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Thread Statistics | Show CCP posts - 1 post(s) |
Imp Smash
Molon Labe. General Tso's Alliance
430
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Posted - 2014.11.25 03:18:00 -
[1] - Quote
Vesta Opalus wrote:Breakin Stuff wrote:I'm actually fine with them. What I don't understand is why the Sentinel is being given the highest penalty with scouts.
Strafe dodging fire in a fatsuit is hilarious because it doesn't really help.
The only place you can do it is in front of a tank turret up close but that can be fixed by increasing turret rotation speed by 10% and slightly increasing large blaster rate of fire.
I know because I do it a lot. I exploit the firing mechanics of the turrets to make HAV drivers rage.
Show me a video of sentinels strafe glitching consistently over several matches and I'll likely change my tune.
But I'm having a hard time understanding how adding a proportionately smaller load increases a movement penalty that significantly.
You can strafe glitch assault suits successfully but they are getting the smallest penalty?
No really I'm confused, not trolling and open to logic. Sentinels can and do strafe effectively. If you throw one strafing sentinel against one moving straight forward or standing still, the one standing still will lose every single time. Its not like scout or assault strafing, but it is strafing and it is effective (certainly far more effective than standing still)
The issue with strafing is not the fact that moving side to side makes you harder to hit. This exists on *literally* every shooter ever. Even oldschool Rainbow Six had it.
In dust high speeds cause hit detection to fail. Or hit detection to not fail and displayed objects to fail. Or both. No one is exactly sure what part of the equation is breaking -- but you can put a shot on a high speed suit, get your hit sound, get your hit marker, get a shield flash, have a red reticule, literally everything in the game. And sometimes it won't count as damage. Even though you hit them plainly.
That's the problem everyone is having. Scouts, being high speed naturally, are currently much harder to kill than their HP would suggest. Some assaults can do it too. Sentinels cannot. They can strafe, and if they zig when you think they were gonna zag you will miss and that is your bad. or their good. or whatever. But if you hit a sentinel you will always get the damage credit for it.
Hence sentinels are not broken when it comes to taking damage, and do not need a dodge nerf. |
Imp Smash
Molon Labe. General Tso's Alliance
431
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Posted - 2014.11.26 06:24:00 -
[2] - Quote
CCP Rattati wrote:Gameplay over lore really, I just want Sentinels to have a weakness so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Using a mass calculation (substituting HP for mass), the sentinel simply moves to fast comparative to other frames. Without hurting those that don't armor stack and also making it a chore to play heavies, this was my proposal.
Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP.
Sentintels have several weaknesses that you guys are simply not exploiting.
The biggest weakness to the Sentinel is his large hitbox and low strafe speed. Sentinels take more damage from incoming fire than any other suit. More bullets hit them, and more of those bullets are headshots. Why are scouts so hard to kill? They take less damage from incoming fire. Sentinels are their polar opposite.
So why are Sentinels winning at point blank? Well, are they not designed for that? If you don't want them designed for that anymore change them. If you want them to stay dominant in close quarters than change the things that mitigate sentinel weaknesses. Those are in no specific order:
--Large majority of objective maps being enclosed. Notice Sentinels don't do so well in Ambush do to the more open nature of the map. Change map design to be somewhat more open.
-They are getting reps. Weaken the rep tool. The fact a Sentinel can get hundreds of HP per second while under fire is silly. Weaken the rep tool a LOT (but don't change WP generation -- the Logis still deserve their points for supporting their teammates)
-Their weakness of not being able to see **** on the tacnet is pretty much void do to their team. Changes in the Ewar system and the tacnet may change this to actually being a big deal.
-No limit on heavy spawn time from uplinks means they can be back in the fight literally 3 seconds after dieing.
-Np limit to heavy vehicle operation means they can drop their own lav and drive from location to location (that open area where they are supposed to die) and bypass that area where their range weakness matters.
But seriously -- if you change the first two things I mentioned, ESPECIALLY number 2 about the rep tool, you will find heavies no where near as dominant due to the fickleness of the HMG and dispersion.
Edit note: an HMG sentinel doesn't win 99% of the time against anything. Less hyperbole please... |
Imp Smash
Molon Labe. General Tso's Alliance
434
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Posted - 2014.11.27 04:14:00 -
[3] - Quote
Breakin Stuff wrote:@imp smash
No sentinels weren't designed as the CQC kings.
They got saddled with the "tank" label in the tank/dps/healer trinity.
They got made as they are because people raged that the very concept of an HMG with a good effective range was inherently unfair. They screamed and ranted and raged that the HMG needed to be point-blank only.
They got their wish.
So now because the high HP low DPS only works against mobs programmed to attack the tank for whatever reason the HMG has continually had to be dialled up to insane levels because everyone insists that sentinels need to be for CQC and utterly ineffective at longer ranges.
Honestly mate, Says you. That's your assertion and your opinion. But it is completely arbitrary. Previous existance of heavies and how they worked suggests otherwise. Only suggests though. |
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