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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5295
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Posted - 2014.11.24 15:37:00 -
[1] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides
5071
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Posted - 2014.11.24 16:10:00 -
[2] - Quote
Maybe it is being implemented to make it easier for bad Logi to keep their Sentinel between them and the guys shooting at them.
On a related note, I donGÇÖt think it makes sense for Shield Extenders to slow you down, and think it would be better if Shield Extenders increased the size of your Shield Hit Box, but of course I am not sure if that is feasible from a technical standpoint.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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TYCHUS MAXWELL
The Fun Police
619
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Posted - 2014.11.24 16:17:00 -
[3] - Quote
Fox Gaden wrote:Maybe it is being implemented to make it easier for bad Logi to keep their Sentinel between them and the guys shooting at them.
On a related note, I donGÇÖt think it makes sense for Shield Extenders to slow you down, and think it would be better if Shield Extenders increased the size of your Shield Hit Box, but of course I am not sure if that is feasible from a technical standpoint.
Why even nerf shields? Seriously, they already have depleted recharge delay why are they looking to nerf shields more? **** makes no sense... hit detection is the issue with Caldari scouts not how good dey shields is! |
TYCHUS MAXWELL
The Fun Police
619
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Posted - 2014.11.24 16:27:00 -
[4] - Quote
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.
I thought the sentinel strafing was already fixed... I used to have issues hitting minmitar and Caldari sentinels that were strafing with a hmg but that doesn't happen anymore... was it a placebo effect? |
Ace Boone
Capital Acquisitions LLC
398
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Posted - 2014.11.24 16:30:00 -
[5] - Quote
Minmitar, Gallente and Caldari strafe are all very good and difficult to hit.
Only loyal to the republic.
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TYCHUS MAXWELL
The Fun Police
619
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Posted - 2014.11.24 16:40:00 -
[6] - Quote
Ace Boone wrote:Minmitar, Gallente and Caldari strafe are all very good and difficult to hit.
That's probably because Amarr suits are the slowest and typically stack on plates making them slower. Moving targets are indeed harder to hit then stationary targets. if you move at like 3 meters a second yeah, you're going to be pretty easy to hit. Meanwhile I think my adv min sentinel with a damage mod and shield recharger and an armor repper moves at like 4.32 speed, which is slightly slower then my adv Gal assaults which I think are around 4.5 speed with two enhanced plates and two enhanced reps.
The only issue to me would be if the shields were flaring and the armor thunking and they weren't taking damage which as far as I've seen doesn't happen to heavy suits. Are people really confusing the bugginess of hitting scouts with the difficulty of just aiming at a faster moving target like a min sentinel?
Which I guess is the irony of this discussion, at least for my minmitar and Caldari sentinels, I don't put shield extenders on them anyways I'd rather have recharge and rep along with damage mods. And the Gallente is primary armor anyways so they could just stack damage mods...
Punishing Caldari Assaults for using extenders which they need won't fix sentinels or Gallente/Minmitar scouts. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3368
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Posted - 2014.11.24 19:08:00 -
[7] - Quote
It should affects scouts more I think. Scouts are skinny they can't afford to be fat.
supercalifragilisticexpialidocious
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3581
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Posted - 2014.11.24 19:11:00 -
[8] - Quote
Agreed. Stick a 100 pound backpack on some skinny teenager then stick that same bag on a heavyweight fighter. Does it really make sense that the fighter be hindered more than the teenager?
Hotfix Delta Sentinel eHP Calcs
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Booby Tuesdays
Tuesdays With Boobies
1029
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Posted - 2014.11.24 19:39:00 -
[9] - Quote
What are the odds of getting 3 tiers of plates? Light, medium, and heavy?
Could they just rework the current 3 types of plates to be tiered, and affect each size frame accordingly? i.e. light plates have a slight penalty to light frames, medium plates have a slight penalty to medium frames, but a more drastic effect to light frames?
Something along those lines makes way more sense than punishing everyone for the sins of the few, imho.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi
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Vitantur Nothus
Nos Nothi
641
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Posted - 2014.11.24 19:57:00 -
[10] - Quote
Would prefer for HP modules to affect heavy backpedal speeds. |
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TYCHUS MAXWELL
The Fun Police
623
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Posted - 2014.11.24 19:58:00 -
[11] - Quote
Booby Tuesdays wrote:What are the odds of getting 3 tiers of plates? Light, medium, and heavy?
Could they just rework the current 3 types of plates to be tiered, and affect each size frame accordingly? i.e. light plates have a slight penalty to light frames, medium plates have a slight penalty to medium frames, but a more drastic effect to light frames?
Something along those lines makes way more sense than punishing everyone for the sins of the few, imho.
How exactly would that work? They would have to rework what the plates actually did as well, because as it stands reactive are only really good on suits with very little low slots who could use some armor rep like Caldari while ferroscale are pretty much useless on any suit. You might as well fit a kincat or a regulator rather than fit a few more armor points just for no slight penalty to movement. As it stands, I use armored plates and armor reps on my Gal suits, armored plate, reactive, and reps on my Min suits and reactives or reps on my Cal suits. Ferroscale just is too minor of a bonus to matter when compared to other low slot choices.
Big reason why extenders get away with such low numbers is because everything else that takes up a high slot has a stacking penalty with the exception of scan related high slots which really only exist for amarr scouts at this point. |
Meee One
Amakakeru-Ryu-no-Hirameki
1337
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Posted - 2014.11.24 20:32:00 -
[12] - Quote
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. I've seen some fatties strafe up a storm. Every shot not taken really helps.
The reason i believe is so that scouts still hold a movement advantage over sents. Yes,sents are being slowed down even more to be easier to SG or KN.
As for assaults... I gave up trying to understand right after they got 160 extra eHP (which by itself would've been enough) and Pro logistics slots (making them insanely OP) with 0 speed reduction.
The favorite child will always get the best of everything,everytime.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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TYCHUS MAXWELL
The Fun Police
623
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Posted - 2014.11.24 20:34:00 -
[13] - Quote
Meee One 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. I've seen some fatties strafe up a storm. Every shot not taken really helps. The reason i believe is so that scouts still hold a movement advantage over sents. Yes,sents are being slowed down even more to be easier to SG or KN. As for assaults... I gave up trying to understand right after they got 160 extra eHP (which by itself would've been enough) and Pro logistics slots (making them insanely OP) with 0 speed reduction. The favorite child will always get the best of everything,everytime.
That's probably why assault suits are all the rave in PC... |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
202
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Posted - 2014.11.24 20:43:00 -
[14] - Quote
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) |
Victor Moody Stahl
Amarr Templars Amarr Empire
151
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Posted - 2014.11.24 23:47:00 -
[15] - Quote
@everybody but OP:
I think what Breakin (the OP) is getting at is that it doesn't make sense for heavies to get a strafe penalty that's nearly as harsh as a scout's strafe penalty when it's already nearly impossible to strafe glitch in a heavy suit.
What I mean to say is that the whole "wiggledance" that an increasing number of shield light/medframe users are doing actually breaks hit detection, due to the strafe speed that they have. Heavy suit strafe speed is already so slow that it's borderline impossible to wiggledance one's way to victory.
EDIT: It's not that he's saying "heavies don't strafe effectively", he's saying "heavies don't strafe glitch effectively".
Buff Logis | Nerf Scouts
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Imp Smash
Molon Labe. General Tso's Alliance
430
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Posted - 2014.11.25 03:18:00 -
[16] - 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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5320
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Posted - 2014.11.25 05:18:00 -
[17] - Quote
Victor Moody Stahl wrote:@everybody but OP:
I think what Breakin (the OP) is getting at is that it doesn't make sense for heavies to get a strafe penalty that's nearly as harsh as a scout's strafe penalty when it's already nearly impossible to strafe glitch in a heavy suit.
What I mean to say is that the whole "wiggledance" that an increasing number of shield light/medframe users are doing actually breaks hit detection, due to the strafe speed that they have. Heavy suit strafe speed is already so slow that it's borderline impossible to wiggledance one's way to victory.
EDIT: It's not that he's saying "heavies don't strafe effectively", he's saying "heavies don't strafe glitch effectively". DING DING DING DING DING!
WE HAVE A WINNER!
and shields eat a strafe penalty because it's easier to glitch them. plate movement penalty already affects strafe so the change will double penalize them.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Leadfoot10
Molon Labe. General Tso's Alliance
2306
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Posted - 2014.11.25 07:04:00 -
[18] - Quote
Amarr and armor tanked heavies can't strafe, that's true. Going to make the slug even sluggier.
You can tank every heavy with speed and strafe a bit, but it's a marginal role at best -- and this nerf will be felt here.
Doesn't make much sense to me either, but I suppose we'll see. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
203
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Posted - 2014.11.25 07:40:00 -
[19] - Quote
Imp Smash wrote: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.
Agreed, I dont think strafing sentinels are hilarious though, since it does help them win firefights, didnt want any new people to sit there trying to stand still going toe to toe with another sentinel wondering why they were losing every fight. Thats what I was responding to. |
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CCP Rattati
C C P C C P Alliance
12068
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Posted - 2014.11.25 08:28:00 -
[20] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7318
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Posted - 2014.11.25 08:33:00 -
[21] - 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.
Hitting the wrong area then, me thinks. Rotation speed is a big factor as you can't really flank them with any degree of success more or less than that of any suit. Further more, they can circumvent all of their mobility penalties just by using an LAV.
Long-Term Roadmap
"It's very important for us to hear their feedback" Gäó
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Lynn Beck
Delta Vanguard 6
2297
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Posted - 2014.11.25 08:43:00 -
[22] - Quote
in terms of finding lore to explain "extenders make you move slower"-
Shield Extenders add an extra bank of Capacitors/Quick discharge battery to your Dropsuits' shielding systems and as such adds weight to the system.
Then again, can we have "light extenders" that grant say 20-30-40 and also give a + 10-15-20% recharge bonus, but don't drop speed? We could maybe say that these add redundant shielding processors allowing the dropsuit to dispel energy more efficiently, thus (effectively) adding a Resistance to suits.
Then again, i'm just a Skrub, so go ahead and laugh at me.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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SponkSponkSponk
WarRavens Capital Punishment.
1116
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Posted - 2014.11.25 09:13:00 -
[23] - Quote
CCP Rattati wrote: 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.
Heavies don't need to stack hp, they have heaps already.
If base heavies move too fast, then slow them down directly.
Dust/Eve transfers
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pagl1u M
Dead Man's Game RUST415
953
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Posted - 2014.11.25 09:38:00 -
[24] - Quote
CCP Rattati wrote:s so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Thank you for understanding this, I still have Faith in CCP only because of you.
Why dont you add that strafe penalty only to sentinels and scouts, this will slow sentinels that stack hp and will nerf tanking scouts.
Also Rattati please can you provide us more datas about most used suit in PC and pubs? (like the datas you have us about best killers of PC)
One of the few assaults you'll find in a PC match!
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Jebus McKing
Jebus Hates Scans
1070
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Posted - 2014.11.25 10:02:00 -
[25] - Quote
CCP Rattati wrote:I still don't understand the hubbub I think that if you are stacking plates as a Heavy you don't really care about your speed anyway. Hitting a heavy really is not the problem. On top of that a strafe speed penalty to shield extenders will hit the Minmatar Sentinel the most, because it is the only one actually depending on its mobility. And I think hardly anyone would call Minmatar Sentinels dominating at the moment.
From my perspective this proposal looks like it is trying to fix multiple things (Scout+heavy dominance, wiggle strafing, hit detection) with something that seems more like another bandaid than an actual fix.
Hitting scouts (but also strafing assaults) indeed is a problem. But I have the feeling it is more a problem of hit detection not working properly rather than strafe speed. [Something is seriously ****** up with this game's network code.Completely anecdotal and I have no proof but it happens way too often that I get hits when I really should have not and vice versa. Especially when the japanese guys decide to come to the EU server again. I just can't damage them. Maybe you could look into that? I don't know, maybe run some extensive testing on your testserver and use some network shaping tools to simulate bad latencies and look how the game compensates for that.]
Also, making tanked scouts strafe slower won't fix their dominance in pubs. As long as they can see an enemy coming from Xm away, both on their radar and on tacnet, and have a weapon that can kill even a heavy with 1200+HP in 1-3 hits, you will not fix their effectiveness. Especially in pubs, because the only viable countermeasure to scouts right now is running in blobs of people that actually pay attention, which is rare in pubs.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Tesfa Alem
Death by Disassociation
441
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Posted - 2014.11.25 10:19:00 -
[26] - Quote
To be honest, nerfing the left-right movement is not going to end the circle strafe. Move left to right now in any suit, its not fast enough to dodge bulllets or break hit detection at all.
Attaching it to HP mods is IMO just weak sauce band aid. We know its got nothing to do with HP stacking, we know stacking armor hurts the strafe already, and we know strafers rely on kin cats and speed.
We know people that don't strafe rely on HP instead of the "dance" because if you can't dodge bullets then you got to tank them long enough to kill the other guy.
I'm not spouting a conspiracy theory as in "its because the devs don't like x, y, or z suits". I am saying the devs are focusing on the wrong area.
i repeat , Strafing relies on low eHP, speed and kincats, why focus on shields, already slow heavy suits, and plates that already have a movement penalty?
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5320
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Posted - 2014.11.25 10:54:00 -
[27] - 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.
Thanks for responding.
I was more interested in why than having a lore reason. Giving better opportunity for assaults to win is a legit reason IMHO. Making sentinels that much slower when you're adding less comparative mass makes no sense unless it's a game balancing reason.
I don't have problems with changes unless there's no obvious context where it makes sense. Thanks for explaining. Not having to crystal ball answers helps assuage a lot of problems.
I don't necessarily believe it's going to solve anything but what the hell? I'll try anything once.
I will, however, request that ferroscale plates also eat a similar penalty to shields and reactives as it provides similar benefit.
If we miss that one I forsee the problem relocating from shield armor to ferroscale plates.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Apothecary Za'ki
Biomass Positive
2125
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Posted - 2014.11.25 12:01:00 -
[28] - Quote
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. highest penality on scouts is fine, however medium suits should get lowest penality because they dont get the ewar or speed of a scout with out nerfing their own suit heavly.. as for sentinels i think they should have no penality as they are too fat to miss anyway..
the only case i think i know of mediums beign able to strafe glitch like a scout is with 0 plates just basic reactive or ferrosscale and sprint moduals ie they cut their ehp by half doing this anyway and they have a bigger hit box then scouts to begin with so i dont see the problem with medium suits.. the only problem was scouts.
#[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
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Apothecary Za'ki
Biomass Positive
2125
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Posted - 2014.11.25 12:03:00 -
[29] - 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. shield does NOT = MASS. L2EVEBRO :P
Shield should increase hitbox size reletive yet opposite to suit size so biggest hitbox hit should be scouts, smallest hitbox hit (or no hit to hitbox size) on heavy suits..
but either way the proposed changes only seem to F overmedium suits no matter what you do and makes shield tanking (SEE: CALDARI ) all the more nerfed.. like they already didnt get bent over by 1 SINGLE FLUX GRENADE
#[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2916
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Posted - 2014.11.25 12:10:00 -
[30] - 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. Then make kin cats and myofibs give move speed Rattati...
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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