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Arkena Wyrnspire
Turalyon Plus
519
|
Posted - 2013.05.29 14:46:00 -
[1] - Quote
So I find myself in the position now that I have some 9 or so million SP, and I have no idea how to spend them for the last time.
I want to be a full-on combatant, with medium frames and some form of rifle. However, I can't decide what to go for to achieve that. Mainly, I don't know whether to go Gallente Logistics or Caldari Logistics, and it's coming down to armour vs shield. I've always leaned towards armour and the Gallente side of things, as I'm a Gallente player at heart. Unfortunately, I have a tendency to look at shields a lot and wonder if they're better. It might be a case of thinking that the grass is always greener on the other side, but I remain uncertain.
The main pros and cons that I'm thinking of are:
Armour:
+ Active tank carries on all the time + Unaffected by flux grenades + Resistant against scrambler rifles and lasers + I like Gallente hardware + Can be gankier than shields
- Vulnerable to standard grenades, and the sudden prevalence of contact grenades may be an issue - Horribly slow - While the tank always runs, it's slower than shield recharge - Buffer HP seems to be lower than shield if reps are fitted - Difficult to fit, as fitting mods compromise tank - Weak against SMGs, HMGs, MDs, and a number of other weapons
Shield:
+ Strong buffer HP + Much faster than armour + Easier to fit, as fitting mods can be used + Strong against most non-rifle weapons + Can resist explosives very well
- Vulnerable to flux - Might not be as ganky (input appreciated here, is it worth sacrificing tank for gank in the mids?) - Weak against scrambler rifles - Vulnerable when shields are fully depleted
With those pointed out: Mobility is important to me, and so is a strong tank. I'm worried that flux grenades and scrambler rifles negate some of the advantages that shields have, but it still seems to be the better option. Are there any glaring problems that I've missed? Is Minmatar an option worthy of consideration, or is it Caldari all the way? I can't see how Amarr suits would work for me, to be honest. Also, should I bother speccing Assault instead of Logistics? Could someone specced into either tank type chime in with their opinions?
The other thing I'm wondering about is what weapon to pick. At the moment I'm leaning towards the blaster-based assault rifle, but I'm also seriously considering a scrambler rifle.
How bad is the overheating on a scrambler rifle? I found it horrible on a standard one, though I might get used to it. Does it improve much through the tiers? What's it like on the assault variants? How noticeable is the shield vs armour damage difference?
So yeah. Lots of questions. Thanks in advance for your time reading and answering! |
Arkena Wyrnspire
Turalyon Plus
519
|
Posted - 2013.05.29 15:12:00 -
[2] - Quote
Artificer Ghost wrote:I say Gallente Logistics. They have the most equipment slots, something a Logistics value, and they get a CPU/PG reduction for equipment, so you can fit more Complex Shield Modules on, or some Armor Plates + KinCats. :)
Hrm... But that only applies to the equipment slots, not the modules.
Artificer Ghost wrote: As for weapon: The SCR overheats VERY quickly, but is incredibly powerful. It's one of the famous 'Marksman Weapons'. The brother/sister of the TAC-AR and BURST-AR.
How many shots do you get off? What's the assault variant like?
Artificer Ghost wrote: The Blaster AR has a shorter range, but is much more useful for Frontline play, whereas the SCR will want you to stay behind, and fire from a longer range.
From what I've seen of the ranges, that seems a little odd as well. I hear the SCR is due for a range buff, but currently the assault variant has an even shorter range than the standard AR, and standard SCR is similar to the AR.
Feedback appreciated, but I still need more answers. :P |
Arkena Wyrnspire
Turalyon Plus
520
|
Posted - 2013.05.29 17:42:00 -
[3] - Quote
Delirium Inferno wrote:If you want to be a complete combatant than why not go with an assault suit? Having two weapons that really complement each other is extremely valuable. I'll tell you right now the Scrambler Rifle / Flaylock Pistol combo is incredible deadly for example. If you want to do that, then definitely go Amarr Assault for the heat build up reduction. Gallente Assault also has a nice slot load out.
I heard that the Amarr assault bonus only reduces the damage done by overheating, and not the heat output. So it's actually a proper reduction? Is the Minmatar assault worth considering for the flaylock? Apparently you get 4 shots a clip from the flaylock if you do.
Delirium Inferno wrote: If you do not see yourself taking advantage of two weapons then might as well go Logi. In my honest opinion the Gallente Logi is the most versatile. 25% equipment PG/CPU reduction means you still have room to fit other good stuff. With the 3 lows you can stack shield extenders and get 312 shield then have 5 low slots left to armor plates and armor reppers, you'll be a really beefy logi, excellent if you are going to have a triage fit for healing people on the frontlines. At the same time, you could forego the armor plates repairers and instead use the 5 lows to stack some kinetic catalyzers and cardiac regulators and have a really fast suit, perhaps carrying uplinks, remote explosives, scanners, and such.
The Gallente logi is definitely looking like an attractive option right now, but then so is the Caldari logi. What do you think of the shield/armour tank thing? You suggested a shield tank on the Gallente suit, which makes me think that shield tanking is much better. If that's the case, why not use the Caldari suit? It could be more durable and have nearly as much versatility. The lower number of equipment slots probably wouldn't be a problem, and the low slots can be used for fitting mods if necessary as well, which negates the fitting bonus slightly. I'm curious as to why you suggest shield tanking the armour suit, though. Is shield that much better? |
Arkena Wyrnspire
Turalyon Plus
520
|
Posted - 2013.05.29 17:45:00 -
[4] - Quote
Delirium Inferno wrote:Arkena Wyrnspire wrote:Artificer Ghost wrote: As for weapon: The SCR overheats VERY quickly, but is incredibly powerful. It's one of the famous 'Marksman Weapons'. The brother/sister of the TAC-AR and BURST-AR.
How many shots do you get off? What's the assault variant like? Feedback appreciated, but I still need more answers. :P The scrambler rifle can fire 15 shots in quick succession. With the 25% reduction to heat build up from an Amarr Assault suit you should be able to get around 20 shots off. This is actually going to be comparable with the TAC AR since scrambler rifles are getting a range buff and TAR's are getting a clip reduction to 20. So you could sort of treat your cooldown as the reload, except it should be faster and you'll have a larger clip so you don't need to reload as often. Also TAR's are getting a reduction to hip-fire accuracy, while scrambler rifles will still use lasers and be accurate here. Plus you always have the bonus option of charging your shots. Based on what I've heard the dev's say they are changing, it sounds like the scrambler rifles will be well worth it. As far as the assault, I haven't actually tried it out but I heard you can unload a full clip without overheating, though I think you'd need an Amarr Assault for that.
Fifteen? I get half that with the standard - that's a drastic improvement. I might well have a look at that! A scrambler rifle range increase sounds really nice as well, plus the charge ability is a nice bonus. And assault variants can fire off an entire clip? If scramblers are getting a range buff, then I think I might have made up my mind. What do you think of the damage vs shields and armour? Is it a huge difference, a notable disadvantage against armour tankers? Though of course if I'm carrying a flaylock that would probably solve that problem...
Thank you kindly for the help! |
Arkena Wyrnspire
Turalyon Plus
521
|
Posted - 2013.05.29 18:29:00 -
[5] - Quote
R'adeh Hunt wrote:Minmatar assault for speed! Neglect the slightly worse hp because the speed will allow you to get out of hairy situations when all the other assaults and logis die in a ball of fire ;) I'm actually seriously considering this. Is the speed increase significant? |
Arkena Wyrnspire
Turalyon Plus
521
|
Posted - 2013.05.29 19:09:00 -
[6] - Quote
R'adeh Hunt wrote:Arkena Wyrnspire wrote: I'm actually seriously considering this. Is the speed increase significant?
Yup...and you have added flexibility. You can either run plates and go for more tank, or speed mods to be a slightly slower scout (you'll get it up to Gallente scout speed). You can also speed rig the other assaults, but in my (admittedly limited) experience it's simply not worth it because even if you fit 2 speed mods, they still aren't quite fast enough to make it worth it. The Minmatar assault is the only non-scout suit where I often go "damn, speed saved me again" quite often. Also allows you to cap stuff quicker resulting in more WP. So many situations where a slightly stronger tank wouldn't have saved me....but the little bit of extra speed allowed me to take cover that split second quicker, saving my suit in the process. The only other recommendation I can give you is to consider running it with only sidearms...I haven't used any light weapon since skilling into Minmatar assaults. I simply don't seem to need them at all because the extra speed means I can get in range no problem as long as I play it clever and use cover when approaching. Considered logi, but the lack in stamina is a major issue for me...hate feeling like a sitting duck.
I like the sound of this. Can you confirm that the assault bonus gives the flaylock four shots? And I identify with the 'hate feeling like a sitting duck' sentiment - I'm getting that a LOT with my current setup. A strong hacking ability is nice as well. Mobility is what's really catching my eye right now though. |
Arkena Wyrnspire
Turalyon Plus
524
|
Posted - 2013.05.29 20:28:00 -
[7] - Quote
R'adeh Hunt wrote:Yup, 4 shots. Look into the other sidearms too. Scrambler pistol does awesome damage if your aiming is good. SMGs rock because you get 100 rounds per clip. If you want knives, go Minmatar scout though due to the bonus and speed advantage. Consider dual sidearms which rocks because switching weapons is quicker than reloading. That's especially helpful for the FL and SP. Of course being able to pump out 100 rounds with one SMG and then quickly switch to the next one for another 100 rounds kinda rocks too If you want mobility with a bit more HP than a scout, go with the Minmatar assault. Minmatar logi is pretty quick too (as quick as the other assault suits!), but it seriously lacks stamina to the point where it's simply not mobile enough for me. After scouts and Minmatar assaults everything else will seem too slow...just warning you. I couldn't ever go back to anything slower
I really like my AR tbh, but that sounds good. A stamina mod could fix the stamina anyway - the complex ones double the capacity and regen.
I think I'll start planning my build now. Thanks very much for the advice - Mobility really is important imo, though tanking ability is as well, and Minmatar seems to have everything I want (except looks, lol). I'll probably end up Minnie assault with AR/SCR and flaylock. Cheers! |
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