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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.09 02:51:00 -
[1] - Quote
Fox Gaden wrote:The Sentinel bonuses CCP is currently testing. These could change before they go live, but it gives us a good hint of where CCP is going with the Heavy Suit. Quote:Amarr Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons.
Caldari Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons.
Gallente Sentinel Skill: Sentinel Skill: 5% resistance to blast damage per level. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons.
Minmatar Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons. Basically, all Sentinel suits get 5% resistance to explosive damage per level, 3% resistance to their opposing factionGÇÖs damage, and 2% resistance to their opposing factionGÇÖs allyGÇÖs damage type. I like that the Sentinal bonuses do not tie us into a specific weapon. Defensive bonuses are the way to go for the Sentinel suit in my opinion.
That all looks a hell of a lot better than the current Sentinel bonus of reducing weapon feedback damage.
In theory, resistance to blast damage would affect Forge Guns as well as obvious things like Grenades, REs and other splash damage. Right?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.14 23:59:00 -
[2] - Quote
Fox Gaden wrote:Megaman Trigger wrote:That all looks a hell of a lot better than the current Sentinel bonus of reducing weapon feedback damage.
In theory, resistance to blast damage would affect Forge Guns as well as obvious things like Grenades, REs and other splash damage. Right? The Forge Gun is a Hybrid - Railgun, so Gallente Sentinel gets 3% resist per level. I am guessing that the 2% hybrid - blaster resist bonus for Minmitar is a typo and will probably be hybrid - Railgun resists. These resists would be good against the Forge Gun, Rail Rifle, Sniper Rifle, and Rail Turret. Despite being a Speed Heavy, I am seriously thinking about skilling up the Amarr Sentinel. I would not mind an extra 15% resistance to projectile damage, particularly when facing an HMG. The Amarr suit would be vulnerable to Rail Rifles though, so it is a trade off.
I think the Amarr will be a slower Heavy, like it currently is. Only Speed Heavy suits I foresee are Caldari and Minmitar.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.17 17:08:00 -
[3] - Quote
50LD13R wrote:On my Heavy alt I actually run an energizer in my high slot. I find the quicker recharge helps get my shield buffer back in place quick enough to assist my armor reppers. +1 nice guide as usual. I would also emphasize the use of forecasting CPU requirements ahead of upgrading items you can't fit though.
An energizer on a Heavy? I'll have to try that.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.18 13:38:00 -
[4] - Quote
J4yne C0bb wrote:Megaman Trigger wrote:50LD13R wrote:On my Heavy alt I actually run an energizer in my high slot. I find the quicker recharge helps get my shield buffer back in place quick enough to assist my armor reppers. +1 nice guide as usual. I would also emphasize the use of forecasting CPU requirements ahead of upgrading items you can't fit though. An energizer on a Heavy? I'll have to try that. It's helpful, in that you can get back into action a bit quicker. I've been running with an energizer and a regulator for a while now, but lately I've been trying out suggestions in this thread. I've been trying out fittings with only Advanced dam mods, plates and a repper, and I have to say, I've been pretty happy with it.... seems like my survivability seems to have gone up a bit, if I remember to play cautiously (i.e., stick to confined areas where a heavy is most effective, wait until I'm fully recharged on shields/armor before engaging again). I still think the basic advanced heavy frame is a bit too expensive for my tastes for running solo or a squad I don't know, but the above setup has been working pretty well on the advanced Sentinel. I can output more damage, and while I still can't out dps a lot of assault, I can frequently out-tank them with the extra plate if I'm within range. I think the energizer/regulator combo is still good for when you are running in a tight squad with logi support, and the dam mod/plate combo good for running solo.
I find the Damage Mod/Plate combo works better with logi support that it does as a solo fitting, since the Rep will take too long to heal anything worth while. Its there just to keep you up really. A/1 Sentinel with duel Plates, a Rep and a Complex Damage Mod backed by a Logi can hold a choke point or objective pretty well.
That said, I do get quite good results from running solo with a basic A/1 suit fitted with duel Damage Mods and duel Reps. Hell, even a basic A-1 with all Militia gear (and a basic HMG) holds up well against anything that's not a full Proto Sentinel if you play right. These two are working great for Operation Shadow Hunt, the latter costs only 12k a fitting and drops Scouts well and the former costs a bit more buck packs even more punch.
Had the Amarr suits more high slots, or we had the other racial suits, I could see a very viable Shield Heavy given the lack of Flux use in 1.7. An Energiser and Extenders, coupled with a Regulator and a Rep, would be just as effective as stacking plates. perhaps even more so, since it'd recover faster.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
52
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Posted - 2014.01.25 00:36:00 -
[5] - Quote
Gallente Heavy is going to be my choice; locking down an objective with lots of eHP and a built in (albet very small) regen. 3% resist per level to the Rail Rifle (and I believe Sniper Rifles) and 2% to lasers and scramblers makes it a good point-defence option. Still gonna need a Logi tho.
I foresee the Caldari Heavy being the go-to for AV fits.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
52
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Posted - 2014.01.25 12:39:00 -
[6] - Quote
Looks like we might finally get some more viable builds now that we have all the racial suits. Even the Sentinel looks more promising. Here's hoping we at least get a Drop Suit respec, although I guess I'd be fine with keeping the Amarr Sentinel as well as getting Gallente and Caldari.
All we need now is those promised Heavy weapons, like the Heavy Laser.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
53
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Posted - 2014.01.26 14:43:00 -
[7] - Quote
I missed out on getting the Dren Sentinel, it would save me a lot of ISK when I run my basic/pub fittings.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
57
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Posted - 2014.02.21 23:40:00 -
[8] - Quote
char 01 wrote:Megaman Trigger wrote:I missed out on getting the Dren Sentinel, it would save me a lot of ISK when I run my basic/pub fittings. If you have at least 300 million isk you could get the Templar Set. It has a Templar Sentinel A/I blueprint dropsuit among other things.
Sadly I don't have 300m ISK. Thanks for the tip tho.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
58
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Posted - 2014.02.23 02:59:00 -
[9] - Quote
Fox, I feel I should point that the links about the types of Heavy fittings at the bottom of your first post are no longer working.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
59
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Posted - 2014.03.01 16:25:00 -
[10] - Quote
Hey Fox, I was wondering if you had plans for doing a Forge Gun guide. I have a few points I'd be more than willing to share for the cause.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
59
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Posted - 2014.03.01 18:05:00 -
[11] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Hey Fox, I was wondering if you had plans for doing a Forge Gun guide. I have a few points I'd be more than willing to share for the cause. I do not feel I have mastered the Forge Gun yet. I do have proto Forge Guns through. Once I feel I fully understand the tactics around Forge Gun usage I will likely write a guide. I'll add a few observations and tactics of my own, as well as a few numbers I've jotted down while tank busting. HAV weakpoints, damage boosts to said points etc.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
77
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Posted - 2014.04.01 11:24:00 -
[12] - Quote
Any other Heavies other there getting the resistance to splash damage? If so, do you know if RE's count as splash since I seem to take full damage from a RE even with level 5 bonus and shields up (should reduce it by 10% for shields) but take bonus damage if shields are down (clocked an RE once from a Min Commando at 1800)?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
78
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Posted - 2014.04.02 22:54:00 -
[13] - Quote
Fox Gaden wrote:Fun fact: An Advanced Minmatar Sentinel with a Kin Cat and an Armor Repair sprints at exactly the same speed as an Amarr Sentinel with 2 Kin Cats and an Armor Repair.
The Minmatar Sentinel walks faster, while the Amarr Sentinel has more health.
That's interesting.
How many Kin Cats would it take for a Gallente?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
88
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Posted - 2014.04.27 22:46:00 -
[14] - Quote
Rusty Shallows wrote:Crash Gaden wrote:I have been using the Dren Sentinel suit the last six months and have refused to put any points into Dropsuit Command until we had all the racial variant Sentinel suits to chose from. It has been great transition suit for my Main as well. If the bonuses were even remotely useful last year I would have invested the Skill Points. Throw on top the FUBAR layout that prevented the old complex damage mod stacking and it just wasn't worth it. Everything was wrong with Heavies in 2013. The only consultation is they weren't Scouts. Thankfully Heavies are in a much better place now.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
91
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Posted - 2014.05.22 11:35:00 -
[15] - Quote
A question for my fellow Sentinels;
I've seen the vast majority of Sentinels on the field are Gallente and Amarr set up as brick tanks or heavy on the reps. As a Gallente user myself, I was wandering what's everyone's opinion on Caldari and Minmitar Sentinels?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
91
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Posted - 2014.05.22 13:36:00 -
[16] - Quote
Thanks for the answer Fox. I've spec'd into Caldari Sentinel myself lately, but I set it up as an AV fit. I'll have to give it a try with a HMG and see how it goes.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
99
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Posted - 2014.05.31 01:11:00 -
[17] - Quote
Thokk Nightshade wrote:Fox, I have a question for you. For the Caldari Sentinel, what do you feel about using the Ferroscale armor (60 HP + 2/sec recharge) instead of a standard armor repair? I think the Ferroscale is the one that auto repairs itself. If I'm wrong and it's a different one, I apologize in advance. The reason I ask is I have been using the Ferroscale (again, I think this is the self repair one) on mine and I like the extra few HP I get out of it. It has saved me on more than a couple occasions. Do you see any advantages/disadvantages to going with the armor repair over the self healing armor plates?
Reactive is the one that heals itself. Ferroscale is roughly half the HP of a normal plate but doesn't have the movement penalty.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
99
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Posted - 2014.05.31 02:08:00 -
[18] - Quote
Thokk Nightshade wrote:Megaman Trigger wrote:Thokk Nightshade wrote:Fox, I have a question for you. For the Caldari Sentinel, what do you feel about using the Ferroscale armor (60 HP + 2/sec recharge) instead of a standard armor repair? I think the Ferroscale is the one that auto repairs itself. If I'm wrong and it's a different one, I apologize in advance. The reason I ask is I have been using the Ferroscale (again, I think this is the self repair one) on mine and I like the extra few HP I get out of it. It has saved me on more than a couple occasions. Do you see any advantages/disadvantages to going with the armor repair over the self healing armor plates? Reactive is the one that heals itself. Ferroscale is roughly half the HP of a normal plate but doesn't have the movement penalty. I've started using the Cal Sentinel with the HMG, usually it's my Forge fit, and I put two Enhanced Shield Energizers and a Complex Extender in the high slows with a Enhanced Regulator in the low and found it works great in hit-and-run situations or if I can duck behind cover for a few seconds (currently repairs 63HP/s). I might drop the Regulator for a Reactive or a Rep, but I enjoy the faster recharge activation/it offsets the Extender penalty. Thanks, I was thinking Reactive then..... I have both and get them mixed up all the time. I was thinking I was wrong on that so thanks Megaman. So yeah, I'm running a REACTIVE plate on the Low and 3 shield rechargers on the Highs w/ HMG/Forge/ Lvl 5 Combat Rifle (which is more nasty than I was originally thinking, great for open maps) and an SMG and locus/AV grenade. I'm like you, I love hit and run, especially when I can duck behind a wall or around a corner to heal up and then pop back out and light people up. Back to the original question, what are the positives/negatives of running Reactive plates vs. an armor repairer? I can see the cost ISK and fit wise, but anything else?
Complex Reps, obviously, give you more. Maxed skill, they give about 7.25 HP/s, where as a Complex Reactive plate just gives a flat 2.0HP/s but a little extra Armour and a small movement penalty (I think 1%)
I'm predominantly a brink tank player, I've only started trying hit-and-run to see how it is.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
100
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Posted - 2014.05.31 23:03:00 -
[19] - Quote
Okay, so I've been running my Cal fit for most of the night and it works (or rather I can use it) better than I expected. Currently it's a Cal C/1 with two Enhanced Energisers and a Complex Extender in the highs, an Enhanced Rep in the low (swapped from an Enhanced Regulator,) MH-82 HMG and Scrambler Pistol with Flux Grenades (plan to swap these for Locus soon)
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
100
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Posted - 2014.06.01 00:59:00 -
[20] - Quote
If you can get used to the drop in shield HP then it should be ideal. I believe that Enhanced Rechargers give the same boost as a Basic Energiser ( a Complex Recharger is 3% short of an Enhanced Energiser,) without the penalty to HP, so that might be an alternative if you can't spare the HP loss The downside to Shield Rechargers is the stacking penalty on them.
I figure I may as well throw out an open invite to my HeavyBros online. If you see me on and I'm not squaded up, drop me an invite. I'd welcome the opportunity to learn from you guys and see what I can share.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
103
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Posted - 2014.06.17 23:43:00 -
[21] - Quote
Since Fox posted his, I'll post my commonly used fitting:
Gallente G-I Sentinel Basic Heavy Machine Gun Militia SMG Militia Locus Grenade Militia Damage Mod (sometimes Militia Shield Extender) Militia Armour Rep (sometimes second Militia Plate) Militia Armour Plate (sometimes second Militia Rep)
Total: less that 7000 per suit (I'll edit the exact total in later)
This isn't really a solo suit. The Gallente is very armour reliant, so you want a Logi somewhere close if you want to live longer than the first couple of kills. The second Plate is great if you have a Logi in squad, if not the second Rep is a better choice. This works well for holding a point or sweeping a room, not so well as an Assault Sentinel.
The odd part is that I tend to run this if solo or cut off from the squad.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
105
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Posted - 2014.07.06 14:47:00 -
[22] - Quote
New cheap fit I've been running:
C-I Sentinel Basic HMG Militia SMG Militia Shield Extender Militia Shield Extender (sometimes swap to basic Recharger or Energiser) Militia Armour Rep Militia Locus Grenade
Cost: 6270 ISK
The cheapest assault fitting I can get without managing to get my hands on a BPO suit. With my HMG skills maxed out, it's lethal up close.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
105
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Posted - 2014.07.06 23:27:00 -
[23] - Quote
Fox Gaden wrote:That looks like a good fit Trigger. I only have 2 or 3 matches in a Month where i would die enough to loose ISK with a suit like that. It looks like a money maker, and still quite effective if played well.
Thanks Fox.
Between it and the Gal counterpart, I can make ISK no problems. The maxed out Proficiency skill puts the basic HMG on par with a Proto HMG that lacks Prof skills. Armour and Shields are maxed out too, for full effect. The rest comes down to being aware of what's happening and, if up against a Sentinel with higher tier stuff, getting the drop. Both have taken out Advanced and even Proto, with a little luck.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
105
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Posted - 2014.07.11 00:12:00 -
[24] - Quote
Anyone up for squadding up sometime Saturday and just running amok in Dom?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
106
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Posted - 2014.07.11 23:34:00 -
[25] - Quote
J4yne C0bb wrote:Megaman Trigger wrote:Anyone up for squadding up sometime Saturday and just running amok in Dom? I would, but I work Saturdays, unfortunately. Might have time Sunday, though. You can find me in chat 'Heavy/Logi Funzone', hit me up sometime. I'll be sure to add that chat, thanks
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
111
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Posted - 2014.07.16 01:22:00 -
[26] - Quote
J4yne C0bb wrote:
I'm playing Advanced Cal these days, mostly:
-- Enhanced repper -- Enhanced energizer -- 2 Enhanced Extenders -- MH-82, M209, and fluxes
I have something similar, but I swapped the Enhanced Rep for a Complex Reactive Plate, one Enhanced Extender for a Complex one and the other Extender for another Energizer. Probably costs more than your fit and is slightly less efficient head-to-head, but it lets me spend less time recharging.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
113
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Posted - 2014.07.21 22:30:00 -
[27] - Quote
So by now we've seen the proposed balances to the Sentinels and the HMG. What's everyone's thoughts?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
113
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Posted - 2014.07.23 12:16:00 -
[28] - Quote
I've never actually used the Burst HMG, so I'll have to test it out. I stick to the standard HMG, I wasn't particularly fond of the Assault since my play style is more up-close and personal than the Assault was designed for.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
113
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Posted - 2014.07.31 01:32:00 -
[29] - Quote
Fox Gaden wrote:Megaman Trigger wrote:I've never actually used the Burst HMG, so I'll have to test it out. I stick to the standard HMG, I wasn't particularly fond of the Assault since my play style is more up-close and personal than the Assault was designed for. The Assault HMG works very well on some maps such as Ashland and Line Harvest, but I have just been using the Standard HMG in these maps recently. They have a combination of open areas, with a bit of cover, so either HMG will work. The Assault works really well from the Table Top, or from the top of pipes though.
I imagine the extra range would help from higher up. I just prefer to get up close and personal with my HMG.
Tried the Burst, not really a fan of it. I can see why it does well, it's just not for me.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
113
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Posted - 2014.08.13 11:51:00 -
[30] - Quote
Kinda mixed over the Hotfix update. Don't have an issue with the HMG balance but I'm not too fond of what they did to the Sentinel slot layouts. Plus, what the hell happened to the grenades on my fittings?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
123
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Posted - 2014.08.14 23:11:00 -
[31] - Quote
I can agree that the nerf was needed on Gal Sentinel, since it had way too much CPU and PG, but Cal has always been tighter to fit when running an AV. Never thought I'd have to spec into the Optimizations, but I guess now it's actually worth it for the Forge. Still feels like a waste of a skill for the HMG.
I find it funny that the Gastun's has the lowest PG of any Forge at only 10, putting under even the basic.
I'm gonna have to pump SP into Engineering and Electronics lvl 5 to see if I can't rebuild my fits.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
124
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Posted - 2014.08.15 23:41:00 -
[32] - Quote
Basic Cal Sentinel needs something to make up for the loss of the low slot.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
125
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Posted - 2014.08.22 23:16:00 -
[33] - Quote
I gave the Burst a try and found it not to my style. I might give the Proto a shot at a later date and stick with it a little longer, see how it plays out.
I've actually come to like the slot swap on the Gallente Proto. Two high slots lets me run a decent AV with good eHP.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
127
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Posted - 2014.08.23 12:27:00 -
[34] - Quote
J4yne C0bb wrote:Megaman Trigger wrote:I gave the Burst a try and found it not to my style. I might give the Proto a shot at a later date and stick with it a little longer, see how it plays out.
I've actually come to like the slot swap on the Gallente Proto. Two high slots lets me run a decent AV with good eHP. It does require a different playstyle, to be sure, but it is extremely fun, and proto is not even necessary, honestly. Here's the fit I'm running for about 30K on protofits.com: http://www.protofits.com/fittings/shared/1248/7019Well worth learning to use, it's great fun!
I only have access to the Gal and Cal suits, and lack Kin Cats. I'll give the Burst another go tho.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
127
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Posted - 2014.08.24 15:37:00 -
[35] - Quote
Been running the following fit all day today;
Sentinel G/1 MLR-A Burst HMG M209 Assault SMG Locus Grenades
Complex Heavy Damage Mod Enhanced Armour Plate Enhanced Armour Plate Enhanced Armour Rep
Fitting cost: 47,895 ISK
Yeah, not cheap but it's been tearing through clones all afternoon. Took a bit of practice to get used to the 5 burst limit (a 6th will overheat me)
Considering dropping the Damage Mod and SMG to basic and upping the Rep and possibly Plates to Complex for maximum tank.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
127
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Posted - 2014.08.25 22:58:00 -
[36] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Considering dropping the Damage Mod and SMG to basic and upping the Rep and possibly Plates to Complex for running solo. EDIT: Can fit 2x Complex Plates, Complex Rep and an Enhanced Damage Mod. Definitely better to go Proto on the defensive modules with the burst. If you manage to hit them you will kill them, so the damage mod is not really needed. Of course you might consider swapping the Heavy Damage mod for a Complex Sidearm Damage mod in your original fit. (+8 on the Complex sidearm mod after Charlie) That way you can switch to your sidearm when heat or ammo are an issue and still be beastly.
The SMG is so rarely used that I considered dropping it completely, but that would leave me too vulnerable in the event I run out of HMG ammo. I only really rely on the SMG while moving in my Cal Forge fits.
If I was going to drop the Heavy Mod on my HMG fits, I'd do so for a Shield Extender or Recharger/Energizer. I like to tank.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
127
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Posted - 2014.08.26 23:19:00 -
[37] - Quote
I've noticed that the Burst HMG eats through ammo, partly because of the insane RoF and partly because there have been times where I've held the trigger a hair too long after a kill and fired an extra burst.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.10 23:03:00 -
[38] - Quote
That's going on my cheap fit for sure. If I can drop a Proto with that, like I have with the basic, I will laugh my clone to death, respawn and die laughing again.
Even better for me; LP store Forge Guns and, hopefully, Specialist Proto (the reduced fitting cost ones) HMG and Forge.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.11 23:57:00 -
[39] - Quote
Fox Gaden wrote:Megaman Trigger wrote:That's going on my cheap fit for sure. If I can drop a Proto with that, like I have with the basic, I will laugh my clone to death, respawn and die laughing again.
Even better for me; LP store Forge Guns and, hopefully, Specialist Proto (the reduced fitting cost ones) HMG and Forge. We will likely have to kill Proto suits one at a time. That thing is going to overheat quick.
Going to need a Logi for sure, so I can stay alive long enough.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.21 22:21:00 -
[40] - Quote
Anyone else think that the projectile balance in Delta is going to hit the HMG harder than it will the Combat Rifle?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.22 23:28:00 -
[41] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Anyone else think that the projectile balance in Delta is going to hit the HMG harder than it will the Combat Rifle? That is an interesting point. Old: +10/-5 New: +15/+15 I see this as a buff to the Caldari and Minatar Sentinels. It also might make Shield Extenders better than Damage mods when facing other HMG Sentinels.
+15/-15 is what they're going with? I'm expecting a lot of Caldari Sentinels then. Guess I'll have to swap Locus for Flux after all.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.29 00:32:00 -
[42] - Quote
So I've tested the Militia HMG and, with it's current heat build-up, it overheats after about half it's clip when you fire continuously.
The HMG seems to have been hit harder than the CR by the balance. At least, that's how it feels.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.29 23:35:00 -
[43] - Quote
The Militia HMG's heat build-up and smaller clip forces you to pick and choose your engagements, going after the smaller, light armoured targets over other Sentinels. Tho I did get the drop on an Advanced Sentinel(I think it was a Minmitar) and take it out with the Militia HMG.
Not sure if I agree about there not being enough of an advantage with Standard over Militia, since the Standard HMG has the larger clip, noticeably lower heat build-up and larger max ammo.
Overheating a Boundless usually requires unloading 80% of the ammo in constant fire, which is enough to kill a half dozen Assaults and/or Logistics. Or a couple of Sentinels.
I swapped the damage mods out for Shield Extenders in Charlie, since I felt having that extra shield buffer was better than the Damage Mods if I'm using a HMG. I'll need to tweak my Cal Sentinel now for a balance between shield HP and shield regen. I can push the shield regen to about 100+HP/s but that's at the cost of having base shields. Damage Mods have been relegated to only my AV fits.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
129
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Posted - 2014.09.30 23:03:00 -
[44] - Quote
Haven't come across many Cal Sentinels yet, but I'm sure they'll pop up eventually. The Gal has fallen out of favour, following what amounts to two nerfs in a row.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
129
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Posted - 2014.10.02 23:48:00 -
[45] - Quote
Maybe make it a 0.5Hp/s rep bonus per suit level?
Is it just me, or do the Sentinels feel faster since Delta? I don't recall my "militia" Gal or Proto Cal being this quick.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
129
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Posted - 2014.10.31 16:30:00 -
[46] - Quote
I took a break from the game came back to find ALL Dropsuits got a built in regen. When did that happen?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
129
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Posted - 2014.11.01 14:11:00 -
[47] - Quote
I like how the Gal Sentinel got a buff to the existing repair to keep it ahead of the pack, and to make up for the slot switch, and how Scouts were actually nerf'd in their repair. That felt a long time coming.
Did a quick test yesterday and I could get a Gal Sentinel gk.0 with over 30HP/s repair. Sure a Rep Tool is better, but for solo hit and run? That's pretty good IMO. Armour was a decent 650+ while shields were about 530+
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
130
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Posted - 2014.11.09 16:53:00 -
[48] - Quote
Thanks to the passive rep buff, I've been able to run Caldari suits more. I saw a Proto fitting in another threat that seemed perfect for short engagements or hit and run, so I modified it for both the C-I and the C/1.
Caldari C-I Sentinel
Basic HMG (You can swap this out for the Militia if you want to save a little ISK) Militia Scrambler Pistol (figured I'd use something effective on Shields but any side arm works) Militia Locus Grenade (can swap for Militia Flux if you need something for Shields)
3x Basic Shield Energizer
Cost: 9000 ISK
A nice, tidy 9k gets a little over 600 Shields and a little under 490 Armour. Shield Recharge comes in at 69.84HP/s, making it pretty good for short fights. You also have PG and CPU to spare, so you can fit better weapons if you want.
Caldari C/1
MH-82 HMG Basic SMG Basic Flux Grenade
Enhanced Armour Plate (will test the repair instead soon) 2x Enhanced Shield Energizer 1x Complex Shield Recharger
Cost: 35,655 ISK
Pricey but with near enough 600 each for Shield and Armour and a Shield Recharge of 98.31HP/s, if seems fair.
Caldari ck.0
Boundless HMG Basic SMG Basic Flux Grenade
Complex Armour Repair (currently testing over Complex Plate) 2x Enhanced Shield Energizers 2. Complex Shield Rechargers
Cost: 130,860 ISK
Same Shields as the C/1 but only 487 Armour, made up for by a much better rep rate. Shield Recharge is over 100 per second (112.70 in be exact)
Anyone got ideas for improvements?
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
131
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Posted - 2014.11.14 00:37:00 -
[49] - Quote
Looks like a minor change. Shouldn't make too much difference to a good Sentinel but will catch the rest out.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
133
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Posted - 2014.11.22 22:37:00 -
[50] - Quote
Here's something that bothers me and has been bothering me for a while;
If Sentinels had a PG and CPU nerf because it was too easy to run all Proto on their suits, with said nerf meaning that we can't run full Proto, then why can every other Drop Suit run full Proto but Sentinels (and Heavies in general) cannot? Because I see regularly Scouts and Assaults seemingly running full Proto (Proto Suit, Proto weapons, Proto Grenades and I can only assume Proto Modules.)
Feel free to correct me if I'm wrong, but sometimes (actually damn near all the time) it feels like CCP wants to push Sentinels out of the game.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
138
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Posted - 2014.12.05 20:27:00 -
[51] - Quote
As usual, a fine guide.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
145
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Posted - 2014.12.14 23:48:00 -
[52] - Quote
Recently tried out a pure rep Gal Proto for remarkable and surprising, results. Broke off from the squad to hold a supply depot and hunt Uplinks on the new map's Domination (the one where A is in the large underground hanger) and was able to survive about 7 or 8 encounters in the space of a couple of minutes thanks to the 32HP/s rep rate and the double Complex modded Boundless HMG's firepower.
With the lack of Logi's lately I'd taking to using a Complex Repair in place of a Plate but never more than 1. Except on my cheap Gal, where I run 2 because they're both Militia.
I'm considering dropping the damage mods for a Complex Extender and either a Energizer or Recharger at Complex level.
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Megaman Trigger
Knights of Eternal Darkness
163
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Posted - 2014.12.26 01:23:00 -
[53] - Quote
Fox, can I get your input on this Proto Sentinel?
Gallente gk.0 Boundless/Six Kin Burst HMG Breach SMG Flux Grenade 3x Complex Armour Reps Enhanced Shield Energizer Complex Shield Recharger
Trying to go for max regen without sacrificing too much HP. That can I can't fit a pair of Complex Rechargers, let alone Energizers.
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Megaman Trigger
Knights of Eternal Darkness
165
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Posted - 2014.12.27 00:35:00 -
[54] - Quote
Thanks for the feedback.
I'll try swapping out a Rep for a Plate and see how it goes, but even a triple plate fit gets 1-shot by Proto Knives if both slashes land.
Regulators are low slot, so using one would replace the Armour Rep or Plate. While the Depleted Delay is low in the Cal suits, and combined with the high rep rate can make them hard to deal with and great for hit and run, the normal delay is too long for me.
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Megaman Trigger
Knights of Eternal Darkness
165
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Posted - 2014.12.27 01:23:00 -
[55] - Quote
I've got Extenders on my EHP tank fit (2x Extenders, 3x plates) and they work for that role. I'll have to try to find a balance between Hp and Rep.
I have an advanced fit that's 2x Rep with 1 Plate and a Damage Mod and it works fairly well. But, as always, fits are situational.
Min Sentinels can be a pain to deal with, tho nowhere near as bad as stacked KinCat Min Assaults
Is there any point in specing into the dampening etc skills?
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Megaman Trigger
Knights of Eternal Darkness
165
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Posted - 2014.12.28 13:32:00 -
[56] - Quote
Thanks for the input. I currently have 2 in Dampeners and 1 in both Precision and Range. I never really saw the point in the skills for Sentinels, given the suits easily detected profile and the low precision.
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Megaman Trigger
Knights of Eternal Darkness
166
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Posted - 2014.12.28 15:40:00 -
[57] - Quote
I'm gonna have to test a 'stealth' fit and see what happens. Won't do so well in a head to head fight, not with base HP and only base reps, but should be able to get the drop on at least a few suits.
No point in using a Proto suit for this so I'll use a G/1, 3 Dampeners of the highest level I have (which is currently Advanced now my Dampening is lvl 3) and then go from there. If I actually get a "Scan Attempted Prevented" message I'll end up biomassing from laughing so hard.
Did a quick test on Protofits and a Sentinel ak.0 with maxed skills can get a profile of about 22. That's the absolute lowest a Sentinel could get and requires 4 Complex Dampeners. Only scanner that could pick that up would be the Duvolle Focused Scanner. No other Proto Scanner, even on a Gal Logi with the maxed skill, would pick it up. Not sure about any passive scans from Caldari Scouts.
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Megaman Trigger
Knights of Eternal Darkness
166
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Posted - 2014.12.28 17:48:00 -
[58] - Quote
Would certainly make a change from the common logi-train most Sentinels run.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness
167
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Posted - 2015.01.02 01:21:00 -
[59] - Quote
Went to ProtoFit to get more accurate numbers. Edited posts to reflect this.
This gonna test this for lulz
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Megaman Trigger
OSG Planetary Operations Covert Intervention
189
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Posted - 2015.01.11 14:41:00 -
[60] - Quote
Hey Fox, did you know there's a glitch that lets you cancel part of the HMG's reload animation but not cancel the actual reload itself?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
189
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Posted - 2015.01.11 16:37:00 -
[61] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Hey Fox, did you know there's a glitch that lets you cancel part of the HMG's reload animation but not cancel the actual reload itself? I was aware. I think the reloading part has to be complete before it work. I have not timed it to determine how long the reload takes if you begin to sprint once the new magazine has been put in.
Overall it takes about 4 seconds to reload from start of reload to glitch-finish. So that saves about 2 seconds on the reload.
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Megaman Trigger
Ready to Play
203
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Posted - 2015.01.28 02:23:00 -
[62] - Quote
Figure someone better make a post before this gets locked.
Got my Complex Regulators a little while back, which make a Caldari Sentinel a real pain to take down. My Proto fit for that is;
Sentinel ck.0 Boundless HMG KLO-1 Scrambler Pistol Flux Grenade
Complex Shield Regulator 3x Complex Shield Rechargers Enhanced Shield Energizer
Shield regens at 105.43HP/s with 630HP shields and 487 HP armour. Recharge Delay is an easily manageable 2.46sec while the Depleted Delay is 0.62sec.
It's more fun than running a Logi repped Armour Tank, tho not as effective in enclosed spaces. The downsides are, obviously, the lack of HP compared to tanked suits and the miniscule native rep of 1HP/s. So it's mostly hit and run tactics or in and out of cover to fight. Low rep can be overlooked if there's a Logi or RepHive around.
Could push it higher (maxes out at 149.46HP/s with 4 Complex Energizers) but at reduced shield HP (I'd lose 118HP), reduced Regulator and a drop in the rest of my fitting's weapons.
Also got my Dampeners and Precision Enhancers to Complex, working on the Range Enhancers now. Haven't been able to test the stealth fit effectively but the boost to my base Passive scan lets me see Sentinels and Assaults now! Holy crap, I've been missing out!
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Megaman Trigger
Ready to Play
203
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Posted - 2015.01.28 03:13:00 -
[63] - Quote
What do you use in your low slot? I used to run a Armour Plate, followed by trying an Armour Rep and then switched to a Reactive Plate for a slight boost to both reps and armour. I still use the Ractive on my AV fits.
Now I use a Regulator and love the quick kick-in time, tho I does make me Logi reliant.
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Megaman Trigger
Ready to Play
203
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Posted - 2015.01.28 12:34:00 -
[64] - Quote
I've found that a partial flux screws the Cal Sentinel over more than a full one, since the recharge delay is a lot higher than the deleted delay.
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Megaman Trigger
Ready to Play
216
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Posted - 2015.02.04 21:46:00 -
[65] - Quote
Don't know about everyone else but I'm getting tired of only having two Heavy weapons. People complain about HMG Sentinels dominating CQC. It#s not like we have a lot of choices.
What's the optimal on the Assault HMG?
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Megaman Trigger
Ready to Play
216
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Posted - 2015.02.04 23:48:00 -
[66] - Quote
Arkena Wyrnspire wrote:It's not much further than the normal HMG. I know it's less than 10m difference and I think the main difference is actually in the dispersion.
I managed to find some numbers, not sure how recent they are;
Standard HMG - 35m optimal
Assault HMG - 49m optimal
The Assault has tighter fire, meaning it can actually hit at it's optimal right?
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Megaman Trigger
Ready to Play
230
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Posted - 2015.02.22 00:27:00 -
[67] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Fox, can I get your input on this Proto Sentinel?
Gallente gk.0 Boundless/Six Kin Burst HMG Breach SMG Flux Grenade 3x Complex Armour Reps Enhanced Shield Energizer Complex Shield Recharger
Trying to go for max regen without sacrificing too much HP. That and I can't fit a pair of Complex Rechargers, let alone Energizers.
Also, is a Complex Regulator worth taking on a Proto Cal fit that has 100+hp/s shield regen? I finally started skilling into Gallente Sentinel. (Only level 3 currently.) Today I was running with the Advanced Sentinel version of your fit: 3x Complex Armor Reps Complex Shield Energizer Advanced Burst HMG + Flux & Sidearm Definitely viable if you play it right. Armor is Repping while you are ducked into cover waiting for the Burst HMG to cool down. I am still having more success with my double Kin Cat Min Sent fit, but that may be because I am not fully skilled in Gal Sent yet.
Glad to hear you were having some good runs with that Gal fit. That 32hp/s armour repair has saved my clone quite a few times, although the Shield Delays are a pain. Tried swapping a Rep for a Regulator but haven't really gotten to test it.
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Megaman Trigger
Ready to Play
234
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Posted - 2015.03.05 00:31:00 -
[68] - Quote
How bad is this nerf gonna be? It's not like we've got anything else to use, so this is worrying me.
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Megaman Trigger
Ready to Play
234
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Posted - 2015.03.05 16:21:00 -
[69] - Quote
After this, they really need to give us more heavy weapons. There needs to be more shield-based AV, which 2 would be, and more AI options beyond HMG or grabbing a light weapon.
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Megaman Trigger
Ready to Play
234
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Posted - 2015.03.06 21:43:00 -
[70] - Quote
What about the Proficiency skill? Will that be like with knives?
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Megaman Trigger
Ready to Play
236
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Posted - 2015.03.09 18:24:00 -
[71] - Quote
Fox Gaden wrote:Megaman Trigger wrote:What about the Proficiency skill? Will that be like with knives? A good question. If it is, then 1 damage mod + lvl 5 Proficiency +WB bonus = +25% damage. AV may need balancing.
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Megaman Trigger
Ready to Play
241
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Posted - 2015.03.12 12:40:00 -
[72] - Quote
Anyone tested the HMG following Echo?
Am I the only one who thinks the BPO we got for the 5MCC is really benificial to Sentinels but not so much to other roles?
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Megaman Trigger
Ready to Play
244
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Posted - 2015.03.12 15:08:00 -
[73] - Quote
Kaze Eyrou wrote:Megaman Trigger wrote:Anyone tested the HMG following Echo?
Am I the only one who thinks the BPO we got for the 5MCC is really benificial to Sentinels but not so much to other roles? I think it could be beneficial to the Assault class as well, but Sentinels can really benefit from the all-around bonus that BPO gives. I can see it being helpful to AV assault fits.
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Megaman Trigger
Ready to Play
244
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Posted - 2015.03.12 15:11:00 -
[74] - Quote
MINA Longstrike wrote:Did a bit of testing with the assault HMG, its damage is really good and it's pretty ammo efficient, (I'd rename it 'breach' hmg) but it has a bit much dispersion to actually be used at its ~60m range. How about 50m?
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Megaman Trigger
Ready to Play
244
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Posted - 2015.03.12 19:21:00 -
[75] - Quote
MINA Longstrike wrote:Megaman Trigger wrote:MINA Longstrike wrote:Did a bit of testing with the assault HMG, its damage is really good and it's pretty ammo efficient, (I'd rename it 'breach' hmg) but it has a bit much dispersion to actually be used at its ~60m range. How about 50m? Hardly accurate at 30m, If it was more accurate it might be op. But it stll can't hit at it's intended/stated range, right?
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Megaman Trigger
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Posted - 2015.03.17 22:34:00 -
[76] - Quote
After uaing the assault HMG, I can see why you say its acutally a breach. Works nothing like an assault weapon.
And yeah, dispersion needs a fix asap to make it viable at range.
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Megaman Trigger
Ready to Play
253
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Posted - 2015.04.01 00:26:00 -
[77] - Quote
Guess this 'balance' worked because I see less Sentinels out there now. Hell, even I'm running the HMG less now; been running the Forge and and SMG more instead.
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Megaman Trigger
Ready to Play
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Posted - 2015.04.01 23:09:00 -
[78] - Quote
Dispersion definitely needs fixing. Like yesterday. And a rename to Breach HMG, so it' makes sense. The base HMG can be the actual Assault variant (high ROF, low damage per shot, short range)
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Megaman Trigger
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Posted - 2015.04.02 23:59:00 -
[79] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Dispersion definitely needs fixing. Like yesterday. And a rename to Breach HMG, so it' makes sense. The base HMG can be the actual Assault variant (high ROF, low damage per shot, short range) Your suggestion makes sense to me. Something I said makes sense? The world is ending! What's next? Megaman Legends 3 revival?
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Megaman Trigger
Ready to Play
255
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Posted - 2015.04.08 12:14:00 -
[80] - Quote
Anyone else feel like the HMG is struggling now? Got in a firefight vs a Min Assault last night and could barely get through his un-modded shields with a basic HMG, nearly overheating it. Sadly he rocket jumped to safety as soon as I breached his shields.
The "Assault" HMG feels unusable right now. Even at close range, it couldn't hit the broadside of an MCC with its dispersion.
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Megaman Trigger
Ready to Play
255
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Posted - 2015.04.08 15:29:00 -
[81] - Quote
Nice fit. I'll be sure to watch my back.
I've been using the Forge more than the HMG lately. Been able to hit sprinting Assaults and Sentinels at 130m. I really should use the HMG more, but it feels like it gets out performed by light weapons now.
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Megaman Trigger
Ready to Play
284
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Posted - 2015.04.18 21:32:00 -
[82] - Quote
Medical Crash wrote:Hi, I've got a lot of new- low SP players in my corp right now, and I'm trying to train some of them to be a heavy. Are there any good experienced heavies still checking out this thread? Can you give me some advice?
Not sure about good, but I think i qualify as experienced.
Quote:What armor modules are you using, regular, Ferroscale, or Reactives?
I use regular plates on my Gal Sentinel but I have at least 1 Rep module in case I lose my Logi or I have to go solo for any reason. Regular would be best with Amarr too.
Min Sentinels probably benefit from Ferroscale paired with Kin Cats for mobility. They might be able to use full plates with a Logi supporting.
As for Caldari Sentinels, I use a Shield Regulator in my low and don't bother with the plate, with the high slot being a mix of Rechargers and Energizers, so the shield recharges insanely fast (around 110hp/s) and just use the logi to top up the armour if needed.
Quote:What HMG is the best for beginners?
Probably the regular type for beginners. Assault has a lot of dispersion at range while the Burst takes a bit of getting used to and can be overheated easily of you're not paying attention or accidentally fire one burst too many.
Quote:I want my guys to be able to hold chokepoints in city maps with their logis. I have the logi tips covered, but not the heavy.
Thanks for the help/
If pairing with a Logi, then Gal and Amarr Sentinels are your best choice for the high armour HP and resistances (Projectile, Rail and Explosives)
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Megaman Trigger
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285
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Posted - 2015.04.21 23:06:00 -
[83] - Quote
Fox Gaden wrote:The Scout community has the Barbershop thread. Now the Logi community has the Triage Ward thread. If I was to create a Sentinel community thread, what should I call it?
Bastion Primus
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Megaman Trigger
Ready to Play
343
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Posted - 2015.05.27 23:09:00 -
[84] - Quote
Victor889 wrote:Scan profile of 50 doesn't help moving unseen...
Precision is even worse. We're blind and carrying a neon 'kick me' sign.
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