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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2917
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Posted - 2014.11.25 23:34:00 -
[61] - Quote
Breakin Stuff wrote:Gavr1lo Pr1nc1p wrote: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... Hit detection fixed before adding speed boosters. Once hit detection is unscrewed then I'll be askin for it right next to ya. But we need hit detection and inertia fixes first. Fair enough. What I really want is a hit detection fix for my SG. It is **** even with auto aim on. The best tactic with it is just to strafe back and forth and fire rapidly because shot damage calculation is so delayed that if you shoot dead on it rarely deals full damage.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5347
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Posted - 2014.11.25 23:44:00 -
[62] - Quote
shotguns don't benefit from aim assist just like FG and HMG
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Sir Dukey
Murphys-Law General Tso's Alliance
1155
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Posted - 2014.11.26 03:49:00 -
[63] - 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.
It's not the heavy, it's that death ray of a gun they carry. Also, nobody wants penalty with the extenders because it is an unnecessary nerf.
I am sick and tired of you unnecessarily nerfing things. I.E. ADS RoF, Projectile to -15%/+15% instead of -10%/+10%, Nerfing passive scans while cloaking. ETC.
Chocolate Juice
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2349
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Posted - 2014.11.26 06:23:00 -
[64] - Quote
Gavr1lo Pr1nc1p wrote:Breakin Stuff wrote:Gavr1lo Pr1nc1p wrote: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... Hit detection fixed before adding speed boosters. Once hit detection is unscrewed then I'll be askin for it right next to ya. But we need hit detection and inertia fixes first. Fair enough. What I really want is a hit detection fix for my SG. It is **** even with auto aim on. The best tactic with it is just to strafe back and forth and fire rapidly because shot damage calculation is so delayed that if you shoot dead on it rarely deals full damage. Tbh i don't think we're ever going to get a hit detection fix on the PS3 guys. If that's the case then all we can do is nerf movement.
Minmatar are going the pay the bulk of the price for this. I'd really like to see the changes to scanning, tacnet directional arrows, and removal of the chevron implemented first and given a few weeks to see what they do to the scout metrics.
They're changes that need to happen anyway and there's an expectation from many respected players that they will have a significant impact on the combat effectiveness of scouts.
PSN: RationalSpark
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Imp Smash
Molon Labe. General Tso's Alliance
431
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Posted - 2014.11.26 06:24:00 -
[65] - 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... |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2237
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Posted - 2014.11.26 06:40:00 -
[66] - 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. Because shield suits have less health, which means getting into cover faster is more important. As well, lore-wise extenders weigh next to nothing. Plus, giving them the same penalty harms more suits than it fixes.
A scan profile change makes sense, because they increase electric signals, thus increasing dB. But movement penalty?
Proof that Rattati/CCP do listen to the playerbase.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
5088
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Posted - 2014.11.26 07:06:00 -
[67] - 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.
Mitigation through movement results in more virtual HP than plate stacking. And that's before we get into silly things like faster regeneration between fights, as well as the ability to avoid damage entirely through E-war.
So I don't believe mass calculation is an entirely fair way of doing things.
Unless, of course, you want to give us another HP buff. Gonna guess the answer to that is no.
It's my fault FA exists. Direct your rage to me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5348
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Posted - 2014.11.26 08:43:00 -
[68] - Quote
@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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Imp Smash
Molon Labe. General Tso's Alliance
434
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Posted - 2014.11.27 04:14:00 -
[69] - 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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5378
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Posted - 2014.11.27 07:49:00 -
[70] - Quote
I saw how they wound up tgere In beta and followed the development process.
They used to have range similar to rifles and a turn speed penalty that made them vulnerable to CQC.
They neutered the range and then realized that they had rendered the suits nonfunctional so they normalized turn speeds.
I don't talk out my ass usually.
Facts and such are far easier to troll with. No one expects facts.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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