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Megaman Trigger
OSG Planetary Operations Covert Intervention
174
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Posted - 2015.01.04 21:33:00 -
[1] - Quote
Gavr1lo Pr1nc1p wrote:RE's can be nerfed into oblivion once heavies have their HP's cut in half, and rep tools get capacitors.
Cant have the cake and eat it motherfucker.
Why should Sentinels lose half their HP when their resistances are currently ignored by REs as well as REs dealing more damage than listed?
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
174
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Posted - 2015.01.04 21:36:00 -
[2] - Quote
Buwaro Draemon wrote:One Eyed King wrote:What other options are there for the Heavy/Logi blobs?
From what I hear, the 5 second delay didn't take effect like it should have. That being said, Rattati did mention REs are meant for anti infantry traps.
Aside from tossing from a height, there is nothing wrong with REs. I just hate how they can be tossed for farther distances, do more damage than grenades, and br able yo restock them at Nanohives
The dealing damage part doesn't bother me so much, I just wish Sentinel's blast resistance would work for REs as one would expect.
I agree with the 'Frisbee' method of using REs being a pain as well as them being restockable from Nanohives when no other equipment is. Give them a deployment animation, remove the Nanohive restock and fix the Sentinel splash resist.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 21:59:00 -
[3] - Quote
Gavr1lo Pr1nc1p wrote:Megaman Trigger wrote:Gavr1lo Pr1nc1p wrote:RE's can be nerfed into oblivion once heavies have their HP's cut in half, and rep tools get capacitors.
Cant have the cake and eat it motherfucker. Why should Sentinels lose half their HP when their resistances are currently ignored by REs as well as REs dealing more damage than listed? Why should people who have no idea what they're talking about post in such an all-knowing manner?
If things actually worked as intended, implemented correctly and couldn't be exploited, people won't scream "nerf nerf nerf" about half the things they do.
For example, if REs couldn't be tossed out like candy on Halloween but had to be set up ahead of time, most people wouldn't care about the high damage. As it stands they can be dropped freely from above, thrown like a Frisbee for more range and restocked from Nanohives for spam. Add to that the fact that the Sentinel's resistance bonus and even the shield resistance are completely void vs REs, which I doubt is working as intended but the Devs haven't confirmed or denied either way, and it's not hard to see why there are people clamoring for a nerf to their damage.
Making changes so REs need to be set rather than thrown/dropped would remove a lot of peoples issues with them being super grenades. Making it so REs are treated like other equipment and can only be restocked from Supply Depots, rather than Nanohives, would at least cut down on the spam. If those changes were made hen the high damage wouldn't be so hard for people to accept but would also leave the REs useful as traps at chokepoints or on objectives.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:45:00 -
[4] - Quote
voidfaction wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage.
I can also understand the need....they are one of the most effective ways to counter heavies and brick tanked assaults.
Let's also not forget they were nerfed recently....
That said, I've always been a fan of implementing an animation similar to the way a logi needles a friendly when placing an RE, that way they become more of a trap and less of a smart grenade. While we are at it can we get a get in/out of vehicle animation that is slower the bigger your suit? Make that a trap too instead of the Sentinel murder taxi we are so used to.
Would also stop tankers from popping out to HMG someone they can't track up close using the turret and then hopping back in and rolling off into the sunset.
The exception to an entry/exit animation/delay should be Dropships, since being able to get out quick is part of the idea of a transport vehicle.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:55:00 -
[5] - Quote
Vitantur Nothus wrote:Boot Booter wrote:REs are complete BS. They take no skill, please stop saying they do. And HMG Heavy is a skill-intensive role? REs are a solution to a bigger problem. Perhaps we should focus on fixing the problem?
Let's have CCP release the missing racial weapons first, then the HMG can be reassessed and balanced according to whatever role the new weapons make available.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:57:00 -
[6] - Quote
Buwaro Draemon wrote:voidfaction wrote:Know see that is how I think RE's should be alos. You set them not throw them. No, I'm talking about entering and exiting vehicles.
You missed the point, which was to have the REs take time to set up; hold the button, complete the 'hack' cycle and then the RE is placed and primed. Void was just using your idea of the hack to enter for RE set-up.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
175
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Posted - 2015.01.04 22:58:00 -
[7] - Quote
voidfaction wrote:Megaman Trigger wrote:voidfaction wrote:Leadfoot10 wrote:EWAR Scouts with REs are difficult to counter. I can understand the rage.
I can also understand the need....they are one of the most effective ways to counter heavies and brick tanked assaults.
Let's also not forget they were nerfed recently....
That said, I've always been a fan of implementing an animation similar to the way a logi needles a friendly when placing an RE, that way they become more of a trap and less of a smart grenade. While we are at it can we get a get in/out of vehicle animation that is slower the bigger your suit? Make that a trap too instead of the Sentinel murder taxi we are so used to. Would also stop tankers from popping out to HMG someone they can't track up close using the turret and then hopping back in and rolling off into the sunset. The exception to an entry/exit animation/delay should be Dropships, since being able to get out quick is part of the idea of a transport vehicle. If you are the pilot of the Dropship and you jump out you don't get back in, lol So I think an exception should be ok.
Was actually referring to the Dropship passengers.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
183
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Posted - 2015.01.05 23:49:00 -
[8] - Quote
Vitantur Nothus wrote:Megaman Trigger wrote:Vitantur Nothus wrote:Boot Booter wrote:REs are complete BS. They take no skill, please stop saying they do. And HMG Heavy is a skill-intensive role? REs are a solution to a bigger problem. Perhaps we should focus on fixing the problem? Let's have CCP release the missing racial weapons first, then the HMG can be reassessed and balanced according to whatever role the new weapons make available. Remotes have always been deadly effective, though there was a time when they weren't used for much else beyond booby-trapping objectives. If little about the deadliness of REs has changed, what might be to blame for their increased usage? I say we fix what's broken rather than turning blind eye or proffering excuse. Even if we outright removed REs, something else would step up to counter the Heavy Blob. Many would be quick to call for a nerfing of that new thing on account of its increased usage, and when that new thing is nerfed, the cycle will repeat with whatever follows. Such is the nature of treating signs and symptoms rather than curing root cause. TL;DR: Fix the underlying issue. Fix Heavies and see RE usage decline.
And Sentinels can't be properly fixed without the rest of their weapons being released. Once those are released and a role can be set, the HMG can be assessed properly to bring it in line with this new vision of what a Sentinel should be and do.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations Covert Intervention
184
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Posted - 2015.01.06 11:49:00 -
[9] - Quote
Vitantur Nothus wrote:Megaman Trigger wrote: And Sentinels can't be properly fixed without the rest of their weapons being released. Once those are released and a role can be set, the HMG can be assessed properly to bring it in line with this new vision of what a Sentinel should be and do.
Nonsense. 1.7 pilots would've been dead wrong in making similar claim: "I know my tank is OP, but you can't nerf it until until the future! You must hold off on the nerf until after vehicle racial parity." If something is broken, and we can fix it, then we should fix it. It isn't complicated. Should circumstances change down the road which merit reassessment, then reassessment should be made after the change in circumstances. But we cannot justify leaving something broken based upon an expectation of an undefined changes at some undefined point in the future. If this is how things were done, then nothing would ever get done.
And how can something be fixed properly if most of the the data for the role is missing? All CCP could do right now is something to drop the DPS, which doesn't really solve the issue. It'd be like putting a plaster over a bullet hole.
Sentinels have never had more than two Heavy Weapons in their lifetime; one designed for close range combat and the other AV with some anti-infantry capabilities, which have mostly been removed now that 2/3 FG variants lack Splash Damage. Amarr and Gallente Heavy Weapons are overdue. I fail to see how their only dedicated anti-infantry weapon can be properly fixed without the rest of the weapons. Nerf'd? Sure. Properly fixed? Sentinels need their role better defined beyond "kill everything" so that the HMG can fit into this role.
Closest we could get to a "fix" right now would be tighten the cone of fire and boost the range a little, turning the HMG into a mid-range weapon and making it harder to use up close, which would probably end up with more people complaining about being killed by HMGs at range. Other than that, all CCP could (or would) do is decrease the DPS or ramp up the heat build-up, which doesn't really fix things.
I'm all for balancing the Sentinel and the HMG but I still feel that the Sentinel needs the rest of its weapons before any real balance work can be done to it.
Purifier. First Class.
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