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2013-06-02, 12:46 AM | [Ignore Me] #32 | |||
Captain
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With the maximum level of everything you will use, the cost can be: For heavy assault: 1211 for Nanoweaver 5 2150 for adrenaline shield 5 700 for 2x c4. 200 concussion grenade 1.000 certs for a striker 700 sc for me. 500 certs for the tmg-50 unless they changed the price. Included on alpha squad for me 330 all tmg-50 attachments. Optimal: 1.000 sc for the dreadnought helmet. 250 sc for the composite armor. Total cost: Lots of certs, and too late for me to do that math. I think the engineer class is the most expensive one for me, because of the ridiculous high price of the utility pouch, plus two levels of each of 3 kinds of explosive, plus the repair tool, plus the ammunition pack! Plus a maximum level flak armor for combat! Plus 430 certs for each weapon, the lynx, the t5 AMC and the jaguar! 35.000 certs for me was just the beginning, now that I have the basic I need with all classes and most vehicles, I can now start to invest certs on secondary builds, like my friend Yokoo that got 100% certs expended on the max class, without using SC! I only got the 100% on the squad leader tree, that it is the less expensive class to get it to 100%. I was saving 3.000 certs all the time for the orbital bombardment skill, too bad I already realize they will never release it, so on the last patch I used all my 6.000 certs on my max anchored mode and Nanites repairs and sunderer composite armor and gate shield diffuser.
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-06-02, 09:03 PM | [Ignore Me] #34 | |||
Lieutenant General
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A few hundred in C4, jetpack upgrade, sight for basic gun (maybe a stabiliser of sorts): done. Everything else is more than extra, it is redundant. For infil, virtually all the certs are redundant, so proxi mine and stabiliser for sniper rifle, done. For medic, upgrade healing, get a single sight upgrade for the gun, done. For engineer: tank mines. Done. For HA, some suit upgrades, stabilisers. Done. MAX? Basically just a second Burster arm. Done. Everything else is extra. That one more bullet? You don't even notice it since you can't really turn around anyway if someone with shotgun or SMG pops up behind or above you. TTK is too short for most upgrades to matter. So everyone pumps their spare certs in Flak armour, as that's the only noticable thing: basic HE splash survival. Vehicles? Basic upgrades, done. Sorry, I don't see where the 2000 certs go into. After unlocking about 3-5% of a class, everything else is extra. :/ May seem funny to you, but it leaves me wondering where the bloody hell the specialisation comes in since it all feels extremely generic to me. |
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2013-06-02, 10:59 PM | [Ignore Me] #35 | |||
Major
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Keep in mind, with Nanoweave 5 on all classes but Infilatrator, you will survive two extra bullets from 112/125 and 143 weapons [past 10m]. It also saves you from sniper headshots from a damn good distance away. Also from the underbarrel grenade launcher. for awhile, whenever you went into VR it would unattach all of your upgrades, and I did not notice. So for days I played without nanoweave... and I played like shit. I die SO much faster without nanoweave; my scoure/hour went from averaging above 12,000 to 8,000. It was aggravating as hell to be dieing SO fast. Nanoweave makes a GIGANTIC difference, especially the higher ranks which afford effective protection from two OHK sources. I just have such a hard time enjoying this game without at least nanoweave 3. I rarely die to HE shells, Liberators, ESF, and explosive weapons in general as infantry... I guess if most folks are investing in flak armor over nanoweave, I guess that's just more kills for me. I'll try to explain instead of just shaming you. I can see the uses of flak armor, but I see more uses in nanoweave. That one extra bullet is the survival time you need to kill them before they kill you, OR turn right the fuck around and huddle in a corner, pop your resto kit and get back into the fight with your new enemy in mind. I survive a lot with just little nicks of health because the TTK without nanoweave is almost exactly the common reaction time... with nanoweave, a lot of players will find themselves with a fighting chance they just did not have before. Now, Flak Armor really does the same thing, but in scenarios that are more avoidable without the armor in the first place. You can see tank shells coming. Can't see a sniper bullet and dodge it, or you can't black-light vision through a wall and see that guy camping on the top of a crate.. Granted, my "staple certs" are cheaper. Nanoweave [or Flak] 3, resto kit, 3.4x scope and forward grip. I think the total for all that is 300 or so on one class. That's all a player needs in infantry combat. For vehicles, the price is about the same, except if your drive a Lightning, then it is ungodly high because the 75mm cannon is almost worthless. I'm just sitting between 1-2k certs, gradually maxing out my nanoweave ranks on all my classes. I think after I get nanoweave 5 for infiltrator, I'm going to start reducing the pull timers on all vehicles past rank 3. Last edited by AThreatToYou; 2013-06-02 at 11:11 PM. |
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2013-06-03, 05:27 AM | [Ignore Me] #36 | ||
Lieutenant General
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Honestly can't say I notice a huge difference (and that's not the point of it either, goal was 20% power difference max, right?). I've tried using level 3 on most things and TTK is simply too low and the amount of sources in general too great to compensate in anything aside from maybe 1 vs 1 and even then that extra bullet is meh since positioning and drop still wins by default and HE sources spam shells your way anyway, so surviving one shot is still pretty pointless (Especially if your AV missile's scope is bugged, like mine... looking over the top instead of through the scope ;p).
SMGs doesn't instagib at all considering the amount of bullets it needs, yet it feels like instagib because it might as well with that accuracy and rate of fire. I almost don't even notice a difference between first and last shot. Requiring one or two more bullets would not change a thing. And with shotguns and sniper rifles, meh. What's the point? So he'd not get a ohk. And? I don't need to spend hundreds of certs just to compensate for a type of weapon that should hardly ever hit you if you move around anyway (and is a tad bit too easy for some factions in this game that don't need to compensate a powerful weapon for bullet drop >.>). Rate of fire on a lot of those other sniper rifles is so fast that it's not going to make any impact. Virtually all weapons are too OP to compensate for with suits, so why bother? Last edited by Figment; 2013-06-03 at 05:32 AM. |
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