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Fox Gaden
Immortal Guides
4034
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Posted - 2014.08.14 15:10:00 -
[1] - Quote
Gallente Sentinel should have its built in passive armor repair increased to 5 hp/second (at least).
For a Sentinel a low slot is worth far more than a high slot, so when swapping the slot layout between the Gallente and Amarr Sentinels the Gallente lost out in the exchange. Since the Gallente is supposed to be the rep tanker while Amarr is the Brick tanker, giving the Gallente Sentinel an increased built in self rep would be an appropriate compensation for losing a low slot in exchange for a less useful high slot.
Caldari Sentinel should have a built in 2 hp/second passive armor repair. (It would take 3 minutes for the Culdari Sentinel to go from near death to full health at 2 hp/second.)
The Caldari Sentinel is a shield tanking suit, but a single Flux grenade can remove their entire shield in one hit, and then the Coldari Sentinel is fully dependent on its armor until its shield has a chance to recharge. Since the shield recharge will get interrupted by further incoming damage until the Caldari Sentinel finds cover, it may be largely dependent on its armor buffer for several seconds at a time. So, while armor is not its primary defense, it is an essential buffer that is needed for survival.
Due to the Caldari SentinelGÇÖs dependence on armor when its shields go down, the Standard Caldari Sentinel with no ability to repair armor (no low slot & no equipment slot) will get warren down further in each engagement with no way to recover. This lack of self rep makes the Standard Caldari Sentinel virtually useless there are external repairs available, which might be fine for a Brick Tanked Gallente or Amarr Sentinel, but the Caldari Sentinel was not designed to work directly with Logi support (it is not an armor tanker).
Likewise, the Advanced and Proto Caldari Sentinels only have two reasonable choices for what can be placed in their single low slot. It has to be either an Armor Repair, or a Reactive Plate. Even with a low slot a Caldari Sentinel cannot viably use Kinetic Catalyzers, Code Breakers, or Shield Regulators. They might equip Armor Plate if they were working with a Logi, although a Caldari Sentinel with an Armor Plate would be a poor substitute for an Amarr or Gallente Sentinel.
Burst HMG needs to have damage per round reduced by 1. (Due to the high rate of fire, a nerf of 1 point of damage translates into a substantial DPS change.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2021
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Posted - 2014.08.14 15:26:00 -
[2] - Quote
That would provide a bigger nerf than the weapon was buffed. The difference in damage per bullet at each tier of standard HMG is precisely 0.9 at each tier.
The burst HMG is intended to be the "sentinel shotgun" with a kill rate on tanked heavies of 2-3 bursts depending on level of tank in the target. |
Fox Gaden
Immortal Guides
4035
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Posted - 2014.08.14 15:47:00 -
[3] - Quote
Breakin Stuff wrote:That would provide a bigger nerf than the weapon was buffed. The difference in damage per bullet at each tier of standard HMG is precisely 0.9 at each tier.
The burst HMG is intended to be the "sentinel shotgun" with a kill rate on tanked heavies of 2-3 bursts depending on level of tank in the target. From my Evaluation of the New Burst HMG thread:
Fox Gaden wrote:castba wrote:Agree with everything although I have yet to overheat my MLR-A, let alone my Six Kin. Love the new feel of the gun, much more enjoyable than the old burst (which I started using well over a year ago) and is a bit easier to kill those pesky acrobatic scouts.
However, I have to disagree with you on the damage nerf proposition Fox. Whilst the DPS is very high, it is offset by the fast heat build up, speed at which ammo is consumed and slow reload all of which, if not managed in the heat of battle, put the user in a very difficult position.
I see it now as a more skill/experience orientated "high risk, high reward" weapon and one I sincerely hope stays as is. It is possible that it just feels too powerful because I have been using HMG since 1.3 and I am used to firing in short precise bursts to conserve ammo. If the FOTM crowd find it too hard to use, and it does not become the most used HMG variant, then I would be fine with leaving the Damage where it is.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2021
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Posted - 2014.08.14 15:50:00 -
[4] - Quote
I still prefer the standard HMG personally as I tend to wind up engaging squads a lot.
I dont believe in hunting duels and 1v1. I believe in pushing objectives. |
Fox Gaden
Immortal Guides
4035
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Posted - 2014.08.14 15:54:00 -
[5] - Quote
Breakin Stuff wrote:I still prefer the standard HMG personally as I tend to wind up engaging squads a lot.
I dont believe in hunting duels and 1v1. I believe in pushing objectives. Can we move this discussion to the other thread. I will respond to you there.
I would rather discuss the suit proposals in this thread.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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