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Zaria Min Deir
OSG Planetary Operations Covert Intervention
978
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Posted - 2015.01.02 00:52:00 -
[61] - Quote
Cat Merc wrote:Zaria Min Deir wrote:ReGnYuM wrote:
I treat Logibro's with the same respect as a doormat. You wipe your feet with it, and then forget it ever existed.
Yep. You are officially on Zaria's **** list. I doubt he cares... I am just a logi, after all.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Mex-0
279
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Posted - 2015.01.02 01:57:00 -
[62] - Quote
Zaria Min Deir wrote:Cat Merc wrote:Zaria Min Deir wrote:ReGnYuM wrote:
I treat Logibro's with the same respect as a doormat. You wipe your feet with it, and then forget it ever existed.
Yep. You are officially on Zaria's **** list. I doubt he cares... I am just a logi, after all.
That's what they all say... Until they're simply gone, nothing but a yellow and black body...
Meh, I give up on FW.
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
2045
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Posted - 2015.01.02 02:43:00 -
[63] - Quote
Ydubbs81 RND wrote:CUSE TOWN333 wrote:Ydubbs81 RND wrote:dent 308 wrote:The scenario you propose is indeed possible, but in operation is easily broken. I don't see any need for additional mechanics in this system. "easily broken"...how would you easily defeat a heavy with two logis or two heavies with four logis on an objective? assault suits not ment to be able to solo 2 heavys and four logis. which is why I've specced heavy. now what you do when you see a heavy being repped is aim for the heavys face and mow him down then the logi is left standing there waiting for you to end his life. trust me they ain't repping thru a Hmg.
KEQ diplomat.
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Everything Dies
Condotta Rouvenor Gallente Federation
1157
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Posted - 2015.01.02 04:05:00 -
[64] - Quote
Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this)
In my opinion, the bigger problem are the repair tools that allow one person to heal two others at the same time. Combine two logis with two heavies and you're looking at tank-level recovery rates, and that's crazy.
My solution: three versions of rep tools. 1. Basic rep tool for one target, armor only, and the best repair rate. 2. Flux rep tool for one target that heals both shields and armor. 3. Triage rep tool that allows you to heal two targets simultaneously, but is weaker than the other versions.
So if the standard basic rep tool heals armor at 40hp/s, the flux could do 20/20 per second and the triage could do either 30 armor hp/s or 15/15 for shields and armor. This would help to alleviate some of the craziness going on.
Mike Patton is the greatest singer in music. Proof
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Talos Vagheitan
Ancient Exiles.
759
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Posted - 2015.01.02 04:12:00 -
[65] - Quote
Atiim wrote:I think the Repair Tools should be given a capacitor, then make the capacitor drain quickly if the player(s) being repair are taking damage, that way you have the option to repair players in fire fights, but can't do so for long periods of time.
^^^ Agree
Who cares what some sniper has to say
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Golden Day
Bragian Order Amarr Empire
4
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Posted - 2015.01.02 04:21:00 -
[66] - Quote
TEBOW BAGGINS wrote:Ydubbs81 wrote:This game is supposed to be based on skill, right?
Shields mmmmm.....
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Mobius Wyvern
Sky-FIRE
5552
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Posted - 2015.01.02 04:41:00 -
[67] - Quote
Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this) Given that even 2 fully maxed Logistics suits repping a Sentinel at the same time can't out-rep the DPS of a single Assault Rifle, the only thing they're giving that Sentinel is more time to defend himself, and only by a few seconds.
There is NO way in hell you can stack enough reps on one person to let them resist even a single rifle without being a complete waste as far as the team is concerned.
The fact that armor tanking allows for team-coordination based tactics and shield tanking currently does not does not mean we need to start looking for ways to nerf teamwork.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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TIGER SHARK1501
Savage Bullet
85
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Posted - 2015.01.02 05:16:00 -
[68] - Quote
Bethhy wrote:Ydubbs81 RND wrote:Atiim wrote:I think the Repair Tools should be given a capacitor, then make the capacitor drain quickly if the player(s) being repair are taking damage, that way you have the option to repair players in fire fights, but can't do so for long periods of time. I'd be ok with that....there should be some sort of penalty when getting repped through damage. 50% or less rep through damage or your capacitor drain would suffice. There should be no penalty.... Or use restriction... Rep tools add to the game... Add to squad play,.... Add to tactics. Limiting that to promote more tactics is kinda assbackwards. The in game tactics of players are just starting to change where players will actually go for the kill on the Logi first over the slayer.... It is making for some dynamic battlefields... If a player wants to dedicate their gameplay completely around supporting other players.... We should never think of how to limit or reduce that players effectiveness.. These players do nothing but add to the enjoyment of DUST, Facilitate fights and stand offs along with encouraging people to squad up. Logis.. Being actual Logi's in DUST will never be a problem. Thank you for the logo loving! I salute you o7 |
doc lowroar
Random Gunz RISE of LEGION
56
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Posted - 2015.01.02 05:24:00 -
[69] - Quote
Only one person should be able to shoot at me , at a time too.
"Wherever you go, there you are" -BB
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Alena Ventrallis
Vengeance Unbound
2402
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Posted - 2015.01.02 05:25:00 -
[70] - Quote
It takes 3 people to rep through 1 weapon, and your saying this is unbalanced?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Sgt Kirk
Fatal Absolution
9054
|
Posted - 2015.01.02 05:26:00 -
[71] - Quote
Another lol worthy thread.
CCP holds the Caldari's hand so this doesn't happen again.
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Aeon Amadi
Chimera Core
7651
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Posted - 2015.01.02 08:37:00 -
[72] - Quote
Mobius Wyvern wrote:Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this) Given that even 2 fully maxed Logistics suits repping a Sentinel at the same time can't out-rep the DPS of a single Assault Rifle, the only thing they're giving that Sentinel is more time to defend himself, and only by a few seconds. There is NO way in hell you can stack enough reps on one person to let them resist even a single rifle without being a complete waste as far as the team is concerned. The fact that armor tanking allows for team-coordination based tactics and shield tanking currently does not does not mean we need to start looking for ways to nerf teamwork.
Not that I'm buying into Ydubbs81's perpetual feeling of armor being OP (when it isn't) but you also have to take into account how many rounds the AR has in the mag, it's reload time, etc. The 'resistances' argument was flawed considering that the Amarr Sentinel only has resistances toward Projectile and Rail weaponry, so it's an edge case against only a handful of weapons that I'll likely plot out later.
In the case of the AR, however...
It's actually impossible to kill an Amarr Sentinel in those conditions, even with an AR. Not because of the DPS, the DPS actually outclasses the repair rate, but the reason why it's a viable option is because the AR doesn't have an infinite magazine and in the 2.55s it takes you reload the thing, the Amarr Sentinel would be back at full armor. Even with it's shields at 0, you still wouldn't have enough rounds in the magazine to kill it.
Going to do the Assault Combat Rifle next, see if there's a different result.
Aeon's Links
In an effort to be "positive" I will agree to everything CCP does.
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Bradric Banewolf
D3ATH CARD RUST415
601
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Posted - 2015.01.02 08:46:00 -
[73] - Quote
Didn't I suggest something like this month's ago, and got burned at the stake for suggesting reason. My how fickle this community is.
Not gonna waste time repeating my entire post. There was far too much logic and sense for logis to handle at the time, and taking away their crutch to massive isk gain was blasphemy.
The fact is the rep tool is currently infinite, and unchanged since the inception of this game.
"Anybody order chaos?"
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
978
|
Posted - 2015.01.02 08:48:00 -
[74] - Quote
Aeon Amadi wrote:Mobius Wyvern wrote:Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this) Given that even 2 fully maxed Logistics suits repping a Sentinel at the same time can't out-rep the DPS of a single Assault Rifle, the only thing they're giving that Sentinel is more time to defend himself, and only by a few seconds. There is NO way in hell you can stack enough reps on one person to let them resist even a single rifle without being a complete waste as far as the team is concerned. The fact that armor tanking allows for team-coordination based tactics and shield tanking currently does not does not mean we need to start looking for ways to nerf teamwork. Not that I'm buying into Ydubbs81's perpetual feeling of armor being OP (when it isn't) but you also have to take into account how many rounds the AR has in the mag, it's reload time, etc. The 'resistances' argument was flawed considering that the Amarr Sentinel only has resistances toward Projectile and Rail weaponry, so it's an edge case against only a handful of weapons that I'll likely plot out later. In the case of the AR, however... It's actually impossible to kill an Amarr Sentinel in those conditions, even with an AR. Not because of the DPS, the DPS actually outclasses the repair rate, but the reason why it's a viable option is because the AR doesn't have an infinite magazine and in the 2.55s it takes you reload the thing, the Amarr Sentinel would be back at full armor. Even with it's shields at 0, you still wouldn't have enough rounds in the magazine to kill it. Going to do the Assault Combat Rifle next, see if there's a different result. It's a fair point. However... I don't really see the issue with one (1) assault with a rifle being unable to beat a group of 2-4 people working together... which is the scenario here. How do the numbers look with, say, 2 proto ARs unloading into that Amarr heavy with 1 proto rep on him? Or even more sensibly, 2 ARs first taking down 1 logi and then focus firing on the now repless sentinel? Maybe the scenario is now more acceptable for the assaults?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Aeon Amadi
Chimera Core
7651
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Posted - 2015.01.02 08:54:00 -
[75] - Quote
Zaria Min Deir wrote:Aeon Amadi wrote:Mobius Wyvern wrote:Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this) Given that even 2 fully maxed Logistics suits repping a Sentinel at the same time can't out-rep the DPS of a single Assault Rifle, the only thing they're giving that Sentinel is more time to defend himself, and only by a few seconds. There is NO way in hell you can stack enough reps on one person to let them resist even a single rifle without being a complete waste as far as the team is concerned. The fact that armor tanking allows for team-coordination based tactics and shield tanking currently does not does not mean we need to start looking for ways to nerf teamwork. Not that I'm buying into Ydubbs81's perpetual feeling of armor being OP (when it isn't) but you also have to take into account how many rounds the AR has in the mag, it's reload time, etc. The 'resistances' argument was flawed considering that the Amarr Sentinel only has resistances toward Projectile and Rail weaponry, so it's an edge case against only a handful of weapons that I'll likely plot out later. In the case of the AR, however... It's actually impossible to kill an Amarr Sentinel in those conditions, even with an AR. Not because of the DPS, the DPS actually outclasses the repair rate, but the reason why it's a viable option is because the AR doesn't have an infinite magazine and in the 2.55s it takes you reload the thing, the Amarr Sentinel would be back at full armor. Even with it's shields at 0, you still wouldn't have enough rounds in the magazine to kill it. Going to do the Assault Combat Rifle next, see if there's a different result. It's a fair point. However... I don't really see the issue with one (1) assault with a rifle being unable to beat a group of 2-4 people working together... which is the scenario here. How do the numbers look with, say, 2 proto ARs unloading into that Amarr heavy with 1 proto reptool on him? Or even more sensibly, 2 ARs first taking down 1 logi and then focus firing on the now (basically) repless sentinel? Maybe the scenario is now more acceptable for the assaults?
Right. Which is the logical thing to do. I'm not going to fire at the Sentinel who is going to take forever to kill, I'm going to kill the Logi's. I was just providing backing to what Ydubbs81's argument is here in the context provided, whether or not someone is stupid enough to try and go toe-to-toe with an unkillable Sentinel is their prerogative.
Now, as promised, I re-did the numbers for the ACR and it is certifiably impossible to out-DPS that kind of repair. Not that you should ever try to begin with but for the sake of argument, the math backs up Ydubbs81 in this case.
Aeon's Links
In an effort to be "positive" I will agree to everything CCP does.
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
978
|
Posted - 2015.01.02 08:59:00 -
[76] - Quote
Aeon Amadi wrote:Zaria Min Deir wrote:Aeon Amadi wrote:Mobius Wyvern wrote:Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this) Given that even 2 fully maxed Logistics suits repping a Sentinel at the same time can't out-rep the DPS of a single Assault Rifle, the only thing they're giving that Sentinel is more time to defend himself, and only by a few seconds. There is NO way in hell you can stack enough reps on one person to let them resist even a single rifle without being a complete waste as far as the team is concerned. The fact that armor tanking allows for team-coordination based tactics and shield tanking currently does not does not mean we need to start looking for ways to nerf teamwork. Not that I'm buying into Ydubbs81's perpetual feeling of armor being OP (when it isn't) but you also have to take into account how many rounds the AR has in the mag, it's reload time, etc. The 'resistances' argument was flawed considering that the Amarr Sentinel only has resistances toward Projectile and Rail weaponry, so it's an edge case against only a handful of weapons that I'll likely plot out later. In the case of the AR, however... It's actually impossible to kill an Amarr Sentinel in those conditions, even with an AR. Not because of the DPS, the DPS actually outclasses the repair rate, but the reason why it's a viable option is because the AR doesn't have an infinite magazine and in the 2.55s it takes you reload the thing, the Amarr Sentinel would be back at full armor. Even with it's shields at 0, you still wouldn't have enough rounds in the magazine to kill it. Going to do the Assault Combat Rifle next, see if there's a different result. It's a fair point. However... I don't really see the issue with one (1) assault with a rifle being unable to beat a group of 2-4 people working together... which is the scenario here. How do the numbers look with, say, 2 proto ARs unloading into that Amarr heavy with 1 proto reptool on him? Or even more sensibly, 2 ARs first taking down 1 logi and then focus firing on the now (basically) repless sentinel? Maybe the scenario is now more acceptable for the assaults? Right. Which is the logical thing to do. I'm not going to fire at the Sentinel who is going to take forever to kill, I'm going to kill the Logi's. I was just providing backing to what Ydubbs81's argument is here in the context provided, whether or not someone is stupid enough to try and go toe-to-toe with an unkillable Sentinel is their prerogative. Now, as promised, I re-did the numbers for the ACR and it is certifiably impossible to out-DPS that kind of repair. Not that you should ever try to begin with but for the sake of argument, the math backs up Ydubbs81 in this case. Well, obviously. I am just trying to underline the fact that I don't think it entirely reasonable to demand nerfs to a mechanic that requires the cooperation of multiple people solely based on the fact that it is, on paper at least, unbeatable by a SOLO player. I say on paper simply because circumstances vary, not all situations are equal.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Meee One
Amakakeru-Ryu-no-Hirameki
1431
|
Posted - 2015.01.02 09:36:00 -
[77] - Quote
Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this) "Nerf teamwork so i solo easier"
Really?
>Runs heavy >Not using burst HMG to kill repped target
Lr2n heavy.
As to a capacitor. All players are trying to do is gimp logistics in PCs so they'll be replaced by assaults.
If you add any sort of cooldown there will be more logistics shooting than repping.
Anyone remember slayer logis?
"Slayer logis can't happen anymore". -You're right,they'll just leave logistics forever.
Capacitors are a bad thing. It allows idle hands.
And idle hands are shooting hands.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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RayRay James
Titans of Phoenix
861
|
Posted - 2015.01.02 13:48:00 -
[78] - Quote
Bethhy wrote: This is why having dedicated Logistics in PC was often rare.. Having Logi's that are pure logi's in PC that are also effective and worth their spot... is rare... There are a handful of players who can do this... And everyone at the top knows their names.
This is why no one knows who I am, huh? |
Lazer Fo Cused
Shining Flame Amarr Empire
341
|
Posted - 2015.01.02 13:58:00 -
[79] - Quote
1. Yes
2. If you have a problem with 'heavy and logi' combo then take out the logi thus the heavy does not get repped - problem solved |
Ripley Riley
Incorruptibles
5986
|
Posted - 2015.01.02 14:12:00 -
[80] - Quote
Lazer Fo Cused wrote:If you have a problem with 'heavy and logi' combo then take out the logi thus the heavy does not get repped Because it is that easy While you are attempting to take out his logi, the sentinel will blap you into a greasy stain on the concrete. Lord help you if it's one of those dual sentinel, double rep tool logi combinations. Then you are extra ******.
Your only hope is flinging an RE on them and praying it takes out one of them.
Have you even played this game recently?
My advice to you, playa...
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Mobius Wyvern
Sky-FIRE
5557
|
Posted - 2015.01.02 14:59:00 -
[81] - Quote
Ripley Riley wrote:Lazer Fo Cused wrote:If you have a problem with 'heavy and logi' combo then take out the logi thus the heavy does not get repped Because it is that easy While you are attempting to take out his logi, the sentinel will blap you into a greasy stain on the concrete. Lord help you if it's one of those dual sentinel, double rep tool logi combinations. Then you are extra ******. Your only hope is flinging an RE on them and praying it takes out one of them. Have you even played this game recently? As someone who plays Assault ak.0 with a Viziam Scrambler (Occasionally DArth's), and 3 Complex Damage Mods, all I need is a single charged headshot to blap most Logistics fits unless the guy went full-out brick, in which case I just land a second one right after the first.
If you don't have that, try cooking a Flux nade at the group, and then going for the Logis with a Combat Rifle.
Rail Rifle users can attempt to find a ranged position with which to engage the Logis.
In the case of the Assault Rifle, many people will claim they can't do anything, but Cat Merc and Arkena Wyrnspire came up with a dual Kinetic Catalyzer fit for the Gallente Assault suit that's been allowing them to choose engagements rather effectively. I would recommend that anyone with skill into Assault Rifles combine them with Kinetic Catalyzers and use them to jump on those pesky Logi, shred them, and then run away.
In all of these situations you should NOT be running straight at the Sentinel while trying to kill his support. Most of the time those people will be in a squad together. If you're solo and trying to take on a group of players communicating with each other from the front, you're almost never going to win. Use the available terrain and cover to your advantage, break contact, and try to flank around. If that doesn't work, try and shadow the Sentinel until he engages another guy on your team, and then hit the Logi. It'll take the Sentinel a second or so to break off and switch targets, and in that time you can waste his support and leave him vulnerable.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
979
|
Posted - 2015.01.02 15:09:00 -
[82] - Quote
Mobius Wyvern wrote: In all of these situations you should NOT be running straight at the Sentinel while trying to kill his support. Most of the time those people will be in a squad together. If you're solo and trying to take on a group of players communicating with each other from the front, you're almost never going to win. Use the available terrain and cover to your advantage, break contact, and try to flank around. If that doesn't work, try and shadow the Sentinel until he engages another guy on your team, and then hit the Logi. It'll take the Sentinel a second or so to break off and switch targets, and in that time you can waste his support and leave him vulnerable.
You're trying to argue common sense to people who are, pretty much, going "nerf teamwork so I can solo better" (thank you for summing that up, whoever did so earlier). I applaud your efforts, but I doubt they will be very fruitful.
"I can't solo a group of people even with my leet gungame QQ" is possibly one of the most inane arguments ever. Yes, having better gungame than most should lead you to win most fair 1v1s... except who the hell expects this game to be a series of gentemanly duels? Really? But if you're going 1v2, 1v3, 1v4, yes, it is entirely possible your superior skills can be enough to make you the winner of that engagement... but if it isn't, maybe consider NOT going headfirst into more 1vmanys? Instead of demanding nerfs to others.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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KING CHECKMATE
Opus Arcana Covert Intervention
6709
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Posted - 2015.01.02 15:14:00 -
[83] - Quote
Ydubbs81 wrote:I think this mechanic allows for so much abuse. Amarr heavies with 1200hp+ with resistance to weapons coupled with (sometimes) 2 logis repping them at once. Someone, somewhere has to believe that there is something wrong with this, no? This game is supposed to be based on skill, right?
At first, it seemed ok but players started abusing it and something just didn't feel right about that mechanic. Especially when there is nothing like that for shield infantry (esp. heavies)
I'm thinking that the rep tool should be at 100% efficiency when the person is not taking any damage. And then perhaps 50% efficiency when the person is taking damage (for the people who want to continue to abuse this)
I....im pro logi.... But i do see your point.
There is not much for me , a solo player, to do when an Armored sentinel with 1-2 logis approaches.
ITs leave or die, regardless of my skill or the enemy's...
Playing as : Calscout + Amarr Assault
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KEROSIINI-TERO
The Rainbow Effect
1661
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Posted - 2015.01.02 15:49:00 -
[84] - Quote
" Should Logis Be Able To Rep Through Damage?? "
Depends on damage.
At long range firefights, yes, sure thing.
At closer, more complex. Not that several logis repping is more powerful and might result in repping thru light arms fire - but then there are several dudes not using their guns! That's a BIG price.
And if you find those 'impregnable' heavies and can't use REs? Swap to Forge Brawl fit, it is surprisingly effective! It's like bowling. Aim, see a shiny ball zoom towards red bozos and BOOM!
Rep thru that.
Pro-choice!
For hazardous self-activated inertial dampeners!
We want to live on the edge (((of MCC)))
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Lazer Fo Cused
Shining Flame Amarr Empire
342
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Posted - 2015.01.02 16:02:00 -
[85] - Quote
Ripley Riley wrote:Lazer Fo Cused wrote:If you have a problem with 'heavy and logi' combo then take out the logi thus the heavy does not get repped Because it is that easy While you are attempting to take out his logi, the sentinel will blap you into a greasy stain on the concrete. Lord help you if it's one of those dual sentinel, double rep tool logi combinations. Then you are extra ******. Your only hope is flinging an RE on them and praying it takes out one of them. Have you even played this game recently?
1. Dont take on the logi while the sentinal is in front of you
2. Flank, flank, flank and flank again
3. Flank some more
4. Did i say flanking?
5. Scout + SG
6. Flanking
7. Go for the logi and dont shoot the sentinal
8. Frisbees RE are terrible gameplay but while its still around you might aswell abuse it
9. Core locus nade
10. I hear flanking works well, maybe you should try it |
Ripley Riley
Incorruptibles
5990
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Posted - 2015.01.02 16:09:00 -
[86] - Quote
Lazer Fo Cused wrote:1. Dont take on the logi while the sentinal is in front of you
2. Flank, flank, flank and flank again
3. Flank some more
4. Did i say flanking?
5. Scout + SG
6. Flanking
7. Go for the logi and dont shoot the sentinal
8. Frisbees RE are terrible gameplay but while its still around you might aswell abuse it
9. Core locus nade
10. I hear flanking works well, maybe you should try it And if the sentinel/logi is located in a hallway or similar indoors location with no points to flank them from? Out in the open, you are right, flanking is the solution. In corridors flanking doesn't happen. In addition, you see the sentinel/logi combinations indoors more often than not.
Try again.
Core locus grenades are great, but with proto repair tool ranges being as long as they are, the logi will be far from the blast radius. The sentinel will giggle as your grenade blast tickles his fat rolls.
REs work. Forge guns are also another potential solution if you are a good enough shot. Otherwise, the solution to HMG sentinels/logis is to counter with more HMG sentinels/logis.
Just call me Ripple. Ripple Riley.
My advice to you, playa...
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
980
|
Posted - 2015.01.02 16:34:00 -
[87] - Quote
Ripley Riley wrote:
Core locus grenades are great, but with proto repair tool ranges being as long as they are, the logi will be far from the blast radius. The sentinel will giggle as your grenade blast tickles his fat rolls.
I probably shouldn't tell you this... but it's not exactly a secret. You know that core locus nade will instakill most logis? If not all? Think outside the box, even though that sentinel is a big, slow, easy target, you might want to try using your brain.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Ripley Riley
Incorruptibles
5990
|
Posted - 2015.01.02 16:41:00 -
[88] - Quote
Zaria Min Deir wrote:I probably shouldn't tell you this... but it's not exactly a secret. You know that core locus nade will instakill most logis? If not all? Think outside the box, even though that sentinel is a big, slow, easy target, you might want to try using your brain. The logi is half a mile down the hallway with his proto rep tool, pumpkin. The sentinel is also probably standing on repair hives, just to be sure.
Also, it hurts when I use brain. Burn brain it does.
Just call me Ripple. Ripple Riley.
My advice to you, playa...
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
318
|
Posted - 2015.01.02 16:48:00 -
[89] - Quote
Atiim wrote:I think the Repair Tools should be given a capacitor, then make the capacitor drain quickly if the player(s) being repair are taking damage, that way you have the option to repair players in fire fights, but can't do so for long periods of time. I have posted a similar idea like this. The rep tool should be reworked to be a before battle buff that gives a temporary 1 min hp boost (maybe 200-400 based on tier) to players. It should also be able to rep 2-3 players before it goes to cooldown (once again tier based). It would still be functional in combat, and take 3-5 secs to overcharge a player. From the overcharge, the logi would get guardian for every kill the overcharged player gets.
This would allow the logi to pre rep players,then set up and use their other equipment, then God forbid, actually take part of the fighting. Alot of players would hate this as logis would actually have a fighting chance instead of being canon fodder. Call me crazy, but the most expensive isk and sp suits should have more of a fighting chance to protect the suit from termination.
Sage /thread
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
980
|
Posted - 2015.01.02 16:48:00 -
[90] - Quote
Ripley Riley wrote:Zaria Min Deir wrote:I probably shouldn't tell you this... but it's not exactly a secret. You know that core locus nade will instakill most logis? If not all? Think outside the box, even though that sentinel is a big, slow, easy target, you might want to try using your brain. The logi is half a mile down the hallway with his proto rep tool, pumpkin. The sentinel is also probably standing on repair hives, just to be sure. Also, it hurts when I use brain. Burn brain it does.
I guess you just need to unlock grenade throwing proficiency.
And to add to the list of counters to that situation. Massdrivers work wonders on logis, none of that annoying resistance the sentinels get. And shooting a plasma cannon down a straight hallway isn't exactly difficult.
Once again, please don't expect sympathy just because your solo rifle can't easily remove an enmbedded squad from a defensible position.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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