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Megaman Trigger
Knights of Eternal Darkness
152
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Posted - 2014.12.19 00:45:00 -
[1] - Quote
Release the rest of the Heavy Weapons first and then see how the Sentinel can be balanced around the new weapons. Plasma Mortar, Heavy Laser and Autocannon will likely push Sentinels into a more AV orientated role in line with the Sentinel Drop Suit's description of going head to head with tanks (which is fine by me) while the Autocannon and Plasma Mortar would also have roles in artillery/infantry suppression rather than outright slaying if the splash is balanced. HMG would likely remain the only intended anti-infantry weapon.
I've seen talk between players of HMG being made into a mid-range weapon in line with real world Miniguns; not so great at close range but more effective at about AR range or a little shorter, which would ease up on CQC Sentinel spam and let the Heavy actually get out in the open and fight rather than hiding around objectives. Sentinel CQC would then be handled by their sidearms, like the SMG.
Helghus Resther wrote:People commonly complain about heavies strafing, heavies hitpoints, heavies damage output, when really they're slow as hell and there's many ways to use that against them. I think CCP should ignore people asking for heavy suits to be nerfed.
People complain about Sentinel strafing yet they're fine with the insane speeds that Scouts can get from stacked KinCats?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness
152
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Posted - 2014.12.19 01:15:00 -
[2] - Quote
TYCHUS MAXWELL wrote:Can you explain how a minigun is good at shredding mid range but not close range targets? Pretty sure bullets don't pick up momentum over distance... and likewise that sounds difficult to implement. How does one make a HMG impossible to use in CQC but effective at mid range? They would have to change how range efficiency functions and invert its function to make that possible. CQC sentinels are fairly easy to dislodge. It's called MDs, PLCs, and FGs.
The talk I recall mentioned giving the HMG a turning speed nerf, rather than a previous QQ/push for returning the slower turn speed on Sentinels as a whole, in order to make turning with the HMG slower. I think there was also talk of narrowing the cone of fire to make it accurate at ranges, which would have the effect of making it harder to use close up since there's less spread, or something to that effect. That was the gist of it from what I remember.
I distinctly remember this being centered around objectives inside buildings where it's much harder to use splash weapons other than the MD, and possibly the PLC, and the HMG;s lack of range is no longer a factor.
Personally I'm more interested in getting the rest of the Heavy Weapons before anything is done about the HMG or Sentinels in general.
Purifier. First Class.
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