Bojo The Mighty
Spaceman Drug Cartel-Uno
4883
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Posted - 2014.08.06 00:24:00 -
[1] - Quote
OP FOTM wrote: 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.
Ok I like a majority of the post but this is specific part is misleading. Everybody is susceptible to shotguns, explosives, and knives. It's not a sentinel specific weakness. As an semi-expert in explosives, mass drivers and remote explosives, heavies are actually the least susceptible to explosives, seeing as how they have specific resistances to splash.
The common weakness of sentinels is their ignorance and lack of awareness. Most fail to recognize that a majority of what they lack in passive scans can be made up for in actual awareness and checking their backside when in unfriendly areas. I once just followed a heavy and he never turned around until he was hit from his backside. That is the common weakness.
But it is not the suit weakness. I also want people to recognize that no suit is specifically weak to ranged weapons. Your weakness of range is purely determined by your choice of weapon. Heavies can use lasers, sniper rifles (in fact heavy snipers were quite common in beta), no suit is specifically hindered by range. It's just that people are associating heavies with the HMG. But no matter the weapon, the heavy has their resistance bonus. So a sentinel with a rail rifle is not countered by range, even worse forge snipers. People must stop associating the word heavies with HMG. While HMG is a fountain of tears and in general very hard to counter when your weapon shares range profiles, the fact remains that heavies are unlimited in range abilities.
I agree that the heavy should be inflicting high damage and taking high damage, because by reason they should be too slow. But in this game I find that sentinels aren't really all that slow. That's my opinion but really the slowness is only an inhibiting factor in the open plains. Put a heavy in a city and it's hard to counter when a wise person is wearing it.
The solution that I now favor, is to make the sentinel a weapon conscious suit. In charlie sentinels will be losing CPU/PG but receiving heavy weapon fitting reduction. So now light weapons on sentinel are still possible, but it puts the fit at risk and sacrifice, thus your suit may become unreliable when paired with it. In charlie HMGs are receiving a heat increase, thus the HMG will become more unreliable when used improperly. Hopes are that they are substantial enough so that you must actually be conscious ( I mean verrry...) in how they use the weapon. Forge gun isn't all that unreliable but it's AV so irrelevant to most AI situations. I also want to see HMG have feedback damage.
TLDR: Your weaknesses come from the perspective of an ignorant HMG user. Please use scenarios that are more inclusive.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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