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Foehammerr
Dead Man's Game RUST415
156
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Posted - 2015.03.04 04:17:00 -
[211] - 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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Big miku
Nation of Miku
472
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Posted - 2015.03.04 04:19:00 -
[212] - Quote
True Adamance wrote:Consequently the benefit of that lessened mobility is that you gain that protection and capacity to carry more potent weaponry.
Also to note of the M103 bears many hall mark traits of an open country tank.
I understand where you're coming from, but as tech advances, powered armor is coming closer and closer to a reality, When the burden of heavy armor is relived by artificial means or lighter materials , it'll find its way in to Indoor fighting. Forces in modern warfare are quit armored even in Rom by Room combat and they are armed with Rifles and usually a few shot guns, which are equally unwieldy. Only Urban Officers, who are also quite protected by various body armors, have the time to pick out the nice and compact SMGs. LMGs have been used indoors quite often in the Various Wars in the Middle East and many troops pay or jirry rig additional Armor plates into their kit.
Only special forces and Civilian Officers have to worry about moving and clearing buildings quickly and are afforded the luxury of choosing weapons that are compact and less cumbersome.
Again, when we are able to make a man sized tank, even a fat man like the Heavy Suit, We will start using them in all forms of combat and we will give it weapons that normal men can not handle.
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Kain Spero
Negative-Feedback.
4646
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Posted - 2015.03.04 04:45:00 -
[213] - Quote
CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills?
Also would it for the game logic be classified as a laser weapon (+20, -20)?
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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CCP Rattati
C C P C C P Alliance
17822
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Posted - 2015.03.04 05:11:00 -
[214] - Quote
Kain Spero wrote:CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills? Also would it for the game logic be classified as a laser weapon (+20, -20)?
yes,
not sure, or hybrid, laser profile is very un-lorey
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
2274
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Posted - 2015.03.04 05:16:00 -
[215] - Quote
CCP Rattati wrote:Kain Spero wrote:CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills? Also would it for the game logic be classified as a laser weapon (+20, -20)? yes, not sure, or hybrid, laser profile is very un-lorey
No! no its not! Every race in eve makes their own missiles. Caldari make pure kinetic damage ones, Gallente make pure thermal ones, Amarr pure em and minmatar pure explosive!
Generally the caldari and the minmatar are the only ships that pack actual missile bonuses, but there's a very very robust line of khanid assault / heavy assault ships that use short range missile technology (rockets & heavy assault missiles & potentially even torpedos) with bonuses (though not specifically to EM damage).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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duster 35000
Algintal Core Gallente Federation
326
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Posted - 2015.03.04 05:38:00 -
[216] - Quote
CCP Rattati wrote:Kain Spero wrote:CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills? Also would it for the game logic be classified as a laser weapon (+20, -20)? yes, not sure, or hybrid, laser profile is very un-lorey Hybrid, I'd hate for anti shield swarms to decimate shields even more.
Molestia approved
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
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Posted - 2015.03.04 05:51:00 -
[217] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Evan Gotabor wrote:I would be interested in seing the data about the most used weapons in general. I wouldn't be surprised to see the remote explosives to be just after the HMG. However no need to nerf them right... there is absolutely ample reason to change/nerf the HMG. My problem is this particular "solution" proposed has been done four times already, and all it did was shift the pendulum the other way. So why not kick sentinels out of CQC and into the open where they can both excel, and be vulnerable to weapons that can kill them rapidly? Simple, I want the Gallente Assault Rifle to have a place, and currently the HMG encroaches on the rifle range too much. The Busrt will be a longer range, and the Assault HMG will be an autocannon. Other things we want to do, especially in PC, and this is mainly coming from Zatara, is to distribute the objectives more, and not let the meta be "If I have the city and the two points in that socket, we either win in a 3 point, or just need to get one more and hold the city with our sentinels" And put more objectives in the relative open. Your logic is sound and I agree with it.
I do not agree with the method. It has been done four times before and was an unmitigated disaster each time.
I would MUCH rather have the DPS sharply nerfed and the range pushed out. I'd like to see the dispersion reduced because wide dispersion helps in CQC. There was no more difficult time in CQC than when the HMG got buggered up and it had laser beam dispersion.
The other frustration I have had is there's a lot of us proposing ways to nerf and change the weapon just so the range nerf could be avoided.
Not the damage nerf. The HMG has entirely too much DPS.
But the range is the absolute drop-dead "please do not do this" for the vast majority of us who want to work with you to keep the stupid gun functional but not OP.
we would like alternative options please. the linked spreadsheet is one example.
But this came off as rather like the ADS: like we are percieved as not trying to give active alternatives to the way only a few people claim is working as intended.
AV
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CCP Rattati
C C P C C P Alliance
17822
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Posted - 2015.03.04 05:55:00 -
[218] - Quote
Breakin Stuff wrote:CCP Rattati wrote:Breakin Stuff wrote:Evan Gotabor wrote:I would be interested in seing the data about the most used weapons in general. I wouldn't be surprised to see the remote explosives to be just after the HMG. However no need to nerf them right... there is absolutely ample reason to change/nerf the HMG. My problem is this particular "solution" proposed has been done four times already, and all it did was shift the pendulum the other way. So why not kick sentinels out of CQC and into the open where they can both excel, and be vulnerable to weapons that can kill them rapidly? Simple, I want the Gallente Assault Rifle to have a place, and currently the HMG encroaches on the rifle range too much. The Busrt will be a longer range, and the Assault HMG will be an autocannon. Other things we want to do, especially in PC, and this is mainly coming from Zatara, is to distribute the objectives more, and not let the meta be "If I have the city and the two points in that socket, we either win in a 3 point, or just need to get one more and hold the city with our sentinels" And put more objectives in the relative open. Your logic is sound and I agree with it. I do not agree with the method. It has been done four times before and was an unmitigated disaster each time. I would MUCH rather have the DPS sharply nerfed and the range pushed out. I'd like to see the dispersion reduced because wide dispersion helps in CQC. There was no more difficult time in CQC than when the HMG got buggered up and it had laser beam dispersion. The other frustration I have had is there's a lot of us proposing ways to nerf and change the weapon just so the range nerf could be avoided. Not the damage nerf. The HMG has entirely too much DPS. But the range is the absolute drop-dead "please do not do this" for the vast majority of us who want to work with you to keep the stupid gun functional but not OP. we would like alternative options please. the linked spreadsheet is one example. But this came off as rather like the ADS: like we are percieved as not trying to give active alternatives to the way only a few people claim is working as intended.
why can't we have both, the lower dps, short range hmg and use the burst as the one you are describing, tighter, longer stream, and assault is what we have talked about?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
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Posted - 2015.03.04 06:06:00 -
[219] - Quote
Your burst HMG , as I have said in multiple places, is amazing. I die more to overheat than enemy brilliance. That is exactly how, in my opinion, a CQC heavy weapon should interact.
Ithe standard HMG needs an overhaul. Let's be clear. I do not want this meta preserved even though I GREATLY benefit from it. It's the one I want the DPS dropped SHARPLY.
My opinion on the assault HMG idea depends on two factors:
Will it be viable for fighting HAVs?
What you want the average TTK on an HAV Main Battle Tank to be when fought by a solo gunner. Assume perfect conditions but no backshot. I want to shoot for 13-16 seconds if the stars align given identical tiers. Versus an armor tank.
I honestly don't care HOW the heavy AV parity is achieved. Im perfectly cool with your idea. If you wanna slap a laser beam on a scrambler pistol and call it an antitank gun I'm cool.
My ONLY objection is making the standard HMG even more CQC. This has always proven in ththe past to end badly and result in a mass swap to light weapons.
AV
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Thaddeus Reynolds
Facepunch Security
213
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Posted - 2015.03.04 06:23:00 -
[220] - Quote
CCP Rattati wrote:Kain Spero wrote:CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills? Also would it for the game logic be classified as a laser weapon (+20, -20)? yes, not sure, or hybrid, laser profile is very un-lorey
Could be Mjolnir Warheads like what are used in space, they do only EM damage (which is also what Amarr Drones do)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Mexxx Dust-Slayer
Negative-Feedback
399
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Posted - 2015.03.04 06:24:00 -
[221] - Quote
CCP Rattati wrote:Also, Large Basic Frames are being used in PC, that is a conundrum to me...
The amarr heavy frame is used because players that are skilled into the sentinel role can easily skill into the frame and get the 2nd high slot for forge gunning, the minmatar basic heavy frame has a better strafe and sprint speed than the minmatar sentinel and can actually brawl with sentinels since the minmatar sentinels resistances are irrelevant in sentinel vs sentinel situations anyway. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
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Posted - 2015.03.04 06:24:00 -
[222] - Quote
I need to know the above parameters so I can give accurate feedback.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
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Posted - 2015.03.04 06:27:00 -
[223] - Quote
Mexxx Dust-Slayer wrote:CCP Rattati wrote:Also, Large Basic Frames are being used in PC, that is a conundrum to me... The amarr heavy frame is used because players that are skilled into the sentinel role can easily skill into the frame and get the 2nd high slot for forge gunning, the minmatar basic heavy frame has a better strafe and sprint speed than the minmatar sentinel and can actually brawl with sentinels sincethe minmatar sentinels resistances are irrelevant in sentinel vs sentinel situations anyway. There are only what, three effective builds for the minsent for fighting other sentinels.
All of them involve hot racking shields, rechargers and biotics.
Plates and reps don't help.
AV
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Mexxx Dust-Slayer
Negative-Feedback
399
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Posted - 2015.03.04 06:32:00 -
[224] - Quote
Breakin Stuff wrote:Mexxx Dust-Slayer wrote:CCP Rattati wrote:Also, Large Basic Frames are being used in PC, that is a conundrum to me... The amarr heavy frame is used because players that are skilled into the sentinel role can easily skill into the frame and get the 2nd high slot for forge gunning, the minmatar basic heavy frame has a better strafe and sprint speed than the minmatar sentinel and can actually brawl with sentinels sincethe minmatar sentinels resistances are irrelevant in sentinel vs sentinel situations anyway. There are only what, three effective builds for the minsent for fighting other sentinels. All of them involve hot racking shields, rechargers and biotics. Plates and reps don't help. Correct |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
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Posted - 2015.03.04 06:42:00 -
[225] - Quote
Back to serious note, I honestly think using the firing mechanics used by the Alex HMG is the best place to start for the boundless, MH-82 and heavy machinegun.
It's fairly close to the chrome base HMG and FEELS less problematic than say the gastun.
I am dead serious when I say Aim Assist is a major consideration. It matters greatly on the HMG.
But I think the burst is best in CQC. It's been the first cqc hmg I consider balanced. You found the razor's edge.
The boundless? I highly recommend using them as a sustained suppression weapon. Get the sentinels out of CQC where they can be fought better. Tight dispersion makes it much harder to hit a fast target in CQC. If the dispersion is tight then "run at the heavy" will be the primary victim in close.
Until I know your design parameters for the assault AV anything I say will be a pure asspull based on supposition. I suck at reading minds.
AV
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Mexxx Dust-Slayer
Negative-Feedback
399
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Posted - 2015.03.04 06:46:00 -
[226] - Quote
Breakin Stuff wrote:Back to serious note, I honestly think using the firing mechanics used by the Alex HMG is the best place to start for the boundless, MH-82 and heavy machinegun. noo Alex's HMG = officer breach HMG |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
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Posted - 2015.03.04 06:49:00 -
[227] - Quote
Mexxx Dust-Slayer wrote:Breakin Stuff wrote:Back to serious note, I honestly think using the firing mechanics used by the Alex HMG is the best place to start for the boundless, MH-82 and heavy machinegun. noo Alex's HMG = officer breach HMG Let's fix the core gun before we try to make new variants.
AV
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Mexxx Dust-Slayer
Negative-Feedback
399
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Posted - 2015.03.04 06:51:00 -
[228] - Quote
Breakin Stuff wrote:Mexxx Dust-Slayer wrote:Breakin Stuff wrote:Back to serious note, I honestly think using the firing mechanics used by the Alex HMG is the best place to start for the boundless, MH-82 and heavy machinegun. noo Alex's HMG = officer breach HMG Let's fix the core gun before we try to make new variants. you're going to have the gastun's and alex's being redundant if the same firing mechanics are used. Just saying. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
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Posted - 2015.03.04 06:57:00 -
[229] - Quote
I never said anything about changing the gastun.
That one can have the damage per round dropped and the range pushed out for slightly higher DPS in exchange for eating the ammo much faster.
AV
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Mexxx Dust-Slayer
Negative-Feedback
399
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Posted - 2015.03.04 07:04:00 -
[230] - Quote
Breakin Stuff wrote:I never said anything about changing the gastun.
That one can have the damage per round dropped and the range pushed out for slightly higher DPS in exchange for eating the ammo much faster. Do you mean RoF pushed up for higher DPS? |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
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Posted - 2015.03.04 07:07:00 -
[231] - Quote
Mexxx Dust-Slayer wrote:Breakin Stuff wrote:I never said anything about changing the gastun.
That one can have the damage per round dropped and the range pushed out for slightly higher DPS in exchange for eating the ammo much faster. Do you mean RoF pushed up for higher DPS? No. I mean higher DPS than the reduced boundless.
The current HMGs are in no uncertain terms broken given the conditions of the game.
Also the higher you push the rate of fire, the worse hit detection seems to get.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:44:00 -
[232] - Quote
I'm trying to figure out if giving the burst range is a bad idea like rattati suggested.
I'm really torn.
I'm intrigued and apprehensive which is why I'm having difficulty commenting constructively.
My immediate thought was instead of rebalancing all three it would be easier to just do the basic model and the assault.
Given a choice though, for the boundless Between less damage and less range or a fairly sharp reduction in damage, same range?
I will opt for the sharp reduction in damage.
AV
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5180
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Posted - 2015.03.04 09:47:00 -
[233] - Quote
Aeon Amadi wrote:Himiko Kuronaga wrote:CCP Rattati wrote:Tesfa Alem wrote:What would be more intersesting is PC deaths.
If heavies have the most kills and the most deaths, would they still need a nerf? Thier K/S ratio twould say a lot more than the blindingly obvious.
Heavies suits are made for upclose point defense, PC is about grabing a letter and point defense. You don't need to redline the other team, you just need the majority of letters and keep them. I would be hard pressed to say its a revelation that heavies have the most kills by a good margin. But if heavy kills are in junction with the rest of the game outside of PC, then nerfing them doesn't make sense.
It aking to saying Logis have the most triage WP by a good margin, therefore nerf. Nobody would be surprised if there was data tommorrow saying Logis on average get 25% more WP
Anothing thing i noticed my end was the claim that the "incubus is fine by proxy" made by Rattati, because of python kills in PC. The highest ranked Proto Incubus has 909 kills on the chart. Only about 7427 kills behind the Python. Just saying.
The HMG K/S is also too high, which is why we are acting on it, if it wasn't, we wouldn't. Have you considered that the HMG is simply in massive usage due to the fact that PC map design heavily favors it because every PC battle is a cargo hub where they are the strongest? Heavies on, say, a production facility, typically get wrecked because they are being peppered from everywhere in the open and can't fire back. As far as pub data would go, its another simple reason. Most people play Domination, where a bunch of people are typically concentrated in one area around a single objective. That is the definition of HMG heaven. So it seems to me that the weapon itself isn't problematic. Rather, your maps and your overall design around them is problematic. It also doesn't help that current game mechanics allow the fatmen to spawn right next to the action, where again they are strongest. Extreme force projection for a unit who's largest downside is a lack of mobility is simply a bad game design choice. It wasn't your choice, of course, but there it is. Gimp the HMG any further however, and you're going to have a suit that only does as much appliable damage as one of the rifles but with no mobility, crippled scans, no ability to chase down an enemy, can't be used to really damage enemies behind partial cover unlike rifles, etc etc etc. Overall, it'll be just a bad weapon. Imo, you need to revamp force projection. Then you're going to find fewer people willing to use the heavy suit as they would actually have to move through exposed areas at a slow pace before they get to be effective. Ditch uplinks from the game, force people to use mobile CRU's. Put some actual tactical play back into the game rather than make it super-whack-a-mole with the uplinks. You would be one to say that the HMG "isn't problematic" despite being shown glaring evidence that it is...
And none of that evidence countered anything I just said. Therefore that evidence isn't highly relevant.
Gota look at the entire puzzle and not just one piece like you guys are doing.
Usually banned for being too awesome.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7485
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Posted - 2015.03.04 10:18:00 -
[234] - Quote
Under the circumstances in which the game exists the HMG is overpowered.
Not "well maps."
Not "well you need to HTFU."
The balance that exists NOW matters. Balance "maybe in the future" is only a concern when relevant changes are imminent. There is no IMMINENT danger of a dozen zero-cqc maps opening up, so the map rotation in the here and now isn't going to balance the sentinel HMG combo.
Besides K4dert no one bi*ches about the sentinel/forge combo unless they're tower camping and out of reach.
That's a map problem.
The fact that the HMG tears apart an entire racial weapon line In that entire racial weapon line's optimal range. With no recourse. This is an imbalance. Saying that only maps are a factor when the HMG rendering gallente CQC killers pointless there is a problem.
The gun performs universally well on all heavy suits. Light infantry weapons cannot say the same.
In CQC there are no drawbacks to deploying an HMG sentinel. It is always the optimal choice. This is TEXTBOOK imbalance.
This meta needs to be killed with fire.
AV
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duster 35000
Algintal Core Gallente Federation
326
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Posted - 2015.03.04 10:28:00 -
[235] - Quote
Breakin Stuff wrote:Under the circumstances in which the game exists the HMG is overpowered.
Not "well maps."
Not "well you need to HTFU."
The balance that exists NOW matters. Balance "maybe in the future" is only a concern when relevant changes are imminent. There is no IMMINENT danger of a dozen zero-cqc maps opening up, so the map rotation in the here and now isn't going to balance the sentinel HMG combo.
Besides K4dert no one bi*ches about the sentinel/forge combo unless they're tower camping and out of reach.
That's a map problem.
The fact that the HMG tears apart an entire racial weapon line In that entire racial weapon line's optimal range. With no recourse. This is an imbalance. Saying that only maps are a factor when the HMG rendering gallente CQC killers pointless there is a problem.
The gun performs universally well on all heavy suits. Light infantry weapons cannot say the same.
In CQC there are no drawbacks to deploying an HMG sentinel. It is always the optimal choice. This is TEXTBOOK imbalance.
This meta needs to be killed with fire. No it doesn't need to be killed by fire.
It needs to be killed with balefire.
Molestia approved
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jade gamester
Dead Man's Game RUST415
159
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Posted - 2015.03.04 10:52:00 -
[236] - Quote
Vrain Matari wrote:Pagl1u M wrote:jade gamester wrote:Pagl1u M wrote:CCP Rattati wrote:well, there is no way in this kind of hyper-competitive and complex end-game could be balanced so that every combination has a place. The best of the best migrate to "best", sometimes actually on orders, not by choice. Tactical commanders simply don't aloow sub-optimal choices in their PC team, regardless of player preferences.
I am actually kind of happy to see that the situation is as flavorful as it is. I expected absolute black and white. This sentinel-meta has been the exact same since 1.8, it is about ******* time you do something to Fix it. This is not about avoid choosing the sub-optimal choice in PC, this is about "spam as many heavy as we can" (where heavy means sentinels.) I love CCP Rattati and everything but I cant stand these sentinels being so ez game But pag heavy spam is only reliable on two points :/ it's easy to deal with outside if that makes sense This reminds me of a conversation I had with Sota pop. He said the same thing you just said and I asked:"So what am I, as an assault, supposed to do in a PC match? " his answer was" stay outside of the city or camp roofs". This is BS to me! An assault is supposed to be assaulting points, not only outsider points. Jade you are a great PC sentinel, tell everyone here, what is the main force used to assault points in the city in any PC: assaults or sentinels? Sentinels role should be to defend points but they ve been since 1.8 also the greatest pushing resource for every team. But why are we even talking? Just take a look at the numbers! Remember when we did the Assault suit rework that wasn't? All that happened was an ehp buff. We never did turn assault suits into assault suits, and now they're a minority in PC(game engine exploitation aside) - big surprise to anyone here? Along with the basic frame rework, it's an important job left undone. Rattati has an unhealthy fondness for using the ehp/dps hammer when finer tools are called for. Maybe the ehp buff was a stopgap measure to restore some viability to assaults. I certainly hope that's the case. if a point is needed to be taken im sent in pc, ill agree, there are issues I feel main issue, gal assaults and amar are useless in cqc the gal assault because as you see most kills in pc is the amar sentinel armour guys that means the ar is at disadvantage. im a min sentinel in pc. ill always play that role. its inbetween assault and heavy.
hmg is insane however against shield its terrible, which it should be, this argument can be said about the scrambler rifle, it massacres shield aswell as armour, but because of heat build up its apparently balanced? a scrambler on a amar assault can kill a min sentinel faster then a hmg can excluding the sixkin.
you want to balance hmgs that's cool but if you decrease damage and range at least give us the ability of suppression by giving better heat build up like original.
just remember if you nerf the hmg you nerf it against shield, be very careful you could remove sentinels for good orrrrrrr youll see a lot more heavies with light weapons fun fun fun
exposedsquad
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Big miku
Nation of Miku
476
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Posted - 2015.03.04 10:55:00 -
[237] - Quote
The HMG is THE ONLY CHOICE, for every Sentinel that wants to do CQC, what they are meant for. You cannot nerf the HMGs CQC, nothing will ever stop it from being used up close, you nerf the Basic and people will just use the SKB, which even now is just as good as the others.
You reduce its range and damage too much and, like at the start of upraising, Heavies will just switch to Rifles, Combat Rifles to be exact.
I forgot, you want the Heavy "out of CQC" and forced into some arbitrary role. Agaan, what is going to stop Heavies from having logis glued to them a pushing points?
The balance has always been the Heavies lack of Speed, lack of passive scans, lack of slot variety, lack of equipment, and the need of Logistical support to be effective. |
jade gamester
Dead Man's Game RUST415
159
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Posted - 2015.03.04 10:57:00 -
[238] - Quote
Mexxx Dust-Slayer wrote:CCP Rattati wrote:Also, Large Basic Frames are being used in PC, that is a conundrum to me... The amarr heavy frame is used because players that are skilled into the sentinel role can easily skill into the frame and get the 2nd high slot for forge gunning, the minmatar basic heavy frame has a better strafe and sprint speed than the minmatar sentinel and can actually brawl with sentinels since the minmatar sentinels' resistances are irrelevant in sentinel vs sentinel situations anyway. a proud proto min heavy frame, in my view the best of heavy frames but yeah whats the point of a shield resistance with scramblers I don't even see it
exposedsquad
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jade gamester
Dead Man's Game RUST415
159
|
Posted - 2015.03.04 10:59:00 -
[239] - Quote
Big miku wrote:The HMG is THE ONLY CHOICE, for every Sentinel that wants to do CQC, what they are meant for. You cannot nerf the HMGs CQC, nothing will ever stop it from being used up close, you nerf the Basic and people will just use the SKB, which even now is just as good as the others.
You reduce its range and damage too much and, like at the start of upraising, Heavies will just switch to Rifles, Combat Rifles to be exact.
I forgot, you want the Heavy "out of CQC" and forced into some arbitrary role. Agaan, what is going to stop Heavies from having logis glued to them a pushing points?
The balance has always been the Heavies lack of Speed, lack of passive scans, lack of slot variety, lack of equipment, and the need of Logistical support to be effective. its one of those moments really... " omg all these heavies with hmgs" oh wait that's there oonly weapon unless they forge which they cant because ccp nerfed splash lmao
exposedsquad
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Big miku
Nation of Miku
476
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Posted - 2015.03.04 11:04:00 -
[240] - Quote
jade gamester wrote:its one of those moments really... " omg all these heavies with hmgs" oh wait that's there oonly weapon unless they forge which they cant because ccp nerfed splash lmao
He mentioned how the HMG, a Heavy Weapon, is encroaching on the Blaster Rifles, a light weapon, Turf as being a concern. So this my be a ploy to get Sentinels to switch to Blaster Rifles. I've seen though his plot, nope, combat rilfe all day. |
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