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Fox Gaden
Immortal Guides
4084
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Posted - 2014.08.25 12:22:00 -
[91] - Quote
Field Testing the Caldari Standard Sentinel [Hotfix Charlie]
Reason for testing:
It was thought that the inability of the Caldari Standard Sentinel suit to repair its armor, due to the lack of a low slot, would be a crippling liability. While it is a shield tanked suit, it was thought that the armor buffer would be needed to get to cover when their shields go down, particularly if Flux grenades are used. Also, since armor accounts for 42% of a Caldari SentinelGÇÖs base health, if the armor wore down in multiple encounters, the Sentinel could be left with less health than an Assault suit, with no way to get back to full effectiveness.
Field Testing Results:
In field testing the lack of armor repair capability was not a significant issue. During testing only about 10% of deaths could be contributed to armor attrition.
The majority of deaths were from single encounter engagements were armor repair would not have affected the outcome: Rail Turrets, Forge Guns, Flux Grenade + Shotgun, 3 v 1, etc.
In cases where there are close fights leaving the Caldari Sentinel with armor damage, there were often Repping NanoHives, or blueberries with Rep tools, so armor deficits could usually be dealt with.
The only time the lack of self repair became a substantial liability was in battles where the Sentinel is encountering a lot of close fights, leaving it with armor damage, and there is no logistical support on the SentinelGÇÖs team. Only about 20% of the matches during the test met these criteria, and even in these cases if the Sentinel survived long enough that armor repair would have helped, they would usually get several kills before they succumb to Armor depletion.
Personal Observations:
I died more times from my Burst HMG overheating or running out of ammo than I did to armor attrition during the tests.
I tested with both the Burst HMG and with the Standard HMG and only had a negative KDR in one match during testing.
I have a photograph of my screen in the middle of a battle with 0 armor and full shields. I survived for about a minute after that, but died before I could find a Rep Hive.
My biggest complaint about the Caldari Standard Sentinel suit is that it is slow and has very little stamina, but that is working as intended. I am just spoiled from running Amarr and Minmatar Sentinels which do not have Stamina issues. (Technically the Amarr Sentinel is slower than the Caldari, but it can run for a long time.) I like to sprint when I am not shooting.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4084
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Posted - 2014.08.25 12:31:00 -
[92] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[93] - 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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Fox Gaden
Immortal Guides
4092
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Posted - 2014.08.26 13:10:00 -
[94] - Quote
You will have cause to use the SMG a lot more with a Burst HMG than with any other HMG. I do actually have a Burst HMG fit with no sidearm, but I would not recommend it as not having a sidearm when your clip runs dry in the middle of a fire fight is a dangerous situation.
The reason for the Sidearm Damage Mod fit suggestion is as follows:
- After 4 burst switch to sidearm to allow your HMG to cool before switching back.
- When below 60 ammo in the clip switch to your sidearm until you get a break and can reload.
This way you should never overheat or have to reload your HMG in the middle of a fire fight.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[95] - 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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Fox Gaden
Immortal Guides
4104
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Posted - 2014.08.29 19:23:00 -
[96] - Quote
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4193
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Posted - 2014.09.10 15:00:00 -
[97] - Quote
Militia HMG coming in Delta. I look forward to field testing it. I donGÇÖt expect it to be very effective, but it might act as a gateway weapon.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[98] - 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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Fox Gaden
Immortal Guides
4206
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Posted - 2014.09.11 01:02:00 -
[99] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[100] - 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 -
[101] - 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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Fox Gaden
Immortal Guides
4297
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Posted - 2014.09.22 13:43:00 -
[102] - Quote
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. What configuration did they settle on? +15/+15 or -20/+20?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[103] - 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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Fox Gaden
Immortal Guides
4318
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Posted - 2014.09.23 12:12:00 -
[104] - Quote
Caldari Sentinel needed a bit of a buff. I fit Flux all the time anyway. But the time it takes to get your HMG back into action after throwing a grenade makes grenades impractical for use in combat by Sentinels most of the time, unless you can flux them and then retreat around a corner to give yourself the time you need.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4332
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Posted - 2014.09.24 12:21:00 -
[105] - Quote
Analysis of the Projectile damage profile change from -5/+10 to -15/+15 (Shield/Armor) in Hot Fix Delta and what this means for HMG Sentinel vs HMG Sentinel engagements:
-15/+15 (Shield/Armor) damage profile for Projectile weapons (HMG) -15 vs Armor resistance bonus for Amarr Sentinel with max skills -10 vs Armor resistance bonus for Gallente Sentinel with max skills
HMG damage adjustment against the primary defense of each racial Sentinel: -15 vs Caldari Sentinel Shields -15 vs Minmatar Sentinel Shields +0 vs Amarr Sentinel Armor (+15 damage profile, -15 resistance bonus) +5 vs Gallente Sentinel Armor (+15 damage profile, -10 resistance bonus)
So in a stand up head to head fight in unmodified suits the Caldari Sentinel has the advantage. The Minmatar Sentinel has the same damage profile advantage but has far less health.
However when you add modules into the mix you must keep in mind that Armor Plate adds a lot more health than Shield Extenders do, and armor can be reinforced by external reps from a Repair Tool.
In HMG Sentinel vs HMG Sentinels engagements the Projectile change has the following effect on primary tanking type: 10% buff to Caldai 10% buff to Minmatar 5% nerf to Amarr 5% nerf to Gallente
Overall, I feel the shield suits needed this change as the Armor suits were superior in every way. They will be much closer to balanced now with Armor suits only having a clear advantage when paired with a Logi.
However, I think the Gallente Sentinel has slipped two patches in a row. First trading a low slot for a high slot, and then getting a 5% nerf to their primary tanking style vs other HMG Sentinels. I feel the self rep bonus on the Gallente Sentinel suit should be increased a few % to make up for these nerfs.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4350
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Posted - 2014.09.25 00:23:00 -
[106] - Quote
Initial Testing of Delta Changes to the Burst HMG (-10% damage, & increased Heat buildup)
Q) Is the Burst HMG broken? A) No, it is not.
Q) Is the Advanced Burst HMG still better than a Standard HMG? A) I am not sure yet. Requires more testing.
The Advanced HMG can fire 5 Bursts without overheating, but overheats the instant the 6th Burst starts. Interestingly, if you overheat in the first engagement, you will run out of ammo in your clip just before overheating the second time, casing you to go into a reload rather than seizing up with overheat, so you can switch to a sidearm.
Proto overheats half way through the 6th burst which is one burst less than in Charlie.
Testing continuesGǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[107] - 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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Fox Gaden
Immortal Guides
4398
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Posted - 2014.09.29 12:34:00 -
[108] - Quote
I have replaced my Standard HMG with a Militia HMG on several fits. I find it a lot more fun than the Standard as the heat penalty on the Militia is great enough that you actually have to think about it, but not great enough to cause any serious problems. I have only overheated in the most extreme scenarios.
In theory the Militia should hit as hard as the Standard HMG to give people a feel for what it is like to run HMG, but have severe enough penalties that people would choose the Standard over the Militia once they have skilled into it. I actually feel the Standard HMG heat buildup should be closer to the MilitiaGÇÖs current heat, and the Militia should have even more heat buildup. I donGÇÖt think there is much of a reason to choose the Standard over the Militia at this point. The penalty on the Militia is not severe enough.
I go more into my thoughts on heat buildup in this post.
I actually managed to overheat a Boundless HMG today, but I had to really REALY work at it.
I think the change of the Projectile Damage profile is more apparent with HMGGÇÖs because Sentinel vs Sentinel battles tend to be so close that every little advantage makes a big difference. I have switched out Damage Mods for Shield Extenders on my Advanced Amarr Sentinel fits.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[109] - 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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Fox Gaden
Immortal Guides
4413
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Posted - 2014.09.30 12:06:00 -
[110] - Quote
I donGÇÖt really think there is any difference between the Militia and Standard HMG when facing another sentinel 1v1. One or the other of you will be dead before the Militia HMG overheats. The heat buildup and smaller clip only become a factor when dealing with another Sentinel when there are other enemy involved in the engagement.
I have killed plenty of Sentinels with the Militia HMG, and been killed by a fair number of Militia HMGGÇÖs as well. Of course the damage is comparable to a Standard HMG, so Advanced, Proto, and Burst will have the advantage. I also find Caldari Sentinels to be a hard nut to crack since the change to the projectile damage profile.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[111] - 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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Fox Gaden
Immortal Guides
4447
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Posted - 2014.10.01 11:59:00 -
[112] - Quote
Megaman Trigger wrote: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. Yeah, I have been pushing for an increase to the Gallente Sentinel suitGÇÖs passive Rep bonus.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[113] - 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 -
[114] - 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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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 02:07:00 -
[115] - Quote
Megaman Trigger wrote:I took a break from the game came back to find ALL Dropsuits got a built in regen. When did that happen? Just a few days ago, but it is definitely a help for the Standard Caldari Sentinel which has no low slots. It also allowed me to put a Kin Cat on my Quafe Minmitar Sentinel suit. (That's right, we got Fabulous pink Sentinel BPO's now!)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[116] - 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+
Purifier. First Class.
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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 -
[117] - 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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Fox Gaden
Immortal Guides
4854
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Posted - 2014.11.13 19:15:00 -
[118] - Quote
Previous Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heath Buildup per Second: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14
CCP Rattati wrote:So we are aiming for redoing the "lost" balance hotfix next Tuesday. Here are additional tweaks we are proposing to add to that hotfix. Please comment. HMG-Sentinel is simply too dominant across all game modes. The best way to allow other Frames to combat them is to get them when they are down. I believe Heat is the best way to manage this situation. Good Sentinels will manage their heat well and not be bothered by this change. https://forums.dust514.com/default.aspx?g=posts&m=2378540#post2378540Militia HMG23.5 25.0buff; new 22.8 Standard HMG18 20.0nerf; new 19 Advanced HMG17.1 19.0nerf; 18.1 Prototype HMG16.2 18.0nerf; 17.1 Officer HMG15.3 17.0nerf; 16.2
And before someone flames me for suggesting this, if Rattati felt a nerf to HMG was necessary wouldnGÇÖt you guys rather this than some of the alternatives?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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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 -
[119] - 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 -
[120] - 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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