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jhon hartigan
Dead Man's Game RUST415
392
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Posted - 2014.11.14 17:15:00 -
[1] - Quote
First of all I need to prove it to the players that disagree with me.
First:
CCP Rattati wrote:That's probably why Missile launchers on Pythons as a combo rank number 4 in PC kills, and the Proto XT-1 Missile Launcher ranks top 4 of PC kills, for the last two weeks
Kills Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Weapons, Light, Shotguns, Prototype, Duvolle Specialist Shotgun Weapons, Light, Shotguns, Prototype, CreoDron Shotgun Turrets, Missile, Small, Prototype, XT-1 Missile Launcher Weapons, Light, Combat Rifles, Prototype, Six Kin Assault Combat Rifle Weapons, Heavy, Heavy Machine Guns, Prototype, Six Kin Burst Heavy Machine Gun Weapons, Light, Rail Rifles, Prototype, Kaalakiota Rail Rifle
Kills by Actor(Pawn) and Weapon Dropsuits, Heavy, Sentinel, Prototype, Sentinel ak.0&Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Dropsuits, Heavy, Sentinel, Prototype, Sentinel gk.0& Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Dropsuits, Light, Scout, Prototype, Scout gk.0&Weapons, Light, Shotguns, Prototype, Duvolle Specialist Shotgun Vehicles, Dropships, Assault, Python& Turrets, Missile, Small, Prototype, XT-1 Missile Launcher Dropsuits, Light, Scout, Prototype, Scout gk.0& Weapons, Light, Shotguns, Prototype, CreoDron Shotgun Dropsuits, Heavy, Sentinel, Prototype, Sentinel ck.0&Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Vehicles, Heavy Attack Vehicles, Standard, Gunnlogi&Turrets, Railgun, Large, Prototype, 80GJ Particle Cannon
What we can see here is that, between the 24 wannabe killers we have in this game (20 dropsuits, 2HAVs and 2 Dropships), in the top 6 we have 3 Sentinels (two of these are first and second) and we dont have a single assault or a single commando (or a single logi but I can understand this).
Between all the weapons we have HMG and its variant are first and 5th.
Even without numbers everyone who plays PC can tell you how heavies are spammed in PC. The situation isn't different in pubs.
Second: Lets take a look at Sentinels and their Pros and Cons.
Pros: 2x or 1.5x the Ehp of every other suit 2x the dps of every other weapon. (the pro hmg has a dps of 910) High dmg per clip (8797 for the boundless hmg) Resistancies.
Cons: Slow and cqc ranged. Worst ewar of the game. Recharge time of HMG is long.
Looking at the Pros we could already say that we have a problem here, but someone could say:"yes, but take a look at those Cons!! ".
Lets do it, take a look at their Cons. Recharge time of HMG is long: I'm not going to talk too much about this, with that dmg per clip you can kill half of the enemy team without having to recharge, I'm sure you can find the right moment to recharge in a safe place.
Wors ewar of the game: if you are not a scout you don't care about ewar because you can't, so this is Like being a medium or a commando, not that great problem.
Slow and cqc ranged: finally we can talk about this. Yes, they are slow, but is this that great problem?
There are a lot of things that make this problem a joke for sentinels: Vehicles: we all hate this, they can just drive near you, destroy you and jump in again. If you are good enough to create them a problem they just jump in and drive away unkilled.
Cities: do I have to explain this?
Objectives (A, B, C...) We fight for these things in this game, and these things are usually behind walls or something Like that, meaning that Sentinels can just Camp there waiting for you to try to get near to take that Letter that you really need. But the Worst thing is that they can SPAWN there and destroy everyone is fighting for that letter, that's the worst thing, they can just spawn in the middle of everyone, unnoticed and start wreking.
Now, I'd like to work on their Pros, modifying their numbers and making them less strong, but lets say we let them keep their pros, what can we do to balance them?
We have to work on their Cons
Recharge time of HMG is long:MAKE IT 39 SECONDS!! Nah, just kidding, forget this thing, we have to work on other things.
Ewar: We can use this. What I want is this: Since they are so strong we should know their position on the battlefield. Like HAVs for example. You know where he is but he can destroy you if you are not carefull.
So let them appear on the tacnet of other dropsuit in a Radius of 30 mtrs and have a different icon on the tacnet so every body will be like:" holy... There is a monster there, I better go this other way."
Vehicles: Make it so anyone who jump out of a Vehicle cant shoot for the first 2 seconds, Fixed.
Spawns: as before, we should know when a sentinel is going to spawn in the letter we are fighting for, so when a sentinel choose a Letter or a CRU and he starts waiting for the countdown there is a sound or a light or something on the tacnet that tells everyone that a sentinel is going to spawn there, up to you to stay or run away in fear.
That 's what I think should be done to Fix Sentinels. Let them be Really stong as they are but also let everyone else know where they are. Let me know what you think.
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iKILLu osborne
Vengeance Unbound RISE of LEGION
461
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Posted - 2014.11.14 17:27:00 -
[2] - Quote
lol... remote explosive... shotgun...
lp cal scout i demand it
z platoon, cfw channel
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
74
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Posted - 2014.11.14 17:32:00 -
[3] - Quote
iKILLu osborne wrote:lol... remote explosive... shotgun... This so this
Yet another slave of Mortedeamor
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Ku Shala
The Generals
1015
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Posted - 2014.11.14 17:33:00 -
[4] - Quote
armour plates and shield extenders are going to increase scan profile in the future (SooN Gäó)
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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jhon hartigan
Dead Man's Game RUST415
393
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Posted - 2014.11.14 17:34:00 -
[5] - Quote
iKILLu osborne wrote:lol... remote explosive... shotgun... These are problems for every role of Dust not only of sentinels. Invalid point. |
Jacques Cayton II
Fatal Absolution General Tso's Alliance
1069
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Posted - 2014.11.14 17:49:00 -
[6] - Quote
Actually sentinel isnt the problem hmg is needs more heat build up
We fight for the future of the State not our
personal goals
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Ku Shala
The Generals
1015
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Posted - 2014.11.14 17:56:00 -
[7] - Quote
jhon hartigan wrote:iKILLu osborne wrote:lol... remote explosive... shotgun... These are problems for every role of Dust not only of sentinels. Invalid point. i think he is talking about the dps being more than hmg
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
177
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Posted - 2014.11.14 18:08:00 -
[8] - Quote
jhon hartigan wrote:stuff and things, also words
I kind of agree with you... but not right now.
What I mean is: what we have going on here is the PC meta basically has four things you can be doing: running a scout, running a vehicle, running a heavy, or running a logi.
The reason we have this is that heavies and logis overpower everything in CQC/city environments, so they win there. Scouts overpower everything in less cramped environments, and vehicles are running around anywhere they can go without getting pelted by AV or other vehicles killing whatever they can get their hands on.
The almost complete lack of assaults and commandos is due to this current meta, where they are outclassed by heavy/logi combo in some places, and everywhere else they are outclassed by scouts.
Right now I think scouts are in a pretty OP state and I'd like to see whatever rebalance of them results in before saying heavy/logi combo needs to be broken down a little somehow.
Assaults and commandos might become alot more viable in PC once they can walk 10 feet without being two shotted by a shotgun.
I think the heavy/logi combo being strong is much more balanced because its much more constrained in its effectiveness (pretty much being limited to CQC point defense), and it is some real tactical teamwork going on. As opposed to scouts which are just swarming around shitting all over everyone with some unfair mechanics. |
Vitharr Foebane
Terminal Courtesy Proficiency V.
1971
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Posted - 2014.11.14 18:39:00 -
[9] - Quote
jhon hartigan wrote: Slow and cqc ranged: finally we can talk about this. Yes, they are slow, but is this that great problem?
There are a lot of things that make this problem a joke for sentinels: Vehicles: we all hate this, they can just drive near you, destroy you and jump in again. If you are good enough to create them a problem they just jump in and drive away unkilled.
Cities: do I have to explain this?
Objectives (A, B, C...) We fight for these things in this game, and these things are usually behind walls or something Like that, meaning that Sentinels can just Camp there waiting for you to try to get near to take that Letter that you really need. But the Worst thing is that they can SPAWN there and destroy everyone is fighting for that letter, that's the worst thing, they can just spawn in the middle of everyone, unnoticed and start wreking.
sen-+ti-+nel -êsent(+Ö)n+Öl/ noun a soldier or guard whose job is to stand and keep watch. Need I say more?
As far as the HMG is concerned if a light weapon is better then a Heavy weapon what point is there to use a heavy weapon?
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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137H4RGIC
Bloodline Rebellion Capital Punishment.
335
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Posted - 2014.11.14 18:42:00 -
[10] - Quote
Have you tried plasma cannons, shotguns, remote explosives, mass drivers (for the logistics) staying out of forty Meter range, equipping one profile enhancer (heavies are stupid easy to pick up on passive scans). Have you tried teamwork I'm flank tag team against the heavy?
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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137H4RGIC
Bloodline Rebellion Capital Punishment.
335
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Posted - 2014.11.14 18:45:00 -
[11] - Quote
137H4RGIC wrote:Have you tried plasma cannons, shotguns, remote explosives, mass drivers (for the logistics) staying out of forty Meter range, equipping one profile enhancer (heavies are stupid easy to pick up on passive scans). Have you tried teamwork I'm flank tag team against the heavy? Any one of these strategies will work. Solo play against a heavy if you're not a heavy as far as toe to toe weapon versus weapon, the heavy always wins. So stop playing by His rules
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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137H4RGIC
Bloodline Rebellion Capital Punishment.
335
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Posted - 2014.11.14 18:47:00 -
[12] - Quote
Jacques Cayton II wrote:Actually sentinel isnt the problem hmg is needs more heat build up Included in next hot fix
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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137H4RGIC
Bloodline Rebellion Capital Punishment.
336
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Posted - 2014.11.14 18:51:00 -
[13] - Quote
@OP That chart you posted is also a pc chart. Highest kills in pc. What do you do in pc? Attack points abd guard points. You need to consider that the heavy is doing his job well in so far as point defense.
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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IZI doro
Terminal Courtesy Proficiency V.
5
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Posted - 2014.11.14 19:07:00 -
[14] - Quote
I know this directly contradicts the in-game description for the HMG, but here is a lucrative and recurring idea.
Lucrative ideas (HMG): HMG spool time + firing/spooling movement penalty (-70%) + increased dispersion/heat. Aim down sights to maintain rotary drive functionality but move at 30% speed. Hip-fire to negate movement penalty, but requires a spooling time for the rotary drive of the HMG to actually fire. High heat = Higher dispersion.
As for the sentinel suits themselves, here are some more lucrative ideas!
Lucrative idea (Sentinel suits): Suits equipped with "Heavy" class weapons cannot enter vehicles at all (under the context that the sheer weight of the suit + weapon would cause a vehicle to operate beyond operational load capacity). Suits equipped with "Heavy" class weapons double their suit scan profile when operating their weapons (as if hearing the prolonged fart of the HMG wasn't a dead give away anyway)
Every battle is a battle of attrition for me. 100hp in 5 seconds helps though
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
379
|
Posted - 2014.11.14 19:28:00 -
[15] - Quote
How about making it so heavies can't move and shoot with heavy weapons. Of course weapon changes will apply but this means that heavies become an sentry gun on the fly
LAV + Heavies--> If they can move and shoot all you need to do is run around the car. Even if they chase you when they start shooting they stop moving giving you time to run behind the car. They could use their sidearm but now your on even terms with DPS vs EHP.
Cities & CQC---> If you run into a heavy around a corner, the EHP and weapon resistances means that you are out dps'd with no chance of survival unless you have a shotgun do the alpha damage but even then. Another problem is when you have 3-5 heavies rush a single point ,unless the defenders have RE's or are good places to defendm you are easily forced off an objective which means any decent organized squads with teams can take objectives any time, anywhere, which of course leads to pub stomps in Dom's or Skirmish.
If heavies couldn't move and shoot with HMG you could escape because while they are firing you can open up the range a bit more readily but the heavy can't pursue you while firing or you can run circles which means the sentinel functions like a tank and will need support of other types of troops. If they rush a point, anytime they fire they should provide cover fire to other troops, if they don't fire and try to rush in, the defenders can get a chance to kill the heavy before he is in range. In point blank you could run circles around an HMG user as a last chance...the heavy will have no strafe ability in cqc.
How heavies should run is either a guard point on objectives or a support weapon when out in the open as how real life machine gunners find a good defensive point and provide covering fire to other troops. This would mean when heavies fire they sacrifice their mobility but should gain a bit more suppressive or killing potential the they become instant 'sentry' guns.
Also being slow isn't necessarily bad as sentinel/heavy suits are for guarding points(stationary). Also heavies should not be run & gunning, but they are trying to in the form of LAV drivebys. Listen to the QQ for those tactics
TLDR: -Heavy guns render you immobile when firing ->that stops lav drivebys, and heavy rushes -Heavy become easy targets at close range but will rely on tank and resistances ->this gives other guy the option to run or run circles to out dps the HMG ->Immobile heavies become 'sentry' turrets when firing(this may call a buff/nerf to HMG)
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5000
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Posted - 2014.11.14 19:33:00 -
[16] - Quote
This whole thread is crap. Quit posting with your alts, your writing style doesn't change and it's an old forum trick.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
474
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Posted - 2014.11.14 19:48:00 -
[17] - Quote
Breakin Stuff wrote:This whole thread is crap. Quit posting with your alts, your writing style doesn't change and it's an old forum trick. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Signed, +1
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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jhon hartigan
Dead Man's Game RUST415
395
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Posted - 2014.11.14 21:10:00 -
[18] - Quote
Vitharr Foebane wrote: -êsent(+Ö)n+Öl/ noun a soldier or guard whose job is to stand and keep watch. Need I say more?
As far as the HMG is concerned if a light weapon is better then a Heavy weapon what point is there to use a heavy weapon?
Tank you for explaining me what Sentinel means, now, if they are supposed to keep watch of objectives how come they are the main weapon for attacking objectives in PC?
137H4RGIC wrote:Have you tried plasma cannons, shotguns, remote explosives, mass drivers (for the logistics) staying out of forty Meter range, equipping one profile enhancer (heavies are stupid easy to pick up on passive scans). Have you tried teamwork I'm flank tag team against the heavy? Plasma cannon: really? Shotguns, RE: we already know that scouts are good against sentinels. MD: sentinels takes 25% less AoE dmg, good luck. Staying out of forty meter range: how should I when I am in a city or trying to defend an objective, also, say for example I am a gal assault... I should be good in cqc!!! Good luck flanking when a team of heavies attack your letter in a PC.
Why are you trying to prove sentinels Arent a problem? Dont you see the numbers Rattati posted?
Breakin Stuff wrote:This whole thread is crap. Quit posting with your alts, your writing style doesn't change and it's an old forum trick. I dont know if you are trolling or not, I only have two characters pagl1u M and this, 2/10 for making me reply. (troll to derail a thread is another old trick, nice try) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5004
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Posted - 2014.11.14 21:20:00 -
[19] - Quote
nah, trolling to thread derail is lower class than I pull.
But I'm bluntly wanting heavies out of CQC entirely. The balance on the HMG is going to break sooner or later because the Sentinel's drawbacks are negated by CQC.
But most of the CPM disagrees with me and much prefer to continue watering down the HMG until it's no more effective than a random rifle (in CQC only of course).
It's the most asstastic thing I have seen in some time, and it actually beats out the scouts.
For your reading pleasure
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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jhon hartigan
Dead Man's Game RUST415
395
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Posted - 2014.11.14 21:20:00 -
[20] - Quote
This might be a good idea but might also mean an overnerf of heavies. I'm not nerfing sentinels (because every sentinel will QQ) I'm only letting other suits know where they are. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5005
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Posted - 2014.11.14 21:39:00 -
[21] - Quote
Immobility causing weapons are a death sentence unless you are out of reach
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DDx77
The Exemplars Top Men.
24
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Posted - 2014.11.14 21:56:00 -
[22] - Quote
[quote=Chief-Shotty]How about making it so heavies can't move and shoot with heavy weapons. Of course weapon changes will apply but this means that heavies become an sentry gun on the fly
I love this idea, probably the best idea for the godawful amount of sentinel spam that occurs in this game. You could also give them an increase in turn speed if you went with this idea
I myself was thinking reduce the HMG range dramatically.
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Kensai Dragon
DUST University Ivy League
65
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Posted - 2014.11.14 22:28:00 -
[23] - Quote
Wow! Ok, so Sentinels are not the problem, HMG's in their current state are the problem.
Where to begin?
Sound an alarm when Heavies are inbound. Really? Because no other suits can kill you fast (*cough* shotgun *cough*).
Decrease Range? Increase Heat? Ok, so now I can only shoot you when you're in Shotgun range. And only for, what, two seconds? Then you get a 10 second break while I cool down? Whatever.
Stopped while firing? Ok, but give me another 50 meters on my range (buff my accuracy by A LOT) so that I can hold the point from a distance.
Why don't I just use an ACR? Or maybe even an ARR? Oh yeah, that's right, Sentinels should ONLY ever hold a Heavy Weapon. Then you cry because my Heavy Weapon kills you too fast???
Suggestions to make Sentinel ONLY hold a Heavy Weapon, then nerf the crap out of it until there's nothing left?
What the HMG needs, in my opinion, is increased range, increased accuracy, improved reticle, and lowered DPS,.
Looking at the Assault HMG. Make that the standard. Reduce dispersion, increase accuracy, and improve the aiming reticle (little dot is a bit small for me), Sentinels will naturaly move out of CQC.
Stop trying to re-invent the wheel, just take the one that already does what you want and improve upon it.
Just my 0.02 ISK |
H0riz0n Unlimit
Dead Man's Game
199
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Posted - 2014.11.14 23:46:00 -
[24] - Quote
jhon hartigan wrote:First of all I need to prove it to the players that disagree with me. First: CCP Rattati wrote:That's probably why Missile launchers on Pythons as a combo rank number 4 in PC kills, and the Proto XT-1 Missile Launcher ranks top 4 of PC kills, for the last two weeks
Kills Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Weapons, Light, Shotguns, Prototype, Duvolle Specialist Shotgun Weapons, Light, Shotguns, Prototype, CreoDron Shotgun Turrets, Missile, Small, Prototype, XT-1 Missile Launcher Weapons, Light, Combat Rifles, Prototype, Six Kin Assault Combat Rifle Weapons, Heavy, Heavy Machine Guns, Prototype, Six Kin Burst Heavy Machine Gun Weapons, Light, Rail Rifles, Prototype, Kaalakiota Rail Rifle
Kills by Actor(Pawn) and Weapon Dropsuits, Heavy, Sentinel, Prototype, Sentinel ak.0&Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Dropsuits, Heavy, Sentinel, Prototype, Sentinel gk.0& Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Dropsuits, Light, Scout, Prototype, Scout gk.0&Weapons, Light, Shotguns, Prototype, Duvolle Specialist Shotgun Vehicles, Dropships, Assault, Python& Turrets, Missile, Small, Prototype, XT-1 Missile Launcher Dropsuits, Light, Scout, Prototype, Scout gk.0& Weapons, Light, Shotguns, Prototype, CreoDron Shotgun Dropsuits, Heavy, Sentinel, Prototype, Sentinel ck.0&Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Vehicles, Heavy Attack Vehicles, Standard, Gunnlogi&Turrets, Railgun, Large, Prototype, 80GJ Particle Cannon What we can see here is that, between the 24 wannabe killers we have in this game (20 dropsuits, 2HAVs and 2 Dropships), in the top 6 we have 3 Sentinels (two of these are first and second) and we dont have a single assault or a single commando (or a single logi but I can understand this). Between all the weapons we have HMG and its variant are first and 5th. Even without numbers everyone who plays PC can tell you how heavies are spammed in PC. The situation isn't different in pubs. Second: Lets take a look at Sentinels and their Pros and Cons. Pros: 2x or 1.5x the Ehp of every other suit 2x the dps of every other weapon. (the pro hmg has a dps of 910) High dmg per clip (8797 for the boundless hmg) Resistancies. Cons: Slow and cqc ranged. Worst ewar of the game. Recharge time of HMG is long. Looking at the Pros we could already say that we have a problem here, but someone could say:"yes, but take a look at those Cons!! ". Lets do it, take a look at their Cons. Recharge time of HMG is long: I'm not going to talk too much about this, with that dmg per clip you can kill half of the enemy team without having to recharge, I'm sure you can find the right moment to recharge in a safe place. Wors ewar of the game: if you are not a scout you don't care about ewar because you can't, so this is Like being a medium or a commando, not that great problem. Slow and cqc ranged: finally we can talk about this. Yes, they are slow, but is this that great problem?
There are a lot of things that make this problem a joke for sentinels:Vehicles: we all hate this, they can just drive near you, destroy you and jump in again. If you are good enough to create them a problem they just jump in and drive away unkilled. Cities: do I have to explain this? Objectives (A, B, C...) We fight for these things in this game, and these things are usually behind walls or something Like that, meaning that Sentinels can just Camp there waiting for you to try to get near to take that Letter that you really need. But the Worst thing is that they can SPAWN there and destroy everyone is fighting for that letter, that's the worst thing, they can just spawn in the middle of everyone, unnoticed and start wreking. Now, I'd like to work on their Pros, modifying their numbers and making them less strong, but lets say we let them keep their pros, what can we do to balance them? We have to work on their ConsRecharge time of HMG is long:MAKE IT 39 SECONDS!! Nah, just kidding, forget this thing, we have to work on other things. Ewar: We can use this. What I want is this: Since they are so strong we should know their position on the battlefield. Like HAVs for example. You know where he is but he can destroy you if you are not carefull. So let them appear on the tacnet of other dropsuit in a Radius of 30 mtrs and have a different icon on the tacnet so every body will be like:" holy... There is a monster there, I better go this other way." Vehicles: Make it so anyone who jump out of a Vehicle cant shoot for the first 2 seconds, Fixed. Spawns: as before, we should know when a sentinel is going to spawn in the letter we are fighting for, so when a sentinel choose a Letter or a CRU and he starts waiting for the countdown there is a sound or a light or something on the tacnet that tells everyone that a sentinel is going to spawn there, up to you to stay or run away in fear. That 's what I think should be done to Fix Sentinels. Let them be Really stong as they are but also let everyone else know where they are. Let me know what you think. But the most effective stat is that there is a particle cannon and not an ion cannon, i am off topic but this means something is going wrong
The KTM DuKe lives here, send a message after the "beep".
TheD1ck is on the table fan club.
MPRQ-MakingPeopleRageQuit
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
294
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Posted - 2014.11.15 04:30:00 -
[25] - Quote
Sorry but I remember when heavies where better at distance than cqc, And it was way too painful to go back to. The reason they are overly used is that high hp, rediculous resistances, and the logi with a rep tool.
The heavy has high tank and cqc gank, as intended by the role, so this is a none issue.
A heavy is slow, so some resistances to nades and MD are necessary, but the current levels are too high. Currently using either is a waste of a resource. This however should not be the case. Lets look at this from a different angle. An armor dropship has resistances to the forge, but getting hit by one makes the pilot crap his pants. This is not the case with the heavy getting hit by nades and MD, they just shrug a continue to murder face. Resistance levels vs explosives need to be reworked so that the heavy can rightfully take some punishment but become weary of these explosive impacts.
I've been holding out for some time about my last idea as it would impact myself as a logi, and how the rep tool and the whole class performs. Rework the rep tool so that it is a prior to combat tool. Instead of constantly repping it should over charge a suit for the same current health tics up to 5 tics over 5 seconds. This extra health would remain in effect up to a minute but the over charged suit could not be recharged for 1 min 30 sec. This fix although dramic and really push the coders at CCP, would benefit all classes especially the assault. Over charge the heavy, Then assault , and then "oh well but the scouts already ran off". It would also free up a logis hands to do other things like more revives, quicker placement of hives and uplinks, and ( god forbid ) put some rounds down range.
TLDR Pipedream feel free to troll
Sage /thread
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WeapondigitX V7
The Exemplars Top Men.
173
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Posted - 2014.11.15 05:45:00 -
[26] - Quote
The sentinels are used a lot because barely anyone has found a reliable method of taking them out in entrenched positions.
In PC HMGs are used in cities and CQC environments so this may help relieve the problems for some of you, I think you would need: proto SG, amarr assault suit, 3 proto ferroscales, 2 adv plates, no reps (expect to die a lot with only 1 proto sentinel kill, unless 5 others are doing this with you) std breach smg, Core grenades or thukker grenades, 3 proto shield mods if possible, 1 'basic scanner' or adv 'stable scanner'. long walks around cities to there back door usually needed. keep a distance of 120m while sprinting around to the back of the city.
having a dropship with CRU up very high may help infiltration.
You usually only need std suits with proto mods in pubs with std weapons. |
korrah silain
True Illuminate
1
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Posted - 2014.11.19 11:25:00 -
[27] - Quote
Kensai Dragon wrote:Wow! Ok, so Sentinels are not the problem, HMG's in their current state are the problem.
Where to begin?
Sound an alarm when Heavies are inbound. Really? Because no other suits can kill you fast (*cough* shotgun *cough*).
Decrease Range? Increase Heat? Ok, so now I can only shoot you when you're in Shotgun range. And only for, what, two seconds? Then you get a 10 second break while I cool down? Whatever.
Stopped while firing? Ok, but give me another 50 meters on my range (buff my accuracy by A LOT) so that I can hold the point from a distance.
Why don't I just use an ACR? Or maybe even an ARR? Oh yeah, that's right, Sentinels should ONLY ever hold a Heavy Weapon. Then you cry because my Heavy Weapon kills you too fast???
Suggestions to make Sentinel ONLY hold a Heavy Weapon, then nerf the crap out of it until there's nothing left?
What the HMG needs, in my opinion, is increased range, increased accuracy, improved reticle, and lowered DPS,.
Looking at the Assault HMG. Make that the standard. Reduce dispersion, increase accuracy, and improve the aiming reticle (little dot is a bit small for me), Sentinels will naturaly move out of CQC.
Stop trying to re-invent the wheel, just take the one that already does what you want and improve upon it.
Just my 0.02 ISK Actually I rather like this. Give an increased effective range to incentivise a move out of cqc, and so get them out of the closets they lurk in, lower the DPs to give people a chance to not install die, and maybe just reduce aim speed while firing (maybe maybe not, I can see legitimate arguments against it as well) and maybe we will be able to enjoy facing heavies, and they wouldn't be so one note... |
Grimmiers
718
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Posted - 2014.11.19 12:34:00 -
[28] - Quote
You're right about some things. Murder taxis wouldn't be a problem if we had animations for exiting vehicles although that would require a remodel of tank.
The other problem is being able to spawn on an objective, sometimes within 3 seconds after dying. I don't get why the spawn time goes down to 3 seconds for anything that's not a proto amarr logi speed uplink. Spawn times need to be a static value and if you wanted to balance the heavy against other frames I would buff the assault suits spawn time to make them a more aggressive defender/attacker. The objective spawn should always be 10 seconds giving players who cleared it out a chance to hack.
The heavies hp and resistances also force players to counter with shotguns and remotes on scouts which is another play style that needs some changes. I would lower the alpha of the shotgun and increase the range and devs should have gone through with the 20% hp nerf on the heavy. The resistances alone made up for the nerf and you could probably get away with adding more resistance while crouching. |
g li2
Grupo de Asalto Chacal RISE of LEGION
381
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Posted - 2014.11.19 17:39:00 -
[29] - Quote
@jhon hartigan The sentinels were designed to defend and kill in indoor environment. And it is there that is OP When I call my sentinel in the open. I feel it's not right. Others are OP in open field
as simple
CHACALES
¡¡ HONOR !!
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Imp Smash
molon labe. General Tso's Alliance
408
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Posted - 2014.11.20 00:41:00 -
[30] - Quote
jhon hartigan wrote:First of all I need to prove it to the players that disagree with me. First: CCP Rattati wrote:That's probably why Missile launchers on Pythons as a combo rank number 4 in PC kills, and the Proto XT-1 Missile Launcher ranks top 4 of PC kills, for the last two weeks
Kills Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Weapons, Light, Shotguns, Prototype, Duvolle Specialist Shotgun Weapons, Light, Shotguns, Prototype, CreoDron Shotgun Turrets, Missile, Small, Prototype, XT-1 Missile Launcher Weapons, Light, Combat Rifles, Prototype, Six Kin Assault Combat Rifle Weapons, Heavy, Heavy Machine Guns, Prototype, Six Kin Burst Heavy Machine Gun Weapons, Light, Rail Rifles, Prototype, Kaalakiota Rail Rifle
Kills by Actor(Pawn) and Weapon Dropsuits, Heavy, Sentinel, Prototype, Sentinel ak.0&Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Dropsuits, Heavy, Sentinel, Prototype, Sentinel gk.0& Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Dropsuits, Light, Scout, Prototype, Scout gk.0&Weapons, Light, Shotguns, Prototype, Duvolle Specialist Shotgun Vehicles, Dropships, Assault, Python& Turrets, Missile, Small, Prototype, XT-1 Missile Launcher Dropsuits, Light, Scout, Prototype, Scout gk.0& Weapons, Light, Shotguns, Prototype, CreoDron Shotgun Dropsuits, Heavy, Sentinel, Prototype, Sentinel ck.0&Weapons, Heavy, Heavy Machine Guns, Prototype, Boundless Heavy Machine Gun Vehicles, Heavy Attack Vehicles, Standard, Gunnlogi&Turrets, Railgun, Large, Prototype, 80GJ Particle Cannon Some good stuff and some silly stuff.
Some of your suggestions are pretty good. However you are reading that list completely wrong.
Notice that Vehicles Gunloggi Rail Tank is in that list. You don't see people complaining that rail tanks are OP in PC (or anywhere else right now.)
That list (and it being interpreted in 1000 different ways) is the only reason people are complaining about the heavy right now. Go tell a tanker that his rail tank is OP and needs a nerf. See how much support you will get on the forums for that one. |
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