounds like eventually even a casual gamer could get involved in more organized Corporation/squad activities. I do always play with a MIC, but generally have been unlucky in finding others with MICS or who are like-minded and interested in coordinating strategies. I made 2 friends one evening and had some success, but haven't seen them on since.
@Shady, I will probably take you up on your offer tonight and message you in game when I am able to get on (after the wife and kids have gone to sleep).
Even with all this confusion, I am still really loving dust and having a lot of fun. I'm just reaching out in an attempt to ensure I continue have fun and hopefully save myself from making a mistake that will cost me time I generally don't have. I played EVE casually for years and it's no surprise that the Dust community is a supportive and intelligent one. Thank you guys for helping me navigate through my early days in Dust.
And if you have any further insight or advice, it's always appreciated.
p.s. @Chankk: I was cracking up when you were talking about how you drive yourself nuts with your compulsion for figuring out all of the various build/skill combinations and ensuring you had just the right amount of PG and CPU and not 1% more. I can empathize because I generally spend about 5x's researching builds and specs for MMO's and RPG's than I do actually playing the game! |
Nihilus Warwick
BetaMax. CRONOS.
0
|
Posted - 2013.05.23 21:25:00 -
[34] - Quote
I'm a Logibro, and I've gotta say, this should have been stickied forever ago. This is one of the best rundowns of a role I've ever read. Thank you. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
253
|
Posted - 2013.05.23 22:45:00 -
[35] - Quote
Thanks :) |
Cross Atu
Conspiratus Immortalis
1014
|
Posted - 2013.05.23 23:22:00 -
[36] - Quote
As a dedicated support Logi since Closed Beta I want to reiterate my support for this thread (and in so doing give it a bump during the incoming wave of respecs).
Mercs if you're thinking of running a support Logi read this thread, RedBleach has done a top notch job.
Cheers, Cross |
NoxiousMentos
Royal Uhlans Amarr Empire
3
|
Posted - 2013.05.23 23:26:00 -
[37] - Quote
This guide is very well done.Thank you for this great service to logi's of all kinds.
That being said,I am SO torn between Caldari and Minmatar. >< |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
254
|
Posted - 2013.05.24 00:14:00 -
[38] - Quote
NoxiousMentos wrote:This guide is very well done.Thank you for this great service to logi's of all kinds.
That being said,I am SO torn between Caldari and Minmatar. >< Me too.
Thanks for the Support Cross Atu!
If the Amarr had the balance needed I would be jumping for them. One more low slot and some more PG and I would be sold. But otherwise the battlecentric Caldari or the Hack machine Minmatar are the ones I like too. And they level a more evenly than the other classes. I wanted to try another class with Uprising - and did try AMARR - but it looks like I might stick with the Minmatar... but i really want my Amarr. |
Delirium Inferno
Edoras Corporation
399
|
Posted - 2013.05.24 02:25:00 -
[39] - Quote
A little curious as to why you say no to flaylock pistol but yes to mass driver, and your reasoning is flaylock has low ammo. Well the mass driver has even less ammo than the flaylock! Anyways, I've ran with only a flaylock before and it can definitely work, the damage is comparable or even better than mass drivers. Still mass driver has more range, more blast radius (though smaller blast damage), and a larger clip and is better for our support role. Still, if you are planning your build in advance and need to free up some CPU/PG don't be afraid to give the flaylock a try. |
Chankk Saotome
SyNergy Gaming EoN.
313
|
Posted - 2013.05.24 11:34:00 -
[40] - Quote
Cross Atu wrote:As a dedicated support Logi since Closed Beta I want to reiterate my support for this thread (and in so doing give it a bump during the incoming wave of respecs).
Mercs if you're thinking of running a support Logi read this thread, RedBleach has done a top notch job.
Cheers, Cross
It won't let me + this any more than 1.
CROSS! Get your butt in here and add something substantial. RedBleach started this but props to him on setting it up and allowing it to develop into a full and proper Logi community project. And, according to several people I've heard from, there are maybe 4-5 logis in the entire game community of thousands who basically write the rules and everyone but the "gun game" crew listen to them. The two of you definitely top that list.
RedBleach LeSanglant wrote:3. Shield vs Armor tanking. Simple answer: Currently shields win. This debate has been going on since the first days of the Beta and is not an easy question to answer. Search out some better articles on this subject and judge for yourself the pro's and con's of these methods. The easiest view is shields will recharge to maximum quickly and are more resilient to common weaponry (barring the SCAR or LZR). Armor gets some resistances to shield weapons and recharges slowly but consistently over time. Armor tanking requires a logi to help rep you. Most lone wolves shield tank because they don't have to rely on a team for reps.
I think you already answered your question of why I support Shield Rechargers to a degree, and heavily Shield Regulators.
That ability to get your shields back asap is a huge boon to your field mobility. Caldari may be all hotshots with their beast shields but if they're waiting 10 seconds out of battle in some corner for it to return they might as well be dead and respawning in my opinion.
I can't give numbers right now but I can tell you that my team and I notice a clear and notable difference between my suits with regulators and suits without. In simplest terms, without shield regs I'm out of combat for too long and likely unable to provide backup fire support or even rush across a fire-line to get to a downed teammate. That makes squaddies very unhappy and makes me look bad in my opinion.
Also:
Daivex D'Vyn wrote:3). How much of a difference is there between shield tanking and armor tanking in survivability? (Caldari vs Gallente/Minmatar) A lot of good answers, and while Armor tanking is somewhat feasible right now it still needs more bonuses. Thankfully, Logis get the best direct bonus in that regard. We can self-repair insane amounts of armor thanks to +1, (that's +1hp, not +1%) to armor repair. Throw on a 5% armor rep and you're repairing enough armor to actually outlive a shot or even two in direct engagement with anything other than a Tac, MD, or Forge Gun.
Once self-repairing armor plates are introduced armor tanking may be the wave of the logi future, but for now nearly all of us need to rely on our shields and having them up to snuff ASAP, which means Regulators... Again, in my humble opinion. |
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz
260
|
Posted - 2013.05.24 15:31:00 -
[41] - Quote
Delirium Inferno wrote:A little curious as to why you say no to flaylock pistol but yes to mass driver, and your reasoning is flaylock has low ammo. Well the mass driver has even less ammo than the flaylock! Anyways, I've ran with only a flaylock before and it can definitely work, the damage is comparable or even better than mass drivers. Still mass driver has more range, more blast radius (though smaller blast damage), and a larger clip and is better for our support role. Still, if you are planning your build in advance and need to free up some CPU/PG don't be afraid to give the flaylock a try.
Good call. My hesitation comes from it being assigned as a side arm. Part of that concern is with the distance limitation of the Flaylock. Why does that matter? It is a cause of concern because a Logibro starts the battle with his teammate. If there are enemies we lay down fire until we are called upon to fulfill our role. But I see it as if your teammates can engage then so should we. Another Logibro pointed out that often in a 2 on 2 scenario if the logibro stops to rep his teammate, making it a 2 on 1 situation we are not contributing as much as we should be to the situation. It is about playing smarter and choosing a weapon that has that limited distance makes the job more difficult.
A second note would be the limitation in rounds per clip. When a Logi does fire: freaking make it count. Level the area to rush to the rescue or hold off an attack. I do know that some of the MD's have only 4 rounds and flaylocks have 3 but more MD's have 6... is there one with 8? Anyway, when you do lay down fire - pwn. If you can pull that off with a Flaylock then go for it. Remember this is more of a guide and not the end all to every player. If a player has skill enough to use something else then they should. There is variety in the game and I am certainly not pushing for every Logi to only have an AR. For some to specialize in other weapons and learn different ways to play the game only help when they come back here and share. For example the Scrambler pistol can one shot most suits with a head shot, yet most people don't use it.
That being said People have made it work. I'm not the guy who has. So yeah, try Flaylocks on your alt, if they work out for you great, if not, use something else. Thanks for bringing it up Inferno. |
Delirium Inferno
Edoras Corporation
414
|
Posted - 2013.05.24 17:50:00 -
[42] - Quote
Flaylocks may have less range, but they still have good range unless going up against say a TAR. And the extra damage means the 3 shots are enough if you may them count, and if you don't its a very fast reload. I'd still recommend a mass driver if you have the space for it, but if you don't a flaylock can do a very similar job. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
2
|
Posted - 2013.05.24 18:08:00 -
[43] - Quote
I recently had the good fortune of having a lengthy conversation with Free Healing. He reveled to me the origins of the LogiBro, something that a lot of new players might not know. I thought it might be an interesting side piece of your guide.
-- Just having the use of logistical suits and equipment Does Not make you a LogiBro.
The term LogiBro originated from the Dark Age for logistics (closed beta/pre Chromosome builds). Back then, you did not receive WP for repairing or reviving. However, a few dedicated logistics endured, through the trials and tribulations, selflessly repairing and reviving their fellow mercs. From these selfless few, the LogiBro was born.
Anytime there is a fellow merc is on the ground, the true LogiBro will be there. Anytime your armor is down, the true LogiBro will be there. When you think you are alone, under fire, low on ammo, the true Logibro will be there.
These selfless few, dedicate their lives to these ideals so GÇ£That Others May LiveGÇ¥. -- (Please edit this as you deem fit.)
With that being said, this guide is AMAZING! Thank you for your dedicated work on this. I will be referring a lot of budding logistics players here.
The 2x logi per squad is very useful. Usually filling all equipment needs for the squad. The "1 two streamer and 1 super max repper" is something I look forward to trying.
Thank you again for this guide.
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz
260
|
Posted - 2013.05.24 18:23:00 -
[44] - Quote
Your welcome and thanks for commenting and bringing us back to the days of when what we did meant the world to the team but did nothing for our scores. I actually wish I had Room in the guide for another post, as is I'm pushing the limits of each post to the character count =p. But I'm glad it is included in the thread.
As an addition there was/is a player (part of betamax), haven't seen him around recently, but had the original name: Logi Bro. How he was as a logi i don't know but the term came from his character name when we were struggling to find a name other than 'medic' to define the role because it was so much more. He commented for a while when we started using his name, unabridged, about how we were using his name... and eventually the world forgot and I haven't seen him in any of these posts since. But thank him for the great contribution to our role: Our Title.
Inferno, Updated the guide to suggest the Flaylock and speak a little more positively on its behalf. If you give me a +/- little layout like i have for the other weapons I'll include it. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz
261
|
Posted - 2013.05.24 22:47:00 -
[45] - Quote
For those wondering about the repair tool comment and the in depth explanation by Cross Atu and the response from the devs please see this Risk v Reward progression for support action
>Issue with the Amarr Logi and one way to play the character< Initial HP But to the Amarr Logi. I have been playing him a little more to verify what has been written in this post. He really is a unique character. Buffed HP stats seem to take the place of a H slot right out of the gate, when most Logis are 90/180 or 180/90 or the minmatar with 90/150 the AMARR is at 120/180. So, the armor is on par with the others, no bonuses there. On shields he has only 30 more or 50 less - that is and ADV Shield mod, nothing more. Granted you start with this but he might make a bigger impact on the Logi/Assault if he had the same HP as his basic frame counter part at 180/180. So that in comparison to any race he has an automatic Complex shield or armor mod. Yet, with the same amount of armor he is still slower than than the armor Logis. So, he gained what would be a High slot but only at a medium level. One fix is to keep the stat and add a High or Buff the Shield stat to a Complex Mod level - especially if he is going to be the Tanky Logi right out of the gate that suffers from fewer slots.
Speed Next is his speed. He is the slowest, for no real reason as his armor is not greater than anyone elses, but that might just be the nature of the Amarr as the assaults are slowed as well, but cant compare the heavies yet. It seems that that is meant to mean they are a bit beefier... but they also have the best stamina. So while they cannot sprint as fast they can sprint greater distances and more often. Interesting choice, it certainly makes him unique. If it had been on the Minmatar that may make some more sense but it compensates a bit for his slow speed. But looking to the setup of the soldier we see that when we apply the armor modules it slows his sprinting speed. Meaning that to keep up with the group he will always be sprinting and then be a little gimped in weaving out of fire - slow targets are easier to hit. So his stamina regen is the balance for his speed but it can be brought to a point where wearing more armor will defeat the purpose of sprinting.
Shield Regen and Shield Delay Second best shield regen 17, as opposed to 20 or 15. He has a standard shield regen time of 6 seconds BUT if his shields are depleted the time is reduced to 5 seconds. This guy is unique. What appears to be an armor tanker is better with shield tanking for his recharge rate and recharge time.
Implied play experience vs Real play With his racial bonus one would normally believe that he is meant to be an armor tanker. But in play that fails as the Armor penalty to movement is too great and outweigh the benefits. What it seems to be is that he is meant to be in a constant state of repair and lose his shield in each encounter to get into armor only to have it repaired quickly. Equipping a shield extender and shield recharger with a shield regulator and armor repair mod would seem to be the way to get the most out of this guy in the beginning, but it also means playing smarter. The limitations of slots at the proto level means that one would need these to be complex mods of the highest order or a setup like:
Highs 2 shield extenders and 1 recharger w/ lows 1 recharger 1 armor and 1 repper or 1 armor and 2 reppers. So just focusing on Repair tanking and jump in and out of battle. Problem is he cant move fast enough to just jump in and out of battle. He may be able to outrun them in distance but not with speed so he must stand his position and have other players help take some of the heat at times.
Playing him in battle means walking an edge of always losing shields and but not losing all the armor. He lives for the Regen, and every skill should be focused to boost his initial hp and then his mods should focus on Regen. He is pretty unique and pretty fun but he cant fit into the role as is.
Corrections to Balance: His role requires more CPU/PG - that is established and moot as an arguable point It also requires 1 more High or Low slot IN Favor of a HIGH - take advantage of his shields and shield recharge ability. IN Favor of a LOW - More intune with established Lore and to fit this regen roll to either make him the best repair guy (currently beat by the Gallente with his many lows) or take the AMARR role and armor tank.
Lastly the sidearm issue. There have different suggestions of when to give him his 3E slots, the 1 proposed increase to a high or low slot, and when to give the character a sidearm. I would say immediately. This is the draw of the class. This is his purpose - with only 2E slots he is not really a logi and is more assault right from the start. The progression balance of the Caldari and Minmatar is pretty good. The Gallente is weighted to get everything at the Proto level and as is the AMARR. From a gaming standpoint that is not that fun. Giving an increase for every level is the reason for progression and gets rid of the Proto or Militia attitude. ADV should be used and should be a benefit for each class.
AMARR suffers from that attitude. And when we see that most other races get slot buffs in every class for their increase in skill level this should be the same with the AMARR LOGI and relegate his sidearm bonus as the starting bonus to set the class up as an Assault/Logi from the beginning. But, looking at the assaults that automatically makes him better than the assaults if one only looks at the slot count and not the other stats - but that speaks to balancing the Assaults more than the balance of the Logi's and that is another discussion. |
shady merc
RisingSuns
4
|
Posted - 2013.05.27 07:46:00 -
[46] - Quote
every logi need to listen to clankk on the shield regulator bit. Once I got my advance logi suit I put enough points into shield regulators to get advance version which decrease shield delay by 20%. I replaced my armor repair since my logi skill was doing a passive 3 hp, and I got to say wow. You will always end up with more available hit points at the beginning of an encounter this way. In the logi suit my shield delay is 6 second, and 6 second when depleted. using the advance shield regulator (not counting the passive bonus) That cuts the time to about 5 seconds. So that mean in 6 seconds I gain 20hp back for my shields. This has made a difference to the suit for sure even if its not the most noticeable change you can make. If you try this please give the module a couple days on the suit because its a little tougher to notice then say more hp or dmg but worth every penny.
(running this on an advance minmatar logi suit ) |
Chankk Saotome
SyNergy Gaming EoN.
318
|
Posted - 2013.05.27 09:26:00 -
[47] - Quote
Looking at Rechargers it's definitely a personal thing, but I still feel regulators are a clear benefit if you're a push-squad logi.
Also, dropping the Recharge skill from my build you can easily skill into Explosives and grenades and RedBleach is probably spot on with that. As we only have one weapon, a flux is a logi's best friend. Far better than a locus because if it hits it's easy to finish off most opponents or have them scatter so you can get your allies back up and regroup yourself. If it doesn't, it has a higher psychological impact than a simple locus grenade. I've seen it in opponents. I've heard it from allies. I've felt it myself. Unless you KNOW your shields don't mean squat, seeing an entire bar of your health vanish is a harrying experience.
Other skill considerations:
Dropsuit Biotics: That +1% actually scales quite a bit despite what you may think and is very useful for keeping yourself moving about the battlefield. That's really all there is to note.
Demolitions: RDX, little more be said. Proxies won't take out most LAVs anymore unless they run over a 3 mine stack so while still useful you'll have to cluster them closer together which makes them both easier to avoid and easier to spot.
System's Hacking: Meh... Min have a better bonus built in so no one's going to out-hack them generally logi-wise. It's a useful skill for certain, particularly in objective-based battle, but it's also very skill intensive just to unlock much less skill up beyond adv tier so while it might be best to guard the logi hacking an objective, it might be easier to allow someone else to spend points on this in a dedicated squad.
Active Scanner Operation: A cute novelty toy but better left to the scouts and assaults who can actually take advantage of the data on the front line for their own uses. It will gain viability as people start to make more ninja builds like Maken Tosch has been running, or Shar Kharn's new Minmatar scout suit, but as a tool it's just too much more stuff to carry as a logi and realistically, less aide than an extra hive or uplink.
Speaking of: Profile Dampening, Precision Enhancement, Range Amplification: Wow, if only they all actually worked properly. Dampening does what it's intended but as for the others it's currently in debate with the jury out. If they did these could be lifesavers for the logi who finds himself suddenly alone but somehow unseen by the enemy. Keeping track of their moment and knowing when it's good to move out and get to your team or throw an uplink to get them to you. I was so excited about these skills getting reworked but news seems to be that they're still in the grinder at the moment. I was really hoping for the revival of my MAG stealth engineer.
Logistics LAV: This is, in total, a minimum 700k SP supplement tree you're looking at here, likely verging on 1~2mil to get a proper decent setup. You'll want Vehicle Command 1, X LAV 3, X LLAV1. That's 317k SP just to get the car. Now, some may think, "MAN! That's 317k JUST to get the car." but for others of us, we think, GÇ£DAMN! That's ONLY 317k SP just to get the carGÇ¥.
Of course, just the car alone is a hazard beyond all belief so you'll want to boost its strengths and virtually ignore its weaknesses with whichever you choose. Hard to do, I know, but upping your shields on a Galle LLAV is a waste of CPU/PG that could be better put to use further ramping up your passive or active armor damage resistance. Vice-versa for the Cal LLAV.
Good team support vehicle as it can cover tanks or infantry with its repper and shuttle personnel rather quickly though it doesn't have the same acceleration as the Scout LAV and thus has more trouble with terrain inclines if starting from a standstill. Still, who cares about terrain when you can drive through a Warbarge Precision Strike like it was a warm summer breeze?
Logistics Dropship: No... just no... You're not a vehicle pilot, so just... just no. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
91
|
Posted - 2013.05.27 14:15:00 -
[48] - Quote
Chankk Saotome wrote:Active Scanner Operation: A cute novelty toy but better left to the scouts and assaults who can actually take advantage of the data on the front line for their own uses. It will gain viability as people start to make more ninja builds like Maken Tosch has been running, or Sha Kharn's new Minmatar scout suit, but as a tool it's just too much more stuff to carry as a logi and realistically, less aide than an extra hive or uplink. I wouldn't forgo the active scanner so easily. Whether it has a place in your layout depends on how you fill your role, but it has it's purpose.
When you're playing in a match with random people the scanner is a good tool to raise awareness for certain tactical developments, since scanned enemies stay on the radar for a few seconds instead of disappearing immediately. That way you can point out advancing enemies or point out to that lonely blueberry that he's currently assaulting 10 red dots single-handedly.
With 150 meters range even a basic level scanner is also an effective tool at pointing out snipers. If you get shot, get in cover and keep scanning the guy through your cover until someone headshots him. Problem solved.
I admit that in a more coordinated squad the extra equipment-slot on a logistics-player may be too valuable to waste it on a scanner, but when hoarding blueberries this seems to be a good tool. For public matches I switch the nanite injector for the scanner since blueberries can't be revived anyways. |
Baosh Shiryl
DUST University Ivy League
0
|
Posted - 2013.05.28 01:31:00 -
[49] - Quote
So I decided to try the "simulation" (militia gallente medium suit with 2 armor plates (was it 2 or 3?), an assault rifle (the GEK 38 I think? Regardless I want that as my mainstay weapon for my main guy.), a militia repair tool and some militia locus grenades. I quickly discovered that the Academy was not a good place to practice so I chose to keep on truckin until I got out of it. Now out in the real New Eden, I guess I am liking it so far. Sucks being made out of paper mache though. |
RedBleach LeSanglant
PFB Pink Fluffy Bunnies
290
|
Posted - 2013.05.29 23:05:00 -
[50] - Quote
shady merc wrote:every logi need to listen to clankk on the shield regulator bit. Once I got my advance logi suit I put enough points into shield regulators to get advance version which decrease shield delay by 20%. I replaced my armor repair since my logi skill was doing a passive 3 hp, and I got to say wow. You will always end up with more available hit points at the beginning of an encounter this way. In the logi suit my shield delay is 6 second, and 6 second when depleted. using the advance shield regulator (not counting the passive bonus) That cuts the time to about 5 seconds. So that mean in 6 seconds I gain 20hp back for my shields. This has made a difference to the suit for sure even if its not the most noticeable change you can make. If you try this please give the module a couple days on the suit because its a little tougher to notice then say more hp or dmg but worth every penny.
(running this on an advance minmatar logi suit )
Yeah, it has been an interesting move. I find I have to play to my strengths (armor) to survive, but on the advanced and proto suits I see their value. |
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Baosh Shiryl
DUST University Ivy League
0
|
Posted - 2013.05.30 04:05:00 -
[51] - Quote
Hey there again. Decided to at least follow the initial 500k plan in the guide on a alt character. I am dying... a lot. But I am loving it even more. I still find that I need to get more familiar with all the maps so that I have an idea on ideal spots to deploy uplinks and nanohives. Glad to have this great guide to help a noob out, appreciate it. |
Chankk Saotome
SyNergy Gaming EoN.
323
|
Posted - 2013.05.30 08:44:00 -
[52] - Quote
Baosh Shiryl wrote:Hey there again. Decided to at least follow the initial 500k plan in the guide on a alt character. I am dying... a lot. But I am loving it even more. I still find that I need to get more familiar with all the maps so that I have an idea on ideal spots to deploy uplinks and nanohives. Glad to have this great guide to help a noob out, appreciate it.
Nanohives basically, as stated, need to be placed in a relatively safe point somewhere slightly behind your team still near their frontline.
Uplinks are a trickier matter and as you play the maps you'll find the best places for them. This keeps changing, however, as the best places are usually universally recognized meaning that enemy links are easily found by players who know themselves where to put links down. You'll learn the best places but also alternate drop points nearby as you figure out the maps and various installations. |
Chankk Saotome
SyNergy Gaming EoN.
324
|
Posted - 2013.05.31 18:58:00 -
[53] - Quote
CAPS LOCK BECAUSE THIS IS IMPORTANT!!!
I WITHDRAW ALL PREVIOUS NEGATIVE STATEMENTS ABOUT ACTIVE SCANNERS!
Seriously, those things are BEAST.
If you've got 4 slots or teammates handling hives and uplinks on a 3-slot suit, you NEED one of these things. That's all there is to it. Period. SENTANCE!
I ran about 4 hours of matches with a friend and his pickup squad and about half way in I was sold. I skilled in to just the basic scanner and with nanite injectors a mess decided to drop it into my injector slot.
Almost garaunteed victory! No joke. I mean... Sure, I run with some of the scarriest and most insane people in DUST here, and nobody's ever gonna look at the player list and think, "OH Shi... Chankk's on the other team!", but this thing is a massive boon to both yourself and your team's tactical knowledge and thus overall squad and team capacity.
I'm tired, and it's mad late, and I'm crashing after some important PC battles, but knowing where your enemy is, where they're coming from, where they're going. Just awesome. Not to mention the possibilities with area knowledge of where to drop OB's for the most devastating effect. One guy at the objective or half his team around the supply depot?
Also, the scanner continues "working" after triggering it's effect so you don't need to stand there holding it like an idiot as it was in previous builds. Just throw out a scan, switch back to your rep tool or weapon, and let you and your team go to town on reddots who wonder how you and your team magically know precisely where they are.
Not to mention the ability to pick up flanking enemies and squads and set up traps to counter their traps. I'm always settin' traps! Team fighting ahead of me, scan the roadway to the left, oh, 2 guys are coming... prepare a present of RDX for them and pop it as they walk right over it. AHHHH! Manditory tool for Demolitions logis.
Look, I could rant for hours, but I'm suddenly in love with this thing and my pub suits are definitely rocking this. Proto once I get it will almost invariably have one of these loaded as well now.
Now if only we could get "Kill Assists" benefits for scanning and pointing out enemies who die within a brief time of being sighted by the tool. |
Baosh Shiryl
DUST University Ivy League
0
|
Posted - 2013.06.01 00:07:00 -
[54] - Quote
Chankk Saotome wrote:CAPS LOCK BECAUSE THIS IS IMPORTANT!!!
I WITHDRAW ALL PREVIOUS NEGATIVE STATEMENTS ABOUT ACTIVE SCANNERS!
Seriously, those things are BEAST.
If you've got 4 slots or teammates handling hives and uplinks on a 3-slot suit, you NEED one of these things. That's all there is to it. Period. SENTANCE!
I ran about 4 hours of matches with a friend and his pickup squad and about half way in I was sold. I skilled in to just the basic scanner and with nanite injectors a mess decided to drop it into my injector slot.
Almost garaunteed victory! No joke. I mean... Sure, I run with some of the scarriest and most insane people in DUST here, and nobody's ever gonna look at the player list and think, "OH Shi... Chankk's on the other team!", but this thing is a massive boon to both yourself and your team's tactical knowledge and thus overall squad and team capacity.
I'm tired, and it's mad late, and I'm crashing after some important PC battles, but knowing where your enemy is, where they're coming from, where they're going. Just awesome. Not to mention the possibilities with area knowledge of where to drop OB's for the most devastating effect. One guy at the objective or half his team around the supply depot?
Also, the scanner continues "working" after triggering it's effect so you don't need to stand there holding it like an idiot as it was in previous builds. Just throw out a scan, switch back to your rep tool or weapon, and let you and your team go to town on reddots who wonder how you and your team magically know precisely where they are.
Not to mention the ability to pick up flanking enemies and squads and set up traps to counter their traps. I'm always settin' traps! Team fighting ahead of me, scan the roadway to the left, oh, 2 guys are coming... prepare a present of RDX for them and pop it as they walk right over it. AHHHH! Manditory tool for Demolitions logis.
Look, I could rant for hours, but I'm suddenly in love with this thing and my pub suits are definitely rocking this. Proto once I get it will almost invariably have one of these loaded as well now.
Now if only we could get "Kill Assists" benefits for scanning and pointing out enemies who die within a brief time of being sighted by the tool.
*Raises hand* Umm, how exactly do they work? Cause I just tried one and I am very confused. |
Chankk Saotome
SyNergy Gaming EoN.
325
|
Posted - 2013.06.01 00:48:00 -
[55] - Quote
Basically you "fire" it in a direction and it scans enemies within the arc range of your scanner. You can turn while it's active and if you fully-light up an enemy they will remain on team radar for however many seconds the scanner states.
Don't turn to fast but once you pick up an enemy or a group stay looking at them to make sure they're fully "scanned" and thus will stay on team radar. |
Baosh Shiryl
DUST University Ivy League
0
|
Posted - 2013.06.01 01:23:00 -
[56] - Quote
Ah, got it. Would you recommend trying out the flux version? |
Chankk Saotome
SyNergy Gaming EoN.
325
|
Posted - 2013.06.01 02:54:00 -
[57] - Quote
Baosh Shiryl wrote:Ah, got it. Would you recommend trying out the flux version?
Just get lvl 1 and try the standard Active Scanner. See how it feels. It may not work for everyone or may not fit with your play style but for how I work I'm suddenly in love with the thing. |
RedBleach LeSanglant
PFB Pink Fluffy Bunnies
293
|
Posted - 2013.06.03 16:26:00 -
[58] - Quote
Active Scanners covered in the equipment section, and how they are used. Chankk, they are awesome.
Baosh - I would say no to the flux active scanner. It limits your radius and the scanner length goes beyond your radar. I see it only of use as you try to point out enemies that are further away than normal caution would allow you to find cover. Like a sniper or a small pack skirting the outside of the map. |
RedBleach LeSanglant
PFB Pink Fluffy Bunnies
295
|
Posted - 2013.06.04 21:00:00 -
[59] - Quote
With the respec I went Amarr logi. The worst logi of them all just for the challenge. If it ever gets balanced I will be a happy man. If not, well I'm eventually going to go Caldari or Minmatar later for some variation. My plan is to go AV with swarm launcher and smg or flaylock.
The flaylock is a difficult weapon for me to use. This is due to the slight delay in firing and missile speed. A direct hit is devastating - well not at the militia levels- but it is fun to use. The SMG keeps me close to my team mates or jumping from cover to cover as a player should be doing anyway. The AR gave me the distance so I would shoot people when I was not in an optimal area for a firefight - i would hope I would kill them first, and that wasn't really working out. The SMG and Flayock ensure that I only fire when my range is optimal and made me play smarter.
But with only two E slots my loginess is limited. I hope this suit gets fixed, but it is fun to play at the moment. |
RedBleach LeSanglant
Company of Marcher Lords Amarr Empire
296
|
Posted - 2013.06.05 10:02:00 -
[60] - Quote
AND WHAT A MISTAKE! Amarr is broken. Minmatar, Caldari, and Gallente are truly the only options. And AR is still the best all around weapon at this point. So next time i have a spare 5 million SP I'll just get my Mini back or go Caldari. |
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