Hello all, i'm emm kay, mk?
Anyway as some of you have noticed, dust 514 has become heavy 514. Unless you on a bk-42 assault combat rifle, you won't be anywhere near them for long. So, what do we do about *sentinels*. I've noticed it's not the fatsuits that aretaking over the game. The perpatrator is the big towering buddy, the sentinel. So how do we "fix" them? I have come up with a plethra of options and i need your critique on the best option to bring to the suggestion forum.
Option 1: demand) in this option wedrive up the price of the sentinel suit to make less margin of profit. When i am running my heavy, i notice that with little money, i can go out and pubstomp with my boundless ak.0 and make a reasonably good profit as the bodies pile up. The action of increasing the price will reduce profit margins of heavies greatly, and pull logies back into demand.
Option 2: turtlize) for this plan to work we'll need to pull a few strings. This will be a new concept for dust, and a game changing mechanic. First off we wipe off all resists. The sentinel is now like the heavy, except more hp. Now we add the new mechanic: reinforced mode. When a sentinel crouches, (s)he will be unable to move for a 10 second period, even if crouching is no longer taking place. Also while crouching, a heavies resists go up by 10% for each level of the sentinel achieved. The icon for the 10 second reinforcement looks like a module slot for a scanner or cloak with a
bastion module icon in the center. This would give sentinels a new dynamic to play with. This would also increase the element of surprise, for if a heavy looses too much health, reinforcement mode will not work. A side note that this would give gallente logis an edge, due to regenerative properties
Option 3: fatter than you realize) give the heavy suits a huge signature to them. let everyone know that they are there, and they are the enemy. Intel on this game is a powerful tool, and gives a great advantage to those who can use it. This is the polar opposite of plan 2. In plan two we reinforce the element of surprise on a heavy, and require them to use judgement in their actions. This action will put them in a posision that requires brute force to solve, as most the blueberries will be aiming at the bright red dot on their mipmap. This will also give amarr scouts a buff, as i have heard some chatter about them getting passive scan range.
Option 4: le nerf) simple and straight forward, most of the time ccp uses this option. Just reduce the hitpoints of heavies. Make them more volatile to the elements. Simple.
So, which is your pick?