Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
893
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Posted - 2014.06.16 17:59:00 -
[1] - Quote
I still have no idea why people want to nerf ALL heavies...
Seriously, is my underperforming Minmatar Sentinel giving you problems? Shotgun scouts are already my counter, easily being able to rip off through my paltry health. A rotational speed nerf would take away my ability to even ATTEMPT to defend myself against them.
People need to stop generalizing all heavies, and instead look at EACH suit individually (don't people know that there are more than one?).
My Minmatar suit is the least used Sentinel in the game. It is that way for a reason.
When was the last time you saw logis with Minmatar/Caldari Sentinels wreaking havoc in the research facility? When was the last time you saw a nigh invulnerable Minmatar sentinel defending an objective? Even I, as an "OP" heavy, have a hard time dealing with Gallente/Amarr Sentinels EVEN when I get the drop on them!
There are problems all right. This community and its inability to look past its own nose...
I am a minotaur.
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
893
|
Posted - 2014.06.16 18:54:00 -
[2] - Quote
Llast 326 wrote: You have a valid point about differentiating in what suits are sources issues. When the nerfing of the cloak/scout discussions were happening a lot of the focus was on one suit, with a bit on the other suit that caused problems. A lot of the proposed fixes were damaging to the Min and sometimes Amarr suits, despite those not being viewed as the issue. In the end the results hurt the Min more than the Gal scout, and boosted the Cal scout (in my opinion at least). I run all four scouts to some degree, so I had a perspective from multi suit experience.
Any input on identifying the problem suits? If rotation speed is based on suit speed it would affect the Min suit the least, and the Amarr the most. Is Amarr the primary issue? What about Cal or Gal?
The issues with heavy balance go deeper than the individual suits and their base stats. With that in mind, Caldari & Minmatar Sentinel are not problematic. Amarr & Gallente are.
The underlying issues that cause problems that make Amarr/Gallente Sentinel suits appear to be OP are (as I see it, and in no particular order):
1) Resistances
To illustrate with a simplified model: Say a 1200 armour tanker has a 3% damage resistance protecting its armour, and a 900 shield tanker has a 3 percent resistance protecting its shield. The armour tanker gets things better, as they have more HP for which the resistances to affect.
2)Holes in weapon selection
Complaints vs heavies are often voiced by shotgun scouts. My shield based Sentinels get torn to shreds by shotguns, and from my own experiences taking out heavies with shotguns (limited, lvl 1 Gallente w/ lvl 3 shotgun) shield based heavies are fair game, while armour based are not. This points out the importance of damage profiles. The shotgun is a shield biased weapon, so obviously it has a harder time with armour. If there were an armour baised shotgun variant, (possibly via hotfix) armour sentinels would be less of a problem for scouts.
3)HMG damage
I've used it since chromosome. It received a ROF buff AND avoided a damage nerf in 1.8 (that virtually all other weapons were hit with). The net effect is comparable to a double buff, one that was unneeded. It is close to where it needs to be, but a little too powerful.
4)Assaults suck
Better assaults would be better able to counter Sentinels. An assault buff would be a heavy Nerf, in effect.
Maybe there are more, but I must get some food, so that's all I've got for now.
I am a minotaur.
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