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Reav Hannari
Red Rock Outriders
3236
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Posted - 2014.03.14 12:58:00 -
[1] - Quote
A discussion with Zero Harpuia in another thread has me thinking about hunting Sentinels in Uprising 1.8. I was taking that thread off track so here's a fresh new thread to start blathering in.
March 25th is going to bring us more resistances that we need to take into consideration. We've had some to deal with as most weapons are either more effective versus shields or weapons. Now we have to deal with shields, armor and additional resistance to splash damage and specific weapon types.
I mention Zero because he suggested Breach Mass Drivers and Plasma Cannons would be good for cracking the hard candy coating of a Sentinel. My concern was their slow projectile and even slower reload. My normal method of explodifying the Amarr Sentinel with my cleverly hidden explosives or shooting until dead from a distance may not work so well anymore.
What are your plans for hunting heavies? I think mine is to attack this EVE style. Time to break out the spreadsheets and do some analysis.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Beren Hurin
Onslaught Inc RISE of LEGION
2212
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Posted - 2014.03.14 13:27:00 -
[2] - Quote
Sentinal hunters will be about a couple of things:
1) Avoiding detection. Especially heavies without scanners or scout detection will be tremendously vulnerable. "Unsensored" heavies will make it easier to not have to charge through their guns to apply damage.
2) Nearby nanohives. While they will have a reduced splash from grenades, that doesn't make them immune. Grenades will still help with spreading/killing nearby players and reducing eHP. Having nanohives equipped to go against a fortified position will mean that you have the superior numbers of flux (which will still probably do full damage to most shields) and explosives (which at worst will now only do about 100% damage rather than 120%). Grenades are about exploiting your advantageous cover and forcing your opponent to move out of theirs. With this advantage you can quickly negate some strengths of sentinals.
3) Complementary weapons. I'm assuming that most decent sentinals will start with a base of 1200-1500 HP. After resists that really shoots up in eHP. I also did the math to solve for STD weapon damage against different HP amounts. I pretty much found out, that it takes practically 100% accuracy with most STD rifles to take down a 1500 HP heavy, and some can't even do that. What you need then are complementary weapons so you can do MAX damage to both layers. Scrambler pistol + combat rifle. Laser rifle + mass driver. scrambler rifle + rail rifle, etc. There are a lot of combinations out there, but maximizing TTK vs. heavies will be EASIEST with the assaults and commandos with their bonuses. Choosing the right combination of weapons on a commando could mean the difference of 25% to 50% better TTK vs. sentinals.BTW: This doesn't matter as much vs. the med/light suits (accuracy matters more there against their speed). |
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
2279
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Posted - 2014.03.14 13:31:00 -
[3] - Quote
Hmmm yeees...... maybe instead of one remote explosive I use TWO REMOTE EXPLOSIVES!!!!!!
Its alright everyone, no need to worry it's just an Amarr scout :(
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