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Grim Loki
Subdreddit Test Alliance Please Ignore
4
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Posted - 2013.06.23 01:06:00 -
[1] - Quote
So, I use prototype suits and weapons, but I can't really think of what else to fill my slots with, I have the light damage mod in my 1 and only mid point, then in the lows I have a regulator and I can use other stuff, but so far I can't make up my mind.
Anyone have any advice for the 3 extra low slots, and even the equipment slot.. I go as more of a somewhat close quarters, combat sniper.. I like to do fast hard damage at a medium to long range, then disappear =) |
Patt MaCrotch
TCD ToXiCaTeD Lokun Listamenn
4
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Posted - 2013.06.23 14:55:00 -
[2] - Quote
I run a suit loaded with an advanced damage modifier in the high slot, 4 profile dampeners in the low slots and a cistern nano hive in the infantry slot. Have been running this load out for a while now and I like it.
I do not get in close though, I stay as far and high as I can and rarely get found. I have experimented with the passive scanning modifiers in place of a couple of the profile dampeners and it is buggy so I did away with those, the armor and shield modifiers are IMO a mute point for a sniper. If you hide well enough you shouldn't need them. I ran with a drop uplink instead of nano hive for a spell but found I needed more ammo more often. Because if and when I was ever found I never returned to that spot.
Hope this helps, and good luck. |
Tyjus Vacca
Valor Coalition RISE of LEGION
19
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Posted - 2013.06.23 22:13:00 -
[3] - Quote
I would either go
1st fit high slot : 1 complex light dmg mod
low slots: 2 basic armor plates, 1 basic armor rep, enhanced/complex kinetic catalyser (make up for armor plates)
or
2nd fit high slot 1 complex shield extdr
low slots: 1 basic armor rep, 1 complex/enhanced shield regulator, 1 enhanced cpu upgrade, kinetic catalyser/ armor plate
proto light weapon and sidearm should fit on 2nd fit, but you might have to use advanced side arm on 2nd
1st fit: a little more stationary more dmg and can tank 1st counter sniper shot 2nd fit: more mobille and shield hardened for on the go sniping
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Scheneighnay McBob
Bojo's School of the Trades
1731
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Posted - 2013.06.23 23:42:00 -
[4] - Quote
Don't forget profile dampeners. Your scout may be proto, but I've OHKed them before with my militia sniper rifle. Not being seen should be the main priority of a scout sniper. |
George Moros
Sanmatar Kelkoons Minmatar Republic
6
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Posted - 2013.06.24 08:04:00 -
[5] - Quote
Scheneighnay McBob wrote:Don't forget profile dampeners. Your scout may be proto, but I've OHKed them before with my militia sniper rifle. Not being seen should be the main priority of a scout sniper.
If current detection mechanics concerning scan profile/precision/radius are correct (as described in https://forums.dust514.com/default.aspx?g=posts&t=85177&find=unread ), then profile dampeners are almost completely irrelevant to sniper builds, unless you plan to hack objectives/CQC along with sniping. Snipers usually operate at ranges well beyond even the best active scanners, not to mention passive. To the best of my knowledge, your scan profile has absolutely no influence on the ability of your enemy to spot you visually. I can spot (and target-paint) a scout from 400m just as easily as a heavy. If your enemy is close enough that your scan profile plays any difference to whether you're detected or not, then you're doing something wrong. |
Oso Peresoso
RisingSuns
25
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Posted - 2013.06.25 05:09:00 -
[6] - Quote
Grim Loki wrote: I go as more of a somewhat close quarters, combat sniper.. I like to do fast hard damage at a medium to long range, then disappear =)
Anyone else find this contradictory? OK, I get you're not going to be sitting behind the redline or on a hill or building the whole time, but you'll be moving around getting shots from the ground. Your choices are basically armor or speed mods, or both. I personally would lose the dumb regulator. Gal scout shields are useful, but its just an outer layer that recharges pretty fast anyway but will be stripped by the first person that looks at you. Armor plates are worth considering (maybe not the complex one), and an enhanced armor repairer or better is mandatory on any proto gallente suit imho. Doubling up on reppers is probably pointless, so I would suggest going with speed mods.
For grenades I'm addicted to the AV ones, and I get 2-3 kills a match with them typically. Sometimes you even get a tank, and tonight I took down a low-flying dropship. They aren't a bad choice on a sniper-scout.
For equipment, you may want a nanohive if you're not dying much. A drop uplink is a strategic boon for your team if you place it correctly, and you'll have ample opportunity to place one well if you're speeding around on the outskirts of the battle. An uplink is also useful if you find a nice sniping spot and want to return to it later if you die. There's probably some fun to be had with remote explosives or an active scanner if you're creative. A nanite injector isn't necessarily a bad choice either. |
Zanzbar clone
Seraphim Initiative. CRONOS.
20
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Posted - 2013.06.25 14:21:00 -
[7] - Quote
the armor rep is a must, if you get countersniped you can at times survive the first shot but without a rep to give you full health again you will not survive another. i honestly fint the assult suits better due to their higher base health for only a slight speed reduction |
Doyle Reese
OSG Planetary Operations Covert Intervention
174
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Posted - 2013.06.25 16:53:00 -
[8] - Quote
Minmitars make better Snipers because more high slots for damage mods |
Buster Friently
Rosen Association
764
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Posted - 2013.06.26 20:42:00 -
[9] - Quote
Scouts aren't very good snipers. Having said that, you're going to need armor plates to increase your chance of survival from ohk. If you can fit it, use a repping nanohive, if not use a regular nanohive. For high slots you should either use damage mods or shield extenders depending on how good you are at not getting killed. Scouts are probably the worst sniper suit though due to low hp. |
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