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xavier zor
0uter.Heaven
653
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Posted - 2015.03.01 23:30:00 -
[31] - Quote
highly disagree
Cal scout: best scout with regards to 1v1 and solo play. I have mine fit with 600+ ehp @ 50 regen/second with a 1.8 second delay, 4 armor reps/second. I use this when scans are out, or my enemies are not staying in a spot for long. Cal assault: cleans up all the minmitar scum, best regeneration stats out of all 4 assault suits Cal sentinel: No, it outclasses the min sentinel , but is outclassed by the other 2 unless you are playing solo Cal logistics: A good logi suit in domination, or when you are in a squad. Reasons; run 2 wyrkomi triage hives, an ishokune gauged, drop them down then start slaying with, WITH the pack. Outclassed by min logi for reps but has decent hp as a logi.
but...
Cal commando: agree, without a single doubt. Worst commando
new home <3
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Mexxx Dust-Slayer
Negative-Feedback
385
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Posted - 2015.03.01 23:42:00 -
[32] - Quote
Devadander wrote:And no, not the college.
Been proto cal assault for ever. Through the good and the bad. Finally in a decent place, however, say a logi and I run into any other assault suit with a logi. Guess who wins? Not the guy with 709 shields I can tell you that, it's the guy with 400 armor. If I have a smart logi, he can pull his weapon and we can sometimes win that way. Fun. I can still reload faster than you. Actually the cal assault doesn't really reload faster than the other assaults since all their respective racial rifles have an innate quick reload speed, so it's basically the same. |
Henrietta Unknown
Corrosive Synergy RISE of LEGION
837
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Posted - 2015.03.02 00:22:00 -
[33] - Quote
Devadander wrote:At this point I just want a viable cal-mando fit. I can make-do with the other fits, but the mando just sucks.
I've tried everything from trip dmg mods to kincats. Brick fits and quick regen. Nothing works in a 1v1 vs any other suit.
My friend has pro min-mando and has a blast with MD and CR, I roll my cal tandem with him and it just fails to keep up. mk.0 will definitely outperform in most areas.
That given, my favorite setup is two complex rechargers, one cmplx damage mod, and one complex regulator. Specialist KK RR and Ishukone ARR. Compact Hive for armor regen.
I can eliminate rooftop campers and distant targets with ease with the RR, while the ARR is backup against scouts and sentinels. But you really should not go toe to toe with those two unless you have teammates around.
Weaknesses: Sniper rifles, Viziam Scr (bastards with ak.0's and even mk.0's love this), and overwhelming red pushes.
Note: I die everytime when I pull out this suit. It's a matter of how many you can take with you.
Please buff my Magsex. It doesn't hit hard enough...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2455
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Posted - 2015.03.02 00:22:00 -
[34] - Quote
Mexxx Dust-Slayer wrote:Devadander wrote:And no, not the college.
Been proto cal assault for ever. Through the good and the bad. Finally in a decent place, however, say a logi and I run into any other assault suit with a logi. Guess who wins? Not the guy with 709 shields I can tell you that, it's the guy with 400 armor. If I have a smart logi, he can pull his weapon and we can sometimes win that way. Fun. I can still reload faster than you. Actually the cal assault doesn't really reload faster than the other assaults since all their respective racial rifles have an innate quick reload speed, so it's basically the same.
"Actually the Galassault isn't any more accurate than the others because they can all use Sharpshooter skills, so its basically the same." "Actually Commandos don't do any more damage than other suits because the other suits can just use Damage Mods, so its basically the same." "Actually Sentinels don't have more HP than the other suits because the other suits can just use HP modules, so its basically the same."
You do realize how stupid you sounded when you said that, right?
I'm not saying the Calassault bonus isn't lackluster, or that its a fitting bonus. It's both lackluster and it doesn't fit. But to completely write it off as it doesn't even exist or do anything at all just sounds like the most pathetic whining I've ever heard.
Home at Last <3
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Vicious Minotaur
2043
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Posted - 2015.03.02 00:59:00 -
[35] - Quote
True Adamance wrote: You get
+15% resistance to Plasma Weapons +10% resistance to Laser Weapons + 25% reduction to Splash Damage +20 resistance to Explsoive Damage +10 resistance to Projectile Damage +10% resistance to Hybrid Rail Damage and 25% reduction to Heavy Weapons fitting.
That all round looks really damn good as you get a resistance to every damage type against your shields..... raw HP values might be lower than the other Sentinels but for all round adaptability the Cal Sent has a lot going for it to be honest.
Now if only resistances were fun, interesting, non generic bonuses that had compelling enhancements to inter-sentinel and general gameplay.....
*begins fuming*
Durr hurr, let's give the highest HP suits a bunch of resistances to their highest HP pool, let's also give them an instagibby-high DPS death machine! Hurr durr, logick!
Kinda off topic: I'd make a thread detailing the pitfall of the generic crapfest that are the "one size fits all"-mentality Sentinel resistance bonuses (and maybe suggestions for non lame alternatives), but to the status quo this community generally says: Sieg f+ºk'n Heil.
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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Mejt0
Dead Man's Game RUST415
919
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Posted - 2015.03.02 01:17:00 -
[36] - Quote
Cal assault - average Cal scout - very good slayer etc Cal sent - gonna win 8 out of 10 1v1 fights with other sents. Cal logi - only good for spamming Cores and RE Cal commando - is like gal and amarr. They have no real role.
Loyal to State
https://forums.dust514.com/default.aspx?g=posts&m=2629870#post2629870
- Mejto's trade/sale list
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17392
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Posted - 2015.03.02 01:19:00 -
[37] - Quote
Vicious Minotaur wrote:True Adamance wrote: You get
+15% resistance to Plasma Weapons +10% resistance to Laser Weapons + 25% reduction to Splash Damage +20 resistance to Explsoive Damage +10 resistance to Projectile Damage +10% resistance to Hybrid Rail Damage and 25% reduction to Heavy Weapons fitting.
That all round looks really damn good as you get a resistance to every damage type against your shields..... raw HP values might be lower than the other Sentinels but for all round adaptability the Cal Sent has a lot going for it to be honest.
Now if only resistances were fun, interesting, non generic bonuses that had compelling enhancements to inter-sentinel and general gameplay..... *begins fuming* Durr hurr, let's give the highest HP suits a bunch of resistances to their highest HP pool, let's also give them an instagibby-high DPS death machine! Hurr durr, logick! Kinda off topic: I'd make a thread detailing the pitfall of the generic crapfest that are the "one size fits all"-mentality Sentinel resistance bonuses (and maybe suggestions for non lame alternatives), but to the status quo this community generally says: Sieg f+ºk'n Heil.
People wouldn't like that.
Amarr T2's or the equivalents of would be very resistance to Explosive and Kinetic Damage Types (aka Minmatar based damage as would Minmatar T2's to Amarr damage types).
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Imp Smash
Molon Labe. General Tso's Alliance
707
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Posted - 2015.03.02 02:25:00 -
[38] - Quote
I've only run a Cal Ass and Cal sent myself.
The Cal Ass is alright imo. Just gotta skirmish fight with it. Not so good in buildings with little cover unless they don't rush you. But that fits Cal combat doctrine. And the Cal sent is awesome. You are tripping if you think it sucks. |
P14GU3
UNIVERSAL C.A.R.N.A.G.E
1263
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Posted - 2015.03.02 18:16:00 -
[39] - Quote
Mejt0 wrote:Cal assault - average Cal scout - very good slayer etc Cal sent - gonna win 8 out of 10 1v1 fights with other sents. Cal logi - only good for spamming Cores and RE Cal commando - is like gal and amarr. They have no real role. And what is the minmandos role? If you say AV, I'm gonna laugh.
Like Kirk said earlier, commandos are not assaults, yet people treat them as such. The role of the commando (now) is DPS support. They dont have the speed/hitbox/scans to be anything BUT support.
Calmando - long range armor DPS/area denial (support) Amando - long range shield DPS/area denial (support) Galmando - short-mid shield DPS/area denial (support) Minmando - short-mid armor DPS/area denial (support)
All of them can carry a swarm or PLC and AV while still have a light weapon for defense. 2 of them happen to get bonuses for AV weapons, that does not make them AV.
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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Devadander
Woodgrain Atari
257
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Posted - 2015.03.02 20:31:00 -
[40] - Quote
Henrietta Unknown wrote:Devadander wrote:At this point I just want a viable cal-mando fit. I can make-do with the other fits, but the mando just sucks.
I've tried everything from trip dmg mods to kincats. Brick fits and quick regen. Nothing works in a 1v1 vs any other suit.
My friend has pro min-mando and has a blast with MD and CR, I roll my cal tandem with him and it just fails to keep up. mk.0 will definitely outperform in most areas. That given, my favorite setup is two complex rechargers, one cmplx damage mod, and one complex regulator. Specialist KK RR and Ishukone ARR. Compact Hive for armor regen. I can eliminate rooftop campers and distant targets with ease with the RR, while the ARR is backup against scouts and sentinels. But you really should not go toe to toe with those two unless you have teammates around. Weaknesses: Sniper rifles, Viziam Scr (bastards with ak.0's and even mk.0's love this), and overwhelming red pushes. Note: I die everytime when I pull out this suit. It's a matter of how many you can take with you.
This fit, with AR and ARR seems to be about the best way to go, for me anyway since I have pro AR from back in the day. I quicksilver most of my cal fits the others are speed tanked. (quicksilver = ener/rech with regs)
Come in from quiet corner, read intel carefully, drop what I can. Once they know where you are, it's done. (see underline for complete agreement)
0 CQC abilities for more than 1v1, even running a Duvolle and Ishy...
(that lucky punch on a scout tho)
"Lets group up and push an objective" ~ No blueberry ever
07-28-12 ~Deal with it~
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