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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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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE
1275
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Posted - 2015.03.03 19:54:00 -
[2] - Quote
yea since most splash weapons lost the splash its a less than useless bonus except against MD
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Superior technology will privale.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7467
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Posted - 2015.03.03 19:55:00 -
[3] - 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.
AV
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The-Errorist
1074
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Posted - 2015.03.03 20:01:00 -
[4] - 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.
Suits, Tanks, a mode
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Stefan Stahl
Seituoda Taskforce Command
1012
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Posted - 2015.03.03 20:04:00 -
[5] - Quote
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. |
The-Errorist
1074
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Posted - 2015.03.03 20:10:00 -
[6] - 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.
Suits, Tanks, a mode
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
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Posted - 2015.03.03 20:26:00 -
[7] - 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.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17433
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Posted - 2015.03.03 20:32:00 -
[8] - Quote
Y'know awkwardly which race has one of the worst EM resistance profiles in New Eden........ the Caldari.......
"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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The-Errorist
1074
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Posted - 2015.03.03 20:54:00 -
[9] - 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.
Suits, Tanks, a mode
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17433
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Posted - 2015.03.03 20:58:00 -
[10] - Quote
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.
"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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The-Errorist
1074
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Posted - 2015.03.03 20:59:00 -
[11] - 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
Suits, Tanks, a mode
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
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Posted - 2015.03.03 21:16:00 -
[12] - 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.
AV
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The-Errorist
1074
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Posted - 2015.03.03 23:03:00 -
[13] - 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?
Suits, Tanks, a mode
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KA24DERT
TeamPlayers Negative-Feedback
1082
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Posted - 2015.03.04 00:19:00 -
[14] - Quote
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.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7477
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Posted - 2015.03.04 00:28:00 -
[15] - 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.
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5160
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Posted - 2015.03.04 01:23:00 -
[16] - Quote
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
125
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Posted - 2015.03.04 01:34:00 -
[17] - Quote
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?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
125
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Posted - 2015.03.04 01:47:00 -
[18] - Quote
Ku Shala wrote:yea since most splash weapons lost the splash its a less than useless bonus except against MD A resistance bonus to a weapon that's intended as "highly effective" hybrid anti infantry/anti vehicle that's less effective against infantry than a SMG and less effective against vehicles than a small blaster turret IS admittedly a worthless bonus.
I propose making explosive weapons useful again in order to make the bonus more relevant. Nobody will dare agree with me even though its the right thing to do.
Why? Because getting killed by explosive damage is frustrating...
but so is dying all the time to railgun weapons just because they punch like a piledriver and outdistance literally everything, but when do I cry for a railgun nerf?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
125
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Posted - 2015.03.04 01:59:00 -
[19] - 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.
Is it not? Splash = splash. I deleted my sentinel alt after the heavy QQ made them invincible bc thats bs and i wont be a part of it, so I honestly don't know, but is the resistance to splash not applying or are flux grenades too tough for your shields? Even in they're too tough for a caldari sentinel stacking complex shield extenders, its still fair as long as the splash bonus applies properly. Keep in mind these are an av weapon as well as or more than an anti infantry weapon, so that's why I ask if the problem is the resistance and not a toughness issue. If the bonus only applies to explosive splash, does that mean sentinels have no resistance to PLC(thermal DMG) as well? I'd like to see some evidence of a broken bonus. If so, I'll upvote in favor of fixing a broken bonus, but not nerfing another weapon just for the sake of making an invincible class more invincible
Sebiestor scout, MTAC pilot, Merc w/ a face
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5160
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Posted - 2015.03.04 02:26:00 -
[20] - Quote
Greiv Rabbah wrote:Ku Shala wrote:yea since most splash weapons lost the splash its a less than useless bonus except against MD A resistance bonus to a weapon that's intended as "highly effective" hybrid anti infantry/anti vehicle that's less effective against infantry than a SMG and less effective against vehicles than a small blaster turret IS admittedly a worthless bonus. I propose making explosive weapons useful again in order to make the bonus more relevant. Nobody will dare agree with me even though its the right thing to do. Why? Because getting killed by explosive damage is frustrating... but so is dying all the time to railgun weapons just because they punch like a piledriver and outdistance literally everything, but when do I cry for a railgun nerf?
Actually the Mass Driver is a lot of fun to use, unless of course you're fighting a Sentinel and they just laugh at your attempts to kill them.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2465
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Posted - 2015.03.04 02:27:00 -
[21] - Quote
The last thing Sentinels need is a buff of any sort, even the Cal/Min Sentinels.
Home at Last <3
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KA24DERT
TeamPlayers Negative-Feedback
1082
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Posted - 2015.03.04 02:39:00 -
[22] - Quote
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.
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5161
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Posted - 2015.03.04 02:58:00 -
[23] - Quote
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.
You do realize that in PC, the Sentinel with HMG outclasses every other suit/weapon combination in terms of kills by a factor larger than 2 right? Why do you think they need to be even harder to kill?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Imp Smash
Molon Labe. General Tso's Alliance
718
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Posted - 2015.03.04 04:57:00 -
[24] - Quote
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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
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Posted - 2015.03.04 07:16:00 -
[25] - 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
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
128
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Posted - 2015.03.04 08:44:00 -
[26] - Quote
Pokey Dravon wrote:Greiv Rabbah wrote:Ku Shala wrote:yea since most splash weapons lost the splash its a less than useless bonus except against MD A resistance bonus to a weapon that's intended as "highly effective" hybrid anti infantry/anti vehicle that's less effective against infantry than a SMG and less effective against vehicles than a small blaster turret IS admittedly a worthless bonus. I propose making explosive weapons useful again in order to make the bonus more relevant. Nobody will dare agree with me even though its the right thing to do. Why? Because getting killed by explosive damage is frustrating... but so is dying all the time to railgun weapons just because they punch like a piledriver and outdistance literally everything, but when do I cry for a railgun nerf? Actually the Mass Driver is a lot of fun to use, unless of course you're fighting a Sentinel and they just laugh at your attempts to kill them. Fun to use? Yes. Loses in a fight to an assault rifle 18/20 times? Also yes. At a distance where the mass driver should outperform the assault rifle? Also also yes.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
128
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Posted - 2015.03.04 08:52:00 -
[27] - Quote
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.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:23:00 -
[28] - 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.
AV
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THUNDERGROOVE
Fatal Absolution Negative-Feedback
1569
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Posted - 2015.03.04 09:27:00 -
[29] - Quote
Honestly, I don't mind them having resists to guns but the across the board explosive resists is actually pretty dumb.
Our lives are nothing but a means to an end.
AIV member.
21 day EVE trial.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
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Posted - 2015.03.04 09:28:00 -
[30] - 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.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
132
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Posted - 2015.03.04 14:35:00 -
[31] - Quote
Breakin Stuff wrote: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.
It doesn't change that heavies have been crying forever about anything and everything that kills them. And anything and everything that kills them actually gets nerfed in response. Even nova knives. This is the same group that cried stacking 3 sets of armor plates you should be able to turn around as quickly and easily as someone with no armor on at all... And CCP listened to that too! We're talking more than a year of buffs to sentinels and needs to anything anti-sentinel. Its not like the role bonuses instantly made sentinels king of all drop suits or the change in bonuses made the minja the most pathetic class.
Sometimes when idiots cry, you need to step back, look at things, and say "oh, they're just idiots. Well just let em keep on crying bc they will either way." At this point the minja is forced to use 3 racially inappropriate modules, which don't even do them any good, because they still aren't best at anything, literally anything, but trying to run. And when the heavy's most commonly used weapon has a cone of fire, that's the one thing heavies would never have a reason to complain about.
Heavies outclass the "melee focused" minja in terms of both NK and melee, and NK are caldari make. Profile damp bonus was taken to force the caldari cloak down our throats and then QQ after QQ later, now nobody cries about the cloak because its a worthless fitting. Putting one on your suit only opens you up to the risk of accidentally switching to it. If you put your gun away,bregardless whether you cloak or not it takes 4 seconds to draw your weapon. On a battlefield this means that accidentally swapping to the cloak is a death sentence as everybody can still see you, but you cant draw your weapon. You cant even throw a grenade or swap to another equipment. This is the "fix" to the issue with some players heing able to fire before they became visible. And when that completely broke the cloak, all the noisy heavies stopped crying and nobody has touched it since. A game breaking mechanic that 1/7 of all classes are forced to use and it hasn't gotten touched. Why? Because the minja are so used to getting shafted and the sentinels are so used to getting their way all the time that nobody cared to look at the actual problem which is lag in the rendering caused by cross chatter between tranquility and the battle clusters. Literally CCP pandering to sentinels is breaking this game and nobody is doing anything about it. So when the suit with the strongest weapons, most HP, and most damage resistance cries about anything, I speak up now. So that a small voice can be heard; a voice of reason among all the wailing crybabies who are invincible but apparently not invincible enough that says "sentinels already won dust 514. Shut up and go away" because im the most underpowered class in the game and have gotten nothing but nerf after nerf for over a year, while my races weapons have received the same degree of punishment, and yet the one matari weapon that the big babies use is still almighty while minja get a bonus to gallente modules that make them tied with a handful of other classes for 2nd best at hacking. Sentinels won. There's nothing really to discuss. Sentinels cry and when they do they get their way, and it not only breaks scouts since heavies hate them, it breaks the game bc the devs hhave to spend dev time and money on **** that doesn't need to be changed instead of effectively dealing with things like the lag issue that was breaking the cloak instead of breaking it worse
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7495
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Posted - 2015.03.04 14:43:00 -
[32] - Quote
Greiv Rabbah wrote:nothing useful
this was a useless rant.
Be more constructive if you want a change
AV
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Adipem Nothi
Nos Nothi
7229
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Posted - 2015.03.04 14:48:00 -
[33] - Quote
Greiv Rabbah wrote:... because im the most underpowered class in the game ...
I agree that Heavies have it too easy, but I've gotta stop youthere, Greiv. Neither the Scout nor your MinScout is not the "the most underpowered class in the game". This is the Commando's title. A couple of the Logis likely come next. Then the AM Scout.
Shoot scout with yes.
- Ripley Riley
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
133
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Posted - 2015.03.04 17:13:00 -
[34] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:nothing useful
this was a useless rant. Be more constructive if you want a change Sorry you feel it was a useless rant, but it highlights a number of issues that need fixed, such as pointing out that the firing-before-decloaked issue was never an issue with the cloak but was related to the inefficient way the communications between tq and the battle clusters is handled. Which as far as I know is a point raised far too infrequently... And how is that not constructive? It addresses the way the cloak has been broken, it addresses the bizarre lag and glitches that (despite that I've been pointing this out for a while) CCP never can seem to figure out the cause of, and it points out where their attention should be focused rather than breaking a new piece of equipment that the minja didnt even ask to have forced on us.
Also I pointed out how horribly shafted the minja has been in that our bonuses are related to caldari and gallente modules. Its like instead of admitting the minja and amscout are broken, they just let everybody forget the amscout and said "well, maybe it'll be OK if they for gallente modules and caldari weapons and caldari equipment so let's force that on them"
...
Oh i see... Good troll sir. Still half asleep. You wouldnt have gotten me if i had been awake when i started typing. Nah. I usually wake up and go "aw crap, that was mostly a useless post" but this time i had a well thought out post hilighting a number of issues, and it took me till just now to notice i was restating practically my whole post trying to convince a troll that my post was legitimate. Kudos. Moving on...
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
133
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Posted - 2015.03.04 17:18:00 -
[35] - Quote
Adipem Nothi wrote:Greiv Rabbah wrote:... because im the most underpowered class in the game ...
I agree that Heavies have it too easy, but I've gotta stop you there, Greiv. Neither the Scout nor your MinScout is not the "the most underpowered class in the game" ... this is the Commando's title. A couple Logis are likely the next worst in line. Then comes the AM Scout with another Logi or two. There are aspects of MN Scout gameplay which can improved upon, but the suit and class are not underpowered.
No no seriously. And I'm gonna take you at face value here because this can be confusing, so hear me out. The minja and amscout are broken. Grievously broken. The minja, statistically, is the worst class in the game.
Starting with cloak bonus (the scout role bonus) which gets you killed which also hurts the amscout and pretty much doesn't affect the calscouts bc small hitboxes and poor network code as I've mentioned. The removal of the old scout role bonus (profile reduction) was devastating to the minja which is a paper thin melee focused assassin class that relies heavily on 1) not being detected and 2) being able to kill your enemy before they can respond. When a minja shows up on a sentinels radar because they had their stealth bonus shat on, it makes the minja a laughable clown Sadly, quite often a minja will show up on a sentinels radar..
Moving to nova knife bonus: the strongest with a nova knife is the caldari commando though many suspect it to be the minja. Massive amounts of shields also let the calmando push through some gunfire to use it. Removal of melee bonus hurt the role further because nova knife damage has gone down too. But that clearly has nothing to do with sentinels not liking getting stealth killed right?
Further, the minja isn't even the strongest at melee despite being a so-called melee focused role. That's taken by the caldari sentinel who, once stabbed, can turn around and punch you with enough force to kill off at least a fairly tanky commando or heavily brick tanking assault of any race.
Next is the minlogi bonus for hacking speed. Once used to put the minlogi and gallogi on equal footing for hack speed, this bonus now brings the minja up to par with the gal scout and a couple others, while dropping the minlogi to the same 2nd place tier. Meanwhile gallogi remains king of scanners and king of hacking, outperforming every class in the game with both. Thus is a point of frustration because I have a gallogi friend and he likes to play "anything you can do Ican do better" and sadly hhe's right. The gallente logistics is better than the minja at basically everything. Run speed not so much, but give me a sec and I'll get to that.
So every bonus the minja has is either useless or directly harmful and other classes outperform the minja for their bonus-related tasks. But is this enough to make it the most underpowered? No, it only demonstratesthat the mninjas role is entirely broken.
To address whether the minja is the most underpowered, you need to figure the max stat for every possible statistic in the game for every race of every class. This took me a bit of time, all the while I was protesting "nah, the minjas a little weak, sure. But more underpowered than even the amscout? Lolol no way". And then I figured all the stats. Consistently each class has a couple things they shine at. Some odd stat or 3 that they're the best at, and best at by enough to mean something.
Except the minja. While there are several stats that the minja has the lowest of any class, there is only one where its the top: speed. Before anybody starts to think " yeah theyve got that in spades!" No that's not right because while we are the fastest, its barely. A gal scout will keep pace with a minja up until we run out of stamina. The difference is that little.
Statistically, every logi and even the amscout is more powerful than the minja, and they get bonuses that are detrimental to using them. And they lost bonuses that were useful and relevant. And their role(cqc assassin) has become futile to even attempt.
This is not my opinion. My opinion was that the minja needed a little love but was mostly okay. But the numbers don't lie and statistics outweigh my opinion.
Also I've heard the new QQ that commandos are underpowered and since they're the only class that can use 2 light weapons plus a host of other reasons I don't have room to type ima laugh that one off. Logis too, they're the best at their equipment and the onlything underpowered about them is that they get stuck with brainless sentinels tthat don't protect them like they're supposed to. Logis are actually really well off(psst that includes the amarr logi) if their squad isn't ********
Sebiestor scout, MTAC pilot, Merc w/ a face
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Stormblade Green
KnightKiller's inc.
33
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Posted - 2015.03.04 21:40:00 -
[36] - 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.
Was going to stay silent till I read that. If you reduce the sentinels or remove sentinel resistances you'll see them disappear. And I mean worse than how scouts slacked off after Ewar was changed. Example the heavy frames and how fast they drop.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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Imp Smash
Molon Labe. General Tso's Alliance
720
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Posted - 2015.03.04 23:25:00 -
[37] - Quote
Breakin Stuff wrote:
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.
This did not happen.
and
This is incorrect.
and
Greiv Rabbah wrote:It doesn't change that heavies have been crying forever about anything and everything that kills them. And anything and everything that kills them actually gets nerfed in response.
is so ridiculous it should be in the dictionary next to the word myopsy. Seriously? |
The-Errorist
1081
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Posted - 2015.03.07 15:17:00 -
[38] - 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.
Suits, Tanks, a mode
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Imp Smash
Molon Labe. General Tso's Alliance
733
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Posted - 2015.03.09 00:05:00 -
[39] - Quote
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. |
The-Errorist
1084
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Posted - 2015.03.09 02:49:00 -
[40] - 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)?
Suits, Tanks, a mode
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Imp Smash
Molon Labe. General Tso's Alliance
734
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Posted - 2015.03.09 02:58:00 -
[41] - Quote
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? |
LOOKMOM NOHANDS
Warpoint Sharx
141
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Posted - 2015.03.09 06:00:00 -
[42] - Quote
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
Storm.Fighters E.B.O.L.A.
4
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Posted - 2015.03.09 10:46:00 -
[43] - Quote
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!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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The-Errorist
1084
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Posted - 2015.03.09 13:59:00 -
[44] - 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.
Suits, Tanks, a mode
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