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The-Errorist
1074
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Posted - 2015.03.03 19:44:00 -
[1] - Quote
The Sentinel's role bonus of 5% reduction to blast damage resistance should also apply to flux grenades' EMP damage profile.
Related thread: Rebalance flux grenades with variants
Suits, Tanks, a mode
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The-Errorist
1074
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Posted - 2015.03.03 20:01:00 -
[2] - Quote
Breakin Stuff wrote: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. One problem with that is the lack of racial heavy weapons.
Edit: And if a sentinels became heavy weapon oriented instead of point defense, the name of the role would need to be changed.
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The-Errorist
1074
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Posted - 2015.03.03 20:10:00 -
[3] - Quote
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.
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The-Errorist
1074
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Posted - 2015.03.03 20:54:00 -
[4] - Quote
Breakin Stuff wrote: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. By general role bonus, I mean the skill bonus that's given to all within that role. "5% resistance to splash damage per level" is what Sentinels currently have as their role bonus.
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.
True Adamance wrote:Y'know awkwardly which race has one of the worst EM resistance profiles in New Eden........ the Caldari....... For a blanket role bonus, that is irrelevant.
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The-Errorist
1074
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Posted - 2015.03.03 20:59:00 -
[5] - Quote
True Adamance wrote:The-Errorist wrote:True Adamance wrote:Y'know awkwardly which race has one of the worst EM resistance profiles in New Eden........ the Caldari....... For a blanket role bonus, that is irrelevant. Actually the Amarr do have the highest explosives resistance values in New Eden....... not joking. Yeah
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The-Errorist
1074
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Posted - 2015.03.03 23:03:00 -
[6] - Quote
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?
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The-Errorist
1081
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Posted - 2015.03.07 15:17:00 -
[7] - Quote
@Imp Smash, this is not a troll thread. It's for an issue that needs to be resolved to make the main thread I linked in my OP work: Rebalance flux grenades with variants
Greiv Rabbah & Imp Smash wrote:Because destroying every other grenade type wasn't enough? I can't stress this often enough: sentinels already won dust 514. Eat your cake and stop QQing. If a flux grenade makes remotes able to kill you again, good. All grenades need rebalanced. But the starting point isn't nerfing the last surviving grenade, its buffing the ones that have been broken for the past year. Or maybe you can explain to me why, as a minja, I get 2 shotted by a rail rifle 600 yards off but when a grenade rolls up by my feet I'm just like "lololol a locus grenade" take 2 steps to the side, and barely feel a thing? Flux grenades are not going to become useless or less tactical if sentinels get a resistance to them. Flux grenades at standard do 1200 shield damage and 25% reduction to that is 900 shield damage which will still be able to blow up equipment and a proto Cal Sent with max extenders has 946.65 shield HP.
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The-Errorist
1084
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Posted - 2015.03.09 02:49:00 -
[8] - Quote
Imp Smash wrote:I'd like to point out, the Greiv Rabbah & Imp Smash did not write the above quote. Don't libel me.
If I misunderstood your post then my apologies. It seemed like you meant it at first, then it seemed a bit over the top second.
I'll just distill my response to this simply.
Sentinels (myself included) have resists. We are the only ones that do. We also have the most life. Most of that is mitigated by the lower speed and the larger hitboxes. We also carry the highest DPS (and in some cases easiest to use) Anti-Infantry weapons. This creates an already difficult situation for all except sneaky shotgun/RE/knife users.
I don't think an EMP resistance is needed for the following reasons:
1. Parity. Other suits don't get EMP resistance. Why should we. One could argue that we need it because we can't move as fast. I don't agree. We all have a lot of life -- the only Sent who is really at risk is the Cal Sent (ALSO me) and if I am not using cover effectively to regen my shields properly then I honestly feel I deserve to die. I still put out more DPS with my Burst HMG than any assault so even after getting hit by an EMP and hiding around the corner while they rush me I have a solid chance to insta-blap.
2. Sentinels in their current incarnation pretty much require CQC to stay alive. As such we tend to stick to cover. Meaning we have a lot of options for movement if we see or guess that an EMP is coming.
Honestly I feel that we have enough tools at our disposal to deal with an EMP in mid battle and have a fair chance to win. I get EMPed and lose my shields I still often make a comeback. I also often die. That's how an FPS should be. It's not comparable to, for example, low turn speed so that if a suit comes close you literally cannot aim at them as they strafe around you. That is broken. EMPs are not broken. As such, I say let them be. Greiv Rabbah should have only been in the "person wrote" section of the quote of post #17. Imp S Smash also ended up in there by mistake when I was trying to respond generally without quoting to points they raised in the thread by using the "at" symbol above.
Also why aren't you looking at the big picture and explanation I gave in the earlier post and in the thread linked there (same as in the OP too)?
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The-Errorist
1084
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Posted - 2015.03.09 13:59:00 -
[9] - Quote
Imp Smash wrote:I read it.
I don't use grenades outside of the occasional mlt flux to clear equipment.
So I don't have much opinion on grenades at the moment. Besides the Core Locus which can already be, and will soon be able to be more heavily, spammed which I feel is a bit off. Outside of that one (very limited) opinion I cannot make a fair comment on grenades. If you think they need to be rebalanced for tier and damage and radius and whatnot - that's your proposal and your thing. I don't plan on getting in it due to my aforementioned lack of personal experience.
But AS a Caldari Sentinel I am ok with how well fluxes work. I think it is good that flux grenades are one more thing you can use on Sentinels. So really, while I read it, I simply don't agree with you much as you don't agree with me.
So, agree to disagree? Ok.
LOOKMOM NOHANDS wrote:I can support adding fluxes to the definition for splash damage.
Cal sentinels are seriously vulnerable to fluxes with no counter to it. This may be a good balancing factor between the heavies.
Raffael-Puma Austria wrote:A good ressistance for flux ganades are ~90-95%, because they flux you 1800HP, this HP you cant have! 50% is not enought, because then is fluxes you 900HP and the Caldari Havy habe also big problems!
I think we don't need a flux grenade with lower damage, because you have also to flux the Vihicles, but a skill for ressistance for all suites with one skill will be fine! Somehow making the sentinel bonus apply more than 25% resistance for EMP damage or applying it to all suits wouldn't make sense or be fair.
The only way to do rebalance that area is to make EMP damage resistance count toward the total 25% blast damage resistance and split flux grenades into 3 total variants like I explained the thread I keep talking about over and over. It's the only way flux grenades will be balanced against Cal/Min heavies, other dropsuits, and be (a bit more) effective against tanks, to finally not have one variant to flux them all with little to no reason to get ADV/PRO tiers.
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