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Topic: Skills for tank build in long term gameplay  (Read 3173 times)

Fallout Dweller

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Skills for tank build in long term gameplay
« on: July 26, 2016, 07:10:36 pm »
We know skills like first aid or doctor can be maxed out to 200%, outdoorsman is only 175%, the rest secondary skills are 150%. Wepons use skills are mainly 300% and for be the most effective should be maxed as fast as possible.

So the questions are:

1) on tank-ready build which has all special implants, has maxup special (and wouldn't be rerolled) should I pickup small guns + big guns + energy weapons if I will play one character?
2) what mainly skills do you tag for your characters?
3) what minimum level is required to achieve enogugh skills for one man army char? Able to use variety weapons and craft stuff.

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Re: Skills for tank build in long term gameplay
« Reply #1 on: July 26, 2016, 07:44:38 pm »
you dont have to max weapon skills on a tank build because your range is low enough to not miss shots in max range with like 200-220% skill percent or maybe even less. i would say Doc is not worth to get to 200%

priority for tanks could be:

-SG
-EW
-BG
-Throwing ~ 125%
-FA - 200%
-Doctor - 100-150%
-Outdoorsman - 175%
-Repair - 125%
-Traps - 150%
-Science - 125%


i think lvl 200 should be enough to get all these with 2 int character (implant installed on lvl 30)

also if u want 300% weapon skill you would need like 400 lvl, but for that you must find an exploit to lvl up fast like some others ::) did

« Last Edit: July 26, 2016, 07:46:58 pm by зинтхос »

Seki

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Re: Skills for tank build in long term gameplay
« Reply #2 on: July 26, 2016, 07:48:03 pm »
1) on tank-ready build which has all special implants, has maxup special (and wouldn't be rerolled) should I pickup small guns + big guns + energy weapons if I will play one character?
2) what mainly skills do you tag for your characters?
always tag three skills which you will raise to highest
i made mistake by tagging SG,BG,EW because i have 200 in each of them and later i decided to go for 300 speech (without tagging :( )

priority is simple and always same
one weapon skill until 95% hit chance (on max range with weapon which you use) > 100 doctor (to heal cripples)     -  those are 2 main skills, without them you cant fight
then 200 first aid > 175 outdoorsman (fast regear) > other weapon skills if you want
later increase weapon skills to 200 (if they arent 200 already) to reduce deterioration rate, finish doctor to 200 (reduce cooldown), repair 125, science 125, traps 150
optionable : ?? throwing (c4, plasma nades to finish enemies in pvp), 300 speech (to decrease timer on TC)

3) what minimum level is required to achieve enogugh skills for one man army char? Able to use variety weapons and craft stuff.
depends on your character, i recommend you checking it in character planner
http://forum.fonline-reloaded.net/index.php?topic=6.0
« Last Edit: July 26, 2016, 07:57:57 pm by Seki »

Fallout Dweller

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Re: Skills for tank build in long term gameplay
« Reply #3 on: July 27, 2016, 01:26:12 pm »
Holy crap, getting 400 level might be nightmare but actually playing one character which crafts, kills mobs, do caravans couldn't be hard in long term vision. It looks like only few skills are worth to pickup as tag skills: small guns, big guns, energy guns and speech because they can be maxed out to 300%.

Beer

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Re: Skills for tank build in long term gameplay
« Reply #4 on: July 27, 2016, 07:01:45 pm »
On my main character i always get all 3 gun skills tagged. Doctor only needs about 100 or so. Having max FA is optimal but tbh it isnt worth the work because you can get to cover and use superstims instead and its just a 1 time hp boost in battle. Speech is pretty pointless unless you want to be a faggot and make short timers on other towns when people do tc. Outdoors man is honestly not very useful but it makes things less annoying and lets you regear just a little faster. Throwing is pointless because you have better things to do than use grenades or c4. Of course optimally you wamt everything maxed but if you have a life its not happening lol

Awgy

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Re: Skills for tank build in long term gameplay
« Reply #5 on: July 27, 2016, 08:44:38 pm »
On my main character i always get all 3 gun skills tagged. Doctor only needs about 100 or so. Having max FA is optimal but tbh it isnt worth the work because you can get to cover and use superstims instead and its just a 1 time hp boost in battle.

Oh rlly? I use FA multiple times per battle and 100 doc is good if enemies have less than 2 cripplers. if you aim high lvl aim both 175-200.

Quote
Speech is pretty pointless unless you want to be a faggot and make short timers on other towns when people do tc.

problem is most teams have high speech chars in teams and they do paggy thing you discribed so you need short timer to keep them on their toes.

Quote
Outdoors man is honestly not very useful but it makes things less annoying and lets you regear just a little faster. Throwing is pointless because you have better things to do than use grenades or c4. Of course optimally you wamt everything maxed but if you have a life its not happening lol

outdoor helps avoid forced encos and travel faster, it is capped on 175 with 10 books available so maxing it is ezpz, throwing helps finishing low hp enemies with inventory throwing (attack mode + Alt) wqith plasma nades.

you do not want all maxed no point in maxing gun skills on tank, BG only useful for Bozar atm

I think that is it.

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KompreSor

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Re: Skills for tank build in long term gameplay
« Reply #6 on: July 28, 2016, 12:41:53 am »
ye i can use fa in every 45 sec on my tank. is 3-6 use in fight.

Beer

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Re: Skills for tank build in long term gameplay
« Reply #7 on: July 28, 2016, 02:04:52 am »
On my main character i always get all 3 gun skills tagged. Doctor only needs about 100 or so. Having max FA is optimal but tbh it isnt worth the work because you can get to cover and use superstims instead and its just a 1 time hp boost in battle.

Oh rlly? I use FA multiple times per battle and 100 doc is good if enemies have less than 2 cripplers. if you aim high lvl aim both 175-200.

Quote
Speech is pretty pointless unless you want to be a faggot and make short timers on other towns when people do tc.

problem is most teams have high speech chars in teams and they do paggy thing you discribed so you need short timer to keep them on their toes.

Quote
Outdoors man is honestly not very useful but it makes things less annoying and lets you regear just a little faster. Throwing is pointless because you have better things to do than use grenades or c4. Of course optimally you wamt everything maxed but if you have a life its not happening lol

outdoor helps avoid forced encos and travel faster, it is capped on 175 with 10 books available so maxing it is ezpz, throwing helps finishing low hp enemies with inventory throwing (attack mode + Alt) wqith plasma nades.

you do not want all maxed no point in maxing gun skills on tank, BG only useful for Bozar atm

I think that is it.

Peace



Well yeah team fights are longer, but 1v1 or small reno fights you probably wont use it that many times. I dont care about tc fights as much personally because id rather have action than camping nowadays but you are right, in my first post i said max fa is optimal. Ive never needed more than 100 doc because tanks are harder to cripple and i use good crit bonus helmet and turn eyes away when i need to. Eyes are basically only thing that gets crippled for me but i dont usually need to worry about more than 2 cripplers anyways and on rare time i do tc and get multiple cripples you can call for teammate to doc you and you are fine.

I never said to max all gun skills, mine are all 180-200 and i use bg because i love bozar and eventually things will be as they were last season with everyone having crazy DR. Basically a build for not grinding stupidly that has a few cut corners but still works and i never want to reroll it. I meant maxing everything is optimal and that is true. If power servo crafting was still here i would have it all maxed because it would be easy. Correct me if I am wrong but even on tank if you are blinded and gun skills are maxed you can still hit some things?

As for outdoorsman I said it makes things less annoying but it isnt required for combat so not as important. Mine is at requirement for making safehouses though. It is same for all those support skills. Throwing plasma grenades is also not required for a tank especially in small fights. These are small bonus that take more work than I find to be worth it. I win plenty of fights without throwing grenades. I know how it all works but everything I did was done for not wasting life making super high levels but still having tank that can do basically everything and has long term in mind for never rerolling.

Also for faggots who use speech on other towns in tc and run away usually i just log off or go somewhere else looking for action, i have no patience for that bullshit either play the game or go do something else :D
« Last Edit: July 28, 2016, 02:06:45 am by Beer »

Seki

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Re: Skills for tank build in long term gameplay
« Reply #8 on: July 28, 2016, 02:11:57 am »
200 FA can save your life since FA heals usually much more then stimpak, most of fights doesnt last more then 90 seconds so you use it only once but still, it can change whole fight

more then 100 doctor is not much important but sometimes you can use that second cooldown if fight is longer

high OD for faster regear can change also whole fight, if you come back quickly to help your team mates which are still fighting or even in other cases

throwing i never used in pvp but i seen some players throwing c4 into buildings to kill other players, throwing c4 next to enemy c4 to disable it, using plasma grenades to finish off enemies because it costs only 3 AP, if they are on -hp it will save some actionpoints

speech is not used only to troll other people, 10 minutes timer is actually very important, giving less time for enemies to properly prepare so they are in hurry, not giving them enough time to regear and come back 2nd time before you leave and saves alot of time if you want to take all towns for caps, domination or whatever reason
« Last Edit: July 28, 2016, 02:15:40 am by Seki »

Beer

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Re: Skills for tank build in long term gameplay
« Reply #9 on: July 28, 2016, 02:43:34 am »
200 FA can save your life since FA heals usually much more, most of fights doesnt last more then 90 seconds so you use it only once but still, it can change whole fight
True. Pretty sure I said it was optimal several times but it takes more grind many dont want to do. You can still fight pretty well without it and hypos can help too if you have them. Just have to play better than them or counter their gear.

high OD for faster regear can change also whole fight, if you come back quickly to help your team mates which are still fighting or even in other cases
True, but if you have tent by respawn and cars there its not much difference, or even taxi alt.

speech is not used only to troll other people, 10 minutes timer is actually very important, giving less time for enemies to properly prepare so they are in hurry, not giving them enough time to regear and come back 2nd time before you leave and saves alot of time if you want to take all towns for caps, domination or whatever reason
Domination means literally nothing. I play to fight people. If they dont want to fight and just want towns they can have them. May as well just ghost cap in middle of the night if you want to do that. It doesnt matter if they cant come back 2nd time during timer because they can start timer again right after you leave or start timer somewhere else. Trying to avoid a fight makes game less fun for everyone.

elemenope

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Re: Skills for tank build in long term gameplay
« Reply #10 on: July 28, 2016, 07:15:39 am »
imo 200 FA is really nice to have on a tank