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Thread Statistics | Show CCP posts - 3 post(s) |
![Imp Smash Imp Smash](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Imp Smash
Molon Labe. RUST415
836
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Posted - 2015.05.13 00:56:00 -
[1] - Quote
Imp Valk (Cal Min Sent) |
![Imp Smash Imp Smash](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Imp Smash
Molon Labe. RUST415
837
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.05.13 05:37:00 -
[2] - Quote
True Adamance wrote:MINA Longstrike wrote:True Adamance wrote:Quick question..... I'm trying to Sentinel-ize..... or whatever you call it but I have real trouble with the lack of mobility and range on the weapons (to a certain extent including the AHMG which is easily my favourite.
Any tips for how to use a Sentinel properly. I normally love being a mid-long range support gunner and Anti-vehicle player in other FPS but in Dust I loathe the HMG aesthetic.... Get good with a forge gun if you want to range. HMG's are quite good but at shorter ranges. You will learn to love bolt pistol / breach scrambler pistol / flaylock. I appreciate the advice Mina but that's not a particularly an interesting play style more me. Are there no option for a medium range suppression player?
Another option is to make a flank and gank heavy. If you want to avoid light weapons, which you really don't have to do, try a MinSent with some Kinkat love. You can move shockingly fast and can flank groups, drop a guy or two with a burst HMG (hardest to use, but most rewarding once you learn it) and get the hell outta dodge. It isn't the same as long range suppression, but often has a similar effect of keeping groups of people from changing locations easily. |
![Imp Smash Imp Smash](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Imp Smash
Molon Labe. RUST415
838
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Posted - 2015.05.14 06:36:00 -
[3] - Quote
Fox Gaden wrote:Consider this...
Are we the Goalies of DUST?
Yes, but because of map design.
We have to stay either in CQC, or WAY out in the open depending (HMGs/Forge) or we are at a disadvantage in every engagement. The vast majority of hack points are in CQC. Hence, we stay in areas where people will be and where we won't be farmed like giant radishes. Ie. The hack point.
If there were more hack points out in the open where we have little to no cover, but roads to and from said points were all CQC, then you would find assaults goal keeping and heavies pushing.
Also,
Breakin Stuff wrote:Meh, I think the current meta of "point defense" is idiotic. It's not point defense, it's camping.
seriously? ![What?](https://forums.dust514.com/Images/Emoticons/ccp_question.png) |
![Imp Smash Imp Smash](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Imp Smash
Molon Labe. RUST415
841
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Posted - 2015.05.15 00:01:00 -
[4] - Quote
Let's summarize the factors involved in using a heavy real fast.
1. Larger hitbox. Larger critical hit box 2. Slower 3. Anti Infantry heavy weapons are close range 4. More HP 5. Fewer Highs and lows for less customization 6. Heavy weapons 7. No equipment 8. Weak passive scanning
So, the question is where are heavies weakest? We all know the answer is out in the field. Away from CQC and cover. But let's use some history as opposed to theorycrafting. Heavies with light weapons.
Plenty of heavies used RRs for a long while. Why? Because of range. Why use a heavy suit? Because more HP means a heavy could take another assault in a head to head fight across open ground. Due to heavies having more HP this will not change. This marginalized assault suit's role. They could move from objective to objective more easily, but once heavies got there the assault suit was at a significant disadvantage in all areas. Heavies had HMGs for close, and rifles for range.
But dedicated heavies WANT to use heavy weapons. When did all the casual heavies switch to the HMG? When the HMG got a dispersion change. It made the HMG lower DPS, but much easier to use in CQC.
And that right there is the rub. We can use light weapons too. Range is an underappreciated factor in this game. We all know it is important, but how likely you are to win a gun fight is more about range and your gun than most people realize. I would even go so far to say that it was more than half of the fight right there.
Considering that range is probably the single largest factor in any engagement in Dust, heavies can be said to have the single largest disadvantage. We have the most trouble controlling range. We are slower than everyone else. If other suits don't like the range they can change it at will (relative to us.)
Also, relatively speaking, the HMG is strait up bad now. It won't function even marginally better in the hands of a skilled player than of a mediocre player. The skill ceiling is gone.
But it still functions well no matter who is using it. And since we have to stay in CQC when using heavy weapons (Forge doesn't count as it's an AV gun -- despite the fact that I find it more effective than the HMG at killing infantry now) we will stay where we know enemies will be coming and will be in CQC. Around the point.
So that begs the question: how do we get more options. And the answer is that we have them. Light weapons. So how can we get more options with heavy weapons? And the answer is that we can't if we get Heavy weapons that function like current HWs. If we get new long ranged effective HWs that directly apply damage like our current ones -- then assault and commando roles will be marginalized. Pointless even.
Conclusion: If we want to give heavies roles in every area of the map (which translates to every range) we need to develop different weapon mechanics. Make the heavy weapons significantly better than light at those niches, and significantly worse outside of those niches.
I have ideas on what we need for that. But before going into any differing heavy weapon types -- we should discuss the state of the suit itself.
And I will kick it off with this statement and question:
I think heavies are too mobile. Not movement speed wise...transport options. I don't think we should be able to spawn in in 3 seconds on uplinks. We shouldn't be able to drive or gun in vehicles. What do you guys think about that?
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![Imp Smash Imp Smash](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Imp Smash
Molon Labe. RUST415
841
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.05.15 07:46:00 -
[5] - Quote
Jonny D Buelle wrote:I think you are absolutely wrong about the mobility and a little about the rest of your post, but for now I will talk about mobility.
I run solo most the time and in most matches I either wait for an uplink or spawn in and call me an LAV to get close to the objective faster. I've actually even gone as far as skilling into LAVs because I like using them.
If you remove our ability to drive vechiles, it will eliminate two things: Drive By HMG tactics AND solo Sentinels getting to the objective fast enough to defend/assault.
As for your not being a gunner idea, what are you smoking? If I'm doing LAV runs with a gunner, I rather have my gunner be a Brick Tanked Sentinel than an assault or logi or scout. Reason being is that the gunner is exposed and easy to pick off, so I would want someone that can sustain a lot of damage. Also when I'm doing my LAV runs, I want to be in my sentinel suit because (surprise surprise) I'm exposed and open to being shot at by any weapon.
On drop ships you can take out the gunners without damaging the dropship itself. So again Sentinels are good for being a gunner as they can survive being shot by a crack shot sniper.
Well, yes, what I asked about does specifically eliminate wheelchair heavies. In other words, make it so our suit weaknesses, low mobility, are properly penalized. As it stands, they arent. Again, just want your opinion and I am not championing this as of yet. Just looking for outside opinions on it. |
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