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Goric Rumis
Dead Six Initiative Lokun Listamenn
324
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Posted - 2014.01.17 22:01:00 -
[1] - Quote
My first thought: You guys really need to work on that font. The 6 and 8 are much too hard to distinguish from one another. I have to look from one to the other back and forth to be sure I'm seeing a different digit. The 9 is also not great. And the a and the e could be clearer.
Other than that, I'd probably give it a 7 out of 10. Purely speaking readability.
I'll let you know if I come up with any useful thoughts on the content.
The Tank Balancing Factor No One Is Discussing
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Goric Rumis
Dead Six Initiative Lokun Listamenn
329
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Posted - 2014.01.18 19:32:00 -
[2] - Quote
This is an all-Sentinel post. Was just thinking about this and I'm sure someone else has brought it up, but there are many pages here and I'm not going to read through everything.
The Gallente Sentinel is better for total armor HP than the Amarr Sentinel. With a higher base speed, the impact of multiple armor plates is reduced. The native 1hp/sec repair allows a smart armor tanker to forgo using more than one repairer. And the Gallente suit has higher PG and lower CPU, which in a comparison of plates versus reppers appears to favor fitting plates. I recognize the difference in PG/CPU may be meant to reflect the two high slots on the Amarr Sentinel suit, which brings up another problem I have with the Amarr tree.
With a suit that is identical in slot layout and higher in fitting capability but also lower in ISK cost, there's no reason to waste SP on the Amarr Heavy skill past 3. In the game at present, the prototype Amarr Heavy has the advantage of two high slots, which is better if you're working with a logi because of the ability to use two damage mods, while the Sentinel suit is better if you're working solo because it adds to your survivability. If the Sentinel suit is just like the Base suit but with more PG/CPU and skill bonuses, then we have literally no reason to spec into Amarr Heavy 5. While that helps with the SP sink, it doesn't help with having options. I don't know how this reflects on the other racial heavy base suits, but in my opinion all the base suits should be distinct from their specializations in some way. Ideally, they will be more flexible: the Sentinel specializes in
Also, unless you're changing the fitting requirements of modules or the specs here are taking into account a character skilled up to level 5 in everything, these fitting amounts are kind of absurd. Right now I can fit a proto heavy with a Six Kin and all proto modules, and I only have to skimp a little bit on the grenade and sidearm. With these fittings, I could probably fit an all-proto suit without any sacrifices and without skilling up Electronics or Engineering past 3, let alone weapon fitting skills.
Finally, the Amarr and Minmatar secondary bonuses. While the Caldari and Gallente bonuses get applied over more than 50% of their total HP (and probably significantly more, given their fitting specializations), the Amarr and Minmatar secondary bonuses are not quite so useful. The Amarr suit also only has one high slot in the standard and advanced tiers, so even dual-tanking it's still getting the bonus over less than 50% of its total HP. The Minmatar on the other hand could stand to have an even 3%/3% to reflect its true dual-tanking nature. Given a measure of impact on total HP, providing a 3% resistance to both shield-laser and armor-blaster would probably put it more in line with the benefits the Caldari and Gallente are getting with their 3%/2% bonuses. That's just a guess, I haven't done calculations and really a 5% resistance to one weapon against half your HP isn't something to get all up in arms over.
I'll be interested to see how these damage-type resistances play out. I expect they'll be a bigger factor in full-team play where you can actually coordinate and focus the people with the best damage type to take out a particular racial Sentinel.
I also have no way of knowing whether the Caldari Sentinel is getting the short end of the stick or the long end: you can vaporize most of his HP and all of his resistances with a single standard flux grenade, but if he ducks and recovers for just a few seconds you'll take a pretty pounding. Either way, he'll be great for taking out both blaster (with primary skill-based resistance) and missile (with splash damage resistance and explosive-resistant shields) tanks. It will be by far the most interesting heavy suit to watch.
The Tank Balancing Factor No One Is Discussing
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Goric Rumis
Dead Six Initiative Lokun Listamenn
336
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Posted - 2014.01.19 04:57:00 -
[3] - Quote
Another note about the fitting numbers: These look like fitting numbers at maxed-out skills. The current proto heavy, for example, has 54 PG. With maxed-out Core and Engineering, it has 71 PG. With that 71 PG, I can fit a Six Kin HMG, two Complex Damage Mods, two Complex Armor Plates, a Complex Armor Repairer, a standard Scrambler Pistol and a standard Flux Grenade. If I had 72 base PG, I would have 94 total PG after maxed-out Core and Engineering. I could fit whatever I want and have about 15 PG to spare. I'm not running numbers on CPU, but it looks similar to me: I think I have about 340 at the moment.
I should also note that I haven't maxed out any of the slot- or weapon-specific fitting skills (Heavy Weapons, Sidearm Weapons, Explosives, HMG fitting, Scrambler Pistol fitting). So if these are truly the base numbers, there will be virtually no need to waste SP on all these PG/CPU adjusting skills.
The Tank Balancing Factor No One Is Discussing
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Goric Rumis
Dead Six Initiative Lokun Listamenn
339
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Posted - 2014.01.21 15:19:00 -
[4] - Quote
Flix Keptick wrote:A caldari sentinel with 4 complex shield extenders and the shield skill at 5 will have 929 shields This is glorious Yes, but you won't want to put your shields above 900. Standard flux grenade is 1200 damage, with the 25% resistance to splash it will be 900. So, you get hit with a flux grenade and have 29 shields and wait 4 seconds for recharge to kick in, or you get hit with a flux grenade, it takes out all your shields and you wait 1 second for a recharge cycle of 30. Better to put something else on that fourth slot.
I'm really interested to see how the Caldari Sentinel plays out now.
What about the racial basic heavies and lights? Shouldn't we be getting those numbers as well?
The Tank Balancing Factor No One Is Discussing
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Goric Rumis
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364
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Posted - 2014.03.10 17:01:00 -
[5] - Quote
No word yet on the CPU/PG being too high (at least for Sentinels)? In the current build, I have level 5 electronics and engineering and some points in fitting optimization skills and I still can't fit everything proto. What 1.8 is looking like, I could proto all my mods, weapons, and grenades with only a couple levels in electronics and engineering and no fitting optimization skills at all. Let's not forget that heavies don't need to fit equipment.
My feeling is that all fits, even at the highest level, should involve at least some small trade-off. It helps retain variety and preference.
The Tank Balancing Factor No One Is Discussing
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Goric Rumis
Dead Six Initiative Lokun Listamenn
369
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Posted - 2014.03.14 17:36:00 -
[6] - Quote
Bojo The Mighty wrote:@ CCP Frame
Is the damage inflicted by a flux nade considered splash? Yes, they clarified this from the original term "blast damage" just because of this confusion. It's not just explosive damage, but EMP, kinetic, plasma, etc. Including damage from pretty much all grenades. (I'm not sure whether contact grenades have direct damage--if they do it wouldn't be counted as splash.)
Keep in mind that you can get your shields over 900 with a Caldari Sentinel, but you may not want to--if you're left with just a handful of shield HP, it might be better for the flux to strip all your shields so you have a shorter recharge delay before the guy who fluxed you lays down fire.
The Tank Balancing Factor No One Is Discussing
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