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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7467
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Posted - 2015.03.03 19:55:00 -
[1] - Quote
Actually dude, I'm in favor of replacing the sentinel resistances with weapon-specific bonuses.
Each sentinel gets a general heavy weapon buff
each sentinel gets a racial weapon buff
the resistances cause more problems in the long run than they solved.
And I'm speaking as that guy who has all four sentinels at level 5. and the next best suit at 3.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
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Posted - 2015.03.03 20:26:00 -
[2] - Quote
The-Errorist wrote:Stefan Stahl wrote:I could see the Caldari and maybe Minmatar sentinels switching their splash reduction for a flux damage resistance. That'd probably help shield tanking for sentinels out quite a bit. If the bonus was different for one race, it wouldn't be a general role bonus anymore. I wish the general role bonus of blast damage reduction was really to both explosive splash and EMP splash damage. The wording of the bonus wouldn't even need changing. the general role bonus is the hard reduction in PG/CPU given by the sentinel suit to the heavy weapons. it's universal.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
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Posted - 2015.03.03 21:16:00 -
[3] - Quote
The-Errorist wrote: Sentinels do not have better overall PG/CPU stats; compared to basic, this is what sentinels have: Amarr: -15 CPU & +4 PG Caldari: +34 CPU & -7 PG Gallente: +11 CPU & -4 PG Minmatar: -8 CPU & +1 PG That doesn't look like a complete upgrade in fitting capacity to me.
Sentinels get a fitting break for Heavy weapons. it's universal. it's a role bonus.
Sentinels have high enough HP values that resistances aren't needed.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7477
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Posted - 2015.03.04 00:28:00 -
[4] - Quote
The-Errorist wrote:Breakin Stuff wrote:The-Errorist wrote: Sentinels do not have better overall PG/CPU stats; compared to basic, this is what sentinels have: Amarr: -15 CPU & +4 PG Caldari: +34 CPU & -7 PG Gallente: +11 CPU & -4 PG Minmatar: -8 CPU & +1 PG That doesn't look like a complete upgrade in fitting capacity to me.
Sentinels get a fitting break for Heavy weapons. it's universal. it's a role bonus. Sentinels have high enough HP values that resistances aren't needed. Are you sure you're not missing the word "should" in any of your comments? No. it's not missing. the Heavy Weapon reduction came hand in hand with the nerf that is keeping sentinels from being the only suits that can run proto in every slot at all times.
heavy frames have to suck up the full CPU/PG cost of the weapons.
My lowest HP sentinel has 1200 raw HP. My highest runs 1500 (I like having reps)
losing the splash resistance will only mean that mass drivers and plasma cannons can drive them out of their roach dens. The splash damage on vehicles is more or less nonexistent.
Losing the rail/scram/projectile/plasma resists means you will die approximately 0.02 seconds faster than you will today.
Ergo my statements are correct:
Sentinels HAVE a reduction to the fitting costs of heavy weapons, and they don't need the resists to function.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
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Posted - 2015.03.04 07:16:00 -
[5] - Quote
Imp Smash wrote:What? Why?
Sentinels are already set up for resistances from damage (a mechanic that I like personally.) I don't see would we want to punish other suits by taking away one of the tactical options that they have when engaging sentinels?
MOAR tactics...not less. Pretty much
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:23:00 -
[6] - Quote
Greiv Rabbah wrote:KA24DERT wrote:Pokey Dravon wrote:KA24DERT wrote:Yeah.
I think this is a good idea.
I also think that Sentinels should have a resistance to any weapon that is actively shooting them. So.....straight up universal damage reduction then? No, not quite. Having the highest HP suits isn't enough, and neither is having the most resistances and the highest DPS. The problem is that whatever is killing the heavy at the time is a balance issue. So the solution is simple: have a fluctuating resistance that activates based on the weapon and damage type. That way whenever a Sentinel gets shot, the resistance automatically switches to what the Sentinel is shot with. All of the sense that this doesn't make is making my brain bleed. So you'resaying if a sentinel can be killed by something its breaking balance? Because a sentinel dying is game breaking? They aaren't supposed to be invincible, they just are invincible bc theyre the biggest crybabies. Actually no one was asking for sentinels to get the resists. We were asking for non sucky amarr bonuses that were rigged for a weapon that never got introduced.
What happened was sentinels got amazingly buffed... right at the same time rifles ate a nerf.
The people screaming sents were too easy to kill were more of a running gag than majority movement.
The whole resistance thing came right out of left field.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:28:00 -
[7] - Quote
THUNDERGROOVE wrote:Honestly, I don't mind them having resists to guns but the across the board explosive resists is actually pretty dumb. It made sense when large rails and large blasters have splash.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7495
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Posted - 2015.03.04 14:43:00 -
[8] - Quote
Greiv Rabbah wrote:nothing useful
this was a useless rant.
Be more constructive if you want a change
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