Apothecary Za'ki
Biomass Positive
220
|
Posted - 2014.08.02 22:50:00 -
[1] - Quote
OP FOTM wrote:I was posting in someone's thread about Logis and I realized something...
The anti-heavy QQers say that heavies are just supposed to stand in one spot, like a monolith and do nothing. But they're wrong.
Anyone who plays RPG games knows that the bulky HP class is supposed to have enough offense AND defense to "stall" the enemy or outright kill it while shrugging off its blows. The thing about bulky walls is they're supposed to have an achilles heel. A weakness.
And we do. Sentinels are weak to explosive weapons, shotguns, and knives. We're also weak to ranged weapons and being targeted by multiple enemies because of our size and slow movement. Not to mention a weapon that not many people realize when in this discussion - scanning. We're the easiest to scan.
If you are not utilizing any of the above, you have no excuse for being killed by a heavy. Period. I just listed about seven things that will easily put a heavy down quickly - as quick as an HMG blast would kill at close range, in fact. So what's the problem here?
Sentinels are the damage tankers and close range attackers. They support their team by being the best at those two things, while the mediums and lights engage at range and use other tactics like flanking and scanning. They are not the point-defense class and they need to be able to deal high damage at close quarters to be effective.
Logis are the point defense class. They have access to 3 or 4 different kinds of equipment, and every one of them is designed for defense and strategic support. Logis are the ones who shouldn't be able to deal much damage, not heavies. Heavies NEED their damage potential in order to fulfill their role.
This is also why there are now different strengths and weaknesses to Sentinels, because each one plays the slow, heavy damage dealing role in a different way. Minmatar trades HP for speed, Gallente trades pure HMG combat to tank other kinds of damage, Caldari trades stopping power for regen ability, and Amarr trades versatility to get up close and personal.
It's not just "heavy spam." It's learning how to engage each type of Sentinel effectively, like using a combat rifle on a Caldari scout isn't as effective as using a laser or plasma weapon. If you want to go into a Sentinel's territory and slaughter all of the heavies at once, go for explosives. If you want to pick them off one by one, go for a laser weapon.
TL;DR
The only two things Sentinels are good at are taking damage and dealing it out. Our damage potential should not be "nerfed" because the accusation of being a point defense role is false, the LOGI IS THE POINT DEFENSE ROLE THAT DEALS LOW DAMAGE. i somewhat agree that sentinels are not OP but its the player meta and spesific loadouts which can give a supriseing edge, sents are weak to scouts (knive shottie RE) also they are quite easy to take out from ranges or behind cover and can do well in point defense but they are best off with logi support as logi are NOT point defense were SUPPORT so we REZ REP RESUPPLY REINFORCE and RALLY logi alone are sub par defence and best off sticking with a group.. sentinels are mediocre and run out of ammo quickly so you just need a logi with a sentinel for WIN..
PS. Scouts are Point defense.. those cloaky bastards just cloak up, wait, kill with knife/shotgun at close or RE at range then cloak up again and repeat.
PPS. sentinels with adv+ logi support are good for both offense and defense.. pushing the point or defending it.. or pushing against or weathering the tide of players
Logibro in training.
Weapon Damage Profiles Quick List
|