Supernus Gigas
sNk Syndicate
458
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Posted - 2014.03.13 20:51:00 -
[1] - Quote
When is the deadline for this? I'd like to write something about the new Sentinels, but I'd like to actually get my hands on them first, I can only assume so much by looking at numbers and stats.
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Supernus Gigas
sNk Syndicate
461
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Posted - 2014.03.14 20:40:00 -
[2] - Quote
I just wrote an article about one of the new Sentinel suits, but I'm not sure if I should post it yet. I'd like to play around with it in 1.8 and see if I need to revise anything based on actual play experience. However, I really don't really see play experience changing much about my article if anything at all, but you never know.
If I post it now, would the possibility to revise it be allowed if I feel that my experience actually using the Sentinel in question would change anything?
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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Supernus Gigas
sNk Syndicate
462
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Posted - 2014.03.14 22:38:00 -
[3] - Quote
Dust 514 - The Unconventional Sentinel
By Supernus Gigas
Maybe you've seen one pop up in the kill-feed. Maybe you've gotten one before yourself, perhaps even more than one! That once-in-a-while rare kill; like seeing a unicorn or a Commando. I'm talking of course about Melee kills. What is Melee? Why it's the simple act of beating down your opponent with brute strength. It's often used as a last resort; an act of desperation when you run out of ammo. However, in the right hands and the right fitting, it can be a force to be reckoned with.
Now, what is this magical Melee fitting you may ask? Well if you've read the title you've probably got an idea. Melee is dangerous business. You have to be exceptionally close to hit your opponent. You need maneuverability. Why not a Scout or an Assault? Why a Sentinel? They are, after all, the slowest of all the Dropsuits. Well I'll tell you why; while getting close fast is important, you're not going to get very close if you can't soak up a few bullets. The naturally high HP buffer that Sentinels have will let you get close and not die. You won't be very fast, however. That is why there is one, and only one Sentinel that will excel at Melee. That is the Minmatar Sentinel mk.0.
The Minmatar Sentinel mk.0 has a versatile Slot layout and is the fastest of all the Sentinels. With three available High-Slots you can equip three Complex Myrofibril Stimulants for a punch that will shatter diamonds. Two Low-Slots are also available, one Complex Kinetic Catalyzer and one Complex Cardiac Regulator are the best choices. Why only one Kinetic Catalyzer? Because that Complex Cardiac Regulator is extremely important; it more than doubles your available Stamina and Stamina Regeneration. While an extra Kinetic Catalyzer will allow you to sprint faster, you won't sprint for long and that extra Sprint Speed is useless if you don't have any Stamina left to Melee your opponent.
For weapons, it's up to personal preference. I prefer the Freedom Assault Heavy Machine Gun. Since your primary weapon for this fitting is Melee, it would be wise to have a weapon to compliment it with some extra range. Grenades and side-arms are also up to personal taste. I prefer Flux Grenades and no side-arm on this fit. I like to think of Melee as the primary and the Assault HMG as the side-arm. You could also be GÇ£that guyGÇ¥ and equip a Rail Rifle, but I won't get into that.
You may be wondering just how much Melee Damage we're talking about here, so let's get into the numbers. At 150 HP Damage, Heavy Suits(Basic Heavy Frames, Commandos, and Sentinels) have the highest Melee Damage of any other tier of suit. This also means that Myrofibril Stimulants augment the Melee Damage of Heavies more than any other suit. The Minmatar Sentinel also has the fastest Sprint Speed of the other Sentinels meaning Kinetic Catalyzers augment it more effectively. The mk.0 also has the second largest Stamina Pool and fastest Stamina Regeneration of the Sentinels, so Cardiac Regulators augment it greatly as well.
With three Complex Myrofibril Stimulants and Level 5 Hand-to-Hand Skill the Minmatar mk.0 can achieve a Melee Damage of 619 Damage.[1] That is enough to take down any suit in one or two punches, with the exception of most other Sentinels and Basic Heavy Frames.
With one Complex Kinetic Catalyzer, Level 5 Biotics Skill and Level 5 Kinetic Catalyzation Skill the Minmatar mk.0 can achieve a Sprint Speed of 6.7m/s.[2] To put that in perspective, the Amarr Medium suits have a base sprint speed of 6.72m/s.
With one Complex Cardiac Regulator, Level 5 Biotics Skill and Level 5 Cardiac Regulation Skill the Minmatar mk.0 can achieve a Stamina Pool of 275[3] and a Stamina Regeneration rate of 88.2 stamina per second.[4] That's enough Stamina to feed a poor Ethiopian village for six months.[5]
Now that you've seen the numbers for yourself, hopefully you can gain an appreciation for this underused combat technique. Melee kills are great fun, and this fit is meant to be a fun fit for people to bewilder and confuse their opponents with extreme close range combat. By no means is this meant to be any kind of serious or competitive fitting.
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[1] 150(Base Melee Damage) * 1.75(MyroStim One) * 1.6518(MyroStim Two) * 1.4279(MyroStim Three) = 619.13 HP Damage
Hand-to-Hand Skill grants 10% Module Efficacy per level. At Level 5 the Bonus is 50% making a Complex MyroStim a 75% increase to Melee Damage compared to it's base 50% increase.
[2] 5.67m/s(Base Sprint Speed) * 1.05(Level 5 Biotics Bonus) * 1.126(KinCat One) = 6.7m/s
Biotics Skill grants a 1% increase to Base Sprint Speed per level. At Level 5 the Bonus is 5%.
Kinetic Catalyzation Skill grants 1% Module Efficacy per level. At Level 5 the Bonus is 5% making a Complex KinCat a 12.6% increase to Sprint Speed compared to it's base 12%.
[3] 125(Base Stamina Pool) * 1.05( Level 5 Biotics Bonus) * 2.10(CardReg One) = 275.63 Stamina
Biotics Skill grants a 1% increase to Base Stamina Pool per level. At Level 5 the Bonus is 5%.
Cardiac Regulation Skill grants 2% Module Efficacy per level. At Level 5 the Bonus is 10% making a Complex CardReg a 110% increase to the Stamina Pool compared to it's base 100% increase.
[4] 40 Stamina per second(Base Stamina Regen) * 1.05(Level 5 Biotics Bonus) * 2.10(CardReg One) = 88.2 Stamina per second.
Biotics Skill grants a 1% increase to Base Stamina Regen per level. At Level 5 the Bonus is 5%.
Cardiac Regulation Skill grants 2% Module Efficacy per level. At Level 5 the Bonus is 10% making a Complex CardReg a 110% increase to the Stamina Regen compared to it's base 100% increase.
[5] Not Really :\
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