Kierkegaard Soren
Forsaken Immortals Top Men.
273
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Posted - 2014.04.12 14:25:00 -
[2] - Quote
Commando with additional slots would be too much; right now they're in a pretty great place. Remember, they're not a frontline assault suit, with the exception of the Gallente one perhaps. Commando suits are denied to suppress, preferably at range, and the best defense they have lies in having the right weapon for the right situation. Which is not to say they don't need tweeking, but it's hardly a pressing issue to go back to them.
HMGs do the job, and having used them a lot recently I can't see how they can hit out at 70m and win that firefight. The burst is a beast, but is balanced by heat build up (it's a genuine thing you have to manage), limited ammo count and the fact that a missed burst is going to ruin your day. I consider them heavy killers, and less adept at dealing with mobs of medium/light suits.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Kierkegaard Soren
Forsaken Immortals Top Men.
276
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Posted - 2014.04.13 08:32:00 -
[3] - Quote
iliel wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. I bolded the belief that is essentially ruining this game. Sorry, but no one who specs into any suit is ENTITLED to win a fight. The HMG, like every other weapon, should require SKILL to win a fight. A scout, assault, or even logi,should be able to have a fighting chance dancing around a Heavy. But ONE burst at 40 or less meters kills anything in this game instantly - - and I mean instantly. Both my scout and logi go down in seconds. While 1.8 was supposed to be a TTK buff, any conflict with a Heavy means death in less than a second. How is this not OP (i.e., over-powered)? Sorry, but just because the shotgun/cloak combo is OP, and the gallente scout cloaked brick-tank is OP,,does not mean that the Heavy's are balanced by them. All three need to be fixed. (And the cloak is not the problem. Perhaps make the cloak subtract a percentage of armor, which goes down per level, so 50% at basic, 30% at adv, and 10% at proto?) For the Heavies, though, the fix is simple: lower the Heavy's turn speed and remove the snaring effect of bullets landed (for this effect basically buffs the hmgs, crs, and smgs). This would fix both the HMG and fix the Heavy-with-light-weapon situation. Lore wise, it would make sense, because they're bricked out, so should move slowly in all respects. Simple fix. Ought to be a hotfix.
Sorry, but I have to disagree here with your desire to have all suits balanced against one another. I understand where you're coming from, and if this game were a series of 1v1 duels then you'd be spot on with asking for a valid chance against any suit, but this is a team based game and I think it's just fine to have suits that require concentrated fire to nullify, so long as they pay for this resilience with other drawbacks built into their design. The heavy has these; the speed, the hitbox, the lack of self-sufficiency through the loss of an equipment slot. They are a battering ram that can punch through squads by the might of their power alone, but their reach is limited both literally and figuratively, and to get the best out of them you really have to use your head.
Consider this: for the heavy and his HMG, pulling the trigger and tearing you apart was the easy part, the payoff if you will. To get to that payoff moment, he had to manoeuvre his way into the fight without being picked off by rails and the like, hug cover, judge distance and the likely hood of you having friends close by to reinforce, and then make a call. Commit to the fight in a fat suit and you commit to the death, yours or his. No hit and runs, it's just not an option. You win the fight before you pull the trigger, because you made the right call to engage.
The burst HMG just complicates this further because the damned thing actually needs to be aimed properly to make it work. Can't just spray and pray with it, you just over heat and hit thin air. When you get the hang of them, however...well. You know what that feels like.
Look, I'm basing all of this on mere personal experience and I'm sure won't agree with everything I've just said, but please realise that this suit is just a ton of fun to use at last, and whilst it certainly has its comfort zone it is not without fault or flaw, and woe betide the player who ignores them when they suit up in one of these things. Because it's going to butthurt both them and their wallet.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Kierkegaard Soren
Forsaken Immortals Top Men.
281
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Posted - 2014.04.14 14:44:00 -
[4] - Quote
Rygharr Sturmeister wrote:Kierkegaard Soren wrote: Good stuff I was writing my response before reading yours, and it seems we are mostly on the same page! Also, philosophy major?
Thanks! And no, uneducated swine here, but I read a little.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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