Foehammerr
Dead Man's Game RUST415
156
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Posted - 2015.03.04 04:17:00 -
[1] - Quote
My two cents on the various subjects brought up as a response to PC meta and popularity of various suits:
I believe Sentinels need to have rotation speed return to them when using the Heavy Machine Gun and the Amarr heavy weapon.This solves a lot of the problem with sentinels in CQB. to counteract this, the Heavy Machine Gun and whatever the Amarr heavy weapon is going to be ( im assuming its going to be anti-personnel as the Heavy blaster is intended to be AT) need to have their proficiencies changed from damage bonus to rotation speed bonus, much like vehicle turrets.
STYLIE77 wrote: Armor Reppers work despite taking damage, shields stop repping when damage is taken.
Therefore, PC is dominated by Armor Stacking and Weapons that are effective vs Armor.
This needs to be addressed even if not fully on topic.
Theres this misconception that Armor repair modules always work where as shields stop after every nudge. While the latter statement holds true to a degree, the former is not.
Repair tools/modules work under the notion that they are effective because they can repair faster then the attacking force can take damage. however this is never the case in any practical sense for infantry in DUST. Every single weapon available has a higher dps/alpha than hp a repair tool or combination of mods can offer. in order to effectively tank a militia sub machine gun, you would need to be using a prototype Gallente Logistics suit, five complex armor repair modules, one level five minmatar logi with a Core Focused repair tool, and at least two Caldari logi augmented Wyrkomi Triage Nanohives. this is before bonus to armor effectiveness, damage mods, and headshots. Not only that, but all armor repair except for the rep tool is cyclical, not persistent. Even when used with a sentinels resistance bonuses, repair tools act more like hardeners than actual rep tools because of how easy it is to take massive amounts damage.
To solve the issues of armor and shield tanking, I propose this:
Shield -Shield transfer tool (this one is a given) -Shields are persistent like repair tools -Shields repair at a percentage, rather than a flat amount
the only problem with this is how shield regulators would fit into this
-Armor repair modules receive a 100% increase in efficacy -Repair tools receive a 25-50% efficacy increase
even with this increase it would not be enough to counter kinetic or rail weaponry, but would make active armor tanking for infantry a little more viable. active shield tanking wouldn't work for infantry because it relies on mechanics that don't work on this level like it would for vehicles or In EVE, which is why I didn't mention it besides the shield tool.
Also, to Rattati: Why add EM swarm launchers and AV grenades rather than improving the Plasma Cannon and adding the heavy blaster weapon? I Understand missiles and grenades can have different damage types, but still.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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