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Vitharr Foebane
Terminal Courtesy Proficiency V.
1660
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Posted - 2014.07.26 17:40:00 -
[1] - Quote
Jaselyn Cabellos wrote:Until CCP makes a better way to kill Heavies. Now that Heavies have a weakness (The RE) they're crying to CCP THATS OP yet theyll get 66 kills and 2 Deaths and the 2 Deaths will be RE's I main a Sentinel(aka I skilled into my role) never complained about REs. The only thing I ever displayed discontent with was the detonation while bleeding out BUG.
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1660
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Posted - 2014.07.26 17:47:00 -
[2] - Quote
843-Vika wrote:Vitharr Foebane wrote:Jaselyn Cabellos wrote:Until CCP makes a better way to kill Heavies. Now that Heavies have a weakness (The RE) they're crying to CCP THATS OP yet theyll get 66 kills and 2 Deaths and the 2 Deaths will be RE's I main a Sentinel(aka I skilled into my role) never complained about REs. The only thing I ever displayed discontent with was the detonation while bleeding out BUG. you have to admit that it was funny as hell when it happened, seee a scout run through your squad, you kill him and he blows up entire squad lol Lets just say I learned to very quickly to double tap any scout that dropped, and it's force of habit with me to this day.
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1664
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Posted - 2014.07.26 18:06:00 -
[3] - Quote
JRleo jr wrote:emm kay wrote: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? How about Nerf the op dps of the hmg and maybe the cr..done fixed... If a heavy weapon has the same DPS as a light weapon what point is there to use a heavy weapon...
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1666
|
Posted - 2014.07.26 19:54:00 -
[4] - Quote
JRleo jr wrote:Vitharr Foebane wrote:JRleo jr wrote:emm kay wrote: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? How about Nerf the op dps of the hmg and maybe the cr..done fixed... If a heavy weapon has the same DPS as a light weapon what point is there to use a heavy weapon... I said nerf dps not nerf to light weapon, and it's clip and hipfire ability, but whatever... You sound a little butthurt... And id love a wider hipfire as it would literally destroy two steppers xD
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1666
|
Posted - 2014.07.26 21:29:00 -
[5] - Quote
Sir Dukey wrote:Thurak1 wrote:emm kay wrote:Nocturnal Soul wrote:Remote explosive I've tried this, and i do not know how people do it. I always get frustraded because i have no clue how to do it. I toss my explosive like a frisbee and press the det button. 1/2 the animation plays and no boom. I was expecting an earth shattering kaboom! Not to mention sentinels can already tank res so there's that... Sentinals do not have enough hps to tank a RE. I have been killed many times by these annoying frisbee's myself. my AK.O says other wise. ^ uses a suit designed to be a walking turret, complains that it does it's job. Dat logic...
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1666
|
Posted - 2014.07.26 21:43:00 -
[6] - Quote
Gavr1lo Pr1nc1p wrote:Heavy suits themselves are fine, aside from needing perhaps a slight base HP and/or HP nerf. Its the ridiculously overpowered HMG that needs balancing more than anything else.
Vitharr Foebane wrote:This is gonna sound crazy but ill say it anyway... why dont you wait until the effects of hot fix charlie are felt. IE the cpu/pg reductions, HMG heatup rate increase, and proto HMG range nerf.
P.S. On a side note, do you complain when killed by a LR user wielding his weapon in the proper manner, at 90-104 meters on wide open no cover areas. Why do people blame the HMG users for fighting where their weapon is most effective...
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1671
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Posted - 2014.07.26 22:26:00 -
[7] - Quote
Gavr1lo Pr1nc1p wrote:Vitharr Foebane wrote:Gavr1lo Pr1nc1p wrote:Heavy suits themselves are fine, aside from needing perhaps a slight base HP and/or HP nerf. Its the ridiculously overpowered HMG that needs balancing more than anything else. Vitharr Foebane wrote:This is gonna sound crazy but ill say it anyway... why dont you wait until the effects of hot fix charlie are felt. IE the cpu/pg reductions, HMG heatup rate increase, and proto HMG range nerf.
P.S. On a side note, do you complain when killed by a LR user wielding his weapon in the proper manner, at 90-104 meters on wide open no cover areas. Why do people blame the HMG users for fighting where their weapon is most effective... Come on. These nerfs are such ridiculous baby nerfs, even you know that...it doesn't affect the play style or power of the HMG heavy whatsoever, and you know that. While were at it, why don't we add in a 3% reduction to sentinel melee damage, as thats the equivalent of the current proposed balance. WRONG! It doesn't affect a SKILLED (as much as you scouts hate to admit it there is skill involved with playing a heavy) Seninel. The FOTM chasers, the militia light weapon users, and the spray and prayers WILL be affected. Expect to see a drop in heavy usage come hot fix charlie.
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1672
|
Posted - 2014.07.26 22:39:00 -
[8] - Quote
emm kay wrote:Vitharr Foebane wrote:^ uses a suit designed to be a walking turret, complains that it does it's job. Dat logic... and you'd wrather have a post from someone who didn't use this suit? I've used it. it's too pwerful and requires *less* skilll to use than any of the other suits ( with the exception of logistics) I will have to politely disagree with you... A Sentinel does require skill, It is big, slow, ewar blind, has no equipment, and if properly equipped(HMG) has the lowest range of any main weapon. The skill involved is finding ways to minimize to negetives. It is one of the most specialized suits in the game and has only two roles CQC monstrocity and making pilots soil soil themselves. The definition of sentinel is defender and if the suit can't do that what good is it?
Amarr: Assault V, Scout V, Sentinel V, Commando IV, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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