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Kigurosaka Laaksonen
DUST University Ivy League
464
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Posted - 2014.03.03 16:24:00 -
[1] - Quote
Hopefully I'm doing this math wrong. It looks like even a STD Flux will wipe out a max skilled CalSent's tank.
With max skills and no mods, a CalSent will have 656 shield HP (rounded down, 525 base shield HP + 25% from Dropsuit Shield Upgrades, (5% Shield HP per level.))
I'm assuming the Sentinel's resist bonus applies to grenade damage since, you know, grenades are all splash damage. After the max skilled CalSent's bonuses are applied, the STD Flux will still do 900 Shield HP of damage, and totally wipe out your shield.
Am I understanding this right that any Joe Schmoe with a STD Flux will be able to wipe out any CalSent's tank and then finish him off with a peashooter?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Rogue Saint
Science For Death
991
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Posted - 2014.03.03 16:27:00 -
[2] - Quote
Kigurosaka Laaksonen wrote: With max skills and no mods, a CalSent will have 656 shield HP (rounded down, 525 base shield HP + 25% from Dropsuit Shield Upgrades, (5% Shield HP per level.))
Why you running without shield upgrades?
GôêGÆ+GÆ+GƦ - Causes headaches, it's official
+1 for Infantry Skills Refund in 1.8 or I win DUST514
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Frank Olson Usul
BLACK-GUARD Die Fremdenlegion
70
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Posted - 2014.03.03 16:28:00 -
[3] - Quote
I don't know of you got your numbers right, but it would be ok. The FLUX grenade is a special duty weapon. Not too many people use it. If it's only good against shields and equipment, so be it. |
Beck Weathers
Ghosts of Dawn General Tso's Alliance
580
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Posted - 2014.03.03 16:28:00 -
[4] - Quote
Ahem
it has a 1 second depleated shield recharge delay.
That is all
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
954
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Posted - 2014.03.03 16:29:00 -
[5] - Quote
Kigurosaka Laaksonen wrote:Hopefully I'm doing this math wrong. It looks like even a STD Flux will wipe out a max skilled CalSent's tank.
With max skills and no mods, a CalSent will have 656 shield HP (rounded down, 525 base shield HP + 25% from Dropsuit Shield Upgrades, (5% Shield HP per level.))
I'm assuming the Sentinel's resist bonus applies to grenade damage since, you know, grenades are all splash damage. After the max skilled CalSent's bonuses are applied, the STD Flux will still do 900 Shield HP of damage, and totally wipe out your shield.
Am I understanding this right that any Joe Schmoe with a STD Flux will be able to wipe out any CalSent's tank and then finish him off with a peashooter? They're AV.
Assassination is my thing.
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NextDark Knight
Hellstorm Inc League of Infamy
236
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Posted - 2014.03.03 16:29:00 -
[6] - Quote
Still gonna be a sweet suit... 1.8 gonna be all qq about cal heavies with laser riffles
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Vitharr Foebane
Living Like Larry Schwag
707
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Posted - 2014.03.03 16:30:00 -
[7] - Quote
Kigurosaka Laaksonen wrote:Hopefully I'm doing this math wrong. It looks like even a STD Flux will wipe out a max skilled CalSent's tank.
With max skills and no mods, a CalSent will have 656 shield HP (rounded down, 525 base shield HP + 25% from Dropsuit Shield Upgrades, (5% Shield HP per level.))
I'm assuming the Sentinel's resist bonus applies to grenade damage since, you know, grenades are all splash damage. After the max skilled CalSent's bonuses are applied, the STD Flux will still do 900 Shield HP of damage, and totally wipe out your shield.
Am I understanding this right that any Joe Schmoe with a STD Flux will be able to wipe out any CalSent's tank and then finish him off with a peashooter? You know that Caldari sentinel has a 1 sec depleted recharge delay so they better get to you fast otherwise your shields rep. I also predict that most people will be rocking locus nades
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Cody Sietz
Bullet Cluster Legacy Rising
2470
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Posted - 2014.03.03 16:36:00 -
[8] - Quote
Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all This.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
432
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Posted - 2014.03.03 16:37:00 -
[9] - Quote
Frank Olson Usul wrote:The FLUX grenade is a special duty weapon. Not too many people use it. If it's only good against shields and equipment, so be it.
What are you talking about? If a player isn't actively running flux when they see or are killed by a CalHeavy, all they need to do is go to the fitting screen and swap their locus for flux, or run to a supply depot if they have a pre-made flux fit. There isn't a separate skill for flux grenades.
32db Mad Bomber.
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Lorhak Gannarsein
Science For Death
1872
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Posted - 2014.03.03 16:42:00 -
[10] - Quote
Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all
This.
Anyone who bricks a CalSent is doing it very wrong.
Rechargers at lower levels, and energisers when you have the slots for extenders to compensate for lost shields. And then a regulator in the low at proto to compensate for the delay penalty.
If you're soloing, tough the extra penalty out and fit a complex repper. Boundless and Magsec and you're golden.
And everything will die. Except maaaaybe an Amarr Heavy can solo you thanks to better damage output and resistances.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Luk Manag
of Terror TRE GAFFEL
323
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Posted - 2014.03.03 16:47:00 -
[11] - Quote
Cal Heavies will not be damage tankers unless we see a remote shield rep tool. My Cal Heavy will be an AV sniper. Shield mods will not be used. I'll have 3 heavy damage mods, and the 4th high will be a sidearm damage mod when I'm running Prototypes because +66 shield points would be a waste (I might experiment with rechargers, but I doubt it.). I'll be ducking in and out of cover.
There will be bullets. ACR+SMG
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Kigurosaka Laaksonen
DUST University Ivy League
464
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Posted - 2014.03.03 18:21:00 -
[12] - Quote
A few points.
I'm not sure why Rogue Saint had the idea that I'm running without Shield Upgrades V. I am. Not everyone is. I was clarifying for my post that I was using numbers including that skill.
Frank Olson, Flux grenades are no where near as rare in my experience as they seem to be in yours. I see Flux spam all the time.
Beck Weathers and the other 1 sec depleted shield recharge delay crowd. I know. I mention the case of a gorup of shield tanked CalSent's getting hit by an EMP OB.
So how fast are those shields recharging? 30HP/s, base. Someone tosses a flux, comes around the corner 2 secs after your shields are wtfpwn'ed. After the 1st sec, without mods, you've recovered 30 shield. Dude barbeques you with basically whatever weapon he's holding. Or even better, armor tanker gets caught in his own flux, already in your face, and starts shooting you right away. What happens then? You get wasted. There's no rush to kill a CalSent after he gets fluxed. Especially once you've recover 100 or so shield HP and a single shot will activate your regular shield recharge delay of 4s.
Smooth Assassin, you quoted my whole post and then said "They're AV +AE". What are? Fluxes? CalSents? Not fluxes, because I'll run them like I said above. I'll fit up an armor tank, and pop a flux in my own face to take down a CalSent and then burn through his little bit of armor.
Luk Manag, with 1.8 bringing the full line up of (supposedly) dedicated shielding tanking Caldari suits, I would love to see shield reppers. Just a point on your shield extender bit, yeah, putting any shield extender on a CalSent would be usless. 66HP from a complex extender is only a 10% increase to your HP with max skills, but by the time you get Shield Extension V to use complex extenders, you get a 10% bonus to their efficacy, so complex extenders will give you 72 HP. Which is still basically useless compared to the CalSents pool of shield HP.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7084
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Posted - 2014.03.03 18:30:00 -
[13] - Quote
Flux grenade is a specialized grenade.
If it DIDN'T wipe out shields, locus grenades would do everything better. Literally everything.
Well maybe except wiping out uplinks, but bleh.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
336
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Posted - 2014.03.03 18:35:00 -
[14] - Quote
Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too. |
ALT2 acc
211
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Posted - 2014.03.03 18:36:00 -
[15] - Quote
Kigurosaka Laaksonen wrote:A few points. I'm not sure why Rogue Saint had the idea that I'm running without Shield Upgrades V. I am. Not everyone is. I was clarifying for my post that I was using numbers including that skill. Frank Olson, Flux grenades are no where near as rare in my experience as they seem to be in yours. I see Flux spam all the time. Beck Weathers and the other 1 sec depleted shield recharge delay crowd. I know. I mention the case of a gorup of shield tanked CalSent's getting hit by an EMP OB. So how fast are those shields recharging? 30HP/s, base. Someone tosses a flux, comes around the corner 2 secs after your shields are wtfpwn'ed. After the 1st sec, without mods, you've recovered 30 shield. Dude barbeques you with basically whatever weapon he's holding. Or even better, armor tanker gets caught in his own flux, already in your face, and starts shooting you right away. What happens then? You get wasted. There's no rush to kill a CalSent after he gets fluxed. Especially once you've recover 100 or so shield HP and a single shot will activate your regular shield recharge delay of 4s. Smooth Assassin, you quoted my whole post and then said "They're AV +AE". What are? Fluxes? CalSents? Not fluxes, because I'll run them like I said above. I'll fit up an armor tank, and pop a flux in my own face to take down a CalSent and then burn through his little bit of armor. Luk Manag, with 1.8 bringing the full line up of (supposedly) dedicated shielding tanking Caldari suits, I would love to see shield reppers. Just a point on your shield extender bit, yeah, putting any shield extender on a CalSent would be usless. 66HP from a complex extender is only a 10% increase to your HP with max skills, but by the time you get Shield Extension V to use complex extenders, you get a 10% bonus to their efficacy, so complex extenders will give you 72 HP. Which is still basically useless compared to the CalSents pool of shield HP. 72 is plemty for the new ttk, besides a heavy needs his hp
Trolling proficiency 5
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ALT2 acc
211
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Posted - 2014.03.03 18:38:00 -
[16] - Quote
MINA Longstrike wrote:Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too. Its actually 65 hp/s with 2 complex, skills btw
Trolling proficiency 5
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7113
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Posted - 2014.03.03 18:38:00 -
[17] - Quote
Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all Which by the way makes complete sense and I was suggesting such a short delay before they even made the announcement. Caldari Sentinels won't benefit from instant and constantly healing repair tools nearly as much as the other sentinels, so it needs to be able to get its shields back up quickly.
Mail me in game if interested in learning about the Amarr Empire and serving them in Faction Warfare.
Amarr Victor!
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MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
336
|
Posted - 2014.03.03 18:41:00 -
[18] - Quote
ALT2 acc wrote:MINA Longstrike wrote:Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too. Its actually 65 hp/s with 2 complex, skills btw 30 * (96 *1.15) * ((96 *1.15) *.87) = 80.18 |
Llast 326
An Arkhos
2149
|
Posted - 2014.03.03 18:42:00 -
[19] - Quote
Out of curiosity Would a stacking penalty apply to Energizers and regulators together?
KRRROOOOOOM
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ALT2 acc
211
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Posted - 2014.03.03 18:47:00 -
[20] - Quote
Llast 326 wrote:Out of curiosity Would a stacking penalty apply to Energizers and regulators together? They are separate
Trolling proficiency 5
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Llast 326
An Arkhos
2151
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Posted - 2014.03.03 18:48:00 -
[21] - Quote
ALT2 acc wrote:Llast 326 wrote:Out of curiosity Would a stacking penalty apply to Energizers and regulators together? They are separate
KRRROOOOOOM
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Kigurosaka Laaksonen
DUST University Ivy League
465
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Posted - 2014.03.03 18:50:00 -
[22] - Quote
Regulators effect shield recharge and depleted shield recharge delay times. Energizers effect shield recharge rate and total shield HP. They effect different stats so stacking penalties don't apply between an energized and a regulator.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Squagga
The State Protectorate
263
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Posted - 2014.03.03 18:58:00 -
[23] - Quote
You're missing the fact that most people throw like a girl. Not that difficult to avoid
Reloading, the silent killer.
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Spectral Clone
Dust2Dust. Top Men.
1460
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Posted - 2014.03.03 19:34:00 -
[24] - Quote
Cat Merc wrote:Flux grenade is a specialized grenade.
If it DIDN'T wipe out shields, locus grenades would do everything better. Literally everything.
Well maybe except wiping out uplinks, but bleh.
Sleek Locus is gonna be the equipment slayer in 1.8.
Splash Damage: 200 Blast Radius: 9 m
Drop it like its hat.
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ALT2 acc
213
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Posted - 2014.03.03 19:36:00 -
[25] - Quote
Spectral Clone wrote:Cat Merc wrote:Flux grenade is a specialized grenade.
If it DIDN'T wipe out shields, locus grenades would do everything better. Literally everything.
Well maybe except wiping out uplinks, but bleh. Sleek Locus is gonna be the equipment slayer in 1.8. Splash Damage: 200 Blast Radius: 9 m Equipment have 400 hp... or 450
Trolling proficiency 5
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Spectral Clone
Dust2Dust. Top Men.
1460
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Posted - 2014.03.03 19:37:00 -
[26] - Quote
ALT2 acc wrote:Spectral Clone wrote:Cat Merc wrote:Flux grenade is a specialized grenade.
If it DIDN'T wipe out shields, locus grenades would do everything better. Literally everything.
Well maybe except wiping out uplinks, but bleh. Sleek Locus is gonna be the equipment slayer in 1.8. Splash Damage: 200 Blast Radius: 9 m Equipment have 400 hp... or 450
Not in 1.8 it wont ;)
Drop it like its hat.
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
908
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Posted - 2014.03.03 19:39:00 -
[27] - Quote
In 1.8 all equipment will have 100 hp.
I think fluxes will still do better in terms of equipment clearing since they can go through obstructions (i.e. fluxing the tabletop or bridge from underneath). |
Spectral Clone
Dust2Dust. Top Men.
1462
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Posted - 2014.03.03 19:40:00 -
[28] - Quote
Sana Rayya wrote:In 1.8 all equipment will have 100 hp.
I think fluxes will still do better in terms of equipment clearing since they can go through obstructions (i.e. fluxing the tabletop or bridge from underneath).
Ahh, of course. That is true.
Drop it like its hat.
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Arkena Wyrnspire
Fatal Absolution
10330
|
Posted - 2014.03.03 20:10:00 -
[29] - Quote
ALT2 acc wrote:Llast 326 wrote:Out of curiosity Would a stacking penalty apply to Energizers and regulators together? They are separate
This is incorrect.
You have long since made your choice. What you make now is a mistake.
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ALT2 acc
217
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Posted - 2014.03.03 20:11:00 -
[30] - Quote
Arkena Wyrnspire wrote:ALT2 acc wrote:Llast 326 wrote:Out of curiosity Would a stacking penalty apply to Energizers and regulators together? They are separate This is incorrect. Wtf, they do not have the same thing, 1 will not make the other worse.
Trolling proficiency 5
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Toby Flenderson
research lab
319
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Posted - 2014.03.03 20:21:00 -
[31] - Quote
MINA Longstrike wrote:ALT2 acc wrote:MINA Longstrike wrote:Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too. Its actually 65 hp/s with 2 complex, skills btw 30 * (96 *1.15) * ((96 *1.15) *.87) = 80.18 I don't think they stack multiplicatively... |
ALT2 acc
217
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Posted - 2014.03.03 20:23:00 -
[32] - Quote
Toby Flenderson wrote:MINA Longstrike wrote:ALT2 acc wrote:MINA Longstrike wrote:Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too. Its actually 65 hp/s with 2 complex, skills btw 30 * (96 *1.15) * ((96 *1.15) *.87) = 80.18 I don't think they stack multiplicatively... 30 hp/s 60% of 30=18 I think + another 18= 66
Trolling proficiency 5
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MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
337
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Posted - 2014.03.03 20:28:00 -
[33] - Quote
Toby Flenderson wrote:MINA Longstrike wrote:ALT2 acc wrote:MINA Longstrike wrote:Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too. Its actually 65 hp/s with 2 complex, skills btw 30 * (96 *1.15) * ((96 *1.15) *.87) = 80.18 I don't think they stack multiplicatively...
You might be surprised, range amps do, cardiac regs do, there's a reason why there's a stacking penalty on percentile things. |
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
337
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Posted - 2014.03.03 20:34:00 -
[34] - Quote
ALT2 acc wrote:Toby Flenderson wrote:MINA Longstrike wrote:ALT2 acc wrote:MINA Longstrike wrote: And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too.
Its actually 65 hp/s with 2 complex, skills btw 30 * (96 *1.15) * ((96 *1.15) *.87) = 80.18 I don't think they stack multiplicatively... 30 hp/s 60% of 30=18 I think + another 18= 66 Energizers, not rechargers and your math is wrong anyways because after first module you have a new total to calculate off of and you missed the stacking penalty |
ALT2 acc
219
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Posted - 2014.03.03 20:41:00 -
[35] - Quote
MINA Longstrike wrote:Toby Flenderson wrote:MINA Longstrike wrote:ALT2 acc wrote:MINA Longstrike wrote: And with 2 cplx energizers (which it more than has room to fit) it pulls back shields at 80hp/s 1 sec after being fluxed or 4s after taking regular damage. Gets better with a regulator too.
30 * (96 *1.15) * ((96 *1.15) *.87) = 80.18 I don't think they stack multiplicatively... 30 hp/s 60% of 30=18 I think + another 18= 66 Energizers, not rechargers and your math is wrong anyways because after first module you have a new total to calculate off of and you missed the stacking penalty Okay its 64 or 62, its 18 plus 16 or 14, idrc
Trolling proficiency 5
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
918
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Posted - 2014.03.03 20:51:00 -
[36] - Quote
Guys, dont be looking at the Caldari sentinel as a replacement or even an equal to the Amarr and Gallente sentinels. It is going to be the forge daddy.
If you get caught up close by a flux then you have that 1 sec recharge and you can slowly build back up the shield. However the true nature of Caldari might is for us to be far away from the hot zone, projecting damage at incredible ranges.
The Forge Daddy will be around to smash tanks and blap infantry with forge guns. Hey you never know it might be ok with a HMG but I would imagine Caldari sentinels will be rocking forge guns.
Join our public channel -
ACME SPECIAL FORCES PUB
For the STATE!
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ALT2 acc
222
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Posted - 2014.03.03 20:52:00 -
[37] - Quote
CommanderBolt wrote:Guys, dont be looking at the Caldari sentinel as a replacement or even an equal to the Amarr and Gallente sentinels. It is going to be the forge daddy.
If you get caught up close by a flux then you have that 1 sec recharge and you can slowly build back up the shield. However the true nature of Caldari might is for us to be far away from the hot zone, projecting damage at incredible ranges.
The Forge Daddy will be around to smash tanks and blap infantry with forge guns. Hey you never know it might be ok with a HMG but I would imagine Caldari sentinels will be rocking forge guns. Im using mine for (heavy)assault, literally...
Trolling proficiency 5
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Arkena Wyrnspire
Fatal Absolution
10336
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Posted - 2014.03.03 20:56:00 -
[38] - Quote
ALT2 acc wrote:Arkena Wyrnspire wrote:ALT2 acc wrote:Llast 326 wrote:Out of curiosity Would a stacking penalty apply to Energizers and regulators together? They are separate This is incorrect. Wtf, they do not have the same thing, 1 will not make the other worse.
My mistake - I thought he referred to rechargers and energizers. Of course regulators and energizers don't have stacking penalties.
You have long since made your choice. What you make now is a mistake.
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
910
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Posted - 2014.03.03 20:59:00 -
[39] - Quote
I think four complex shield energizers will give the Cal Sentinel 126 HP/sec regen. I'm not sure what kind of hit it'd take HP-wise though. |
ALT2 acc
231
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Posted - 2014.03.03 21:02:00 -
[40] - Quote
Sana Rayya wrote:I think four complex shield energizers will give the Cal Sentinel 130 HP/sec regen. I'm not sure what kind of hit it'd take HP-wise though. 3 should be the max though...
Trolling proficiency 5
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NextDark Knight
Hellstorm Inc League of Infamy
238
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Posted - 2014.03.03 21:30:00 -
[41] - Quote
It's missing a few things to be a effective Forge suit.. Sigh...
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Logi Bro
Brutor Vanguard Minmatar Republic
2967
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Posted - 2014.03.03 21:38:00 -
[42] - Quote
I can actually see Caldari having the best lone wolf sentinel suit. Just fill all high slots with rechargers/energizers, use the low for a repper, and you've got yourself an amazingly high sustain badass suit.
I'm not sure why so many people are underestimating it.
H
M
G
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
200
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Posted - 2014.03.03 21:44:00 -
[43] - Quote
Logi Bro wrote:I can actually see Caldari having the best lone wolf sentinel suit. Just fill all high slots with rechargers/energizers, use the low for a repper, and you've got yourself an amazingly high sustain badass suit.
I'm not sure why so many people are underestimating it. Shhh your giving them ideas...
"War doesn't determine who is right, only who is left."
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Seigfried Warheit
Caught Me With My Pants Down
219
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Posted - 2014.03.03 22:14:00 -
[44] - Quote
Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all
Thats not gonna help when getting shot....which usually comes after being fluxed |
Texs Red
DUST University Ivy League
269
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Posted - 2014.03.03 22:19:00 -
[45] - Quote
CommanderBolt wrote:Guys, dont be looking at the Caldari sentinel as a replacement or even an equal to the Amarr and Gallente sentinels. It is going to be the forge daddy.
If you get caught up close by a flux then you have that 1 sec recharge and you can slowly build back up the shield. However the true nature of Caldari might is for us to be far away from the hot zone, projecting damage at incredible ranges.
The Forge Daddy will be around to smash tanks and blap infantry with forge guns. Hey you never know it might be ok with a HMG but I would imagine Caldari sentinels will be rocking forge guns.
I think this is an excellent statement. The Caldari are long range fighters, this is why they have railguns, rail rifles, and forge guns. They are supposed to be disadvantaged when in CQC with a Gallente brawler, if you don't like it then stay far away where your weapons are supposed to be. |
mollerz
2551
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Posted - 2014.03.03 22:21:00 -
[46] - Quote
Smooth Assassin wrote: They're AV + AE (Anti Equipment)
They are basically the flashbangs of dust.
You gotta hustle if you wanna make a dolla
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J4yne C0bb
Molon Labe. General Tso's Alliance
242
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Posted - 2014.03.03 22:40:00 -
[47] - Quote
CommanderBolt wrote:Guys, dont be looking at the Caldari sentinel as a replacement or even an equal to the Amarr and Gallente sentinels. It is going to be the forge daddy.
If you get caught up close by a flux then you have that 1 sec recharge and you can slowly build back up the shield. However the true nature of Caldari might is for us to be far away from the hot zone, projecting damage at incredible ranges.
The Forge Daddy will be around to smash tanks and blap infantry with forge guns. Hey you never know it might be ok with a HMG but I would imagine Caldari sentinels will be rocking forge guns. That 1 second delay on the Cal Sentinel makes this an extremely attractive suit for forge sniping. The biggest thread to a forge sniper is enemy snipers -- if you are up on a high tower, you are constant sniper bait once they get a bead on you. A Cal Sentinel suit seems perfect for this.
When you forge snipe, there is a continuous dance you do with the enemy snipers:
1) I take some shots from the edge of the tower/roof. 2) Enemy sniper finds me. 3) I sit there and tank his bullets while I'm blapping targets. 4) Enemy sniper has to reload (I can usually tell because of the pause in getting hit). 5) I go back into cover to rep to full. 6) Repeat until the enemy team gets pissed off and I get OB'd.
It would be interesting to see the math on sniper damage output over time, for say 2 clips including their reload speed, versus the Cal Sentinels 1 second recharge delay. Not sure if I'd be able to stay exposed all the time, but seems like it would allow me to get back into action much faster.
Min Logi | aka Punch R0ckgroin, Fatsuit
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ZDub 303
TeamPlayers Negative-Feedback
2298
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Posted - 2014.03.03 22:43:00 -
[48] - Quote
Do energizers still have the hp penalty? IIRC at complex it was -6%hp back in 1.3...
At that rate it would be hitting you at ~36hp per energizer... stacking 3 of them would put you at around -110 shields... ouch.
Er... well I guess -80 to 90 or so after stacking penalties... still ouch. |
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
323
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Posted - 2014.03.03 23:23:00 -
[49] - Quote
On your debate about the shield recharge using 2 Energizers, the discussion is quite flawed. My buddy with the proper skills is unavailable, but, the rate greatly in excess of your numbers.
On a Gal Logi, I placed two enhanced (Aurum, mind you) energizers. That took my shield recharge from 15 to 31.14. And that's with only level two in energizers. You have to account for the skill bonus.
And, screw it, I'm gonna need them come 1.8, so, shield recharging V.
My Gal Logi went from 15 base recharge to 40.55. That's 2.7 times the shield recharge. Taking the 30 recharge the heavy has, you're looking at basically 81.1 a second. Which, is pretty nice. One extender will cover the lost HP also.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Kigurosaka Laaksonen
DUST University Ivy League
467
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Posted - 2014.03.04 00:33:00 -
[50] - Quote
Logi Bro wrote:Just fill all high slots with rechargers/energizers... I'm not sure why so many people are underestimating it.
I'm not underestimating it. I'm saying with 1.8 bringing on the full line up of dedicated shield tanking Caldari suits, any random stooge with a STD Flux can completely wipe out the Caldari's toughest tank.
As far as filling the highs, for the sake of argument, we'll use a proto CalSent with 4 highs. 2 Rechargers and 2 Energizers will all four be stacking penalized as they all effect the same stat; Shield Recharge Rate. The 4th Recharger will be basically useless.
J4yne C0bb wrote:talks a lot about 1 second shield recharge delay
The 1 second number that people keep throwing around is the DEPLETED shield recharge delay. Your shields have to be completely gone for that stat to take effect. And if that happens, chances are good they've chipped into your armor a bit (or will start to soon if they fluxed you.)
If someone shoots you, dies, and you're at 500 or whatever shields, the delay is 4 SECONDS. If you're messing with enemy snipers and you get to you depleted shield recharge, that means they're in your armor, and you're probably boned.
ZDub 303 wrote:Do energizers still have the hp penalty?
Yes, the Complex Energizer gives a 60% bonus to shield recharge rate and a 6% penalty to shield hp. Stacking penalties also apply to negative stat modifiers, like the 6% shield penalty.
I'll probably aim for something like 2x Heavy Weapon Damage Mod, 2x Complex Shield Energizer, and a Complex Shield Regulator. I might sub out a damage mod for a complex shield extender to cover the loss of shield HP. Or if I'm satisfied with the recharge rate I get from two complex rechargers, I'd use those.
I'd also consider swapping out the heavy mods for light mods depending on the engagement. Yeah. Heavy suits with light weapons will be huge in 1.8 because there will be tons of heavy suit options and the same old heavy weapon options.
If I was forging I might use 3x complex heavy damage mods and a breach forge.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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J4yne C0bb
Molon Labe. General Tso's Alliance
244
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Posted - 2014.03.04 02:22:00 -
[51] - Quote
Kigurosaka Laaksonen wrote:J4yne C0bb wrote:talks a lot about 1 second shield recharge delay I talked a lot about the 1 second delay, in relation to forge sniping. Where you are unlikely to get fluxed. Which, admittedly, is tangental from the topic at hand.
Kigurosaka Laaksonen wrote:Some stuff about shield recharge vs. shield delay, and how this may lead to boning Good point -- I neglected to take into account both those numbers. And no, it doesn't mean you are boned. It means you are forge sniping badly: either not using cover correctly, or from the wrong location, or with no repping hives for your armor so you are relatively self-sustained.
What's nice is that these stats are still great, compared to the 7 recharge/ 10 depleted currently, and even the 4/6 stat of the Min Sentinel. If forge snipers make a point to get in cover before shields are depleted, it would allow for a quicker return from cover and back to blasting vehicles into tiny chunks. And even if you are depleted, the depletion stat is 6 seconds quicker than we have now. Sounds like I'll be the one giving those tankers the high hard one in 1.8. Awesome!
Kigurosaka Laaksonen wrote:If I was forging I might use 3x complex heavy damage mods and a breach forge. I wouldn't think the breach forge to be a good paring with the CalSent suit. Breach forges, while powerful, make the forger a fat, immobile target for 5 to 6 seconds. You are generally only good for one shot before the enemy finds you, and you can't adjust your position if the target goes slightly out of view. I think a Kaalakiota plus damage mods would be better -- this would allow a merc to hold the charge while moving into cover, recharge shields quickly, and move back out. Pretty sweet setup.
Min Logi | aka Punch R0ckgroin, Fatsuit
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MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
340
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Posted - 2014.03.04 04:07:00 -
[52] - Quote
Sorry, not sure where I pulled the 96% from earlier, I was away from my console but the way it breaks down is:
30 * mod1 (which in this case is 60% * skill bonus - lets go with 15% * check for stacking penalty) * mod2 [through to five if applicable and enough slots]
So we get 30 * (60% * 1.15) * [(60 * 1.15) * .87] = 81.12 hp/s recharge. |
Beck Weathers
Ghosts of Dawn General Tso's Alliance
617
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Posted - 2014.03.04 04:32:00 -
[53] - Quote
J4yne C0bb wrote:Kigurosaka Laaksonen wrote:J4yne C0bb wrote:talks a lot about 1 second shield recharge delay I talked a lot about the 1 second delay, in relation to forge sniping. Where you are unlikely to get fluxed. Which, admittedly, is tangental from the topic at hand. Kigurosaka Laaksonen wrote:Some stuff about shield recharge vs. shield delay, and how this may lead to boning Good point -- I neglected to take into account both those numbers. And no, it doesn't mean you are boned. It means you are forge sniping badly: either not using cover correctly, or from the wrong location, or with no repping hives for your armor so you are relatively self-sustained. What's nice is that these stats are still great, compared to the 7 recharge/ 10 depleted currently, and even the 4/6 stat of the Min Sentinel. If forge snipers make a point to get in cover before shields are depleted, it would allow for a quicker return from cover and back to blasting vehicles into tiny chunks. And even if you are depleted, the depletion stat is 6 seconds quicker than we have now. Sounds like I'll be the one giving those tankers the high hard one in 1.8. Awesome! Kigurosaka Laaksonen wrote:If I was forging I might use 3x complex heavy damage mods and a breach forge. I wouldn't think the breach forge to be a good paring with the CalSent suit. Breach forges, while powerful, make the forger a fat, immobile target for 5 to 6 seconds. You are generally only good for one shot before the enemy finds you, and you can't adjust your position if the target goes slightly out of view. I think a Kaalakiota plus damage mods would be better -- this would allow a merc to hold the charge while moving into cover, recharge shields quickly, and move back out. Pretty sweet setup.
Guess you never saw a breach heavy do the bunny hop
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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Meeko Fent
Kirkinen Risk Control Caldari State
1884
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Posted - 2014.03.04 04:46:00 -
[54] - Quote
Cody Sietz wrote:Beck Weathers wrote:Ahem
it has a 1 second depleted shield recharge delay.
That is all This. Agreed.
The CalHeavy will be THE heavy for Med Frame users hoping to grab a heavy suit to round their fitting list out with FG's and HMG's, or slow Light Weapon Usage.
Also, fixed a typo.
Because you Wanted to be Something your Not.
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J4yne C0bb
Molon Labe. General Tso's Alliance
245
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Posted - 2014.03.04 05:28:00 -
[55] - Quote
Beck Weathers wrote:Guess you never saw a breach heavy do the bunny hop Actually... no. I had no idea you could do that. Is that actually effective?
Min Logi | aka Punch R0ckgroin, Fatsuit
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Joel II X
Dah Gods O Bacon
1413
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Posted - 2014.03.04 05:29:00 -
[56] - Quote
Rogue Saint wrote:Kigurosaka Laaksonen wrote: With max skills and no mods, a CalSent will have 656 shield HP (rounded down, 525 base shield HP + 25% from Dropsuit Shield Upgrades, (5% Shield HP per level.))
Why you running without shield upgrades? That's what I want to know. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
440
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Posted - 2014.03.04 06:53:00 -
[57] - Quote
vhvhv
32db Mad Bomber.
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ads alt
DROID EXILES General Tso's Alliance
0
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Posted - 2014.03.04 07:58:00 -
[58] - Quote
What will be good on an adv su7t, 2 extenders and a energiser or 2 energisers and a extender... |
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
340
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Posted - 2014.03.04 08:29:00 -
[59] - Quote
Asha Starwind wrote:MINA Longstrike wrote:Sorry, not sure where I pulled the 96% from earlier, I was away from my console but the way it breaks down is:
30 * mod1 (which in this case is 60% * skill bonus - lets go with 15% * check for stacking penalty) * mod2 [through to five if applicable and enough slots]
So we get 30 * (60% * 1.15) * [(60 * 1.15) * .87] = 81.12 hp/s recharge. 96 is the cpu cost, from the looks of it
Yeah, that and 60 * 1.15 is 69, so a bit of dyslexia on my part. |
Savage Mangler
Molon Labe. General Tso's Alliance
62
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Posted - 2014.03.13 15:29:00 -
[60] - Quote
J4yne C0bb wrote:Beck Weathers wrote:Guess you never saw a breach heavy do the bunny hop Actually... no. I had no idea you could do that. Is that actually effective? Very. Charge your breach, double hop out of cover, blap a tank, strafe back to cover, repeat.
-YOU HAVE BEEN SCANNED-
"Good, then they'll know who killed them."
Keep your knives sharp....and your wits sharper.
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J4yne C0bb
Molon Labe. General Tso's Alliance
258
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Posted - 2014.03.14 19:37:00 -
[61] - Quote
Savage Mangler wrote:J4yne C0bb wrote:Beck Weathers wrote:Guess you never saw a breach heavy do the bunny hop Actually... no. I had no idea you could do that. Is that actually effective? Very. Charge your breach, double hop out of cover, blap a tank, strafe back to cover, repeat. Nice. I'm gonna hafta start practicing that one.
Min Logi | aka Punch R0ckgroin, Fatsuit
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Rusty Shallows
1116
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Posted - 2014.03.14 19:57:00 -
[62] - Quote
Beck Weathers wrote:Ahem
it has a 1 second depleated shield recharge delay.
That is all Time to apply Occam's Razor. We have two strong competing possibilities.
- The one second delay on the chart is correct and the Caldari Sentinel was intended to be the only Frame in New Eden to have a longer regular shield delay. That this Frame will be punished for not having the shields depleted. Logic be d@med.
- It's a typo
Here, have some candy and a Like. :-)
Forums > Game
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Greasepalms
Ahrendee Mercenaries General Tso's Alliance
504
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Posted - 2014.03.14 20:31:00 -
[63] - Quote
It's meant for ranged combat where a flux throw wont reach you. |
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