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Zekain K
Expert Intervention Caldari State
448
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Posted - 2013.11.08 17:53:00 -
[1] - Quote
Similar to what the saga II has. The one a the suit gets would be based on its racial variant. 25%- 50% resistance booster for 15 seconds , but at the cost of its movement. When active you would either freeze like you are using a breach forge. Or severely limit your movement.
The built in mod would be accessed by the weapon wheel, and it would have a 2-3, maybe even a 5 minute cool down period. Or perhaps it'll only have one use per suit.
The strength of the mod could scale with the suits tier level, giving higher leveled sents a reason to be used. |
Takahiro Kashuken
Red Star. EoN.
1637
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Posted - 2013.11.08 17:54:00 -
[2] - Quote
You can still move with the breach FG |
Zekain K
Expert Intervention Caldari State
448
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Posted - 2013.11.08 17:55:00 -
[3] - Quote
Takahiro Kashuken wrote:You can still move with the breach FG I know nut you need to jump around. |
Sinboto Simmons
SVER True Blood Public Disorder.
2034
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Posted - 2013.11.08 18:02:00 -
[4] - Quote
I don't believe the heavy needs it to be honest, they can tank remote explosives after all, I see two problems here
1: The AR/SCR deals too much damage to quickly making any and all tank useless.
2: The HMG has too short a range making yall unable to dish out enough damage to make hostiles swiss cheese.
Fix those problems and you're golden.
Sinboto - The True Blood Minja.
Forum Warrior level 2
Fix my scout already
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Zekain K
Expert Intervention Caldari State
448
|
Posted - 2013.11.08 18:03:00 -
[5] - Quote
Sinboto Simmons wrote:I don't believe the heavy needs it to be honest, they can tank remote explosives after all, I see two problems here
1: The AR/SCR deals too much damage to quickly making any and all tank useless.
2: The HMG has too short a range making yall unable to dish out enough damage to make hostiles swiss cheese.
Fix those problems and you're golden. This isn't about the heavy, this is its big bro, the sentinel. |
Beren Hurin
Onslaught Inc RISE of LEGION
1769
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Posted - 2013.11.08 18:06:00 -
[6] - Quote
Or it just kills your endurance during the duration. No sprinting/jumping. |
Slag Emberforge
Immortal Retribution
115
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Posted - 2013.11.08 18:07:00 -
[7] - Quote
As much as I'd like to see something like this it would make sense to put it in the form a flat damage reducer. And putting a movement penalty would only make it easier to kill. Easier to line up a forge round, or a headshot. |
Sinboto Simmons
SVER True Blood Public Disorder.
2034
|
Posted - 2013.11.08 18:08:00 -
[8] - Quote
Zekain K wrote:Sinboto Simmons wrote:I don't believe the heavy needs it to be honest, they can tank remote explosives after all, I see two problems here
1: The AR/SCR deals too much damage to quickly making any and all tank useless.
2: The HMG has too short a range making yall unable to dish out enough damage to make hostiles swiss cheese.
Fix those problems and you're golden. This isn't about the heavy, this is its big bro, the sentinel. Both heavy frames.......
Sinboto - The True Blood Minja.
Forum Warrior level 2
Fix my scout already
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Zekain K
Expert Intervention Caldari State
449
|
Posted - 2013.11.08 18:20:00 -
[9] - Quote
Also ccp needs to stop trying to make the hmg fir every situation. There are still 3 other heavy anti infantry weapons that need to be released. |
Fox Gaden
Immortal Guides
1537
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Posted - 2013.11.08 18:31:00 -
[10] - Quote
Sinboto Simmons wrote:I don't believe the heavy needs it to be honest, they can tank remote explosives after all, I see two problems here
1: The AR/SCR deals too much damage to quickly making any and all tank useless.
2: The HMG has too short a range making yall unable to dish out enough damage to make hostiles swiss cheese.
Fix those problems and you're golden. Regarding your second point:
Adding range to the HMG would have absolutely no effect except when crouched. This is because dispersion prevents the HMG from being effective out to itGÇÖs current Optimal Range. You could give the HMG a range of 500m and when standing, dispersion would cause it to have essentially the same damage profile across ranges as it has now.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
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Fox Gaden
Immortal Guides
1537
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Posted - 2013.11.08 18:33:00 -
[11] - Quote
Zekain K wrote:Also ccp needs to stop trying to make the hmg fir every situation. There are still 3 other heavy anti infantry weapons that need to be released. Laser Cannon, Heavy Plasma Cannon, can you elaborate on the 3rd one? |
Summ Dude
Militaires-Sans-Frontieres
72
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Posted - 2013.11.08 19:18:00 -
[12] - Quote
Or just make the Sentinel bonus 2-3% passive damage resistance per level. Seems way more appropriate. Especially since CCP apparently wants to make having waves of usefulness vehicles' thing. |
Daxxis KANNAH
Distinct Covert Initiative
448
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Posted - 2013.11.08 19:55:00 -
[13] - Quote
Sinboto Simmons wrote:I don't believe the heavy needs it to be honest, they can tank remote explosives after all, I see two problems here
1: The AR/SCR deals too much damage to quickly making any and all tank useless.
2: The HMG has too short a range making yall unable to dish out enough damage to make hostiles swiss cheese.
Fix those problems and you're golden.
Definitely would agree with bold.
Give the suits a resistance to "insert relevant" weapons fire to combat the issue.
I would say all the racial rifles plus the pistols (excluding their headshot bonus and the Flaylock since it is a different type of weapon). You dont want a situation where Knives or well placed MD, PC, FP shots cant do significant damage because the heavy has too much HP or is in a hardened mode with also a large HP pool.
Though if this was implemented I would probably then disable the ability of the heavy using an LAV.
The HMG probably needs a bit more range, sometimes SMG's drop me (Scout suit) from what seems a further distance.
I love the new hit detection, other frames drop nearly as fast as I do. I think that isnt fair to heavies but to the Mids that want the best of both...all three worlds, I have no sympathy for them. If I was CCP I would sort out survivability of Heavies and move on.
However with the new bump on repair tools, this may not even be needed or together would be overkill.
Lets see how that goes and then change if needed. |
Zekain K
Expert Intervention Caldari State
449
|
Posted - 2013.11.08 20:10:00 -
[14] - Quote
Fox Gaden wrote:Zekain K wrote:Also ccp needs to stop trying to make the hmg fir every situation. There are still 3 other heavy anti infantry weapons that need to be released. Laser Cannon, Heavy Plasma Cannon, can you elaborate on the 3rd one? Rail Gatling gun. |
Vrain Matari
ZionTCD Public Disorder.
1200
|
Posted - 2013.11.08 20:12:00 -
[15] - Quote
Zekain K wrote:Similar to what the saga II has. The one a the suit gets would be based on its racial variant. 25%- 50% resistance booster for 15 seconds , but at the cost of its movement. When active you would either freeze like you are using a breach forge. Or severely limit your movement.
The built in mod would be accessed by the weapon wheel, and it would have a 2-3, maybe even a 5 minute cool down period. Or perhaps it'll only have one use per suit.
The strength of the mod could scale with the suits tier level, giving higher leveled sents a reason to be used. I like the idea of resistance for heavies in general.
With that much resistance the activated resist sentinel with 2 x Alloteks + proto repper = ~ (140 + 120) X 1.5 = 390 hp/s active tank.
Makes me want to hide around the corner spam fluxes and count to 15, tbh. |
XANDER KAG
Red Star. EoN.
470
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Posted - 2013.11.08 20:13:00 -
[16] - Quote
nvm
Who says you can't kill in style?
Fear the tribes.
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