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Bright Cloud
Namtar Elite Gallente Federation
382
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Posted - 2014.10.06 15:57:00 -
[1] - Quote
Currently at standard lvl the caldari sentinel has no lowslot though a fair amount of its HP is armor (525HP shields, 390HP armor). Its a silly concept cause at standard lvl it cannot repair itself and is not self sufficent in that regard. I would say shift some HP from armor over to the shields mayble like 635shields and 260 HP armor (130 armor HP shifted to shields).
Another thing is i cant really make decent use of modules like shield regulators cause it requires usually 2 to make good use of them. So the sentinel should have changed module slot progression like this:
-STD 2 high.1 Low
-ADV 3high, 1 low
-PRO 3 high, 2 low
Overall the suit has more shields which it can faster regen and has better survivability vs HMG's and with 2 low slots you have more fitting freedom as just a reactive plate/armor repper. So at proto with all skills to 5 the suit would have stats like this:
Fitting (tank with lvl5 skills): -2 rechargers, 1 shield extender, 2 shield regulators (all complex) Shields: 866,35HP Armor: 325HP Shield regen: 66HP/s Shield regen delay: 1,6 secs non depleted and 0,5 secs depleted (comparison to what we have today is 4 secs non depleted and 1 sec depleted)
Overall the suit would make much better use of shield modules and the layout change would aswell offer more freedom as just "put a armor rep on". With the Hp shift from armor to shields it would compensate for the loss of 1 high slot. And remember shield tanking is not just a thing for highslots.
So please pickup the original concept that rattati was thinking about previously. Its for the better of suit.
Bright is the opposite of dark! Who would have thought of that?!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3221
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Posted - 2014.10.06 16:38:00 -
[2] - Quote
The 3 high and 2 low slot combo was considered for a while I think, but people freaked out and said no, so they went back to 4/1.
Hotfix Delta Sentinel eHP Calcs
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Fox Gaden
Immortal Guides
4477
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Posted - 2014.10.06 16:47:00 -
[3] - Quote
If you cut the armor too low you become susceptible to Flux grenades and Laser weapons.
My suggestion is to give it a 2 HP per second built in armor repair, so that you donGÇÖt get gimped by not having a low slot and at the higher level you can fit something other than the Armor Repair.
That being said, I tested the Standard Caldari Sentinel suit running with an HMG and found it to be viable. Not having the armor repair was not as big an issue as I expect.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3221
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Posted - 2014.10.06 17:02:00 -
[4] - Quote
Fox Gaden wrote:If you cut the armor too low you become susceptible to Flux grenades and Laser weapons.
My suggestion is to give it a 2 HP per second built in armor repair, so that you donGÇÖt get gimped by not having a low slot and at the higher level you can fit something other than the Armor Repair.
That being said, I tested the Standard Caldari Sentinel suit running with an HMG and found it to be viable. Not having the armor repair was not as big an issue as I expect.
I think a small amount of armor repair built in for all suits makes sense at this point. All suits with very rare exception hybrid tanking to some degree, so even Caldari units expect to take armor damage at some point, yet are often restricted by low slots so its not advantageous to waste a slot with an armor repairer.
Perhaps add a +0.2 Armor Regen/second per level to the Core Dropsuit Upgrades skill?
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3418
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Posted - 2014.10.06 17:16:00 -
[5] - Quote
do not touch my calsent.
It is a pure shield tank. I pack about 900 shields with a regen rate of about 60 per second-ish and I run a regulator in the low. It is also my most survivable suit.
You may not change my slot layout. jerk. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3197
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Posted - 2014.10.06 17:34:00 -
[6] - Quote
Pokey Dravon wrote:Fox Gaden wrote:If you cut the armor too low you become susceptible to Flux grenades and Laser weapons.
My suggestion is to give it a 2 HP per second built in armor repair, so that you donGÇÖt get gimped by not having a low slot and at the higher level you can fit something other than the Armor Repair.
That being said, I tested the Standard Caldari Sentinel suit running with an HMG and found it to be viable. Not having the armor repair was not as big an issue as I expect.
I think a small amount of armor repair built in for all suits makes sense at this point. All suits with very rare exception hybrid tanking to some degree, so even Caldari units expect to take armor damage at some point, yet are often restricted by low slots so its not advantageous to waste a slot with an armor repairer. Perhaps add a +0.2 Armor Regen/second per level to the Core Dropsuit Upgrades skill?
I wouldn't mind if all suits had passive armor repair, as long as my Gal suit gets more :>]
supercalifragilisticexpialidocious
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ACT1ON BASTARD
Amarr Templars Amarr Empire
207
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Posted - 2014.10.06 23:31:00 -
[7] - Quote
Breakin Stuff wrote:do not touch my calsent.
It is a pure shield tank. I pack about 900 shields with a regen rate of about 60 per second-ish and I run a regulator in the low. It is also my most survivable suit.
You may not change my slot layout. jerk. Give me your fit i can barely fit 2 rechargers on it and im maxed. |
wiseguy12
Ancient Legion
88
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Posted - 2014.10.07 01:24:00 -
[8] - Quote
I believe in running reactive plates in my low slots definately worth it.
Pro Caldari assault and sentinel.
Proto magsec, Forgegun and Rail Rifle
Onuoto Uakan
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ACT1ON BASTARD
Amarr Templars Amarr Empire
208
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Posted - 2014.10.07 01:45:00 -
[9] - Quote
wiseguy12 wrote:I believe in running reactive plates in my low slots definately worth it. Nice never thought of that, fits perfect. Comp reactive, 2 rechargers, and an extender on the adv cal sentinel. For proto ill probly put 2 an extra extender or 3 rechargers if it fits |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3431
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Posted - 2014.10.07 07:43:00 -
[10] - Quote
ACT1ON BASTARD wrote:Breakin Stuff wrote:do not touch my calsent.
It is a pure shield tank. I pack about 900 shields with a regen rate of about 60 per second-ish and I run a regulator in the low. It is also my most survivable suit.
You may not change my slot layout. jerk. Give me your fit i can barely fit 2 rechargers on it and im maxed.
3 proto extenders, one proto energizer. The energizer is about as efficient as two rechargers. The penalty to shield HP is negligible. Proto regulator in the lows or armor rep in the lows. Proto HMG. Nades and sidearm optional.
Regulator for HMG reps for AV fits.
Survivability: high.
C-1 sentinel: two mlt extender BPOs. MLT recharger. Survivability on par with galsent or amsent of similar grades. Use caution vs. ADV enemies. They can eat you.
Edit: I THINK the calsent C-1 only has 3 highs. It's been a while since I looked.
The HMG and forge guns reap less benefit from damage mods than they are worth.
HMG damage mods provide single digit percentages of a second boost to TTK.
Forge, 2 damage mods vs. Zero damage mods LOOKS different when you watch a vehicle health bar. However, # of shots to kill said vehicle does not change. |
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Racro 01 Arifistan
501st Knights of Leanbox
423
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Posted - 2014.10.07 09:56:00 -
[11] - Quote
Bright Cloud wrote:Currently at standard lvl the caldari sentinel has no lowslot though a fair amount of its HP is armor (525HP shields, 390HP armor). Its a silly concept cause at standard lvl it cannot repair itself and is not self sufficent in that regard. I would say shift some HP from armor over to the shields mayble like 635shields and 260 HP armor (130 armor HP shifted to shields).
Another thing is i cant really make decent use of modules like shield regulators cause it requires usually 2 to make good use of them. So the sentinel should have changed module slot progression like this:
-STD 2 high.1 Low
-ADV 3high, 1 low
-PRO 3 high, 2 low
Overall the suit has more shields which it can faster regen and has better survivability vs HMG's and with 2 low slots you have more fitting freedom as just a reactive plate/armor repper. So at proto with all skills to 5 the suit would have stats like this:
Fitting (tank with lvl5 skills): -2 rechargers, 1 shield extender, 2 shield regulators (all complex) Shields: 866,35HP Armor: 325HP Shield regen: 66HP/s Shield regen delay: 1,6 secs non depleted and 0,5 secs depleted (comparison to what we have today is 4 secs non depleted and 1 sec depleted)
Overall the suit would make much better use of shield modules and the layout change would aswell offer more freedom as just "put a armor rep on". With the Hp shift from armor to shields it would compensate for the loss of 1 high slot. And remember shield tanking is not just a thing for highslots.
So please pickup the original concept that rattati was thinking about previously. Its for the better of suit.
you do relize the cal sent has fck all dely between both shield recharge and depleted shield recharge right?
this is because well.........flux nades practically say your dead. so instead of having a gimped suit it has the shortest shield regen times. so if someone throws a flux and dosnt follow up with an attack it wont bother you....apart form having to duck and re-charge.
Elite Gallenten Soldier
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Echo 1991
WarRavens Capital Punishment.
470
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Posted - 2014.10.07 10:11:00 -
[12] - Quote
The caldari sentinel should mirror the gal sentinel. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3431
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Posted - 2014.10.07 12:02:00 -
[13] - Quote
Echo 1991 wrote:The caldari sentinel should mirror the gal sentinel. No it shouldn't.
Symmetry is awesome in theory and gets crapped on in practice.
And I am well aware of the recharge delay. Im a horribad person who enjoys making that window of opportunity so tight you couldn't pull a needle through it with a mack truck.
And it works. Less than 30 seconds to max shield from zero. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
401
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Posted - 2014.10.07 12:08:00 -
[14] - Quote
Breakin Stuff wrote:Echo 1991 wrote:The caldari sentinel should mirror the gal sentinel. No it shouldn't. Symmetry is awesome in theory and gets crapped on in practice. And I am well aware of the recharge delay. Im a horribad person who enjoys making that window of opportunity so tight you couldn't pull a needle through it with a mack truck. And it works. Less than 30 seconds to max shield from zero. I agree. I'm glad that the Cal/Gal symmetry is abolished for the most part.
If anything, the Cal should mirror the Amarr, and even then it should only be a loose mirroring. Like a cracked a warped mirror, enough that you can tell its a mirror, but that's about it. |
Fox Gaden
Immortal Guides
4481
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Posted - 2014.10.07 12:24:00 -
[15] - Quote
BL4CKST4R wrote:Pokey Dravon wrote:Fox Gaden wrote:If you cut the armor too low you become susceptible to Flux grenades and Laser weapons.
My suggestion is to give it a 2 HP per second built in armor repair, so that you donGÇÖt get gimped by not having a low slot and at the higher level you can fit something other than the Armor Repair.
That being said, I tested the Standard Caldari Sentinel suit running with an HMG and found it to be viable. Not having the armor repair was not as big an issue as I expect.
I think a small amount of armor repair built in for all suits makes sense at this point. All suits with very rare exception hybrid tanking to some degree, so even Caldari units expect to take armor damage at some point, yet are often restricted by low slots so its not advantageous to waste a slot with an armor repairer. Perhaps add a +0.2 Armor Regen/second per level to the Core Dropsuit Upgrades skill? I wouldn't mind if all suits had passive armor repair, as long as my Gal suit gets more :>] I agree.
I also think the Gallente Sentinel needs a significant passive armor repair bonus to make up for losing a low slot and the Projectile damage profile change. I am just not sure if the bonus should be equivalent to an Enhanced Armor Repair or a Complex Armor Repair.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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