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KA24DERT
TeamPlayers Negative-Feedback
635
|
Posted - 2014.09.22 21:40:00 -
[31] - Quote
Gyn Wallace wrote:KA24DERT wrote:Again:
1) Splash is the PRIMARY mode of damage for the mass driver.
2) No other dropsuit in the game has such a high resistance to ANY other weapon type.
Instead of one or two dropsuits being resistant to explosive splash damage, all dropsuits in an entire class are resistant by 25%, instead of the usual 10-15% race specific bonus.
It's unbalanced. Heavies were way too easy before. How are you using the MD? Are you maintaining range whenever possible, using its long range with no damage reduction out to maximum range to full advantage? Are you using its superb accuracy out to maximum range (once you get used to the arc and aiming/ranging with the bottom of the hip fire reticule)? Are you using corners to fall back, while inflicting damage to the advancing heavy, whenever you meet a heavy up close? IMHO, the mass driver has never been as well balanced as it is right now. The Exo-5 is my primary weapon; usually with no secondary weapon on my logi suit. I'm much less likely to survive a 1v1 with a shotgun scout than a 1v1 with a heavy. Heavies are still fairly easy to deal with unless you stumble on one without any corners to retreat around. In any other circumstance, I have a range and mobility advantage to leverage against any heavies I come across. Even in close quarters, if I have corners to retreat around, I can constantly splash an approaching heavy, without giving him direct line of sight long enough for him to waste me. Use the mass driver's slow travel time to your advantage. You get to fire at the ground ahead of him while he pushes around the corner, while you retreat around the corner, at the same time backing up to the next corner you'll be using for cover. You can kill them without them ever getting direct line of sight, without them ever getting a shot on you. The only heavies that give me trouble in close are just better players than me, or average heavies with burst HMGs, so even a moment of exposure or lag gets me killed. If you told me I had to duel someone and I had to use the mass driver and I got to chose their suit, I'd put them in a heavy suit. The one huge weakness (every weapon should have one) is running out of ammo when using the MD. The nerf to nanohive clusters was a bigger MD nerf than buffing heavy splash resistance. Mass drivers and heavies are very well balanced IMHO. If scouts were just a little bit slower or squishier, the class/weapon balance in this game would be outstanding. I'd love to see hard data, since the above is just my sense of things. I'd love to see weekly kills/deaths/isk destroyed, broken down by suits/weapons.
C'mon dude, your argument against this nerf boils down to "Don't be Seen", in a game where being seen for 1 second by a good rifle/hmg user means DEATH.
A smart heavy will begin advancing out of cover to a position where you can't have any cover as soon as the first MD round lands, he's not going to be hugging corners. Splash him with an entire clip, even after a flux(for armor builds), he'll be getting a bead on you while you're fumbling with reload.
Can I win against a bad heavy that doesn't know how to play? Yep.
But with the people I squad with, and the people I play against, I'm not playing against bad heavies.
As a long time mass driver user, the weapon certainly isn't balanced right now, and it sure as hell isn't balanced against a unit with 25% resistance (on top of shield resistance). |
Justin Tymes
Dem Durrty Boyz General Tso's Alliance
757
|
Posted - 2014.09.22 22:04:00 -
[32] - Quote
Breakin Stuff wrote:KA24DERT wrote:Again:
1) Splash is the PRIMARY mode of damage for the mass driver.
2) No other dropsuit in the game has such a high resistance to ANY other weapon type.
Instead of one or two dropsuits being resistant to explosive splash damage, all dropsuits in an entire class are resistant by 25%, instead of the usual 10-15% race specific bonus.
It's unbalanced. Actually if there were more classes of heavy than "bricktank" and "not quite assault" they would be fine because people would opt for other fits. It's the lack of choices other tthan "bricktank, more bricktank and yet more bricktank" that make the sentinel a pain in the ass. Unfortunately the heavy frames are piles of crap because they are too damn squishy. The lack of the resistance makes them horrific to use because mass drivers basically instapop you. Plasma splash is similarly bad. This could be compensated for if the suits had other bonuses but I do not see that happening any time soon. Maybe we should be looking for variant suits. Come to think about it, if there were variants on assault and logi I might bother with them, or scouts. The mass driver and flaylock were the exact reason that sentinels were given splash resists.
When was the last time a MD insta popped anyone since Shield extenders were buffed and MD prof lost all effect against shields? Nothing but scouts, but tanking scouts still beat you 1 v 1 with a shotgun, and cloaked scouts kill you before you fire a single shot. |
Michael Arck
5705
|
Posted - 2014.09.22 22:24:00 -
[33] - Quote
Okay it just seems that some want the sentinels to be a joke suit. If you remove splash damage then you will further turn sentinels or heavies, into a instagank situation.
Like people have mentioned Sentinels are basically a done deal if you're not in CQC or facing a RE.
The splash resistance makes sense for their point defender roles. Cause isnt that what we do now? Just spam MD shots into a sentinel guarded objective?
The sentinel has been hacked far enough. Any further and you turn them into paper mache.
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Gyn Wallace
OSG Planetary Operations Covert Intervention
131
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Posted - 2014.09.23 13:55:00 -
[34] - Quote
KA24DERT wrote:Gyn Wallace wrote: How are you using the MD? Are you maintaining range whenever possible, using its long range with no damage reduction out to maximum range to full advantage? Are you using its superb accuracy out to maximum range (once you get used to the arc and aiming/ranging with the bottom of the hip fire reticule)? Are you using corners to fall back, while inflicting damage to the advancing heavy, whenever you meet a heavy up close?
C'mon dude, your argument against this nerf boils down to "Don't be Seen", in a game where being seen for 1 second by a good rifle/hmg user means DEATH. A smart heavy will begin advancing out of cover to a position where you can't have any cover as soon as the first MD round lands, he's not going to be hugging corners. Splash him with an entire clip, even after a flux(for armor builds), he'll be getting a bead on you while you're fumbling with reload.
Bolded above for emphasis. If you're standing in full view of a heavy for 1 full second, no weapon can save you. Can't you back around a corner when you get surprised by a heave in about a quarter of a second? That's why the burst HMG is so devestating; against a burst I entirely agree with you. Even pulling back as fast as my reflexes and lag allows, I frequently get toasted by a burst HMG, but against other HMGs, I more frequently than not can break contact when surprised by a heavy. And that's as a brick tanked, kind of slow logi. Heavies are the only suits I can outmaneuver, IF they aren't running KinCats. Are you having a different experience with breaking initial contact when surprised by a heavy? How are you approaching corners?
I asked you the questions quoted above, not to be rhetorical, but to genuinely inquire. I guess a more general way of putting some of those questions: On average, how far does a round from your mass driver travel before it hits something? If its less than a third of your maximum range, can we agree that you're not taking full advantage of your ability to out range an HMG's damage?
Does your playstyle with the MD more closely resemble a shotgunner or a sniper, if we consider those two roles as the extremes on a continuum? |
Gyn Wallace
OSG Planetary Operations Covert Intervention
131
|
Posted - 2014.09.23 14:09:00 -
[35] - Quote
Michael Arck wrote:Okay it just seems that some want the sentinels to be a joke suit. If you remove splash damage then you will further turn sentinels or heavies, into a instagank situation.
Not really a specific response to you Michael, but I think the OP's point could be more persuasively made, if instead of just flat out nerfing heavies, he proposed a tradeoff.
For example, how many heavies would take advantage if CCP offered a heavy suit variant that traded the splash damage resistance for 25% or 30% resistance to shotgun damage?
If you've got an uplink inside a building where distant MD users don't have a good shot on you, you're probably more worried about a SG scout shooting you, uncloaking, and shooting you again.
Instead of posting "let's nerf heavies" I think a much more interesting discussion could be had by asking heavies how much shot gun damage resistance they'd need to voluntarily give up their splash damage resistance. I suppose remotes would still be a huge problem...
I generally have the sense that the mass driver's arc, slow ttk, and ammo inefficiency keep it rare enough that its not anywhere near the leading cause of heavy deaths. I certainly wouldn't complain if it got a slight buff. But I remember the days of the OP mass driver and slayer logis, and the subsequent nerf. Its good enough right now that I don't want CCP to mess it up by putting it back on the buff/nerf roller coaster track.
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Logi Bro
Brutor Vanguard Minmatar Republic
3361
|
Posted - 2014.09.23 14:18:00 -
[36] - Quote
I'd be OK with removing that bonus if in its place you put a headshot damage resistance.
That way my sentinel isn't being constantly OHK'd by charge rifles post-Delta.
SP Sinks? Fixed.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
131
|
Posted - 2014.09.23 14:33:00 -
[37] - Quote
Logi Bro wrote:I'd be OK with removing that bonus if in its place you put a headshot damage resistance.
That way my sentinel isn't being constantly OHK'd by charge rifles post-Delta.
There you go, that's much closer to the kind of proposal I think CCP would take seriously. What kind of numbers would that require? How much health should you have left after a charged sniper head shots you, in the new-and-improved sentinel with headshot resistance? Should a follow up shot to the body be able to finish you off? A head shot followed by two body shots? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3056
|
Posted - 2014.09.23 17:01:00 -
[38] - Quote
I would rather see the sentinel role broken into three suits, one a door kicker, one AV and the current suit for hard defense.
Just for the joy of not seeing the same BS fatty meta over and over and over and ad nauseum |
Ripley Riley
Incorruptibles
3361
|
Posted - 2014.09.23 17:08:00 -
[39] - Quote
Breakin Stuff wrote:I would rather see the sentinel role broken into three suits, one a door kicker, one AV and the current suit for hard defense.
Sentinel - dropsuits as we see them now. Resistance bonuses to racial enemy damage types, splash resistance, very high eHP. Losses grenade slot. Headshots less effective on this dropsuit class. Vanguard - Less eHP than a sentinel, but more than an assault. Slightly faster walk/sprint speed than a sentinel. Bonuses with racial heavy weaponry. No resistance bonuses. Maintains grenade slot. Headshots just as effective.
Both still wield heavy weapons.
He imposes order on the chaos of organic evolution...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3058
|
Posted - 2014.09.23 18:01:00 -
[40] - Quote
Ripley Riley wrote:Breakin Stuff wrote:I would rather see the sentinel role broken into three suits, one a door kicker, one AV and the current suit for hard defense. Sentinel - dropsuits as we see them now. Resistance bonuses to racial enemy damage types, splash resistance, very high eHP. Loses grenade slot. Headshots less effective on this dropsuit class.Vanguard - Less eHP than a sentinel, but more than an assault. Slightly faster walk/sprint speed than a sentinel. Bonuses with racial heavy weaponry. Loses resistance bonuses. Maintains grenade slot. Headshots just as effective. Both still wield heavy weapons. The FG and plasma mortor were intended to be AV weapons. The Vanguard dropsuit can be given bonuses with these weapons and become the AV dropsuit.
Something similar to that yes. But keeping the current sentinel in entire. One suit attack focused. One AV. I'm waffling between wanting an attack sentinel or a detector sentinel that is basically a radar b*tch. |
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Ripley Riley
Incorruptibles
3363
|
Posted - 2014.09.23 19:05:00 -
[41] - Quote
Breakin Stuff wrote:Something similar to that yes. But keeping the current sentinel in entire. One suit attack focused. One AV. I'm waffling between wanting an attack sentinel or a detector sentinel that is basically a radar b*tch. EWAR sentinel doesn't make any sense. EWAR is a Scout (major), Logi (minor) role specialty.
If "tanky" sentinels aren't given some sturdy bonuses then they will not be chosen over the "DPS" sentinels (aka vanguards).
He imposes order on the chaos of organic evolution...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3060
|
Posted - 2014.09.23 19:13:00 -
[42] - Quote
Ripley Riley wrote:Breakin Stuff wrote:Something similar to that yes. But keeping the current sentinel in entire. One suit attack focused. One AV. I'm waffling between wanting an attack sentinel or a detector sentinel that is basically a radar b*tch. EWAR sentinel doesn't make any sense. EWAR is a Scout (major), Logi (minor) role specialty. If "tanky" sentinels aren't given some sturdy bonuses then they will not be chosen over the "DPS" sentinels (aka vanguards).
Radar isn't EWAR. EWAR doesn't actually EXIST in DUST.A sentinel detector makes a lot more sense than a blind b*tch who gets ganked in the back by everyone and their brother because he doesn't see radar blips unless they are literally right on top of him (in shotgun optimal).
A sentinel needs to be able to see incoming to defend points.
I never hang out in static locations because everyone with sensors that work immediately run off to the next point. |
Ripley Riley
Incorruptibles
3363
|
Posted - 2014.09.23 19:25:00 -
[43] - Quote
Breakin Stuff wrote:Radar isn't EWAR. EWAR doesn't actually EXIST in DUST.A sentinel detector makes a lot more sense than a blind b*tch who gets ganked in the back by everyone and their brother because he doesn't see radar blips unless they are literally right on top of him (in shotgun optimal).
A sentinel needs to be able to see incoming to defend points.
I never hang out in static locations because everyone with sensors that work immediately run off to the next point. Sentinels are balanced around the idea that they need scouts/logis to support their weak passive sensors. Imagine a dropsuits with resistances, incredible anti-infantry weaponry, high eHP, AND above average sensor strength... it would be OP, to say the least.
He imposes order on the chaos of organic evolution...
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KA24DERT
TeamPlayers Negative-Feedback
638
|
Posted - 2014.09.23 20:55:00 -
[44] - Quote
Gyn Wallace wrote:KA24DERT wrote:Gyn Wallace wrote: How are you using the MD? Are you maintaining range whenever possible, using its long range with no damage reduction out to maximum range to full advantage? Are you using its superb accuracy out to maximum range (once you get used to the arc and aiming/ranging with the bottom of the hip fire reticule)? Are you using corners to fall back, while inflicting damage to the advancing heavy, whenever you meet a heavy up close?
C'mon dude, your argument against this nerf boils down to "Don't be Seen", in a game where being seen for 1 second by a good rifle/hmg user means DEATH. A smart heavy will begin advancing out of cover to a position where you can't have any cover as soon as the first MD round lands, he's not going to be hugging corners. Splash him with an entire clip, even after a flux(for armor builds), he'll be getting a bead on you while you're fumbling with reload. Bolded above for emphasis. If you're standing in full view of a heavy for 1 full second, no weapon can save you. Can't you back around a corner when you get surprised by a heave in about a quarter of a second? That's why the burst HMG is so devestating; against a burst I entirely agree with you. Even pulling back as fast as my reflexes and lag allows, I frequently get toasted by a burst HMG, but against other HMGs, I more frequently than not can break contact when surprised by a heavy. And that's as a brick tanked, kind of slow logi. Heavies are the only suits I can outmaneuver, IF they aren't running KinCats. Are you having a different experience with breaking initial contact when surprised by a heavy? How are you approaching corners? I asked you the questions quoted above, not to be rhetorical, but to genuinely inquire. I guess a more general way of putting some of those questions: On average, how far does a round from your mass driver travel before it hits something? If its less than a third of your maximum range, can we agree that you're not taking full advantage of your ability to out range an HMG's damage? Does your playstyle with the MD more closely resemble a shotgunner or a sniper, if we consider those two roles as the extremes on a continuum?
The quarterbacking is interesting, it really is, but the core issue is that the Mass Driver is one of the LOWEST DPS weapons in the game, and it doesn't need to be 25% lower on the count of a fat suit with ridiculous HP.
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1919
|
Posted - 2014.09.23 21:52:00 -
[45] - Quote
KA24DERT wrote:Gyn Wallace wrote:KA24DERT wrote:Gyn Wallace wrote: How are you using the MD? Are you maintaining range whenever possible, using its long range with no damage reduction out to maximum range to full advantage? Are you using its superb accuracy out to maximum range (once you get used to the arc and aiming/ranging with the bottom of the hip fire reticule)? Are you using corners to fall back, while inflicting damage to the advancing heavy, whenever you meet a heavy up close?
C'mon dude, your argument against this nerf boils down to "Don't be Seen", in a game where being seen for 1 second by a good rifle/hmg user means DEATH. A smart heavy will begin advancing out of cover to a position where you can't have any cover as soon as the first MD round lands, he's not going to be hugging corners. Splash him with an entire clip, even after a flux(for armor builds), he'll be getting a bead on you while you're fumbling with reload. Bolded above for emphasis. If you're standing in full view of a heavy for 1 full second, no weapon can save you. Can't you back around a corner when you get surprised by a heave in about a quarter of a second? That's why the burst HMG is so devestating; against a burst I entirely agree with you. Even pulling back as fast as my reflexes and lag allows, I frequently get toasted by a burst HMG, but against other HMGs, I more frequently than not can break contact when surprised by a heavy. And that's as a brick tanked, kind of slow logi. Heavies are the only suits I can outmaneuver, IF they aren't running KinCats. Are you having a different experience with breaking initial contact when surprised by a heavy? How are you approaching corners? I asked you the questions quoted above, not to be rhetorical, but to genuinely inquire. I guess a more general way of putting some of those questions: On average, how far does a round from your mass driver travel before it hits something? If its less than a third of your maximum range, can we agree that you're not taking full advantage of your ability to out range an HMG's damage? Does your playstyle with the MD more closely resemble a shotgunner or a sniper, if we consider those two roles as the extremes on a continuum? The quarterbacking is interesting, it really is, but the core issue is that the Mass Driver is one of the LOWEST DPS weapons in the game, and it doesn't need to be 25% lower on the count of a fat suit with ridiculous HP. I think I played against your mass driver in a pub the other day, Line Harvest skirm IIRC. GG, don't see decent MD users too often on the ground, it's mostly used as roof camping artillery |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3077
|
Posted - 2014.09.23 22:36:00 -
[46] - Quote
Ripley Riley wrote:Breakin Stuff wrote:Radar isn't EWAR. EWAR doesn't actually EXIST in DUST.A sentinel detector makes a lot more sense than a blind b*tch who gets ganked in the back by everyone and their brother because he doesn't see radar blips unless they are literally right on top of him (in shotgun optimal).
A sentinel needs to be able to see incoming to defend points.
I never hang out in static locations because everyone with sensors that work immediately run off to the next point. Sentinels are balanced around the idea that they need scouts/logis to support their weak passive sensors. Imagine a dropsuits with resistances, incredible anti-infantry weaponry, high eHP, AND above average sensor strength... it would be OP, to say the least.
Uhhh, no, they'd lose the resistances. entirely. Price you gotta pay for being stronger somewhere else. |
KA24DERT
TeamPlayers Negative-Feedback
640
|
Posted - 2014.09.24 20:51:00 -
[47] - Quote
Did some numbers on a worst case scenario against an Amarr Sentinel suit with two weapons:
MILITIA Rail Rifle DPS: ~361 -10% damage to shields -10% damage to Amarr Sentinel Resists DPS against Amarr Sentinel: 389
PROTOTYPE Mass Driver DPS: 160 (splash) -20% damage to shields -25% damage to Sentinel Resists DPS against Amarr Sentinel: 88
ThatGÇÖs an EXTREMELY disproportionate and unnecessary disadvantage. |
Ripley Riley
Incorruptibles
3384
|
Posted - 2014.09.24 20:56:00 -
[48] - Quote
KA24DERT wrote:Did some numbers on a worst case scenario against an Amarr Sentinel suit with two weapons:
MILITIA Rail Rifle DPS: ~361 -10% damage to shields -10% damage to Amarr Sentinel Resists DPS against Amarr Sentinel: 389
PROTOTYPE Mass Driver DPS: 160 (splash) -20% damage to shields -25% damage to Sentinel Resists DPS against Amarr Sentinel: 88
ThatGÇÖs an EXTREMELY disproportionate and unnecessary disadvantage.
The rail rifle resistance only applies to the dropsuits' shields... which are not as thick as armor.
The resistance is to the mass driver's splash. If you were to directly hit a sentinel with a mass driver round he would not enjoy his 25% resistance. It's easier than you think because armor sentinels are slow like turtle.
He imposes order on the chaos of organic evolution...
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KA24DERT
TeamPlayers Negative-Feedback
640
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Posted - 2014.09.24 21:20:00 -
[49] - Quote
Ripley Riley wrote:KA24DERT wrote:Did some numbers on a worst case scenario against an Amarr Sentinel suit with two weapons:
MILITIA Rail Rifle DPS: ~361 -10% damage to shields -10% damage to Amarr Sentinel Resists DPS against Amarr Sentinel: 389
PROTOTYPE Mass Driver DPS: 160 (splash) -20% damage to shields -25% damage to Sentinel Resists DPS against Amarr Sentinel: 88
ThatGÇÖs an EXTREMELY disproportionate and unnecessary disadvantage. The rail rifle resistance only applies to the dropsuits' shields... which are not as thick as armor. That's part of my point, the worst case for a rail rifle, or any rifle, depends on the race of the sentinel. The worst case for a mass driver is facing ANY sentinel, which incurs a 45% reduction in damage, vs 20% for a specific rifle against a specific race of sentinel.
Quote: The resistance is to the mass driver's splash. If you were to directly hit a sentinel with a mass driver round he would not enjoy his 25% resistance. It's easier than you think because armor sentinels are slow like turtle.
The problem with getting a direct hit on a heavy is that you have to be in his line of sight.
And now you're talking 330 DPS vs 720 DPS.
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Fiddlestaxp
TeamPlayers Negative-Feedback
1046
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Posted - 2014.09.24 21:25:00 -
[50] - Quote
hfderrtgvcd wrote:The resistance only applies to splash damage, so if you hit them with a direct shot it will do full damage. It shouldn't be too hard considering their massive hitboxes. If you can direct impact them, it means they can see you. If they can see you, you have lost. Even with direct impact every time, a heavy can kill you before you can kill him. The only option is to pillar kite the heavy, which is significantly less effective as a strategy thanks to the explosive resistance. |
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Fiddlestaxp
TeamPlayers Negative-Feedback
1046
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Posted - 2014.09.24 21:34:00 -
[51] - Quote
Breakin Stuff wrote: The mass driver and flaylock were the exact reason that sentinels were given splash resists.
Actually, I think it was the dead trigger remote explosives... Most of the high level matches played before that change consisted of FA/AE "scouts" running up to heavies with REs, throwing them, dieing, then exploding them.
Unfortunatly, CCP opted for the kitchen sink method of fixing this problem. A problem that the effectively fixed when they fixed the dead trigger bug. So MD/Flaylock get the screw, while REs are still pretty effective when used as intended.
Perhaps they should remove the flaylock/MD penalty and increase the RE/nade resistance?
I don't really care either way, I don't even play this game anymore. But if I was to play again, that would be a change that I would like to see implemented by the time I get there... You are talking almost 2 whole mass driver clips to kill a heavy with splash. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3138
|
Posted - 2014.09.25 06:15:00 -
[52] - Quote
Fiddlestaxp wrote:
I don't really care either way, I don't even play this game anymore. But if I was to play again, that would be a change that I would like to see implemented by the time I get there... You are talking almost 2 whole mass driver clips to kill a heavy with splash.
All of the rifles work better
The mass driver chops armor mediums and pretty much all lights to chutney. Its one of the few reliable ways to gank scouts. |
KA24DERT
TeamPlayers Negative-Feedback
641
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Posted - 2014.09.29 04:57:00 -
[53] - Quote
Added some numbers to the top post. |
KA24DERT
TeamPlayers Negative-Feedback
691
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Posted - 2014.10.31 07:25:00 -
[54] - Quote
This resistance is still ridiculously high. No other weapon in the game faces this much inherent resistance across an entire class of suits (sentinels) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4240
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Posted - 2014.10.31 07:46:00 -
[55] - Quote
Sentinel suits need to be evicted from CQC.
It's amazing how everyone in beta thought putting them into the role that makes their drawbacks was such a great idea.
Now assault utility is held hostage by the need to keep fatties in CQC.
It needs to change.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
288
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Posted - 2014.10.31 08:01:00 -
[56] - Quote
hfderrtgvcd wrote:The resistance only applies to splash damage, so if you hit them with a direct shot it will do full damage. It shouldn't be too hard considering their massive hitboxes. sure because when you are getting pounded by the hmg it is soo easy to direct hit a heavy as your body gets jerked around with a non aim assist weapon. Yet any sidearm can 2 magazine a heavy, yet a light weapon is closer to 4.
I do agree some sentinels should have splash reduction but not at the levels they are currently . Some guns vs any suit should be less effective, but you all are lying if you don't see this as immunity.
Sage /thread
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2095
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Posted - 2014.10.31 08:03:00 -
[57] - Quote
KA24DERT wrote:Michael Arck wrote:KA24DERT wrote:Because it makes the basically immune to mass drivers. LOL! No. Sentinels are designed to take on heavier firepower and resistance to the explosives...cause that's what Sentinels/Heavies are. It's even in the description in game. Sentinels are point pushers and point defenders, they are more frontline than the assault and for that reason they should not have their resistance to explosives removed. ...What unit in a game of skirmish ISN'T pushing a point or defending a point? And what bearing does the description have on pragmatic balancing? Splash is the PRIMARY mode of damage for the mass driver, direct hits are very hard to land against even a slow moving target (if the MD were easy to use, everyone would be using it). It's ridiculous to empty a whole clip of MD rounds onto a heavy and he only ends up halfway through armor. What other weapon has this disadvantage against heavies? Here's the reasoning as I see it.
Sentinels are slow. Very slow. They cannot avoid mass dirver rounds like, say, a scout can. Therefore, Instead of trying to evade it, they simply soak it up.
Plus, There are many different weapons that crack them just fine (shotgun, CR, RR, etc.) so I don't see what the problem is. Plus, With MinSentinel at 5, I'm not exactly laughing madly as I stand with impunity before droves of mass drivers. I just don't have to boogie as soon as I see a few rounds headed my way.
Proof that Rattati/CCP do listen to the playerbase.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
288
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Posted - 2014.10.31 08:26:00 -
[58] - Quote
Alena Ventrallis wrote:KA24DERT wrote:Michael Arck wrote:KA24DERT wrote:Because it makes the basically immune to mass drivers. LOL! No. Sentinels are designed to take on heavier firepower and resistance to the explosives...cause that's what Sentinels/Heavies are. It's even in the description in game. Sentinels are point pushers and point defenders, they are more frontline than the assault and for that reason they should not have their resistance to explosives removed. ...What unit in a game of skirmish ISN'T pushing a point or defending a point? And what bearing does the description have on pragmatic balancing? Splash is the PRIMARY mode of damage for the mass driver, direct hits are very hard to land against even a slow moving target (if the MD were easy to use, everyone would be using it). It's ridiculous to empty a whole clip of MD rounds onto a heavy and he only ends up halfway through armor. What other weapon has this disadvantage against heavies? Here's the reasoning as I see it. Sentinels are slow. Very slow. They cannot avoid mass dirver rounds like, say, a scout can. Therefore, Instead of trying to evade it, they simply soak it up. Plus, There are many different weapons that crack them just fine (shotgun, CR, RR, etc.) so I don't see what the problem is. Plus, With MinSentinel at 5, I'm not exactly laughing madly as I stand with impunity before droves of mass drivers. I just don't have to boogie as soon as I see a few rounds headed my way. all sidearms (minus the flaylock)apply damage easier and effectively than the MD. How can you defend that at the risk of true balance ?
You can't . Check m8.
Sage /thread
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4247
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Posted - 2014.10.31 08:58:00 -
[59] - Quote
Except mass drivers slaughter every other dropsuit.
There is no checkmate. You're fighting a hardened target intended to soak fire.
Best heavy killing weapon is a rifle at 40+ meters.
If you're stuck in cqc do what the natives do and RE the fat punk. They almost never survive that.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5128
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Posted - 2014.10.31 11:58:00 -
[60] - Quote
+1 to the OP.
Gives the MD and Nades a chance to break up a logi/heavy train.
I wish my avatar was Minmatar.
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