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Logi Bro
2674
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Posted - 2014.01.17 22:18:00 -
[1] - Quote
I know I'm being an ******* by saying this, but I will anyways. The heavy suits are bad.
So what is the downfall of the Amarr now that they have equal module slots to the other suits? I was only looking at the Sentinel suits when I noticed this, but it seems all 4 heavies have equal mod slots now, 5 for each.
So the Amarr Sentinel has the same amount of slots, the most raw eHP, most stamina(25 more compared to Cal/Gal), most stamina recharge(10/s more compared to Cal/Gal), and just moves at a slightly slower pace? (0.2 less walk speed compared to Gal/Cal)
The Calheavy and Minheavy have less advantages, but still useful advantages. Most natural shield recharge of any other suit(100% more than the Amarr and Gal heavies), and a ridiculously low shield delay time for the Calheavy, and the highest speed with no one greatest weakness for the Minheavy, and then....
The Galheavy gets 1 hp/s armor repair, that;s half a basic armor rep, not really awe-inspiring.
So Amarr most useful sentinel, and Gallente least useful?
What heavies might look like someday
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DeadlyAztec11
Ostrakon Agency Gallente Federation
3304
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Posted - 2014.01.17 22:26:00 -
[2] - Quote
It depends, what are the bonuses?
My alts: General John Ripper, Draxus Prime, MoonEagle A, Long Evity
And this is why I am the #1 forum warrior
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5344
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Posted - 2014.01.17 22:28:00 -
[3] - Quote
What you are looking at is movement speed, which is quite a considerable difference. When you figure in sprinting speed the difference is even more.
Also Amarr are now armor oriented, and armor modules are PG intensive, however the Amarr sentinel (and Amarr suits across the board) don't get as much PG as the other armor race, the Gallente, so the fitting possibilities are quite different.
ARC Commander
CPM Info and Q&A - Status: Open
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1533
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Posted - 2014.01.17 22:31:00 -
[4] - Quote
Aero Yassavi wrote:What you are looking at is movement speed, which is quite a considerable difference. When you figure in sprinting speed the difference is even more.
Also Amarr are now armor oriented, and armor modules are PG intensive, however the Amarr sentinel (and Amarr suits across the board) don't get as much PG as the other armor race, the Gallente, so the fitting possibilities are quite different.
gallente will be the bricktank, amarr will be more damaging. Looks like they intend for the gallente sentinel to fill the niche the amarr one does currently. The armor reps are going to be even more critical now because of the heavy load of armor HP on both. The meta is changing again.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
972
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Posted - 2014.01.17 22:52:00 -
[5] - Quote
I could get on board with +3 base armor regen for the Gal sentinel and commando. I generally see them to be the mirror of the scout, so why not give them the +3 regen. Maybe +2 for Gal logi and +1 for Gal assault.
{:)}{3GÇó>
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Goric Rumis
Dead Six Initiative Lokun Listamenn
324
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Posted - 2014.01.17 23:04:00 -
[6] - Quote
Logi Bro wrote:So Amarr most useful sentinel, and Gallente least useful? I was actually starting to make the opposite argument (almost--Gal most useful, Minnie least useful), but I stopped when I started really thinking through the numbers and other factors. I'm going to have to see them in action to make a very good determination.
The ability to sprint is only nominally useful for heavies, and the extra stamina will only be useful when doing long sprints--where you should typically be taking a taxi. Even so, I'm not sure Amarr will beat Minmatar to a distant point--considerably lower speed is just as important as considerably higher stamina and stamina regen, and remember that Amarr are likely packing plates.
As for why I started out thinking Minmatar are weak: their effective HP is significantly lower without any practical survivability or functional bonuses to counterbalance. But I may be wrong about how much of a factor movement speed will be.
The Tank Balancing Factor No One Is Discussing
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knight of 6
SVER True Blood Public Disorder.
1146
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Posted - 2014.01.17 23:04:00 -
[7] - Quote
amarr - biggest tank gallente - best armor rep with a decent tank minmatar - good damage output, hybrid tanking options? caldari - best damage output, good regeneration
minmatar and caldari will be extremely vulnerable to flux nades though
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout.
CLOSED BETA VET
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Rusty Shallows
820
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Posted - 2014.01.18 00:55:00 -
[8] - Quote
Isn't going negative supposed to mean calling your detractors scrubs and a bunch do whinny b!tches? Where's the melodrama?
Fine, force a civil discussion Logi Bro. Whatever floats your boat.
My take on the Gallante heavy is that the Devs are banking on a demand for extreme buffer tank with dedicated Logi remote repping. Which would explain their PG.
MCC Lounge Lizard
Forums > Game
Fix the game CCP
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True Adamance
Kameira Lodge Amarr Empire
5860
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Posted - 2014.01.18 01:09:00 -
[9] - Quote
Logi Bro wrote:I know I'm being an ******* by saying this, but I will anyways. The heavy suits are bad.
So what is the downfall of the Amarr now that they have equal module slots to the other suits? I was only looking at the Sentinel suits when I noticed this, but it seems all 4 heavies have equal mod slots now, 5 for each.
So the Amarr Sentinel has the same amount of slots, the most raw eHP, most stamina(25 more compared to Cal/Gal), most stamina recharge(10/s more compared to Cal/Gal), and just moves at a slightly slower pace? (0.2 less walk speed compared to Gal/Cal)
The Calheavy and Minheavy have less advantages, but still useful advantages. Most natural shield recharge of any other suit(100% more than the Amarr and Gal heavies), and a ridiculously low shield delay time for the Calheavy, and the highest speed with no one greatest weakness for the Minheavy, and then....
The Galheavy gets 1 hp/s armor repair, that;s half a basic armor rep, not really awe-inspiring.
So Amarr most useful sentinel, and Gallente least useful?
We are likely to have the more underwhelming base stats such as slowest movement speed, slowest shield recharge, on some of the smallest shields.
As for the most part I am kind of liking that the Amarr are getting brought back in line with the other dropsuits, Amarr really only got at base levels small increases to HP, even in the proposed 1.8 build the combined HP of the Amarr suits is not that much greater until we reach the higher skills in the core upgrades trees.
Understand your concerns, but the EHP of Amarr suits was never equivalent of balanced by the loss of the module.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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Cooper Eudaemon
DUST University Ivy League
93
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Posted - 2014.01.18 01:12:00 -
[10] - Quote
The Gallente bonus will likely be boosted by armor repair skills.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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Oswald Rehnquist
1113
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Posted - 2014.01.18 01:15:00 -
[11] - Quote
The cal/gal sentinels racials are better in my opinion for maxing out one particular tank as their racials protect against both weaknesses to their favored tank.
Below 28 dB
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
305
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Posted - 2014.01.18 01:40:00 -
[12] - Quote
Cal heavy will be useful for High forge gun damage, but with no shield reps, wont work with logis near as good as gal or amarr. |
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