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Megaman Trigger
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Posted - 2015.04.22 15:42:00 -
[1] - Quote
Megaman Trigger - Caldari and Gallente Sentinel suits, HMG and Forge Guns.
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Megaman Trigger
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Posted - 2015.04.22 23:42:00 -
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Fox Gaden wrote:Here are a few things worth discussing:
- Amarr and Gallente heavy weapons using place holders. What should they be, and what art assets in game now could be reskinned to act as a place holder for them?
- Is the Plasma Cannon the medium frame counter to Sentinels? Does it work well enough for them to stop crying when they canGÇÖt take us 1v1 at 10m with a rifle? Ok, some will always cry, but can we use the Plasma Cannon as a counter argument?
- If we had a mid range HMG (or Heavy Laser) would the range reduction to the normal HMG be acceptable? How much do you notice the range reduction to the HMG? Was there an effective range reduction, or did the range reduction simply reduce the range on paper to what the actual range due to dispersion actually was?
Amarr Heavy Weapon: I think the general consensus is a Heavy Laser. Not gonna argue, as a Legends fan, I want to go "Shining Laser" on a tank.
Gallente Heavy Weapon: I've said it before and I'll say it again; I'd love a reskinned Forge Gun to be used to make a Heavy Plasma blaster/cannon. Can't hold the charge, like the light version but fires like a Forge Gun.
I need to watch more/less (delete as appropriate) SG-1.
Plasma Cannon: Plasma Cannons have enough power to take out a Sentinel (apart from Amarr)of an equal tier in one shot. If they do survive a direct hit, their side arm should be able to finish the job. That said, it'll be argued that the charge time and/or projectile's speed makes Plasma Cannon at 10m useless vs a HMG. But yes, Plasma Cannon is probably the best counter a medium frame has. Aside from frisbee REs.
I haven't even noticed the range reduction on the HMG, so it seems that the range nerf only pushed the range to match dispersion. That said, I've had more trouble against shields after the DPS nerf, which makes taking out jumpers a pain. Hit detection seem off against shields, again, when shooting at faster strafing suits. Might just be me.
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Posted - 2015.04.23 01:27:00 -
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Georgia Xavier wrote:True Adamance wrote:Eh now that this is the third one the novelty is wearing off.
And CURSE YOU SENTINELS AND YOUR FORGEGUNS! That engine block on the back of the tank is so fun to hit Tanks make such pretty fireworks.
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Posted - 2015.04.23 01:29:00 -
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Georgia Xavier wrote:Megaman Trigger wrote: Hit detection seem off against shields, again, when shooting at faster strafing suits. Might just be me. Breach ScP is your best friend No it's not, mine's the Forge Gun. Besides, I was talking about the hit detection with the HMG.
I'd rather use a Bolt Pistol than a Scrambler Pistol anyway.
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Megaman Trigger
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Posted - 2015.04.23 12:20:00 -
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Over the next few weekends I'm going to be working on an AV guide along the lines of Fox's HMG and Sentinel one.
It'll mostly focus on the Forge but I'll cover Plasma Cannon, Swarms etc while I'm there. If we get any new Heavy AV weapons, I'll add them in later.
Anyone with pointers, tips, fitting advice etc please feel free to post it here and I'll include it, with credit.
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Posted - 2015.04.23 15:37:00 -
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Fristname Family name wrote:Megaman Trigger wrote:Over the next few weekends I'm going to be working on an AV guide along the lines of Fox's HMG and Sentinel one.
It'll mostly focus on the Forge but I'll cover Plasma Cannon, Swarms etc while I'm there. If we get any new Heavy AV weapons, I'll add them in later.
Anyone with pointers, tips, fitting advice etc please feel free to post it here and I'll include it, with credit. this is commanc sense to me and alot of others but, dont shoot at the vheical. shoot were its gonna be. Also when using a forge or any av make sure to listen for sounds of things. learn to become one with your forge/av thing (iit sounds so stupid i know) i have bonded with my breach forge gun enough to have a 80% hit rate atleast on it (i shoot people and ds alot lavs are eeasy hits tho) because after you know your guns limits, strengths, weaknesses and charge/lock on times ect you can play alot better with it. one last thing.... your hunting not only the wp, isk, sp ect... your saving lives, and making people angry as **** doing it.. (now only if they would buff tank prices again)
Might be common sense, but that's rare now.
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Megaman Trigger
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Posted - 2015.04.24 00:28:00 -
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Fristname Family name wrote:Megaman Trigger wrote:Fristname Family name wrote:Megaman Trigger wrote:Over the next few weekends I'm going to be working on an AV guide along the lines of Fox's HMG and Sentinel one.
It'll mostly focus on the Forge but I'll cover Plasma Cannon, Swarms etc while I'm there. If we get any new Heavy AV weapons, I'll add them in later.
Anyone with pointers, tips, fitting advice etc please feel free to post it here and I'll include it, with credit. this is commanc sense to me and alot of others but, dont shoot at the vheical. shoot were its gonna be. Also when using a forge or any av make sure to listen for sounds of things. learn to become one with your forge/av thing (iit sounds so stupid i know) i have bonded with my breach forge gun enough to have a 80% hit rate atleast on it (i shoot people and ds alot lavs are eeasy hits tho) because after you know your guns limits, strengths, weaknesses and charge/lock on times ect you can play alot better with it. one last thing.... your hunting not only the wp, isk, sp ect... your saving lives, and making people angry as **** doing it.. (now only if they would buff tank prices again) Might be common sense, but that's rare now. https://youtu.be/SrCk5G-08rctell me about it, this makes me want to go kill myself due to the stupidity of the kid.
Common Sense: So rare it's a god damn super power.
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Megaman Trigger
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Posted - 2015.04.24 23:10:00 -
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Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too.
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Megaman Trigger
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Posted - 2015.04.25 08:32:00 -
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Fristname Family name wrote: I like to make things go boom with a pretty blue ball ^-^ if you hear someone yelling "ALLAHU AKBAR!" in team chat its probably me :P (that's gonna be my new signature :3 )
My Corp used to shout "Special Beam Cannon" when we used the Plasma Cannon. I used to shout back "Kamehameha" while charging the Breach Forge Gun.
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Posted - 2015.04.25 08:49:00 -
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Fristname Family name wrote:or you could just steal a few of these and change them up a bit. https://youtu.be/fPCL09ot10Uyou cant say resistance didn't have some of the coolest weapons.
If we're borrowing ideas, I vote we look to Warhammer: 40,000 and the weapons carried by the Marines in Terminator Armour. Namely the Cyclone Missile Launcher (rack of missiles strapped to your back that had AV and AI use, targetter in one hand, side arm in the other) and the Heavy Flamer (flamethrower) We already have the Assault Cannon (theirs is a mid-range gatling gun that can shred light and medium vehicle armour due to rate of fire combined with armour piercing or explosive rounds - like the AHMG but without sucking at range)
The Autocannon (half currect AHMG fire rate, much less dispersion, splash damage on shots as explosive shells fired) would work too and we could even use non-Terminator weapons like the Lascannon (charge like the Plasma Cannon but fires an AV laser or large Ion blast) and their Plasma Cannon (heavier and bulkier version of Dust's with a killer splash damage)
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Posted - 2015.04.26 16:18:00 -
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Fox Gaden wrote:My new favorite fit! Advanced Min Sentinel2x Krins LEX Damage mod BPO (+4 damage for Heavy, Light, & Sidearm weapons)1 Complex Kinetic Catalyzer 1 Militia Armor Repair BPO (because that was all I could fit)
Breach SMG Forge Gun Flux Grenade This is a SMG fit that has a Forge gun for AV work on the side. It has some speed. It has some recovery.
Welcome to the Forge side.
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Megaman Trigger
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Posted - 2015.04.26 16:58:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Welcome to the Forge side. Nonsense... it is an SMG fit! Hit someone with a Forge shot and then try and say that.
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Posted - 2015.04.26 17:18:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:Welcome to the Forge side. Nonsense... it is an SMG fit! Hit someone with a Forge shot and then try and say that. Last match a CEO from my Alliance who was on the other team randomly walked between me and an enemy tank and took the bullet that was meant for the tank. Try hitting someone on purpose. If you manage it, it'll make you smile.
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Megaman Trigger
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Posted - 2015.04.26 19:21:00 -
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Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp.
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Megaman Trigger
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Posted - 2015.04.26 19:23:00 -
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LOL KILLZ wrote:Megaman Trigger wrote:Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too. Turbo Turtle fit with swarm and flaylock. Me favorite,nano hive will be a must. That's just my personal favorite. So... an inferior Sentinel for AV?
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Megaman Trigger
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Posted - 2015.04.26 21:58:00 -
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LOL KILLZ wrote:Megaman Trigger wrote:LOL KILLZ wrote:Megaman Trigger wrote:Anyone got any opinion on using the Amarr Sentinel for AV? Useful fits for it would be appreciated too. Turbo Turtle fit with swarm and flaylock. Me favorite,nano hive will be a must. That's just my personal favorite. Why not a forge? i don't know..... ( head exploded) If you're running swarms on a heavy, you may as well go with a Commando. At least that way you have a reload bonus and can carry your own ammo.
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Posted - 2015.04.26 22:16:00 -
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Fox posted up his SMG/Forge fit, so I figured I'd post one or two of mine
Caldari C-I 2x Basic Extenders 1x Krin's LAX-71 Damage Mod
Forge Gun Ion Pistol (been trying it out) Flux Grenades
Caldari C/1 2x Krin's LEX-71 Damage Mod 1x Enhanced Recharger
Enhanced Reactive Plate
9k330 Forge Gun GN-13 Flaylock Pistol EX-11 Packed AV Grenades
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Posted - 2015.04.26 22:27:00 -
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Fristname Family name wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. stack on energizers and regulators is my plan when i get a ck0 ive heard they suck tho so until i get 5mill spare sp im not getting one. because under 1sec delay at 0shields (around 0.5 probably) then over 100hp/sec is pretty alright if you can keep getting in and out of combat but in the open ect you stuffed.
I already have a 100+hp/s ck.0 fit with a HMG. It works great for defending a point with cover, better than an armour fit does. Not so great when pushing into an objective or a general lack of cover. Still logi-reliant for armour reps.
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Megaman Trigger
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Posted - 2015.04.26 22:32:00 -
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Fristname Family name wrote:Megaman Trigger wrote:Fox posted up his SMG/Forge fit, so I figured I'd post one or two of mine
Caldari C-I 2x Basic Extenders 1x Krin's LAX-71 Damage Mod
Forge Gun Ion Pistol (been trying it out) Flux Grenades
Caldari C/1 2x Krin's LEX-71 Damage Mod 1x Enhanced Recharger
Enhanced Reactive Plate
9k330 Forge Gun GN-13 Flaylock Pistol EX-11 Packed AV Grenades never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed) thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The 1% difference hardly makes a difference. I'd take the Krin's LEX-71 over a Complex Heavy Damage Mod for every fit since it also boosts my side arm and frees up enough fitting space to fit better modules (Enhanced Heavy Damage bonus for the fitting cost of Militia? and it's a BPO? Hell yeah.)
I'd recommend only using 2 damage mods on any Forge fit; the stacking penalty makes using 3 questionable and 4 just a waste of CPU.
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Megaman Trigger
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Posted - 2015.04.26 22:48:00 -
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Driving the HAV away can be more beneficial for the team than destroying it.
If you destroy it, sure you get some WP, but you buy your team maybe 30-40 seconds (respawn, call RDV, drive to objective) before the guy pulls another HAV back in. if you drive it off with a sliver of HP left, it can potentially take as long or even longer for the HAV to come back (retreat time to make it back to redline, module cool down time, HP reps and then getting back into battle all factor in)
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Posted - 2015.04.27 10:56:00 -
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MINA Longstrike wrote:Megaman Trigger wrote:Driving the HAV away can be more beneficial for the team than destroying it.
If you destroy it, sure you get some WP, but you buy your team maybe 30-40 seconds (respawn, call RDV, drive to objective) before the guy pulls another HAV back in. if you drive it off with a sliver of HP left, it can potentially take as long or even longer for the HAV to come back (retreat time to make it back to redline, module cool down time, HP reps and then getting back into battle all factor in) Speaking as a proto aver and a proto tank user - no it doesn't take the HAV long to come back at all. I had a bit of a public argument with someone about tanks specifically armor tanks earlier today after I spent a whole match ineffectually trying to forge 2 tanks (there were four, I managed to get incredibly lucky and kill two with some installation help). It triggered a lot of the usual special pleading arguments of "My tank is expensive", "it takes a lot of SP to skill into tanks", "teamwork should be required to deal with me", etc. While I understand some of these arguments on an emotional level and I certainly get upset over losing incredibly expensive tanks to things I'd probably call 'bullshit' I in no way find armor tanks to be balanced (in fact, we've just had a switch from shield tanks being overpowered and armor being useless to armor being overpowered and shield useless). Most armor tanks are running dual repairers (usually a complex light & combination of something else) which provide ~180-200 hp a second. With a single complex plate and a hardener they have 4150 hp and an optional 45 (+25%) second of 40% resists. It takes them 21 seconds to rep to full from zero (which really means unless they're at 200 hp, it takes them ~10 or less seconds to rep to full). To contrast this, pre 1.7 armor tanks with their 'broken' reps, repped at about 113.6 hp per second for eleven seconds and that was with having to activate the module too. It takes tanks armor hardeners longer to come back up than it does for them to rep (90 for basic, 70 for adv and 50 for proto IIRC -25% with correct skills) which generally means that when you're shooting a tank, you can usually be pretty certain that they'll be back in ~30-40 seconds regardless of how much damage you do, potentially less if they have good cover. I have extreme problems with how tanks function currently and would much rather see a system of high raw hp (6000-7000 armor) lower hardening values (~20-25%) and MUCH lower reps (~50-80 or so) so as to develop a system where tanks can be incredibly durable when they need to be but damage inflicted sticks to them and when a tank is forced off it's forced off for a reasonable chunk of time. A big part of the problem is that with the way armor tanks are set up they have absolutely insane effective reps per second and their low health pool isn't a terrible detriment due to the bloated EHP that high resistance hardeners provide. With all that said, I'd also like to see shield tanks lose the delays they've got an instead just get a base value of shield back per second (because even though pre 1.7 shield tanks were absolutely god awful bad, their problems with rep were more a matter of numbers than anything else).
I agree that armour tanks are, currently, ridiculous. I have no problem with any Proto tank taking 2 AV to take out, but it currently takes either high numbers (I saw one tanker try to argue that it should take either a tank or a full squad of AV to take out a tank, which is bullshit ) or a lot of luck to take out a proto armour while a shield tank is a sitting duck. Shield tanks have raw Hp that's low enough to let them be 1 shot from behind with advanced tier forge or plasma cannon, while armour tanks can't be 1 shot without using an orbital. Shield modules cost too much to fit and they lack a constant regen to their primary HP.
As an AV with no tank experience, it seemed to me that driving a tank off would buy more time, with module cool downs, repairs and all, compared to just destroying it.
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Posted - 2015.04.27 21:44:00 -
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Fristname Family name wrote:Jonny D Buelle wrote:Fox Gaden wrote:Fristname Family name wrote: never run damage mods that arent complex heavy damage mods in my opinion. always gotta be stacking XD mine normally consist of (the advanced gal sentinal forgot the name kinda) adv breach forge (forgot the name again) breach/some advanced smg depending on how i feel as many damage mods as i can a few reps and plates and always av nades (packed)
thats pretty much it but my cal build is like damage mods reactivve plates and thats all really.
The Krin's LEX-71 Damage Mod is equivalent to an Advanced Heavy Damage mod that also acts like a Standard Damage mod for your Sidearm. You are losing 1% damage on your heavy weapon, but gaining 4% damage on your sidearm, compared to running a Complex Heavy Damage mod. On my SMG/Forge Gun fit I could not fit Complex Heavy Damage mods with a Proto Forge gun and still have the Proto Kin Cat, but I found I could fit the Krin's LEX-71 BPO Damage mods. You make a fair point, however the Krins does help a lot and in my opinion. I find that when I'm stuck in the middle of a firefight and need to reload or about to overheat, switching to my Magsec with that extra 4% dmg gives me a fighting chance. Also in ranged encounters, again it helps me, mind you its not as good as a bolt pistol but, personally, I don't like using the bolt pistol. i know he does but damage is damage. 1^is a decent amount from 2000+ on my breach and most of the time my smg can take down things anyway. but yeah i might have to tri the krins. (btw did the fix it? it only showed it for side arms when i last used it) The bug was only the display in the fitting window. Bonus was still applied.
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Posted - 2015.04.27 21:46:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. You would be able to do 1 big jump, and then you would be bent over with your hands on your knees wheezing. Cal Sentinel has less stamina than a Cheetos chugging couch potato. You got to go Green Bottle unless it is just a joke fit.
Would be a joke fit mostly.
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Posted - 2015.04.27 22:52:00 -
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One Eyed King wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:Anyone know the jump height for a ck.0 with 4 myrofibrals and a kinkat?
Been tempted to make a true blue bomber fit (high jumps, forge gun for Buster) for a laugh but wondering if it's worth the sp. You would be able to do 1 big jump, and then you would be bent over with your hands on your knees wheezing. Cal Sentinel has less stamina than a Cheetos chugging couch potato. You got to go Green Bottle unless it is just a joke fit. Would be a joke fit mostly. I don't now what sentinel it was, but I ran into one today that had an HMG and was stacking enough Myos to jump well over my head. I don't think the combination worked out to well, but it was a new experience.
Was probably a Minmitar. Must have been terrifying and hilarious.
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Posted - 2015.04.28 22:57:00 -
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So I hear Warlords 1.1 broke the armour skills.
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Posted - 2015.04.28 23:40:00 -
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Anyone else hate how those 'built in' spawn points ( the ones you can select that aren't CRUs and seem to be a part of the base) on some maps are outside the redzone and, therefore, open to being camped?
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Posted - 2015.04.29 00:10:00 -
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Fox Gaden wrote:CCP Rattati wrote:Hello, I will drop by here once in a while to see what you are up to It's official! We are now a focus group! Likes all around!
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Posted - 2015.04.29 00:17:00 -
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One Eyed King wrote:Megaman Trigger wrote:Anyone else hate how those 'built in' spawn points ( the ones you can select that aren't CRUs and seem to be a part of the base) on some maps are outside the redzone and, therefore, open to being camped? I particularly dislike it on the newer 3 pt map that has the CRU right next to it that can often be turned red. The CRU seems pointless, and serves no purpose save to make stomps worse. The train yard map actually has both a CRU and a Supply Depot as well as one of these built in points on one of the south bases (the small one off the south west) which makes it way too easy to camp without having to worry about anything.
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Posted - 2015.04.29 00:55:00 -
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Did CCP fix the Assault HMG's dispersion?
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Posted - 2015.04.29 02:57:00 -
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VAHZZ wrote:Megaman Trigger wrote:Did CCP fix the Assault HMG's dispersion? I played around with the AHMG today and honestly I can't tell.
I'll give it a test at some point, but I keep defaulting to the Forge.
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Posted - 2015.04.29 11:06:00 -
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sir RAVEN WING wrote:Jonny D Buelle wrote:sir RAVEN WING wrote:Caw! Caw! I'll be watching from above! Strange jokes aside, I would simply like to congratulate the members of this thread for staying on subject (mostly). I will occasionally check in with my Heavy alt. (Which happened to be my girlfriend's old account. ) Looks like Raven is on the menus tonight boys! No, I'd say against that. Fly too high for you guys.
You'd be surprised just how far we can reach.
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Posted - 2015.04.29 15:40:00 -
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MINA Longstrike wrote:^he was making a kingdom hearts reference to the area of "Hollow Bastion".
So nothing important was missed, then.
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Posted - 2015.04.29 17:42:00 -
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Fox Gaden wrote:MINA Longstrike wrote:^he was making a kingdom hearts reference to the area of "Hollow Bastion". Oh... I have no idea what kingdom hearts is. Video game that's basically Disney meets final fantasy, but not as fun as it sounds.
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Posted - 2015.04.30 00:48:00 -
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This is what happens when I let my mind wander at work...
Amarr AV - Scrambler Cannon - charged shot only Scrambler weapon designed to strip shields off vehicles. Uses Plasma Cannon model. 2 second charge and then fires scrambler blast. Breach variant charges slower but hits harder.
Amarr AI - Heavy Laser - uses Forge Gun model.
Gallente AV - Plasma Mortar - Heavy Plasma Cannon with increased direct and splash damage, but longer charge, shorter range and sharper drop. Uses Plasma Cannon model.
Alternate Gal AV - reskinned Forge that fires charged plasma blasts. Cannot hold charge - acts like Assault Forge Gun.
Gallente AI - Shot Cannon - Heavy Shotgun. Assault variant acts like Light Shot Gun, hits harder but with less ammo. Breach variant acts like a 'solid slug' round; short to mid range, no dispersion, high damage, low ammo capacity.
Caldari AI - haven't been able to think of anything. Maybe a Heavy Magsec that behaves more like a real world P90?
Minmitar AV - Missile Launcher - uses Swarm Launcher model. High direct damage, moderate splash damage and blast radius. Single shot before reload.
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Posted - 2015.04.30 00:49:00 -
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Flaylock Steve wrote:Fox Gaden wrote:Flaylock Steve wrote:I have a Dren Heavy and back then I used to use the FG and HGM when needed. Does this count? I will only add people to the registry if they are currently active primarily as a Sentinel or they have skilled a Sentinel suit to level 5 and still run it enough to still have a feel for it. If you are currently running a Dren Sentinel regularly that would count (even without skills), but I am not going to add you to the Sentinel Registry for running one off and on "Back In The Day". You are still welcome to post though. I ran Dren Sentinel for 6 months on Crash Gaden with no Sentinel suit skills, until they changed the Sentinel suit bonus and gave me a reason to skill into it. I understand, and thats alright. I don't run it much anymore, but I might skill back into them. and question, are forge guns good now? I haven't used them since 1.3, they used to be hella fun.
They still are fun.
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Posted - 2015.04.30 21:57:00 -
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Slow day at the Bastion. Where my HeavyBros at?
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Posted - 2015.05.01 02:45:00 -
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Ralden Caster wrote:Jonny D Buelle wrote:Georgia Xavier wrote:VAHZZ wrote:Georgia Xavier wrote:I still want a heavy laser or plasma mortar! Ion Disruptor! ION DISRUPTOR! Plasma mortar sounds more menacing! Plasma Flamethrower > Mortar Fusion Cannon. Transformers fans know what I'm talking about.
Galick Gun.
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Posted - 2015.05.01 11:49:00 -
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Jonny D Buelle wrote:One thing that irritates me is that Sentinels these days die too quickly sometimes, even to things that shouldn't be doing that much damage.
How do you think we can solve this without being OP or another FoTM that everyone will spam?
Fixing our Blast Resistance so that it also protects from REs, as you'd expect, would be a start. Shields' natural resistance to explosives also need to be applied vs REs. Currently REs ignore both.
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Posted - 2015.05.01 15:49:00 -
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MINA Longstrike wrote: Has the AHMG dispersion hotfix gone through yet?
Not yet. Dispersion looks the same
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Posted - 2015.05.02 11:54:00 -
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Fristname Family name wrote:Fox Gaden wrote:MINA Longstrike wrote:Jonny D Buelle wrote:One thing that irritates me is that Sentinels these days die too quickly sometimes, even to things that shouldn't be doing that much damage.
How do you think we can solve this without being OP or another FoTM that everyone will spam? Honestly, sentinels are some of the least expensive suits to run in the game. You shouldn't be upset about dying because you're incredibly isk efficient. Has the AHMG dispersion hotfix gone through yet? Generally speaking Sentinels generate less WP and thus make less ISK per battle than other suits. Granted if you are squad lead, and put the defend order on your Logi, and have someone with a scanner so you can get points off of orbitals, you can do quite well on the WP, but a sentinel running solo will be low on the leader-boards, even if they have top kills, unless they also hack a lot, or just get a massive kill count. Not having equipment slots results in lower earning potential. but you cant complain when the other team has LAVs, dropships and militia or even any tier tanks. lottsss of tanks O.O *starts day dreaming about a 1v3 with the tanks and killing them all* i wub retards. they get me lots of kills and WPs i can get over 2k wp from forging if they have vehicals and with a HMG as long as theres kills around theres lots of war points too. but back in the day i was able to get 1000wp within 5mins if blues didnt hack the installs along with the pointless ones around the map on outskirts. <3 the war points were real back then.
2k wp while running AV is a good result, but doesn't compare to the wp potential of the other suits. Thanks to equipment slots, they can easily earn 2k while a Sentinel has to work harder. I've seen a logi (who was our squad lead at the time) actually get over 7k in one match, and I'm pretty sure he was in an APEX Min Logi to boot. The match was a Dom and we were pushing the point, capture marker on point but we were about 40m out, so there wasn't a lot of leader commission earned. Most of his points were rep and needle on the Sentinels.
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Posted - 2015.05.03 01:10:00 -
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Fox Gaden wrote:Fristname Family name wrote:Fox Gaden wrote:MINA Longstrike wrote:Jonny D Buelle wrote:One thing that irritates me is that Sentinels these days die too quickly sometimes, even to things that shouldn't be doing that much damage.
How do you think we can solve this without being OP or another FoTM that everyone will spam? Honestly, sentinels are some of the least expensive suits to run in the game. You shouldn't be upset about dying because you're incredibly isk efficient. Has the AHMG dispersion hotfix gone through yet? Generally speaking Sentinels generate less WP and thus make less ISK per battle than other suits. Granted if you are squad lead, and put the defend order on your Logi, and have someone with a scanner so you can get points off of orbitals, you can do quite well on the WP, but a sentinel running solo will be low on the leader-boards, even if they have top kills, unless they also hack a lot, or just get a massive kill count. Not having equipment slots results in lower earning potential. but you cant complain when the other team has LAVs, dropships and militia or even any tier tanks. lottsss of tanks O.O *starts day dreaming about a 1v3 with the tanks and killing them all* i wub retards. they get me lots of kills and WPs i can get over 2k wp from forging if they have vehicals and with a HMG as long as theres kills around theres lots of war points too. but back in the day i was able to get 1000wp within 5mins if blues didnt hack the installs along with the pointless ones around the map on outskirts. <3 the war points were real back then. I should have specified that I was referring to HMG Sentinels. I only just recently started experimenting with the Forge Gun again and I keep forgetting about the wonders of Vehicle damage WP. Assuming you can do enough damage through the hardeners to even get WP.
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Posted - 2015.05.03 11:48:00 -
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Fristname Family name wrote:just shoot them after the sheilds are gone if its a shield tank they are almost always insta kills for me and armour tanks you just need someone to get proxys doen (cause bandwidth is gay) or you can get the weak spot and then they go pretty easy
EDIT: im not fixing that quote too much effort
Congrats, you completely missed the point of not doing enough damage to get WP because of the combined hardeners and reps on a Madruger.
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Posted - 2015.05.03 23:19:00 -
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Fristname Family name wrote:i shield hardener is the one which is op... it haas a larger resistance % and also the hardeners aren't all that good stacked.. y=they all just have stacking penalty and it ends up with a lack of hp making it easier to kill again...
Resistance is the same for both Shield and Armour Hardeners. Shield hardeners only seem to be better because the Forge is only 90% effective vs Shields and you don't get the Proficiency bonus. This means you're missing out on 25% of your damage (probably more, given how skills stack and damage is calculated) while hitting shields.
With stacking penalty, they get around 60% damage reduction. Couple that with their reps and Madrugers can, and do, rep through everything that AV can throw at them. So soloing a HAV through it's armour hardeners is practically impossible. Even a Wyrikomi Breach for 4 Complex Mods to the back armour can't 1 shot them, best you'll deal is about 1900 damage. HAV then had 4 seconds to either run, using a Fuel Injector, or turn to block the rear armour while shooting you. Soloing a HAV with it's Hardeners off/in cool down? Doable. Soloing through active Hardeners? Not happening without getting lucky, pilot error or bringing reinforcements.
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Posted - 2015.05.04 11:05:00 -
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Fox Gaden wrote:I ran this fit this morning:
Adv Gal Sent Complex Kin Cat Complex Armor Repair Complex Armor Plate
Complex Myophibril Stimulants
Burst HMG Toxin SMG Militia Flux Grenade
I did not have the greatest game, but I was very happy with the suitGÇÖs performance. Although, as is common these days, half my kills were with the SMG.
Myrofibrils are doing their intended job for Sentinels; right? We can actually get over small bumps if we use one?
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Posted - 2015.05.04 15:29:00 -
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Fox Gaden wrote:Ralden Caster wrote:The racial variants numbers on the front page need to be retotaled. I updated the count on the Racial variant numbers. I am a bit surprised to see Gallente on top. I expected to see more Amarr. I am happy to say that all 4 racial variants of the Sentinel suit are viable, although the Gal and Amarr are still probably a bit more versatile due to having more low slots.
The Gal gets more use than the Amarr because it can also make a good Forge platform thanks to two high slots at Proto. There's also the better passive reps on the Gal.
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Posted - 2015.05.04 15:30:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Fox Gaden wrote:I ran this fit this morning:
Adv Gal Sent Complex Kin Cat Complex Armor Repair Complex Armor Plate
Complex Myophibril Stimulants
Burst HMG Toxin SMG Militia Flux Grenade
I did not have the greatest game, but I was very happy with the suitGÇÖs performance. Although, as is common these days, half my kills were with the SMG.
Myrofibrils are doing their intended job for Sentinels; right? We can actually get over small bumps if we use one? Yes, and railings if we fit two.
What about 4 on a Cal? Tops of containers?
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Posted - 2015.05.04 15:42:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote: Myrofibrils are doing their intended job for Sentinels; right? We can actually get over small bumps if we use one?
Yes, and railings if we fit two. What about 4 on a Cal? Tops of containers? I have not tried with 4 yet. I only just got the Cartiac Regulator maxed to make Caldari jump fit more viable, and have not got around to testing. I do recall in the train map jumping from the catwalk onto a box, and then jumping from box to box. I think that may have been on a 2 Myo Min fit though.
Gotta love how an idea to help Sentinels ends up being abused and broken for everyone else.
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Posted - 2015.05.04 21:51:00 -
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Fristname Family name wrote:it was a idea ato make money.. and sell omga boosters..
they just chose to mention heavys with the blue buff (not the golem blue buff the actual buf to blue mods) <-- League reference :P
No, it was so Sentinels didn't get hung up on 2 inch high ledges or surfaces.
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Posted - 2015.05.04 22:53:00 -
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MythTanker wrote:Lets talk about something that is under-rated when it comes to the Sentinel. The Forge Gun.
Base type of Forge (Forge Gun, 9k330, kaalakiota and Gastun's) should have higher damage than the AFG. AFG should be high ROF but lower damage than base while BFG is correct with slow fire, high damage.
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Posted - 2015.05.04 23:17:00 -
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Georgia Xavier wrote:Megaman Trigger wrote:MythTanker wrote:Lets talk about something that is under-rated when it comes to the Sentinel. The Forge Gun. Base type of Forge (Forge Gun, 9k330, kaalakiota and Gastun's) should have higher damage than the AFG. AFG should be high ROF but lower damage than base while BFG is correct with slow fire, high damage. The BFG is probably the hardest heavy weapon to use, can't move and long charge time but the rewards are great especially when you see a squishy tank who isnt paying much attention to his surroundings *cough*Gunnlogi*cough*
But yeah, BFG is a pain to use. It's great if you're hidden or above a HAV, and takes out most Dropships in 2 shots.
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Posted - 2015.05.04 23:27:00 -
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Spademan wrote:Georgia Xavier wrote:Megaman Trigger wrote:MythTanker wrote:Lets talk about something that is under-rated when it comes to the Sentinel. The Forge Gun. Base type of Forge (Forge Gun, 9k330, kaalakiota and Gastun's) should have higher damage than the AFG. AFG should be high ROF but lower damage than base while BFG is correct with slow fire, high damage. The BFG is probably the hardest heavy weapon to use, can't move and long charge time but the rewards are great especially when you see a squishy tank who isnt paying much attention to his surroundings I believe you can slightly get around the no movement thing by jumping. Or you used to anyway. You still can, but the Sentinel Shuffle isn't the most effective movement there is. It's actually better if you have no stamina left.
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Posted - 2015.05.04 23:35:00 -
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Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Megaman Trigger wrote:MythTanker wrote:Lets talk about something that is under-rated when it comes to the Sentinel. The Forge Gun. Base type of Forge (Forge Gun, 9k330, kaalakiota and Gastun's) should have higher damage than the AFG. AFG should be high ROF but lower damage than base while BFG is correct with slow fire, high damage. The BFG is probably the hardest heavy weapon to use, can't move and long charge time but the rewards are great especially when you see a squishy tank who isnt paying much attention to his surroundings *cough*Gunnlogi*cough* But yeah, BFG is a pain to use. It's great if you're hidden or above a HAV, and takes out most Dropships in 2 shots. I used the PRO BFG on an annoying ADS, feels so powerful
I love seeing an ADS panic when I hit the engine.
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Posted - 2015.05.04 23:37:00 -
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Spademan wrote:Have you tried it with 4 myofs on a cal sentinel? I'm curious to see how it turns out.
I'm planning to try it out, once I have the SP in sink into the myro's. Gonna make a real classic Megaman fit.
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Posted - 2015.05.05 11:11:00 -
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By the sounds of it, us Forge Sentinels are a rare sight.
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Posted - 2015.05.05 16:15:00 -
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Spademan wrote:Fox Gaden wrote:Megaman Trigger wrote:By the sounds of it, us Forge Sentinels are a rare sight. Yes, but those who do it well can be gods among men. Remember this video? Lol @ 2:16 And he looks to be using a Militia FG to boot.
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Posted - 2015.05.05 22:26:00 -
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Fristname Family name wrote:i just had a idea..... lets raid the barbershop... we need some close shaves between our heavy rolls XD :P just alll go talk heavy in their chat XD
How about no. You wanna go troll, go by yourself. Don't drag the Sentinel community thread into it.
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Posted - 2015.05.07 11:29:00 -
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Anyone else feel like we're getting the short end of the stick lately?
Also, when can we trade "Black Eagle" Assault Rifles? I have a bunch I need to move to this character.
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Posted - 2015.05.07 16:30:00 -
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Stuck at work, so I won't get to test any of this until later, but it all seems good.
EDIT: customisable APEX suits? APEX AV just got more interesting.
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Posted - 2015.05.07 18:15:00 -
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Spademan wrote:Yup. Certainly don't want those pesky scouts getting in here... They'd steal all the nachos
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Posted - 2015.05.08 11:15:00 -
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Georgia Xavier wrote:Fox Gaden wrote:I created a chat channel called Ze Bastion.
There was already a channel called GÇ£The BastionGÇ¥ which was created by EVE characters. The description you see EVE side indicates that The Bastion is a Bar n Grill, and the channel has no password, so we could probably crash that channel and make it our own if you wanted.
The big difference is that my EVE character has moderator privileges on Ze Bastion, while The Bastion channel belongs to someone else.
There was no one else in The Bastion channel before Downtime, but there might be EVE players in there at Prime Time, or the channel may be old and abandoned.
Which channel do you think we should use? Ze Bastion in my opinion. Since it was you who created the channel I would feel much better using it than going into another channel and saying "dis my turf now". Why I feel this way is beyond me
Agreed. Trying to take over the other channel would/could just cause drama
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Posted - 2015.05.08 23:25:00 -
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So APEX suits are now just BPO Proto suit we can fit anyway we want?
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Posted - 2015.05.08 23:52:00 -
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Tested the AHMG on the 'lag' facility and, while it's certainly usable now, I'm still not a fan of how quickly it overheats. Moving certainly does help the reticule shrink faster. Tested the M0-4 on an Advanced Gal Sentinel (two reps, 1 plate) and it was able to hit down the hall from objective to ramp, which is great. M0-4 feels like it overheats faster than the MH-82. I'll practice with it some more, but it feels.... nice, to have something other than the Forge or side arm for combat at 30m+
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Posted - 2015.05.09 10:14:00 -
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Fristname Family name wrote:Balistyc Farshot wrote:CCP Rattati wrote:RE nerf and AHMG buff, what do you say my dear fatties Thank you! I haven't used the AHMG since the buff, but I agree that it should be able to hit the broad side of a barn. Having been a heavy, I eat them up because they know that at 30 meters, I own them with the CR. I would also say to reduce the dispersion on the burst HMG and simply reduce the ammo in the hopper. That or take down the overheat. No one runs those anymore. If someone is running it still, let me know how you use it, because I used to love it as my fellow heavy combat tool. Now you have to use the boundless or AHMG and the burst is just an over heating ammo hog that can't hit anything. Too much risk for the reward. Thanks for helping out the heavies, the last nerf, plus buff hurt. You won't see heavies in LAVs but you will now see 1 or 2 on the bridge with AHMG pushing back the waves, just as they were intended. Heavies are team anchors and really need to be the bricks they were intended to be. Reducing the RE frisbee and the raining myo REs will be huge in PCs. In common matches you didn't see this as badly. Instead you get more of the RE on the uplink, but that will happen. how bout a buff. change it back to how it was with less heat build up and slowly increasing accuracy and range becoming to old straight line hmg.
Range and accuracy are fine as they are for the AHMG. Could use a little less heat build up, but that's just IMO.
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Posted - 2015.05.09 10:16:00 -
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Adan Montano Pietsch wrote:SOoooo, anyone try the AHMG lately, CAUSE IT'S AWESOME. Props to CCP. The thing actually does it's job now, very viable mid-range weapon. Wrecks LAV's, don't know about HAV's, but yea it's great. It's exactly what i've wanted the HMG to be. Not op either, just right. Be weary of other fatties using regular or burst HMG, they will outdamage you. You might not even be able to finish them off either since it overheats quite easily, BUUuut the range is great.
Up close, AHMG can put a dent in a HAV and a Dropship.
If you can keep an enemy Sentinel from getting into 20m, the AHMG can wreck them before they can so any major damage.
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Posted - 2015.05.10 15:48:00 -
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Fristname Family name wrote:Megaman Trigger wrote:Fristname Family name wrote:Balistyc Farshot wrote:CCP Rattati wrote:RE nerf and AHMG buff, what do you say my dear fatties Thank you! I haven't used the AHMG since the buff, but I agree that it should be able to hit the broad side of a barn. Having been a heavy, I eat them up because they know that at 30 meters, I own them with the CR. I would also say to reduce the dispersion on the burst HMG and simply reduce the ammo in the hopper. That or take down the overheat. No one runs those anymore. If someone is running it still, let me know how you use it, because I used to love it as my fellow heavy combat tool. Now you have to use the boundless or AHMG and the burst is just an over heating ammo hog that can't hit anything. Too much risk for the reward. Thanks for helping out the heavies, the last nerf, plus buff hurt. You won't see heavies in LAVs but you will now see 1 or 2 on the bridge with AHMG pushing back the waves, just as they were intended. Heavies are team anchors and really need to be the bricks they were intended to be. Reducing the RE frisbee and the raining myo REs will be huge in PCs. In common matches you didn't see this as badly. Instead you get more of the RE on the uplink, but that will happen. how bout a buff. change it back to how it was with less heat build up and slowly increasing accuracy and range becoming to old straight line hmg. Range and accuracy are fine as they are for the AHMG. Could use a little less heat build up, but that's just IMO. also the adv needs to be better than stranded. or have they fixed that now?
Standard still the old clip and ammo, but doesn't have the damage vs vehicles.
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Posted - 2015.05.10 17:28:00 -
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Ralden Caster wrote:Megaman Trigger wrote:Standard still the old clip and ammo, but doesn't have the damage vs vehicles. Standard has the correct clip size and carrying capacity, but still no vehicle damage.
So they fixed the ammo in it?
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Posted - 2015.05.11 12:43:00 -
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Fox Gaden wrote:Megaman Trigger wrote:So APEX suits are now just BPO Proto suit we can fit anyway we want? With the PG/CPU restrictions on the APEX suits they are better than the Standard BPO's, but supposedly slightly less powerful than the Advanced suits, unless you come up with a cleaver fit with low fitting costs. As long as I can swap in my KRIN'S damage mod and a different side arm, I'm fine with that.
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Posted - 2015.05.11 16:06:00 -
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Georgia Xavier wrote:Breakin Stuff wrote:I have another for you. It's cooking right now. Just reach into the forge gun barrel to claim your prize. No thank you I have my own forge,one that doesn't want my head on a platter...... Must be basic if it leaves the head intact.
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Posted - 2015.05.11 21:05:00 -
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Breakin Stuff wrote:Kaeru Nayiri wrote:Hello dear denizen's of the Bastion !!
I have an honest question that I would hope to discuss.
With all the nerfing done to the HMG in the past, have you guys considered or even tried using a shotgun on your sentinels in CQC?? Having not used the shotgun myself, only familiar with it's reputation, I sometimes think that if I played sent, I might want to at least give it a try.
Thoughts? My thoughts are it could actually work if you drop Kincats on cal and minsents, and ran kincats/reps on the am/gal sents. the only problem is the people who actually pay attention to the radar will see you coming a mile out
May as well use a.commando then
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Posted - 2015.05.11 23:16:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Breakin Stuff wrote:Kaeru Nayiri wrote:Hello dear denizen's of the Bastion !!
I have an honest question that I would hope to discuss.
With all the nerfing done to the HMG in the past, have you guys considered or even tried using a shotgun on your sentinels in CQC?? Having not used the shotgun myself, only familiar with it's reputation, I sometimes think that if I played sent, I might want to at least give it a try.
Thoughts? My thoughts are it could actually work if you drop Kincats on cal and minsents, and ran kincats/reps on the am/gal sents. the only problem is the people who actually pay attention to the radar will see you coming a mile out Wouldn't tje shotgun be a better choice for a Gal Commando, rather than a Sentinel? in theory, but for asinine fun? no.
Sentinel would produce the most tears.
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Posted - 2015.05.12 11:40:00 -
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Punching a Dropship out of the air. That.... that I have to see.
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Posted - 2015.05.12 12:01:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Punching a Dropship out of the air. That.... that I have to see. Did you know melee attacks do full damage vs. Vehicles? Jump on a dropship with mylolflybrils and comence the tearing off of important bits!
For real? That's hilarious.
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Posted - 2015.05.12 22:40:00 -
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Fox Gaden wrote:Kaeru Nayiri wrote:I didn't mean it to be asinine or troll even !! I legitimately want to learn what creative ideas we can come up with to deal with the HMG heat build up being what it is, and see if there are other weapons that can be used in point defence. If you pair a Burst HMG with an SMG and follow the rule of thumb of switching to sidearm after 3 bursts, you will have good success. I've done this but with a Bolt Pistol instead. Burst strips shields and a big chunk of armour, Bolt round finishes the job.
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Posted - 2015.05.13 15:50:00 -
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All suit classes should be able to do two things without restriction; kill and hack. Denying Sentinels the ability to hack, so they become defence only, would be like denying Scouts the ability to kill so they become recon only.
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Posted - 2015.05.13 16:40:00 -
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Jonny D Buelle wrote:Breakin Stuff wrote:Meh, I think the current meta of "point defense" is idiotic. It's not point defense, it's camping. Its actually a very legitimate strategy. You wouldn't want to leave it defenseless and let the other team capture it and win it. Sentinels are best at this because of our high eHP and the ability to use the HMG. Camping would be sitting by an enemy uplink, going into their spawn or sitting by a CRU they have.
Camping, in general, means staying in one place and waiting. So camping an objective is possible.
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Posted - 2015.05.13 16:56:00 -
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Jonny D Buelle wrote:Megaman Trigger wrote:Jonny D Buelle wrote:Breakin Stuff wrote:Meh, I think the current meta of "point defense" is idiotic. It's not point defense, it's camping. Its actually a very legitimate strategy. You wouldn't want to leave it defenseless and let the other team capture it and win it. Sentinels are best at this because of our high eHP and the ability to use the HMG. Camping would be sitting by an enemy uplink, going into their spawn or sitting by a CRU they have. Camping, in general, means staying in one place and waiting. So camping an objective is possible. I do agree it is possible but I wouldn't call it camping when defending an objective. It is a legitimate strategy where as camping is generally used to greif players or to pad stats.
Depends how it's done. Overwatching a console with a plasma cannon or sniper and waiting for a hack? I'd call that camping
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Posted - 2015.05.13 17:28:00 -
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Kaeru Nayiri wrote:Fox Gaden wrote:Kaeru Nayiri wrote:I didn't mean it to be asinine or troll even !! I legitimately want to learn what creative ideas we can come up with to deal with the HMG heat build up being what it is, and see if there are other weapons that can be used in point defence. If you pair a Burst HMG with an SMG and follow the rule of thumb of switching to sidearm after 3 bursts, you will have good success. That's pretty cool, Fox ! Good to know there is a system that is reliable you can follow. What tier burst HMG do you use this method with? Does it make a difference like the regular HMG? (much more heat buildup at low tier)
3 bursts should work at advanced as well as proto; I believe 4 at advanced and 5 at Proto is your overheat point.
Would be nice to get a heat sink mod for the HMG.
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Posted - 2015.05.13 17:41:00 -
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MINA Longstrike wrote:What I wouldn't give for a twin-linked rail, low rof, mid range, low-ish dps, accurate heavy anti-infantry weapon.
Target reticule could be like ( o o ), with the smaller circles representing each rail, give it say 225 dps per 'rail' and an incredibly large magazine size. Would be able to apply low amounts of damage at long range, but better damage at shorter ranges.
Now that's a Caldari anti-infantry weapon.
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Posted - 2015.05.13 19:37:00 -
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Breakin Stuff wrote:Jonny D Buelle wrote:Breakin Stuff wrote:Meh, I think the current meta of "point defense" is idiotic. It's not point defense, it's camping. Its actually a very legitimate strategy. You wouldn't want to leave it defenseless and let the other team capture it and win it. Sentinels are best at this because of our high eHP and the ability to use the HMG. Camping would be sitting by an enemy uplink, going into their spawn or sitting by a CRU they have. my problem is it's not a "legit" strategy. for us it's the ONLY strategy. that's what pisses me off.
This perhaps the biggest issue Sentinels face; a lack of variety and choices in what we do.
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Posted - 2015.05.14 11:42:00 -
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MINA Longstrike wrote:MINA Longstrike wrote:Jonny D Buelle wrote:MINA Longstrike wrote:What I wouldn't give for a twin-linked rail, low rof, mid range, low-ish dps, accurate heavy anti-infantry weapon.
Target reticule could be like ( o o ), with the smaller circles representing each rail, give it say 225 dps per 'rail' and an incredibly large magazine size. Would be able to apply low amounts of damage at long range, but better damage at shorter ranges. Just gonna say this now, if I was to use it I would draw a Y in the middle of that reticule. I was tempted. You could always use painters tape to put it on your TV? And I kind of went "Well, I'd like something that heavies are able to use and use well at range, but not something that just completely outclasses / replaces assaults/commandos at said range. Like all heavy weapons it should be most oriented towards short range, but it shouldn't be overpowering there either". So it'd be able to hit and 'supress' at long range by getting a single rail on something, but at shorter ranges it might be able to bring that second rail into play and double its DPS. Spent a bit more time thinking about this and how to make it not ridiculously op / up and working around the issue of sentinels being damn near unkillable. Further thoughts come down to "I don't want people to twitch around using this weapon, I want them to stand still and get shot back at" and my idea on how to incentivize that and make the weapon 'better' at range is to have the rails align as long as you're not moving (kind of like a sniper sway / dispersion mechanic type thing) going from "( o o )" to "( oo )" to maybe even just "(o)". Some movement might be okay as long as you're aimed down sights and I imagine moving at short range might even be nice as it could allow you to really punish people who are twitching around. I think for any prospective future 'long range anti infantry' weapons there should maybe be some sort of balancing mechanic that makes you want to rely on the sentinels strengths of high hp / decent regen but allows for counterplay by opponents through capitalizing on a sentinels want to stay 'still'.
Just so long as it's not the whole "can't move while shooting" that the BFG has.
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Posted - 2015.05.14 16:41:00 -
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Georgia Xavier wrote:Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. Well we only have two weapons and very few maps where heavies survive longer than average. Much as I hate sitting in one spot,nothing we can do about it. The only fun part is when I'm on the side that's pushing the objective Doesn't mean we should be immobilized, as in cannot move, to shoot when no other weapon/class has to suffer that.
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Posted - 2015.05.14 18:20:00 -
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Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. Well we only have two weapons and very few maps where heavies survive longer than average. Much as I hate sitting in one spot,nothing we can do about it. The only fun part is when I'm on the side that's pushing the objective Doesn't mean we should be immobilized, as in cannot move, to shoot when no other weapon/class has to suffer that. Oh yeah, that's a silly mechanic Probably the reason the BFG is underused
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Posted - 2015.05.14 20:03:00 -
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Georgia Xavier wrote: I have died way too many times using that thing. I'll settle for the standard version
I'm sure a lot of Sentinels echo that, or just go AFG for the slight damage advantage and the RoF.
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Posted - 2015.05.14 21:43:00 -
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HMG proposal would replace the current HMG, right? If so, it certainly looks fun.
Tactical Forge is a Heavy Rail Rifle while Tactical Scrambler Lance is a Heavy Scrambler Rifle? Or did I read wrong?
edit: could you post your AV one too?
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Posted - 2015.05.15 10:47:00 -
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Spent the morning looking over Breakin's AV proposal and I like what I saw.
Definitely agree that the base Forge Gun needs a damage buff to bring it in line with the general convention of Breach > Base > Assault in terms of alpha damage. Overheat would stop Forge snipers camping rooftops and waiting with a charge shot. Heat build would kick in once charge is full, not during charge, correct? Would this apply to the Breach too?
Reticule charge meter would make it a little easier, IMO, to monitor the charge level while exchanging fire. Any chance of the Breach FG getting that too? And on the subject of the BFG, I wholeheartedly agree with removing the immobilization.
HMG change would be interesting and would remove Sentinels from objective camping, tho I'm not sure the Scouts/Assaults et al would approve of a Sentinel that could fire back at 70m.
Proposed Heavy Weapons look like they would be fun and interesting. I like the idea of an Anti-Material Rifle.
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Posted - 2015.05.15 12:15:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:Yes let's encourage the stupidest tactical behavior possible Fox.
Crouching in combat when you're likely to be in a firefight sh*tshow is right up there with the breach forge immobilize for stupid mechanics. Well we only have two weapons and very few maps where heavies survive longer than average. Much as I hate sitting in one spot,nothing we can do about it. The only fun part is when I'm on the side that's pushing the objective Doesn't mean we should be immobilized, as in cannot move, to shoot when no other weapon/class has to suffer that. Snipers... While moving is bad for their aim, they're not actually rooted to the spot. A charge sniper, for example, can move while holding the charge, allowing them to make small adjustments without sacrificing the shot.
Snipers are also the biggest 'bully' of the BFG user as it's an easy headshot. 6 second charge, even wirh skills maxed it's 4.5 seconds, without the target moving is just begging for a round through the braincase
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Posted - 2015.05.15 12:23:00 -
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Random thought: What if the Forge had a 2 tier charge, like the Charge Snipe? Half charge for half damage, which be good for close range defensive fire (ie. An Assault comes on your flank) or getting that last shot on a HAV before it ducks behind cover and full charge for full damage.
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Posted - 2015.05.15 15:28:00 -
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The only game to have the brace/crouch mechanic work was Space Marine, but even then you had the option to strife and fire like the AHMG or brace for full fire. In Dust, I don't see the brace working. Would only promote camping corners.
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Posted - 2015.05.16 10:20:00 -
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Hey Breakin, you got any tips for using the Bolt Pistol or MagSec?
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Posted - 2015.05.19 12:23:00 -
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Finally managed to get an APEX fit; went for the Federation Atlas. Now I have a mostly free AV fit (I'm only paying for the Bolt Pistol) that packs a punch with twin Krin's damage mods.
Loving the Bolt Pistol but I still use the Flaylock quite often for CQC or watching an objective on my HMG fit.
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Posted - 2015.05.22 16:42:00 -
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Georgia Xavier wrote:Breakin Stuff wrote:If this falls off page 1 you all fail at life and fatness. What do you mean? We should be holding discussions and seeing post activity like the barber shop, but there doesn't seem to be much of a sentinel community forming.
On the note of discussion; how do my fellow fatties deal with Myrofibril-stacked Assaults? MinAss can 3 shot a 1200hp fit and the HMG doesn't seem to cut it vs fast, shield-based targets. So how do you deal without going the Myrofibril route yourself?
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Posted - 2015.05.22 20:15:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:If this falls off page 1 you all fail at life and fatness. What do you mean? We should be holding discussions and seeing post activity like the barber shop, but there doesn't seem to be much of a sentinel community forming. I have been taking time off while renovating a room in my house, so things have been piling up at work, so instead of posting on the forums my time is being occupied with, well, work. I should be back up to speed on the forums in a couple of weeks. In the mean time feel free to post links to this thread in any Sentinel specific threads. That is how you build the sentinel community. It is not enough to just create this thread. You then need to promise them donuts to get them in here.
Operation: Bakery Bribe is go.
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Posted - 2015.05.22 20:36:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Georgia Xavier wrote:Breakin Stuff wrote:If this falls off page 1 you all fail at life and fatness. What do you mean? We should be holding discussions and seeing post activity like the barber shop, but there doesn't seem to be much of a sentinel community forming. On the note of discussion; how do my fellow fatties deal with Myrofibril-stacked Assaults? MinAss can 3 shot a 1200hp fit and the HMG doesn't seem to cut it vs fast, shield-based targets. So how do you deal without going the Myrofibril route yourself? I have a knack for leading them in the air with an AHMG. I don't have too much trouble popping jumpers. I don't use myofibs at all. Every so often one of the little sh*tweasels gets me, but nine out of ten times I enjoy watching their lifeless corpses crash to the earth.
Always fun to forge a jumper mid-jump. Hate that melee can 3 shot a sentinel.
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Posted - 2015.05.22 22:37:00 -
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Breakin Stuff wrote:sentinel with three myofibs can one shot everyone else in melee. try it. you'll like it. Been considering it as a lol fit
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Posted - 2015.05.23 00:23:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Breakin Stuff wrote:sentinel with three myofibs can one shot everyone else in melee. try it. you'll like it. Been considering it as a lol fit all the suits do 50 damage base in melee except heavy suits (I think commandos get as high or higher) Heavies start at base 150. Nothing's funnier than skullpunching a nova knifer and watching him crumple. I think commando get higher, but yeah, gonna invest in skull punching.
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Posted - 2015.05.23 07:01:00 -
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Clone Zi6i3 wrote:[quote=Fox Gaden]The Sentinel Registry (Proclaim yourself and join the roll.) ___________________________________________
Gal Sentinel... Hmg & forge Rep < plating
Heya Clone, welcome to The Bastion. Have a donut.
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Posted - 2015.05.24 13:14:00 -
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Question for the unitied fatties of the thread; what's your favourite Sentinel BPO?
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Posted - 2015.05.24 18:13:00 -
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Fristname Family name wrote:non... i got enough money to buy adv gear cause its better XD... i got a quafe forge now tho i got no clue on the suits.
Having a BPO doesn't mean someone doesn't have enough ISK for better. You can have a BPO and still be in the millions.
Also, fits like modified (or even unmodified) APEX suits can be just as effective as Advanced fits due to the extra slots and the player's level of skill.
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Posted - 2015.05.24 19:45:00 -
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Jonny D Buelle wrote:Megaman Trigger wrote:Question for the unitied fatties of the thread; what's your favourite Sentinel BPO? Don't have one yet bit I might pick up the Gallente one. Trying to decide if I buy it with Aur and grind for the skin or just grind for the suit.
I'll be working on getting the Cal. Already have the Gal Apex and enjoy it, but I want that little extra punch for AV.
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Posted - 2015.05.25 23:07:00 -
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I need to rebuild my less-than-STD Gal fits; STD Gal Sentinel, STD HMG, everything else was Militia. Used to love getting the drop on, and dropping, a Proto Sentinel with it.
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Posted - 2015.06.01 09:32:00 -
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Breakin Stuff wrote:Fox Gaden wrote:An Amarr Sentinel with 2 Kin Cats is the exact same speed as a Min Sent with 1 Kin Cat, although having a plate on there might slow you down just a tad. ...and the Amarr Sent is a whole lot less squishy... But not nearly as fun as a suicide minsent with two kincats and three damage mods and a proto forge gun of choice.
I can imagine tanks being chased by a ranting minsent now.
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Posted - 2015.06.01 12:19:00 -
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Georgia Xavier wrote:Fox Gaden wrote:Breakin Stuff wrote:Fox Gaden wrote:An Amarr Sentinel with 2 Kin Cats is the exact same speed as a Min Sent with 1 Kin Cat, although having a plate on there might slow you down just a tad. ...and the Amarr Sent is a whole lot less squishy... But not nearly as fun as a suicide minsent with two kincats and three damage mods and a proto forge gun of choice. I have that fit! I play that fit! You are absolutely right. That is a Fun Fit! I am still a bit noobish with the Forge Gun though. Assault forge for speedy shots I'd go with the base variant, so I can aim more accurately at range and vs Ads, but the AFG works great if close.
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Posted - 2015.06.03 21:19:00 -
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Clone Zi6i3 wrote:Fox Gaden wrote:Fristname Family name wrote: Immortal Slayer (or Inmortal Slayer i forgot for some reason) GK0 sentinal, i also run cal basic heavy but not the sentinel yet and i got min sentinel adv atm. Ive been a heavy since the time ARs and swarms were op and you had 20tanks in a ambush :D those were the days were you would want to cry in a ambush.
ill update you on my names spelling .
just checked its Inmortal Slayer
Just to confirm, you are saying your alt is named Inmortal Slayer and is skilled to proto Gal Sent? (don't hit me i just jumped in without reading before) This is just a random comment... I dropped the whole idea behind having an alt. i mean at some point you are just splitting your ressources and giving yourself a headache going back and forth and wishing you had x skill that you have on your alt. I had 2 alts and i deleted them. ppl might say i should of kept them. If you think about the fact that you get sp per match, in the long run, it's more beneficial to have a single character. and the longer you have an alter, the more you are stuck having that alt permanently. it's easier to kill off an alt with 2-3 mil sp then one that has 20-30 mil sp.
On the other hand, speaking as someone who has an alt, it' can be beneficial having one. This way I've been able to test out things and play different roles without diluting my main's SP investments. My main, which actually started as my alt, has been able to remain a dedicated heavy rather than a patchwork of miss-matched skills, resulting in an overall stronger character.
Everyone has different views and opinions. To each there own and all that.
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Posted - 2015.06.03 21:20:00 -
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Fox Gaden wrote:The joys of Distraction.
This morning I ran a Domination match on the Train map. My Squad Lead and I dropped onto the balcony opposite the Objective and ran to the back of the chamber. Just as we dropped in a Blue Dropship flew into the chamber and proceeded to land near the back wall. So when my Squad Lead and I dropped off the catwalk at the back of the chamber we found 5 or 6 Reds standing around the Blue Dropship starring at it. None of them were looking at us. I think I took two out before they even realized what was happening and I took at least one more down before they downed me with the help of rifle fire from the opposite balcony.
I respawned on a nearby Uplink and came charging back. The RedGÇÖs had respawned at the same time and 5 or 6 of them started chasing my squad Lead who was running APEX Scout. As I was running on the catwalk to the back of the chamber my Squad Lead was running the other way in the passage below, ducking from cover to cover. The last of the Reds ran under me just as I was dropping down at the back of the chamber, so I turned and mowed him down as soon as my feet hit the ground.
Now as it happened I had spawned in a Min Sentinel fit with 2 Kin Cats, so I took off after them. Since my Squad Lead was firing back whenever he stopped at cover, the chase was not a flat out run, as they were stopping to fire as well. So I gave chase and started picking off the stragglers one by one with my Burst HMG. By the time my Squad Lead had reached the Train I had taken out all but one of his pursuers. The last guy had gotten too far away, so I turned around and headed back toward the point.
I think the greatest joy of being a HMG Sentinel is when you drop in behind a full squad who are distracted by something in the other direction, particularly if they are on the move and you can pick of the stragglers. It does not happen often, but soloing an entire squad has got to be the highlight of a SentinelGÇÖs day.
Don't you just love dopey reds?
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Posted - 2015.06.04 09:20:00 -
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Garn Nighthowl wrote:Hello fellow heavys, I need some help. I just recently made this Caldari Forge gunner, and I can get some kills with it but I'm having a hard time hitting targets at range and moving targets, even when the reticle is red. Any tips on how to get good would be appreciated.
Are you aiming at infantry or vehicles? Either way, the key to hitting a moving target is to aim ahead of it. Take a few moments to judge the speed and aim ahead so they move into the shot. Practice with the base variant before trying the assault or breach.
The key is practice and patience. And luck helps too.
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Posted - 2015.06.04 21:21:00 -
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Kaeru Nayiri wrote:I knew you sentinels were secretly running shotguns instead of HMGs !!!
I think Fox was on the, what do you call it? Oh yes, the "business end" rather than the safe end.
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Posted - 2015.06.06 10:40:00 -
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So I finally dumped SP into the Myofibrils, and nearly died laughing when I punched a Nova Knife scout to death. Does fitting a Kin Cat give a higher jump?
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Posted - 2015.06.06 15:43:00 -
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So I don't need to dump SP into KinCats in the hopeless attempt to gain more height for a jump fit? Great to hear.
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Posted - 2015.06.06 21:57:00 -
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Fox Gaden wrote:Megaman Trigger wrote:So I don't need to dump SP into KinCats in the hopeless attempt to gain more height for a jump fit? Great to hear. I think I saw a post by Rattati that said your sprint speed effects your jump height if you jump while sprinting. I think it was in that thread where he was talking about changing Logi and Assault speeds. Makes sense.
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Posted - 2015.06.09 23:51:00 -
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Breakin Stuff wrote:Garn Nighthowl wrote:Hello fellow heavys, I need some help. I just recently made this Caldari Forge gunner, and I can get some kills with it but I'm having a hard time hitting targets at range and moving targets, even when the reticle is red. Any tips on how to get good would be appreciated. Unlike most weapons in the game, the forge gun is NOT hitscan. You actually have to learn to lead the target.Use the assault, because if you miss, you might hit them with the splash damage if you're aiming low. Nevermind the comedy that happens when you shoot one and kill his two buddies stacked next to him behind a blind corner.
and the comedy that comes from seeing a Scout fly from the splash taking out his legs while he sprints.
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Posted - 2015.06.10 15:54:00 -
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Fox Gaden wrote:Georgia Xavier wrote:Lately I've been trying to hit jumpers mid air with the forge, still no progress..... But once you succeed the satisfaction will make it all worth it. Helping them hit new heights.
Look, up in the sky! Is it a bird? Is it a plane? No, it's... Super Clone.
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Posted - 2015.06.12 12:01:00 -
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Fox Gaden wrote:Those are some interesting fits WeapondigitX V7. I have not bothered spending any Skill Points in quite a while. Maybe I should try Damps?
I also added you to the Registry. The Amarr Sent is finally pulling ahead of Min and Cal. Still more Gallente Sentinels by a large margin.
Dampener skill makes it so a Sentinel is safe from base Sentinel and Commando scans, but everything else can see you a mile out. Stacking Dampeners can give a decently low profile but you have to sacrifice a lot of tank to do so.
Upping the Precision skill lets you pick up unmodded Assaults and Logi, as well as Sentinel and Commando. You still need to be close though.
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Posted - 2015.06.14 17:47:00 -
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VAHZZ wrote:Georgia Xavier wrote:VAHZZ wrote:Take me off the list please, getting a respec Monday and fully going Scout. I am snapping into a Slim Jim, the fatty life is not for me, i want to run freely and not sweat bacon grease. The cake will not set me free, it will give me a heartattack. Hmm I was under the impression you had both heavies and scouts already but that apparently isn't the case. Anyways, no matter your playstyle I'm sure you're welcome to the Bastion. More cake for us too~ I was both, but now i dont want to be, i want to be free.
Freedom is an illusion.
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Posted - 2015.06.14 19:08:00 -
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VAHZZ wrote:Megaman Trigger wrote:VAHZZ wrote:Georgia Xavier wrote:VAHZZ wrote:Take me off the list please, getting a respec Monday and fully going Scout. I am snapping into a Slim Jim, the fatty life is not for me, i want to run freely and not sweat bacon grease. The cake will not set me free, it will give me a heartattack. Hmm I was under the impression you had both heavies and scouts already but that apparently isn't the case. Anyways, no matter your playstyle I'm sure you're welcome to the Bastion. More cake for us too~ I was both, but now i dont want to be, i want to be free. Freedom is an illusion. So is the cake but that doesn't stop you fatties from eating it
Cake? The cake is a lie! We have donuts.
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Posted - 2015.06.15 01:05:00 -
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Mina Longstrike wrote:I've been thinking a lot more about a gallente heavy weapon, and while I think that there's a lot of people who would desire something like a flamethrower I think something like that would be psychotically difficult to implement. So instead what I'd like to see is something more akin to the tribes plasma mortar, crossed with a plasma cannon from the dawn of war / space marine games. Essentially I'd give it two firemodes, differentiated by charge-up times. The first mode fires like this gameplay which is just a straight mid-range non-hitscan projectile that say, does about 500 damage, with 200 splash in a 2.5m aoe at a ~50-60 RoF. This projectile wouldn't have much 'weight' to it, and would probably travel out to about 50-60m (1second travel time?) before disappearing or contacting ground. Then to make things interesting, I'd allow it to be charged and charging it dramatically increases damage and to a lesser extent increases splash range&dmg (so a fully charged shot would increase damage to something like say 1500, with 350splash in a 5m aoe), but it also makes the projectile heavier so you have to lob it at your target. A fully charged shot would probably look something like this bit of gameplay and while it would do much more damage, it would be about twice as heavy and a little bit slower (cutting its range to about half and requiring it to be shot upwards to achieve the same total travel distance). The charge would require about three seconds. This mode of fire could in theory be used in open areas and shot out to say, 200m if arced properly. As for ammo in magazine, it would have maybe 9 shots in magazine but charging it would cause it to consume 3x the ammo - so you'd either get 9 uncharged shots, or three charged shots. It either fires uncharged or charged no inbetweens. Uses modified forge-gun projectiles and... i dunno for a launcher Thoughts?
As someone with extensive, and continuing, experience of using the Plasma Cannon in Space Marine, the thought of seeing something like that in Dust is both exciting and terrifying.
Part of me still wants to see something akin to the Staff Cannon from Stargate SG1 - basically just a reskin of both the Forge Gun and the projectiles; damage around the numbers for your idea, very quick charge up (between Plasma Cannon and Assault Forge times) but cannot be held, faster travel speed for shots with a shorter range of maybe half the Forge has.
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Posted - 2015.06.15 01:22:00 -
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Mina Longstrike wrote:Maybe shorten the charge on my idea but make it so it cant be held (so that short range corner peeking isn't a thing?) or it can only be held for a brief time before autofiring and seizing for a bit.
I'd go with the former and make it impossible to hold a charge. This'd help stop rooftop camping like Forges used to, as well as stop camping corners with a held shot. If it was to have an overheat and seize mechanic for shots held too long, I suggest it not autofire but instead you get a plasma feedback blast for about 300 damage. Basically the weapon seizes and you have to vent plasma from the chamber (which results in taking damage) and excess heat from the weapon in order for it to be usable. This would also consume ammo.
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Posted - 2015.06.15 01:57:00 -
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Mina Longstrike wrote:Sounds good. As for the lore bits I'd say something along the lines of it using a multi-layer charge capable of being fired in thirds or having the whole charge consumed to fire a much more volatile blast.
Uncharged shots use less plasma and a more stable magnetic field, resulting in greater range but less power. Full charge uses a more unstable field to contain a higher volume of plasma, which gives a shorter range (due to the field destabilising faster/more easily) but a much bigger and more devastating blast from the extra plasma used.
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Posted - 2015.06.15 11:37:00 -
[118] - Quote
Was going off the assumption that charged shot had a shorter range than uncharged. My mistake.
Nice description. Makes me want the weapon even more.
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Posted - 2015.06.15 15:34:00 -
[119] - Quote
Fristname Family name wrote:Mina Longstrike wrote: This'd help stop rooftop camping like Forges used to.
what are you on about? i always sit on a roof top with my forge. im never running with the scrubs on the ground they disgust me they are covered in blood and dirt fighting each other, while im killing god damm tanks and air whales with a bloody blue energy ball shooter which makes things make pretty explosions <3 i have to stand among them sometimes tho :P
Because campers used to sit up on towers, holding shots until infantry run past, then pelting shots down and relying on the splash to kill. That's why the splash was removed.
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Posted - 2015.06.15 20:29:00 -
[120] - Quote
I think the best we could hope for is a reskin of the Plasma Cannon.
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Posted - 2015.06.16 22:41:00 -
[121] - Quote
Georgia Xavier wrote:Dreis ShadowWeaver wrote:So I made a Sentinel alt and tested running Heavy with a Logi stuck up my buttcrack.
It's sooooooooo boring. its why not many here do it,only those who want to pad KDR. Try Fox's speedfits or solo fits but you have to understand, You're mainly a scout so basically from being the fastest unit you went over to the slowest unit so a sudden change in gameplay may not be pleasant. Give it some time and good luck
I wouldn't say that the logi leash is only for KDR padders. It's effective for breaching or defending a room.
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Posted - 2015.06.16 22:58:00 -
[122] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Dreis ShadowWeaver wrote:So I made a Sentinel alt and tested running Heavy with a Logi stuck up my buttcrack.
It's sooooooooo boring. its why not many here do it,only those who want to pad KDR. Try Fox's speedfits or solo fits but you have to understand, You're mainly a scout so basically from being the fastest unit you went over to the slowest unit so a sudden change in gameplay may not be pleasant. Give it some time and good luck I wouldn't say that the logi leash is only for KDR padders. It's effective for breaching or defending a room. I suppose you're right I do agree that it's more fun not to have the leash, although I do feel better knowing there's a Logi who can rep me if needed.
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Posted - 2015.06.16 23:34:00 -
[123] - Quote
Georgia Xavier wrote:I find it much more thrilling when there is no Logi to be honest, I am more careful and a lot less reckless and I get to use my head a lot more than when I stay in one spot and press R1
I actually need the Logi more while moving, since my Cal Sent lacks any real armour rep.
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Posted - 2015.06.17 00:04:00 -
[124] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:I find it much more thrilling when there is no Logi to be honest, I am more careful and a lot less reckless and I get to use my head a lot more than when I stay in one spot and press R1 I actually need the Logi more while moving, since my Cal Sent lacks any real armour rep. When the Amarr Had the 2/3 slot layout, I always built mine like with two complex shield ext for highs, Complex reactive/plate and two complex reps for lows. I had a bit of speed and reps which are also compensated with the shields
With the Gal having 2/3, I fit 2 Rechargers in the highs, a Regulator and two Reps in the lows for a regen focused fit.
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Posted - 2015.06.18 20:18:00 -
[125] - Quote
I want that Kaalakiota skin. Looks epic
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Posted - 2015.06.20 15:43:00 -
[126] - Quote
Just got a 'Tash Murkon' Sentinel A-I from using 10 keys. Can't use it since I'm not specced into Amarr Sentinels, nor am likely to do so.
Guess I have a SKIN for trade once the BPO suits are changed into SKINs.
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Posted - 2015.06.21 23:20:00 -
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danthrax martin wrote:Breakin Stuff wrote:danthrax martin wrote:My name is Danthrax and I have a problem...
I cant stop using an amar heavy with 2kins, 1cardio, damage mod, flaylock and a MOFO hmg.
I think you guys may be a bad influence...
ENABLE ME! Hold out your arm, I'm going to inject you with lard to start you on your path to fat, happiness. Hopefully the path is short. I still feel guilty in... Sent Ak.0 3 kincats 1 cardio Freedom AHMG Flaylock C7 flux Comp DM ...but not too guilty... I have to be carefull controlling my maniacal laughter in squad.
Try swapping the AHMG for the Burst. C-7 starter, 3 Burst for main course, Sidearm to garnish. Swap back to Burst for second serving.
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Posted - 2015.06.25 01:06:00 -
[128] - Quote
Here's hoping tomorrows speed and strafe nerfs help out the HMG's hit detection.
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Posted - 2015.06.25 12:16:00 -
[129] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Here's hoping tomorrows speed and strafe nerfs help out the HMG's hit detection. Had the same guy in a Minmitar Assault suit slaughter me while doing the two step at 15m two or three times this morning. It is one thing for a scout to do that, where if you can land a hit they will go down, but an Assault with some health to strafe like that is hard to deal with. Apparently the hotfix didn't go through today.
I hate dealing with MinAss shufflers. As if the HMG doesn't have enough problems.
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Posted - 2015.06.26 12:21:00 -
[130] - Quote
I've found that, once you strip the shields, hit detection is usually fine.
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Posted - 2015.06.27 12:11:00 -
[131] - Quote
Are we talking actual shotgun on a sentinel or a burst HMG? Because I thought shotgun was not really viable.
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Posted - 2015.06.27 13:14:00 -
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Mina Longstrike wrote:Nonono. STATE SHOGUN. Not shotgun. Shogun. The apex suit.
This is what happens when I go 72 hours without sleep...
Anyway, Shogun. Awesome. Throw on some Krins and happy hunting
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Posted - 2015.06.29 15:26:00 -
[133] - Quote
I tend to reload after every engagement, so I'm usually aware of the ammo, although I have been caught out during reload hefore. I have more issues with heat management, to be honest, I sometimes forget the limit when dealing with groups or other sentinels.
I'd like it if the heat gauge was moved to the side of the reticle. Would help a lot.
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Posted - 2015.06.29 15:41:00 -
[134] - Quote
Acquisition quickly turned into Ambush 2.0 with limitless clones. I'm not surprised there are no hives, everyone takes uplinks.
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Posted - 2015.06.29 21:37:00 -
[135] - Quote
Fox Gaden wrote:Shadowed Cola wrote:Fox Gaden wrote:Shadowed Cola wrote:Add SoTa PoP to the registry, there's few players out there as dedicated to the heavy role as SoTa. I've probably spent more time theory crafting the heavy stats and uses then I've given my girlfriend thought. lol, well, she's an x now. Go figure, lol. :) I stay out of trouble by only playing DUST when my wife is playing video games. And I do all my theory crafting at work. What races does SoTa PoP run? Amarr, mostly. I don't use meta beyond STD in pubs, so I've been seen in all 4 races suits trying out different things, and on alts I've proto out and have done everything possible a heavy can do between 50 different alts. I'm a tad out of date, though, as i've been gone for several months. Seems HMG took a range nerf, AHMG is now AV and better vs Infantry *with strafe nerf it's about to get another boost*. But for the most part everything else is the same which means... Minmatar is still a public only pub stomp suit, it's strafe makes it ideal for casual players looking to pad stats and grind as quickly as possible, as i don't believe any other combination of any other suit or weapon beats the Min/HMG out-put in a pub game for cost vs effectiveness. But it's limited actual use in competitive play makes it more vulnerable then the Amarr or Caldari who are capable of keeping sustained fire on themselves and then rep themselves. It is, however, the best heavy for players who want to pretend they're a glorified scout on there objective - you'll be more useful then any assault suit, but if your enemy knows what they're doing you'll be grinding your teeth as your speed amounts to nothing thanks to your hit box. Caldari would still be the hardest hitting of the heavies, with the best AV. Shields are pretty weak atm with ScR use everywhere, so this suit probably is better left for situational AV roles. The increase DPS with high slots is very unhelpful tbh. Gallente - has no role, has no use, has no purpose. It's better then the Caldari or Minmatar for point defense and survability, but is so completely out-classed in every way by the Amarr that its pointless to pick this suit. Amarr - the do all suit. Best health, best reps, best speed, and if you know how to AV you'll realize a very fast moving forge gun is dangerous as hell to ADS and Tankers. So I should put you down for all 4? I have to say though that this is probably one of the most pessimistic reviews of the Sentinel suits I have seen from a Sentinel in quite some time. When the Shield mechanics are buffed a bit ( requiring a minimum damage to interrupt shield recharge) the Minmatar and Caldari suits will compete better with the Amarr, and the Gallente is really not that far behind the Amarr in usefulness. (Of course I would probably give Gallente a bit more native rep if it was up to me.)
Maybe give it the GalManndo's native reps?
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Posted - 2015.06.30 11:58:00 -
[136] - Quote
Fox Gaden wrote:Breakin Stuff wrote:DPS mods on a ahmg fit are hilarious. No one expects you to glass cannon a sentinel and blaze.
Use LEx mods to bust out sidearms effectively when too close to overheat. I got to try that some tome. Not much point putting damage mods on the Burst, but on the Assault... yeah, I can see that! Helps with AV work too
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Posted - 2015.06.30 12:31:00 -
[137] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:Fox Gaden wrote:Breakin Stuff wrote:DPS mods on a ahmg fit are hilarious. No one expects you to glass cannon a sentinel and blaze.
Use LEx mods to bust out sidearms effectively when too close to overheat. I got to try that some tome. Not much point putting damage mods on the Burst, but on the Assault... yeah, I can see that! Helps with AV work too Only with the AHMG really. Forge guns are so alpha dependent that it's prett much the breach that gets any bennies there I love seeing a AHMG rip through a LAV.
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Posted - 2015.06.30 21:41:00 -
[138] - Quote
Kaeru Nayiri wrote:Breakin Stuff wrote:Fox Gaden wrote:Megaman Trigger wrote: I love seeing a AHMG rip through a LAV.
I love shooting at an Assault Dropship and accomplishing more than simply expressing my annoyance. If you use the freedom AHMG the expression of annoyance on YOUR part becomes pants-pissing terror on theirs. You can strip a pythons shields before overheat but finishing it off won't happen. You cannot break shield regen. Incubus regens too fast. My best estimate is to kill a derpship you need 2-3 AHMG focusing fire to crash them. Not that this bothers me. I just find it hilarious. Consider that a Python's armor takes 100% damage from infantry weapons. Just pull out your sniper rifle side arm and you can oneshot that shieldless python ! .. I'm not kidding. It even loses armor from flux strikes.
Surely you're joking.
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Posted - 2015.07.01 00:17:00 -
[139] - Quote
Just took two HAVs, one shield and one armour, down to about 20% HP each with a AHMG (this is two separate engagements) and got neither damage WP or kill assist WP. Anyone else had this?
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Posted - 2015.07.01 01:23:00 -
[140] - Quote
Mina Longstrike wrote:Nope, killed a lot of pythons with laser rifles & I managed to team kill kaizuka snipers python with a flux strike not that long ago in FW.
I do remember seeing an ADS go down to to a Flux OB. Never understood why.
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Posted - 2015.07.01 12:28:00 -
[141] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:Just took two HAVs, one shield and one armour, down to about 20% HP each with a AHMG (this is two separate engagements) and got neither damage WP or kill assist WP. Anyone else had this? WP generation seems spotty, but actually tied to alpha hits rather than DPS accrual. So the forge gun gets the WP, but I've yet to see it from an AHMG before kill
So the HMG gets shafted? No surprise.
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Posted - 2015.07.01 15:19:00 -
[142] - Quote
Mina Longstrike wrote:^double point values for hitting ads in turbines too usually, got over 250 points from one shot with a basic forge at a controlled & defend ordered point.
+180 +36 +other shenanigans +90 (second shot) +18 +90 (destruction) +18 +60 *3 +12 *3
>658 points in 3 shots.
Had that happen with a HAV once. Makes you smile, doesn't it?
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Posted - 2015.07.02 03:17:00 -
[143] - Quote
Installations and hacks. yeah, not even gonna try. Kills and assists is doable but the current mentality is "screw the battle, farm the turrets" so I have little chance of getting these done.
Maybe I'll stack damage mods on a BFG and go tank hunting in FW.
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Posted - 2015.07.02 10:46:00 -
[144] - Quote
Fristname Family name wrote:Vash Warren wrote:I give up on the Destroy 25 Installations. Playing Skirmish, in an Amarr Sent, I have the Breach Forge Gun. I have almost taken down an enemy station down to a sliver of health or so. Charging the last shot and as I release the trigger a Friendly Min commando with a PLC walks infront of me and shoots the station. I get 25 points for a kill assist. He hopes in a tank and drives away. And I got killed trying to run back to our side. It is a sad day to be a mercenary. Good thing I don't run Min Meds but still sucks I won't get it. Great community we have here in Dust. they used to hack them just as you got your last shot of.. they being blues I've been doing that all event to cockblock tankers. The hate mail is hilarious.
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Posted - 2015.07.03 12:17:00 -
[145] - Quote
I've always found the Gal Sentinel to be a good all-purpose suit; 3 lows means good armour, reps or speed while 2 highs makes it a better AV choice than the Amarr and gives it a little more utility.
Only time I see the Amarr do well is brick tanked and towing Logis.
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Posted - 2015.07.03 17:21:00 -
[146] - Quote
Shadowed Cola wrote:Megaman Trigger wrote:I've always found the Gal Sentinel to be a good all-purpose suit; 3 lows means good armour, reps or speed while 2 highs makes it a better AV choice than the Amarr and gives it a little more utility.
Only time I see the Amarr do well is brick tanked and towing Logis. The argument i make about AV is that DMG mods aren't changing how many rounds it takes to bring down an ADS without at least 3 on. But mobility makes a difference in all sorts of ways. Problem with it is no corp in PC wants there forger to do anything but camp roofs. Funny enough, a speed heavy on a roof is the most annoying target for an ADS as it can't hit us, lol.
I dunno, I've seen ADS pull out of an attack when they see me tank their missiles and charge up a shot. Speed Heavies can't really move fast and return fire.
And mods make a difference to the BFG, which renders mobility moot when charging.
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Posted - 2015.07.03 18:26:00 -
[147] - Quote
Llast 326 wrote:Megaman Trigger wrote:Shadowed Cola wrote:Megaman Trigger wrote:I've always found the Gal Sentinel to be a good all-purpose suit; 3 lows means good armour, reps or speed while 2 highs makes it a better AV choice than the Amarr and gives it a little more utility.
Only time I see the Amarr do well is brick tanked and towing Logis. The argument i make about AV is that DMG mods aren't changing how many rounds it takes to bring down an ADS without at least 3 on. But mobility makes a difference in all sorts of ways. Problem with it is no corp in PC wants there forger to do anything but camp roofs. Funny enough, a speed heavy on a roof is the most annoying target for an ADS as it can't hit us, lol. I dunno, I've seen ADS pull out of an attack when they see me tank their missiles and charge up a shot. Speed Heavies can't really move fast and return fire. And mods make a difference to the BFG, which renders mobility moot when charging. Out of curiosityGǪ BFG and Myo? Effective? Not really, no.
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Posted - 2015.07.03 22:37:00 -
[148] - Quote
I always thought the ADS's bane was poor hit detection, glitched aiming/firing and being ragdolled by impacts. That and RDV stupidity.
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Posted - 2015.07.04 00:53:00 -
[149] - Quote
*leaves several tonnes of doughnuts for fellow fatties*
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Posted - 2015.07.04 01:11:00 -
[150] - Quote
I would have liked the skin in blue, rather than red.
Then again I just want a two tone blue "Mega" SKIN; dark blue for the plates and light blue on the joints and underneath plates.
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Posted - 2015.07.04 02:21:00 -
[151] - Quote
Ralden Caster wrote:Megaman Trigger wrote:I've always found the Gal Sentinel to be a good all-purpose suit; 3 lows means good armour, reps or speed while 2 highs makes it a better AV choice than the Amarr and gives it a little more utility.
Only time I see the Amarr do well is brick tanked and towing Logis. I can't stand the idea that I can be out-repped by an Amarrian, though.
The Gal really should have native reps to match what the Amarr can have once both start stacking Reps, or at least a bonus to Rep modules. As it is, Gal only have the edge at Advanced level since slot count is equal.
Cal Sent - Bonus to Shield Rechargers Gal Sent - Bonus to Armour Repairs modules Am Sent - Bonus to Armour Plates
Min Sent - Bonus to Ferroscales?
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Posted - 2015.07.04 02:22:00 -
[152] - Quote
Ralden Caster wrote:Megaman Trigger wrote:Shadowed Cola wrote:Megaman Trigger wrote:I've always found the Gal Sentinel to be a good all-purpose suit; 3 lows means good armour, reps or speed while 2 highs makes it a better AV choice than the Amarr and gives it a little more utility.
Only time I see the Amarr do well is brick tanked and towing Logis. The argument i make about AV is that DMG mods aren't changing how many rounds it takes to bring down an ADS without at least 3 on. But mobility makes a difference in all sorts of ways. Problem with it is no corp in PC wants there forger to do anything but camp roofs. Funny enough, a speed heavy on a roof is the most annoying target for an ADS as it can't hit us, lol. I dunno, I've seen ADS pull out of an attack when they see me tank their missiles and charge up a shot. Speed Heavies can't really move fast and return fire. And mods make a difference to the BFG, which renders mobility moot when charging. First thing that came to mind when you typed BFG was big f***ing gun.
Well, yeah, because it is.
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Posted - 2015.07.04 03:23:00 -
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Shadowed Cola wrote:As for the Gal fix - i think they should consider lowering it's armor a little and giving it 5/rps naturally. That stacks rather well with multpliers, and with it's current health a high regen would OP it quickly, so it's EHP would need re-doing a tad. but it needs a work-over.
GalSent's native reps + Rep Mods + bonus to reps should, for balance, max out just beyond the max for AmSent (if the AmSent hits about 41, GalSent should hit 45) while the GalSent already has less armour than the AmSent. I don't think the GalSent would need a HP nerf, if the numbers were done right.
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Posted - 2015.07.04 12:27:00 -
[154] - Quote
If we ever get other racial Heavy weapons, I think they should drop the resistances in favour of buffing HP slightly to ofset the change and then add two bonuses; one being weapon related and the other a bonus to defensive modules.
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Posted - 2015.07.04 19:20:00 -
[155] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:If we ever get other racial Heavy weapons, I think they should drop the resistances in favour of buffing HP slightly to ofset the change and then add two bonuses; one being weapon related and the other a bonus to defensive modules. Actually I was thinking dropping the splash resistance in favor of racial weapon bonus.
Just the splash?
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Posted - 2015.07.04 20:07:00 -
[156] - Quote
Shadowed Cola wrote:Breakin Stuff wrote:Megaman Trigger wrote:Breakin Stuff wrote:Megaman Trigger wrote:If we ever get other racial Heavy weapons, I think they should drop the resistances in favour of buffing HP slightly to ofset the change and then add two bonuses; one being weapon related and the other a bonus to defensive modules. Actually I was thinking dropping the splash resistance in favor of racial weapon bonus. Just the splash? It's all we'd really need. the anti-profile resists would be what I'd suggest get tossed out the windows if vehicles were major distributors of splash damage anymore. I think you'd be giving every ADSer a chubby with that sort of update. I disagree on losing splash just on that point - ADS's would reck us afterwords, lol.
Even without the splash, Sentinels would still have a 20% resist vs Explosives from their shields. That'd be enough to get a couple shots off, which would make an ADS think twice. We also have the range advantage, plus there's also be the new Heavy AV weapon, which is entirely the reason we'd be giving up the resistance.
I'd really love to see the look on an ADS pilots face when he gets close, thinking a Sentinel is vulnerable to his missiles now, only to get a Plasma Mortar to the face.
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Posted - 2015.07.04 21:23:00 -
[157] - Quote
If we let them get close then, honestly, we deserve a shrapnel shower. Once they get within range, they still need to swing around, come to a stop (or at least slow right down) and then start firing, meaning that even if they do get right above you before you see them, you usually have time to charge a single Forge round and take a shot. If anything, losing splash resist would make ADS pilots cocky.
Going from 45% to 20% resist doesn't mean we'll get fragged. Commandos can take a missile or two as splash and hit back with a Plasma Cannon, which Pythons do not like.
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Posted - 2015.07.04 21:57:00 -
[158] - Quote
I find the best use for the Breach is at long range. The immobilisation and long charge mean it doesn't do well as closer ranges without busting out and abusing the Sentinel Shuffle, and even then you'll only live so long, so you're better off using the Assault for CQC and the basic for mid range vs HAVs. Vs TDS/ADS, I prefer the basic and Breach Forges since you can hold the shot, and the Breach's damage makes them think twice about going for kills.
If using the BFG, try to keep further back from the battle and pick your shots carefully.
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Posted - 2015.07.05 00:17:00 -
[159] - Quote
I use them all; AFG for close range tank hunts, basic for mid and DS control, BFG for keeping tanks at bay and just ruining someone's day.
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Posted - 2015.07.05 21:33:00 -
[160] - Quote
Sadly, the base FG is inferior to the AFG. AFG deals more damage per shot and has the quicker charge. The only advantage the base has is holding the shot, and if you practice with the AFG, you don't even need that.
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Posted - 2015.07.06 12:12:00 -
[161] - Quote
Anyone else looking forward to this event being over, so we can return to our regularly scheduled program? Getting real tired of the frenzied rush to take out installations.
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Posted - 2015.07.06 15:16:00 -
[162] - Quote
Fox Gaden wrote:Megaman Trigger wrote: The Gal really should have native reps to match what the Amarr can have once both start stacking Reps, or at least a bonus to Rep modules. As it is, Gal only have the edge at Advanced level since slot count is equal.
I would like to see the numbers on this proposal if you have them on hand. I was running Gal Sent all weekend on Random Solder 99 and that has gotten me interested. What is the current native rep for Gal Sent? What is the rep rate for Std/Adv/Proto rep modules? What is the low slot count for Gal and Amarr Sents at Std/Adv/Proto? Gal 3 and Amarr 4 for all tiers with WL1.2 What should the Gal Sent native rep rate be?
I believe that the current native reps for Gal Sent is 3hp/s.
I'll check numbers and post when I get off work later.
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Posted - 2015.07.06 19:25:00 -
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Fox Gaden wrote:So, assuming my data is right:
Gal Sent (3 low slots): 3x7.5 = 22.5 + 3 native rep = 25.5 HP/Sec max.
Amarr Sent (4 low slots): 4x7.5 = 30 + 2 native rep = 32 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 28.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 10.5 HP/Sec) (Proposed = 13.5 HP/Sec)
Amarr Sent with 1 Rep module: 9.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 17 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits.
Fox, you forgot the rep module skill bonus.
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Posted - 2015.07.06 22:19:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Fox Gaden wrote:So, assuming my data is right:
Gal Sent (3 low slots): 3x9.5 = 22.5 + 3 native rep = 31.5 HP/Sec max.
Amarr Sent (4 low slots): 4x9.5 = 30 + 2 native rep = 40 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 31.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 12.5 HP/Sec) (Proposed = 16.5 HP/Sec)
Amarr Sent with 1 Rep module: 11.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 21 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits. Fox, you forgot the rep module skill bonus. Fox, please check the bold/underlined edits for the correct numbers you're looking for.
Corrected one that Breakin missed
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Posted - 2015.07.07 23:23:00 -
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Cal Sent slows just went from 4H/1L to 3H/2L, same as Min. Was that part of the plan or did CCP screw up?
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Posted - 2015.07.07 23:34:00 -
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chill penguin wrote:Megaman Trigger wrote:Cal Sent slows just went from 4H/1L to 3H/2L, same as Min. Was that part of the plan or did CCP screw up? Perhaps Ratty saw that as a means to a slight buff. I hope that is not true, because he could've merely just added another low. I believe he said something about messing with the CalSent, but I don't remember. Also, MMX is the best EDIT: You can add me to the list if you so like. I am everything Amarr, so Amarr Sent.
All Sentinels have max 5 module slots, so adding a low but keeping 4 highs breaks that trend/balance.
I'd agree, except for X5-X7.
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Posted - 2015.07.07 23:46:00 -
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I figured, but it's useful.
Edit: Okay, I just realised the full extent of the bug. I like it.
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Posted - 2015.07.08 10:04:00 -
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Georgia Xavier wrote:I finally hit a jumper in mid air with a forge!! God ******* damn was it a blissful experience!! its so satisfying seeing his body ragdoll!
Congrats. First time I did that, I nearly passed out laughing.
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Posted - 2015.07.08 10:07:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Fox, you forgot the rep module skill bonus. Ok, now that I have updated the numbers, what do you guys think of my proposal? Too much? Too little? Quote: Gal Sent (3 low slots): 3x9.5 = 28.5 + 3 native rep = 31.5 HP/Sec max.
Amarr Sent (4 low slots): 4x9.5 = 38 + 2 native rep = 40 HP/Sec max.
I think Gal Sent should have 6 HP/Sec native reps to give them a max of 34.5 HP/Sec. The Amarr Sent could still get more total Reps, but the Gal Sent's extra high slot has value.
Gal Sent is supposed to be a Rep Tank specialist, yet it only has a 0.5 HP/Sec advantage in native reps over Min Sent presently and only a 1 HP/Sec advantage over Amarr.
A lot of the fits I use, use 2 low slots for something other than rap (eg. Armor Plate + Kin Cat) so lets compare Gal and Amarr Sent using that scenario:
Gal Sent with 1 Rep module: (Now = 12.5 HP/Sec) (Proposed = 15.5 HP/Sec)
Amarr Sent with 1 Rep module: 11.5 HP/Sec Amarr Sent with 2 Rep modules (still 2 open low slots): 21 HP/Sec
As for Cal and Min Sents, I am balancing everything against the Amarr Sent, so as long as the Gal Sent is not made more powerful than the Amarr Sent I don't think it effects the viability of the other two suits.
With my original numbers I was on the fence as to weather +6 HP per second was two high. I considered whether it should be +5 instead. But now that we have calculated the effect of skills to make the Rep Modules even more powerful, thus increasing the value of a low slot, I think 6 is a much more solid number. Even if we decide that the Gal Sent would need more than +6 HP/sec native rep to be balanced against Amarr, I would not want to go above 6 on the first pass, as there would be a risk of it suddenly becoming OP. In that situations it is better to buff it to 6 and then see how that plays out before deciding weather to go any higher. That way if it becomes OP after the second buff, it can get nerfed back to 6 rather than getting nerfed back to 3.
6 looks like a good number. IMO, it'd make sense for the Sentinel to have a native rep equal or better than the Commando
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Posted - 2015.07.08 10:41:00 -
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Mina Longstrike wrote:
Amusingly though, I have enjoyed having 2 low slots on my cal sent for the day, because dear sweet christ almost nothing can kill me unless I willfully run into a wall of bullets.
Having a depleted delay of 0.41 thanks to a pair of complex regulators is too much fun.
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Posted - 2015.07.08 16:44:00 -
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Fristname Family name wrote:Fox Gaden wrote:Mina Longstrike wrote:I'm on the fence about commando's, I'm excited for my alts amarr commando. I think the gal & amarr will be in pretty happy places. I'm kind of upset by the min commando because lul dmg mods... and the cal commando just has stats that are too bad to really work with, it's also probably about 100 points shorter on cpu than it should be because shield mods are hilariously overcosted.
Weapon selection really determines the viability of a commando Gal = PLC. AR. Shotgun. is fine Min = CR. MD. Swarm. Swarm really IMHO pushes this into the realm of being ****ing wildly op. Amarr = Scr & Lr. Kind of hilariously up. Cal = RR & sniper. Snipers are bad enough that they could almost be considered subtracting a weapon. (that said tac sniper can be pretty awesome at times).
Amusingly though, I have enjoyed having 2 low slots on my cal sent for the day, because dear sweet christ almost nothing can kill me unless I willfully run into a wall of bullets. If the direct damage from Swarms was kinetic, while the splash damage was Explosive, then Cal commandos would be good for Swarm AV, and Min would still have some damage bonus with it (bonus to the splash). sniper... bad? I BET I COULD ONE SHOT ANY HEAVY IN THE GAME maybe not a brick tank with full sheilds & armor but in a calmando with stacked damage mods + level 5 proficiency i might... i 1shot a brick tanked ammar sent not sure about his shields tho. and i was in a cal assault with stacked damage mods.
Only sniper rifle that can 1 shot a full brick AmSent, and I mean full shields and armour, is the Roden's sniper with a headshot. Maybe a charge sniper, but I think the damage is too low, even with stacked mods.
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Posted - 2015.07.08 16:50:00 -
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Fox Gaden wrote:I was going through my Advanced fits this morning and found several that had a little bit of PC and CPU left over. I managed to slip in some Reactive Plates or Basic Armor Repairs to several of my fits. Every bit counts. Also, being more restricted by CPU/PG will probably mean things like Reactive Plates will get used more often.
I think with all the tiers having the same number of slots, it will make suit fitting more interesting a the lower tiers.
That's pretty much the point; too add variety and make lower tiers more competitive/worthwhile.
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Posted - 2015.07.09 02:42:00 -
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VAHZZ wrote:Eruditus 920 wrote:My first time posting here so greetings and salutations.
I may post this in GD at some point in the near future but out of respect I wanted to posit here first.
I am looking for some friendly advice.
I am at 73 million SP but I only have 6 proto suits, none of which are Sentinel. I like to max out my weapons.
I am thinking I would like to skill up a Sentinel pretty soon.
Full disclosure: I have a Republic "Warlord" that is stuffed to the gills. I also have the HMG at proto with prof 4 etc.
I prefer to play DUST solo. I know, I know, it's just what I prefer.
So my question. Minmatar Sentinel or Gallente? Which should I go with?
I don't do Amarr or Cal tech.
Oh, and I've been using the HMG on the Warlord, tried Assault HMG which was ok, didn't care for the burst. Any advice there?
Thanks and stay gold. It depends. The Gallente Sentinel is similar towards the Amarr, more armor based but has great reps. Two reps and two plates are hard to take down. On the other hand, I believe the Matari Sentinel has an added bonus to the HMG, so there is that. Both are good, it is all on what you prefer.
Gallente has 3 lows, not 4. It has a 3HP/s native (built in) rep and 2 high slots.
Minmitar gains no bonuses for HMG. Only bonuses Sentinels gets are 5% Splash damage resistance per level, Heavy weapon fitting bonus and resistances to damage vs certain weapons
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Posted - 2015.07.09 03:00:00 -
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VAHZZ wrote:Megaman Trigger wrote:VAHZZ wrote:Eruditus 920 wrote:My first time posting here so greetings and salutations.
I may post this in GD at some point in the near future but out of respect I wanted to posit here first.
I am looking for some friendly advice.
I am at 73 million SP but I only have 6 proto suits, none of which are Sentinel. I like to max out my weapons.
I am thinking I would like to skill up a Sentinel pretty soon.
Full disclosure: I have a Republic "Warlord" that is stuffed to the gills. I also have the HMG at proto with prof 4 etc.
I prefer to play DUST solo. I know, I know, it's just what I prefer.
So my question. Minmatar Sentinel or Gallente? Which should I go with?
I don't do Amarr or Cal tech.
Oh, and I've been using the HMG on the Warlord, tried Assault HMG which was ok, didn't care for the burst. Any advice there?
Thanks and stay gold. It depends. The Gallente Sentinel is similar towards the Amarr, more armor based but has great reps. Two reps and two plates are hard to take down. On the other hand, I believe the Matari Sentinel has an added bonus to the HMG, so there is that. Both are good, it is all on what you prefer. Gallente has 3 lows, not 4. It has a 3HP/s native (built in) rep and 2 high slots. Minmitar gains no bonuses for HMG. Only bonuses Sentinels gets are 5% Splash damage resistance per level, Heavy weapon fitting bonus and resistances to damage vs certain weapons Thank you for that. o7 and that makes me sad, no bonus for it's own gun?
Given the lack of racial Heavy weapons, it makes sense not to implement any weapons bonuses until the missing 2 (or missing 6 if you want 1 AV and 1 A-I weapon per race) are added. If ever.
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Posted - 2015.07.09 14:57:00 -
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For CQC defending a point I tend to use a regen fit; 2 reps and a regulator in the lows and two rechargers or energizers in the highs.
HMG doesn't get much benefit from damage mods, unlike the Forge, so I find a regen boost helps for solo play.
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Posted - 2015.07.09 17:02:00 -
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Fox Gaden wrote:CCP Rattati wrote:I am actually thinking about making the Amarr Sidearm Logi the "rule", one faction per role shuold be "radically" different. Maybe one Commando with a grenade, one assault without Equipment. Just to break it up a bit. Maybe the Cal Sentinel should have an Equipment slot to make it the true self sufficient Sentinel choice? While the AV user in me would love being able us carry and use hives or proxies, I can see it opening the way to Rep Sentinels, Needle carriers and Sentinels spamming REs.
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Posted - 2015.07.09 17:22:00 -
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Fox Gaden wrote:Breakin Stuff wrote:Fox Gaden wrote:CCP Rattati wrote:I am actually thinking about making the Amarr Sidearm Logi the "rule", one faction per role shuold be "radically" different. Maybe one Commando with a grenade, one assault without Equipment. Just to break it up a bit. Maybe the Cal Sentinel should have an Equipment slot to make it the true self sufficient Sentinel choice? How about we get a sentinel that doesn't have a crapass scan profile instead? Or more than 15m scan range. Now that is an interesting idea. Maybe that is what we could give the Gal Sentinel to bring it on par with the others. Maybe GalAss dampening?
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Posted - 2015.07.09 20:54:00 -
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Cross Atu wrote:How is everyone finding the Commandos to be post changes? They seem to be in a better place now
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Posted - 2015.07.10 13:51:00 -
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Regnier Feros wrote:complex precision on my am mando 2nd high to pick up medium suits
I thought commandos has sentinel layouts now.
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Posted - 2015.07.11 01:29:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Regnier Feros wrote:complex precision on my am mando 2nd high to pick up medium suits I thought commandos has sentinel layouts now. Am/Gal have 2/3 Min/Cal have 3/2
Thanks for clearing that up.
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Posted - 2015.07.11 02:42:00 -
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Boundless HMG - CQC, confined areas
Assault - open maps and areas
Burst - Heavy buster
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Posted - 2015.07.11 11:01:00 -
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Shadowed Cola wrote:Megaman Trigger wrote:Boundless HMG - CQC, confined areas
Assault - open maps and areas
Burst - Heavy buster sorta Basically even in CQC the AHMG does better, until Proto level. The Boundless still shreds pretty much everyone, so in consideration to proto only your list is right. But for MLT, STD, ADV, you pretty much never want to use the original HMG for any reason.
I'd disagree. From experience I find the Base HMG does better for me CQC than the Assault, especially if it's not 1v1 or engagements in quick succession.
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Posted - 2015.07.11 11:50:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:
I'd disagree. From experience I find the Base HMG does better for me CQC than the Assault, especially if it's not 1v1 or engagements in quick succession.
this is where we need the YMMV disclaimer. For me the assault is superior at all levels. This is one of those things that comes down to one thing: your playstyle. For some the HMG is beastmode. For others the AHMG is king. It comes down to your fit, personal tactics and habits.
And a fair amount of luck.
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Posted - 2015.07.13 12:03:00 -
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Georgia Xavier wrote:Breakin Stuff wrote:Real speed sentinels pack knova knives. I suppose a big Black/Green gorilla running at you with sashimi knives is threatening Or hilarious
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Posted - 2015.07.17 12:02:00 -
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Only time the radar is of use is with a scanner. The three rings don't work since, like breakin said, only the inner ring picks anything up and by that time it's too late.
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Posted - 2015.07.17 12:16:00 -
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Fox Gaden wrote: Or maybe he was using a trick I sometimes use, which is to start hacking for a second or two and then turn around to see if a defender has come to prevent the hack. It is a good tactic when you are ninja hacking a point without backup. The people defending the point will show up in the first couple of seconds. If you can kill them, you should be able to get the hack in before they respawn and get back to stop you. Of course if you interrupt you hack you may be giving up an opportunity, so I normally only do it if I suspect there are defenders close by.
I use the same trick if i make it in to a point solo, but do it more as a distraction to draw reds away from the other points.
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Posted - 2015.07.22 12:08:00 -
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[drops off several cargo pods of donuts and assorted snacks]
Ok, that's today's delivery done.
Haven't been running my Sentinel lately, been working on my Logi/Commando alt. If you can land a Plasma Cannon round, it can really ruin a Sentinel's day.
I'll get back to Forge Gunning once the boosters dry up.
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Posted - 2015.07.22 12:09:00 -
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Breakin Stuff wrote:Fox Gaden wrote:Breakin Stuff wrote:BLASPHEMY! Everyone knows calsents are UP! The smart approach would be to keep telling everyone that. New plan! Everyone start complaining about how easy it is to get ganked in any sentinel after the stealth nerf! Commandos too! FATTY4LIFE!
#BuffTheFatties
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Posted - 2015.07.22 15:39:00 -
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Fox Gaden wrote:Megaman Trigger wrote: Haven't been running my Sentinel lately, been working on my Logi/Commando alt. If you can land a Plasma Cannon round, it can really ruin a Sentinel's day.
I have to admit to having a great respect for those Plasma Cannon guys who go hunting HMG Sentinels. Sure they can one shot a Sentinel, but if they miss, they Sentinel is really going to mess up their day! It is also hard to complain too much about Plasma Cannons after you have sidestepped out of the way of a Plasma ball a few times. It really is the great equalizer for medium frame suits against Sentinels, but the Plasma Cannon has enough drawbacks that can be exploited to make it a fair fight. I have had a couple of 1v1 fights with Plasma Cannon users where we were both being careful and using cover, so that 3 plasma balls flew before one of us went down. Sometimes they get me. Sometimes I get them. It is a matter of their aim, and my timing and intuition. Plasma Cannon rounds down a narrow corridor mean it's hard to dodge. I get hate mail for getting kills like that. That and kills from 100m+
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Posted - 2015.07.22 16:22:00 -
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Cross Atu wrote:Maybe it's just me, but why hate on someone for using terrain in a tactical manner? (not saying people don't do it of course lol, I'm sure you've gotten hatemail for it, I just don't understand why) Maybe they just get mad at getting beaten and, rather than admit they made a mistake or got outplayed, they blame the other guy.
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Posted - 2015.07.29 12:22:00 -
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Breakin Stuff wrote:Damage mods on a forgegun are only useful for breach blapping methana
Or making Forge shots harder to tank by Sentinels. I love hunting Amarr Sentinels with a Forge.
Other than that, damage mods only help with the BFG.
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Posted - 2015.07.30 22:36:00 -
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Once I finish bringing my alt back up to speed, I'll be back on Mega. Need to redo my Forge fits and practice with it.
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Posted - 2015.08.01 09:42:00 -
[193] - Quote
I voted the moment voting was open
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Posted - 2015.08.11 15:13:00 -
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I wonder how much rage and QQing I would be hit with if I made a "buff fatties" thread. Sometimes it feels like we give up a lot for not much in return.
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Posted - 2015.08.11 23:21:00 -
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Shadowed Cola wrote:Megaman Trigger wrote:I wonder how much rage and QQing I would be hit with if I made a "buff fatties" thread. Sometimes it feels like we give up a lot for not much in return. we're still easily the most OP class, putting a light weapon on us is a better chance at victory then using assault or light in 1v1's - it's just sustained gameplay we start to feel underwhelming with our layout lack. But Amarr can make up for this with 4 lows, the rest need a bit of leg-work and conditioning of gameplay. people be yelling for AHMG's nerfs now -.-
Not sure we can be called OP any more. We trade speed, mobility/agility, stamina, E-war and self sufficiency (lack of equipment slot and 0 bandwidth) for our higher HP, weapon specific resistances and only 2 Heavy weapons, one of which feels heavily neutered.
AHMG needs a balance pass, and a rename to Breach, so that it no longer replaces the base HMG (rename to Assault HMG) as the CQC choice.
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Posted - 2015.08.13 00:04:00 -
[196] - Quote
HMG, Forge or overall?
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Posted - 2015.08.13 00:19:00 -
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Mina Longstrike wrote:Megaman Trigger wrote:HMG, Forge or overall? While I love the forge, it's got too many drawbacks vs infantry (and the CONSTANT wiggle) and dust is a game that is incredibly infantry centric. Also tanks OP so forging at them is more or less useless unless you've got 2-3 forgers. So HMG with occasional forge.
I need to practice with the Forge again. Been off this character for a month, so my aim with it went to crap.
Wish the Forge had a precision/slower aim (not necessarily a zoom) with L1 rather than just hip fire.
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Posted - 2015.08.13 00:33:00 -
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Mina Longstrike wrote:Megaman Trigger wrote:Mina Longstrike wrote:Megaman Trigger wrote:HMG, Forge or overall? While I love the forge, it's got too many drawbacks vs infantry (and the CONSTANT wiggle) and dust is a game that is incredibly infantry centric. Also tanks OP so forging at them is more or less useless unless you've got 2-3 forgers. So HMG with occasional forge. I need to practice with the Forge again. Been off this character for a month, so my aim with it went to crap. Wish the Forge had a precision/slower aim (not necessarily a zoom) with L1 rather than just hip fire. OMG ME TOO. I've been making use of that on the plasma cannon and the mass driver (holy crap I've been deadly with the mass driver on my min alt) and it's so important. It could turn the forge into a semi-reliable direct fire gun.
Moving the charge meter to the reticule would be helpful too.
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Posted - 2015.08.13 00:42:00 -
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Shadowed Cola wrote:Tip n trick: If you're a forger make a squad or become leader - go to your squad leader menu and pick defense. While looking for something to put it on enter a vehicle - a box will now appear over everyone you look at. Aim at the middle. Enjoy the tears.
I just aim with the outer lines on the reticle. Still, a more precise aim would be a help.
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Posted - 2015.08.13 00:54:00 -
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Moving the charge meter there would help most, if not all, chargeable weapons to some degree.
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Posted - 2015.08.13 11:29:00 -
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KGB Sleep wrote:Megaman Trigger wrote:Moving the charge meter there would help most, if not all, chargeable weapons to some degree. You mean LIKE THIS? I don't remember the reason why CCP decided to change the CSR's reticle charge. What sidearms do you guys run on your forge fits? I carry either Breach SMG or BP but I have been eyeing the SCP for awhile.
Pretty much like that.
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Posted - 2015.08.14 11:17:00 -
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Breakin Stuff wrote:Shadowed Cola wrote:Getting away from Souls self proclamation - who do you guys think is the current best heavy? Me. Not because I'm the most skilled in infantry combat. Not because I'm better than you at AV (I am) But because I know the class back, front, left, right and center. Better than the people who care about KDR. I am also Lord Harvester and Holy distributor of f*cks not given.
And also the only merc on the boards trying to help us rather than give another whack with the nerf hammer.
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Posted - 2015.08.14 11:58:00 -
[203] - Quote
Fox Gaden wrote:Vash Warren wrote:I love MegaTriggers idea on moving the Charge up meter place I have been killed a stupid number of times thinking it was a full charge releasing the shot and nothing happening due to being a 1/2 second away from a full charge. Around the reticule would be extremely valuable to the Forger community. If you have no skill points in Forge Gun Operation you can actually use the sound to let you know when you are fully charged. Too bad the charge up sound is not sped up to match the reduction in charge up time from the Operation Skill. That would take the original dev team giving a crap.
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Posted - 2015.08.14 12:02:00 -
[204] - Quote
Why is the Forge Guns reticle so big and square? There's no dispersion on shots and recoil doesn't affect it, so why not just have a smaller circle or a dot? Was it to make it harder to use as an AI weapon? Because that certainly hasn't been the result.
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Posted - 2015.08.15 00:46:00 -
[205] - Quote
Figured I'd run a few ideas past you guys and see if any have merit.
What if Forge Guns had a half charge option? Half the charge time for half the range and power but dispersion on the shot, latter caused my vibrations from charging. Would be good for close range engagements with infantry (basically a large Bolt Pistol or sniper) or getting off that last shot on a retreating vehicle before it gets behind cover.
Amarr Heavy AV - Scrambler Cannon: Shoulder mounted Scrambler weapon that fires a short range charged blast. 3 stage tier means that up to 3 'rounds' of ammo can be pumped into a single shot for increased power but a longer seize time and more heat damage when venting.
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Posted - 2015.08.15 01:04:00 -
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Fristname Family name wrote:Megaman Trigger wrote:Figured I'd run a few ideas past you guys and see if any have merit.
What if Forge Guns had a half charge option? Half the charge time for half the range and power but dispersion on the shot, latter caused my vibrations from charging. Would be good for close range engagements with infantry (basically a large Bolt Pistol or sniper) or getting off that last shot on a retreating vehicle before it gets behind cover.
Amarr Heavy AV - Scrambler Cannon: Shoulder mounted Scrambler weapon that fires a short range charged blast. 3 stage tier means that up to 3 'rounds' of ammo can be pumped into a single shot for increased power but a longer seize time and more heat damage when venting. the forge gun currently is at a nice balance with only minor damage changes needed and also new heavy weapons have been announced long ago which they are probably currently working on. didnt read your post besides everything up to half charge, i personally dont think anything drastic like that is needed.
Base class Forges need work, since they currently have deal less damage than the AFG, when the opposite should be true. Base should be higher Alpha, AFG should be ROF. BFG needs a minor buff to charge time and removal of the immobilisation while charging crap.
All would benefit from L1 precision aiming (not ADS/zoom) and charge meter on reticule.
No new Heavy weapons were announced, just that the devs (or rather Ratatti) wanted to use existing assets to make them.
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Posted - 2015.08.15 01:49:00 -
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Fristname Family name wrote:Honestly i think balancing them all to have the same amount of damage even very similiar damage outputs isnt needed.
Never said give them similar damage, just that the base class should hit harder than the Assault, just like the majority of other weapons. Assault should have the highest RoF but be weaker per shot.
Fristname Family name wrote:How i see it the breach is only in need of a damage buff slightly the movement isnt a issue for me and never has been, the breach is more used to take down dropships as they are fairly quick and low on hp compared to a tank. the breach has high damage making it a easier kill then the assault along with being able to aim and time your shot.
Breach doesn't need a buff to Alpha, it needs a DPS (damage per second) buff. Reducing the charge time keeps it in line with the other Forges and keeps it viable for more than rooftop camps or long range tank sniping. Double for removing the immobilisation, because being the only weapon that locks you in place is stupid. So is having to do the Sentinel Shuffle to move while charging.
Fristname Family name wrote:the basic forge gun I feel could use a buff in some ways but if you honestly look at things such as the AR with differnt variants im pretty sure they have damage outputs all over the place. I see the basic forge gun as more anti infantry and LAV kind of, because you have a held charge and can move optimizing your aim and allowing you to hit moving targets easier and faster than the breach along with added strafing capabilities to dodge things and help aim ect.
As it is, there's no real reason to take a base over an Assault, since the Assault charges faster and hits harder. You'd only take a base Forge if you wanted to hold a shot.
Fristname Family name wrote:pretty much they all have different roles and you cant really compare them to each other in all circumstances. I always do not one a L1 aiming thing i like my aiming how it is and a change would irritate me and also its not needed for any reason the aim is perfectly stable once you have your charge. Assault forge gun wouldn't have this which balances it in a way i guess as it has higher dps ect making precision shots more difficult. but yeah as I said before, only small tweaks are needed to be made
There are plenty of others who would like the L1 aim since it would help the weapon. Having hip fire only is ridiculous and makes the weapon no good at longer ranges where a small adjustment is needed, which can currently only be made with a mouse, or for helping to track a moving target where hip fire would over aim. If the L1 precision aim would bother you, don't use it. Not using it would still give you the same aim as current, you'd just have the option to slow your aim and make more controlled adjustments.
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Posted - 2015.08.16 14:31:00 -
[208] - Quote
Good to finally see a V/AV discussion that isn't a "I'm right, you're wrong, you're OP because I say so" shouting match.
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Posted - 2015.08.17 18:06:00 -
[209] - Quote
Between Breakin and Cross, us fatties might see a little love.
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Posted - 2015.08.18 18:21:00 -
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I've been running the Burst lately on my GalSent, mostly as a Sentinel Buster. Flux grenade followed by 3 bursts tends to drop most Sentinels. For general play, I use the MH-82 HMG on a CalSent.
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Posted - 2015.08.19 20:16:00 -
[211] - Quote
HMG seems to be much more effective following the nerf to wiggle, though I still a lot of it from Cal and Min Assaults.
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Posted - 2015.08.25 12:30:00 -
[212] - Quote
Now I want a fried egg and bacon sandwich.
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Posted - 2015.08.26 17:15:00 -
[213] - Quote
Gal Sentinels now, apparently, have a native rep for 4hp/s. It used to be 3hp/s.
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Posted - 2015.08.29 00:04:00 -
[214] - Quote
Joel II X wrote:Megaman Trigger wrote:Now I want a fried egg and bacon sandwich. Delicious. Don't forget your can of Quafe. I prefer Irn Bru, thanks.
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Posted - 2015.08.29 00:05:00 -
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VAHZZ wrote:Breakin, push for the Plasma Flamethrower, we need da heat!
Can Dust even handle that?
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Posted - 2015.08.29 00:50:00 -
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VAHZZ wrote:Megaman Trigger wrote:VAHZZ wrote:Breakin, push for the Plasma Flamethrower, we need da heat! Can Dust even handle that? It can handle the HMG, it would be like that except with a flame effect and less range and more damage I'm talking memory/performance wise with the flame effect, especially if used by several Sentinels at once.
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Posted - 2015.08.29 01:15:00 -
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sir RAVEN WING wrote:Megaman Trigger wrote:VAHZZ wrote:Megaman Trigger wrote:VAHZZ wrote:Breakin, push for the Plasma Flamethrower, we need da heat! Can Dust even handle that? It can handle the HMG, it would be like that except with a flame effect and less range and more damage I'm talking memory/performance wise with the flame effect, especially if used by several Sentinels at once. Portable Gallente Lag Fest? That's the worry. Weaponised lag.
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Posted - 2015.08.31 14:37:00 -
[218] - Quote
Fox Gaden wrote: Well... what do you think they were researching in that Gallente Research Facility?
The perfect bacon to egg ration for a toasted bacon and fried egg samdwich?
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Posted - 2015.08.31 16:56:00 -
[219] - Quote
I use CalSent. I find a regulator to be more useful than anything else.
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Posted - 2015.08.31 20:57:00 -
[220] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Fox Gaden wrote: Well... what do you think they were researching in that Gallente Research Facility?
The perfect bacon to egg ration for a toasted bacon and fried egg samdwich? An egg and two slices of bacon works for me. Your thoughts everyone?
For 1 egg, I like 3 rashers of bacon, extra crispy. 5 rashers if it's 2 eggs.
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Posted - 2015.08.31 22:30:00 -
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Joel II X wrote:Breakin Stuff wrote:VAHZZ wrote:Breakin, push for the Plasma Flamethrower, we need da heat! I already pushed for a plasma mortar! How can I push for a flamethrower??? Oh wait, because we're greedy, greedy bastards... #Gallente2HeavyWeaponsNow 2 Guns, 1 suit.
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Posted - 2015.09.05 22:58:00 -
[222] - Quote
Shadowed Cola wrote:VAHZZ wrote:Gallente Heavy best heavy, Breakin knows it, Joel knows it, even Fox Garden knows it. It deserves 2heat4me, all Amarr need is the Scrambler Lance, we need a flamethrower, the apex of Gal CQC alongside the Shotgun. A mortar just reminds me of the PLC. Can someone care to explain to me how the Gal heavy suddenly became the best heavy? Nothing supports this. It's only advantage is keeping a good EHP with a bit more extra fire-power with good resistance types. Which may make it better vs scouts and low EHP suits in CQC - but over-all it still leaves the Amarr superior in heavy vs heavy or generally vs anyone. and the suit itself is far more flexible, enabling you to deal with more situations and suit types. The gal is a jack of all trade but master of none, imo. And that sort of suit rarely does well outside of scrub games.
Multi purpose Sentinel that's not over specialised/focused on one aspect?
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Posted - 2015.09.06 19:48:00 -
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Shadowed Cola wrote:and Gal, just bad :3
In that case, 99% of AmSents I see just suck, since they lose to GalSents in firefights.
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Posted - 2015.09.06 21:06:00 -
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Shadowed Cola wrote:The Gal suit being unable to specialize in effectiveness grants an edge to any heavy it fights, making it generally an anti-everything else suit for decent HP and fire power.
I have to disagree. It may not specialise like the other suits, but that doesn't automatically put it at a disadvantage. if anything, not specialising and being a general purpose suit actually allows it to adapt to the changing flow of battle without needing to go back to a supply depot.
Just my opinion, but I'd rather have a jack-of-all-trades suit than a can't-do-anything-without-a-logi-on-me suit, because that's how the AmSent comes across to me; the go-to suit for Logi spam.
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Posted - 2015.09.06 21:39:00 -
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Shadowed Cola wrote: And I don't want to say that's just an opinion, there's just too much to support it. Gal suit has nothing going for it. There's a better suit in the Amarr or Caldari to beat the Gal each time in a 1v1 if the scenario is fair for both sides. Heavy DMG Modifiers were barely useful at 10% - now they're not even 5. So either stack 3 and go all in or don't go for it.
Except that I've seen Cal and Am in PC drop to Gal; Cal because once the shields go its hard for the Cal to survive if it can't get back to cover and the Am because it didn't have a logi on it at all times.
And yes, it is just your opinion that the Gal sucks, just like it's my opinion the Am is only useful with a logi permanently tethered to its arse-plate.
If you want to say the Gal needs a buff, then say it needs a buff, don't **** all over the suit and then lord up your own.
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Posted - 2015.09.07 11:47:00 -
[226] - Quote
Shadowed Cola wrote:.
I don't understand why you prefer Gal based on why you say you enjoy the suit -
And I don't understand why it mattersto you nor why you seem to get so much enjoyment coming here and shitting all over Gal Sents.
Let's just call it a difference of opinion and move on to sonething worthwhile; getting more Heavy weapons.
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Posted - 2015.09.07 16:14:00 -
[227] - Quote
If you hate the Gal Sent that much, go make a "buff the Gal Sent" thread and leave us in peace, because shitting all over Gal users for our choice isn't helping anyone.
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Posted - 2015.09.07 16:27:00 -
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Shadowed Cola wrote:Megaman Trigger wrote:If you hate the Gal Sent that much, go make a "buff the Gal Sent" thread and leave us in peace, because shitting all over Gal users for our choice isn't helping anyone. I see it as helping you out of a bad suit and into a good one, or at the very least not letting your opinion sway people looking to find out the heavy meta. you didn't even try to defend the suit it's so bad :D
I see it as an attack on players for their choice of suit. A troll trying to **** of people because he can't understand why they use what he views to be an "inferior" suit.
Here's a point for you; maybe some of us don't give a crap about your precious meta and would rather use a suit we like.
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Posted - 2015.09.07 17:13:00 -
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If you actually cared about helping the Gal Sent, you could (and should) have gone about it in a more constructive manner; "I think the Gal is lacking and UP compared to other Sentinels but I have an idea that might help it."
Much better way to do it than coming in here and basically trashing the suit. At the very least you'd have gotten discussion, rather then what we ended up with.
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Posted - 2015.09.07 20:57:00 -
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Shadowed Cola wrote:Dreis ShadowWeaver wrote:So I dropped over 1 Mil SP into the Amarr Sentinel and HMG. It sucks. I was running the Aurum Proto variants I had collected from salvage, but it feels like I lose 1344 Armour on my Sentinel faster than I lose 343 Shield on my Scout. If you're using plates you're doing it wrong.
So Amarr is only good if you use, what, Ferroscales?
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Posted - 2015.09.07 21:31:00 -
[231] - Quote
Shadowed Cola wrote:Megaman Trigger wrote:Shadowed Cola wrote:Dreis ShadowWeaver wrote:So I dropped over 1 Mil SP into the Amarr Sentinel and HMG. It sucks. I was running the Aurum Proto variants I had collected from salvage, but it feels like I lose 1344 Armour on my Sentinel faster than I lose 343 Shield on my Scout. If you're using plates you're doing it wrong. So Amarr is only good if you use, what, Ferroscales? either plates but regular is fine, mixed with kats and reps. Take advantage of he Amarr base attributes and you'll enjoy a good stomping; EDIT: You can use anything below proto, i suppose. I use STD from time to time on extra slots.
Seems frail for holding a point, which I assume Dreis was doing.
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Posted - 2015.09.07 22:26:00 -
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Shadowed Cola wrote:Did he say he had a logi?
Then he's doing it wrong :3
versatility is the key with pub Amarr heavy, and you'll be able to hold points by surviving and DPSing down enemies going near it by staying a hinderance. You can't expect your team to be reliable.
When he goes to PC and he has an organized team then he can switch to more plates since he'll have reps, and maybe even rep hives. But even then, dodging fire is often times more useful then taking it.
He never said he was doing pubs either, he might have been doing PC or FW. He might have had a logi who died while repping him.
You can't just say "you're doing it wrong" without knowing all the facts, not unless you want to come across as an arrogant sod.
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Posted - 2015.09.09 12:06:00 -
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Fox Gaden wrote:I am starting to really hate that truncated pyramid (I think CCP calls it the Matrix or something). That place is a death tramp for HMG Sentinels. Even the Assault HMG does not have enough range to be effective in that massive open building, and it is hard to find cover when people with rifles are constantly shooting from 3 or 4 different angles.
Ironically, that's the map I had my best unsupported run; 34/4 in an advanced Cal Sent using an MH-82, hovering around the objective. Had 1 corp mate up top, helping blueberries lock it down, I was solo down below mowingdown AmManndos, praying my regen held up.
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Posted - 2015.09.09 23:28:00 -
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Georgia Xavier wrote:My best match was when I got 40/5, don't know what the map is called, basically its where the supply depot was underground while the objective was straight ahead of it. Anyways I sneaked into the depot with a scout since the enemy team was holding the objective. I switched to my usual sentinel build and held the depot for as long as I can but alas my efforts were too late as the enemy still won. It was fun though
Gallente Research Facility aka Lag Facility?
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Posted - 2015.09.10 16:59:00 -
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Georgia Xavier wrote:I always have a BScP with my heavies, only preventing me from being a purely amarrian sentinel is the heavy weapon . Anyways, the pistol helps against the calsents
I prefer to take a SMG or BP, for shields I lead with a Flux.
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Posted - 2015.09.10 17:18:00 -
[236] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:I always have a BScP with my heavies, only preventing me from being a purely amarrian sentinel is the heavy weapon . Anyways, the pistol helps against the calsents I prefer to take a SMG or BP, for shields I lead with a Flux. I never have space for grenades :( If I take Krin's mods over regular damage mofs, I can fit Proto everything else.
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Posted - 2015.09.12 08:46:00 -
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CCP Rattati wrote:Gallente repinel AHMG is glorious,
So going to have to try this; triple reps, dual damage mods, Flux, AHMG, BSMG. Putting my faith in Rattati.
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Posted - 2015.09.12 12:09:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:CCP Rattati wrote:Gallente repinel AHMG is glorious, So going to have to try this; triple reps, dual damage mods, Flux, AHMG, BSMG. Putting my faith in Rattati. Actually giggleworthy. Your mileage may vary but the fit is usually entertaining. I tend to defy logic and use heavy plates on assault suits. Have been accused of cheating because I ate every bullet fired at me by one guy and still massacred his wiggling butt. Three times. Was accused of hacking.
When Amarr Assaults do that, it's a hell of a fight taking them down.
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Posted - 2015.09.14 00:40:00 -
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Jonny D Buelle wrote:Megaman Trigger wrote:CCP Rattati wrote:Gallente repinel AHMG is glorious, So going to have to try this; triple reps, dual damage mods, Flux, AHMG, BSMG. Putting my faith in Rattati. Why not try double reps and one reactive, get some meat and reps.
Rep rate is too low and the armour probably wouldn't help much. At Proto, it's only 60HP. That might by me 1 or 2 seconds but I'd take much longer to rep up to decent levels.
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Posted - 2015.09.15 11:08:00 -
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SoTa, save your breath, this constant hate for the Gal Sent and the constant need to express it is just making you look like a troll. You don't like it and don't use it? Fine. Others do. So let them do so in peace.
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Posted - 2015.09.15 12:11:00 -
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Except you're not discussing the suit, you just post how the suit is "inferior " and "pathetic " in your eyes while scratching your head over why Gal Sent users here refuse to change their suit, and therefore their playstyle, based on your opinion. All you do is trash the Gal Sent. That's not discussion.
And no, I don't hate the Gal Sent. If anything I hate the AmSent for being the slowest, ugliest, weakest DPS and overall least useful to me.
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Posted - 2015.09.15 12:16:00 -
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If you want to help the Gal Sent, then why not go post something in the ideas forum?
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Posted - 2015.09.15 12:23:00 -
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Shadowed Cola wrote:Megaman Trigger wrote:If you want to help the Gal Sent, then why not go post something in the ideas forum? Your level of stupid needs to stop someday. This is the heavy discussion thread, right? CCP Rat posts in here, right? So why wouldn't i assume this is a great place to have this discussion so CCP Rat can see and other heavies can give input without the GD peasants clogging it up with more pointless pub experiences?
As does your level of trolling. There better, vastly more effective ways to get a point across then derailing conversations and shitting all over the Gal Sent. A little tact and discression goes a long way to getting a point across.
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Posted - 2015.09.15 12:38:00 -
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As I said, a little tact and discression goes a long way to getting a point across. We can have a great discussion without the need to constantly crap all over the Gal Sent, it just depends on how you go about it.
And for the record, I'd go with Fox's buff if we did push for one.
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Posted - 2015.09.15 12:54:00 -
[245] - Quote
The Gal are predominantly armour orientated with a preference for reps. Would make more sense to drop their shield HP.
Switching back the slots would just enrage the AmSent users unless the base armour was buffed to offset the lost slot.
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Posted - 2015.09.15 13:23:00 -
[246] - Quote
Shadowed Cola wrote:Megaman Trigger wrote:The Gal are predominantly armour orientated with a preference for reps. Would make more sense to drop their shield HP.
Switching back the slots would just enrage the AmSent users unless the base armour was buffed to offset the lost slot. The Amarr's EHP is actually the highest atm. Amarr Sent users have no room to complain if they made this switch back on those basis, they'd still have the highest EHP values, they'd just lose there ability to overspecialize. And i find that a good thing for the meta of the game - heavies really take away from the fun of this game when spammed because it can be mobile or overly self-sufficient with the best DPS and health in the game But the Amarr suit has plenty going for it - and having the highest stamina + highest armor + 4 lows was always, always a bad idea. Sometimes i wish i could have 1v1's with Rat to figure out what direction he was heading with some of these changes. It made more sense with Gal - it still wouldn't be a viable armor stacker with low stamina, and it could finally achieve reps that, with 640 base armor, wouldn't feel too OP or un-counterable. CCP could even take a bit of a risk, replace the Armor for Shiled on the Gal instead, make it's total armor HP 450, and give it a base natural 10 reps. With it's hitbox, speed, and low health paired with high rep and 3 lows you could have a very interesting yet not OP suit.
Not sure the Gal would benefit from a Shield/Armour swap; delays and regen rates are bad, which is expected on an armour suit, so those would need adjusting. Gal are rep focused and use more armour than shields, so making the Gal Sent more shield focused doesn't seem the right way.
Simplest option, as you stated, would be just swap Gal and Amarr slots.
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Posted - 2015.09.15 13:34:00 -
[247] - Quote
Shadowed Cola wrote:Megaman Trigger wrote:Shadowed Cola wrote:Megaman Trigger wrote:The Gal are predominantly armour orientated with a preference for reps. Would make more sense to drop their shield HP.
Switching back the slots would just enrage the AmSent users unless the base armour was buffed to offset the lost slot. The Amarr's EHP is actually the highest atm. Amarr Sent users have no room to complain if they made this switch back on those basis, they'd still have the highest EHP values, they'd just lose there ability to overspecialize. And i find that a good thing for the meta of the game - heavies really take away from the fun of this game when spammed because it can be mobile or overly self-sufficient with the best DPS and health in the game But the Amarr suit has plenty going for it - and having the highest stamina + highest armor + 4 lows was always, always a bad idea. Sometimes i wish i could have 1v1's with Rat to figure out what direction he was heading with some of these changes. It made more sense with Gal - it still wouldn't be a viable armor stacker with low stamina, and it could finally achieve reps that, with 640 base armor, wouldn't feel too OP or un-counterable. CCP could even take a bit of a risk, replace the Armor for Shiled on the Gal instead, make it's total armor HP 450, and give it a base natural 10 reps. With it's hitbox, speed, and low health paired with high rep and 3 lows you could have a very interesting yet not OP suit. Not sure the Gal would benefit from a Shield/Armour swap; delays and regen rates are bad, which is expected on an armour suit, so those would need adjusting. Gal are rep focused and use more armour than shields, so making the Gal Sent more shield focused doesn't seem the right way. Simplest option, as you stated, would be just swap Gal and Amarr slots. The idea with shield on Gal is the extra survivability you'll lose with Armor. Shields in a heavy fight act like a 25% resistance buff, where as the best armor can get is 15% resistance, stacked with a 25% weakness against Projectile weapons. so the switch would enable Gal to still survive a gun fight like a heavy should - but not pack enough Armor for the high Reps to be overwhelming. And if you do try to specialize you'll have a suit that can barely move or a suit with not enough HP to survive a sustained fight. And that's good - specializing with a suit with our HP HAS to be a give and take situation. Right now, the Amarr is take and take more. Speed, Reps, Health, it can have it all at once. But with 3 lows, it couldn't, and would make the Gal more viable in a hot-spot. So either lower base Armor, increase shield, and give it a high natural rep. Or switch slots. Those seem to be the only viable solutions to me to fix the suit without ruining the Heavy balance.
So the best fix, or at least easiest for Ratatti, is just swap the slots. Numbers regarding possible class wide native Rep buffs and base armour nerfs would come after.
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Posted - 2015.09.15 14:15:00 -
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Fox Gaden wrote:Megaman Trigger wrote:If you want to help the Gal Sent, then why not go post something in the ideas forum? Dam! I forgot. Did anyone remember to ask for an extra 2 HP/sec native rep for the Gal Sent in that Rattati thread asking what we wanted him to do in the next hot fix? It completely slipped my mind, and now the thread is locked.
It would have gotten lost in the cries for a port.
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Posted - 2015.09.15 14:59:00 -
[249] - Quote
Fox Gaden wrote:Shadowed Cola wrote:Megaman Trigger wrote:The Gal are predominantly armour orientated with a preference for reps. Would make more sense to drop their shield HP.
Switching back the slots would just enrage the AmSent users unless the base armour was buffed to offset the lost slot. The Amarr's EHP is actually the highest atm. Amarr Sent users have no room to complain if they made this switch back on those basis, they'd still have the highest EHP values, they'd just lose there ability to overspecialize. And i find that a good thing for the meta of the game - heavies really take away from the fun of this game when spammed because it can be mobile or overly self-sufficient with the best DPS and health in the game But the Amarr suit has plenty going for it - and having the highest stamina + highest armor + 4 lows was always, always a bad idea. Sometimes i wish i could have 1v1's with Rat to figure out what direction he was heading with some of these changes. It made more sense with Gal - it still wouldn't be a viable armor stacker with low stamina, and it could finally achieve reps that, with 640 base armor, wouldn't feel too OP or un-counterable. CCP could even take a bit of a risk, replace the Armor for Shiled on the Gal instead, make it's total armor HP 450, and give it a base natural 10 reps. With it's hitbox, speed, and low health paired with high rep and 3 lows you could have a very interesting yet not OP suit. An argument could be made that any Sentinel with 4 low slots will have the advantage over other Sentinels. I would be fine with giving both the Amarr and Gallente the same 2 high / 3 low slot layout at Proto, but giving the Gal Sent 2 more HP/Sec native Rep, and giving the Amarr a bit more Armor (yes I know they already have the most, but by losing a low they would be losing their current max potential). This would allow both suits to follow their Factional preference of Reps for Gallente, and Armor for Amarr, while taking away a little of the Min/Max potential and flexibility that the 4 low slots gives the Amarr Sent currently.
Building on this ; what if Sentinels had the same slot layout as their Commando counterparts, with tweaked stats to offset any changes? Shield HP buff for Cal, Armour HP for Amarr. Reps for Gal. Min wiuld be unchanged.
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Posted - 2015.09.15 16:11:00 -
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Shadowed Cola wrote:[ Glad you brought up Forge Gun.
Damage mods is useless on the Forge unless you're a caldari fully stacking. You do not get enough added DPS to change how many shots it takes to kill a tank or ADS.
Would disagree and say damage mods are only useful on the BFG, no more than 2 due to stacking penalty, or if you plan to frag infantry (namely Sentinels) and LAVs
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Posted - 2015.09.15 16:57:00 -
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Shadowed Cola wrote:Megaman Trigger wrote:[quote=Shadowed Cola][ Glad you brought up Forge Gun.
Damage mods is useless on the Forge unless you're a caldari fully stacking. You do not get enough added DPS to change how many shots it takes to kill a tank or ADS. /quote]
Would disagree and say damage mods are only useful on the BFG, no more than 2 due to stacking penalty, or if you plan to frag infantry. Breach? Mmm You know, I usually use the AFG, myself. On average of 3 clips, it pulls out way more over-all DPS then the other forges. Problem is aiming and practicality. When I tried the other forges I did so with the Amarr and Caldari. Caldari obviously steam rolling anything that dared be too big near it. But the thing I noticed is when it comes to forging - what matters more then which weapon you pick is positioning. Caldari, might hit hard, but it'll have a hard time getting to point A to B safely so that it can take out a tank trying to duck and cover behind nodes and doodads. Gallant can't possibly do it. Minmtar has success at it - but is underwhelming. The Amarr is just ridiculously good at this, having several different forge suit options that all increase survivability more then health would and the stamina to sprint all day. Forges can't kill tanks reasonably 1v1 without them running away - wish we had sticky nades :(
I've had the opposite experience with the Cal and Gal; Cal's shield regen makes it great vs Missile ADS or popping in and out of cover vs HAVs, as well as being able to take punishment while moving and regen it in moments.
The Gal Sent's second high lets me buff it's side arm with either two Krin's (if powering up the Forge too) or two side arm mods if I go base Forge, letting me fight back better. Might be slow and steady but, with Flux and Breach SMG, it hurts like hell.
I've been able to move around with both and get into positions thanks yo either regen or side arm firepower. Or point blank forge shots.
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Posted - 2015.09.15 17:19:00 -
[252] - Quote
Shadowed Cola wrote:Megaman Trigger wrote:Shadowed Cola wrote:Megaman Trigger wrote:[quote=Shadowed Cola][ Glad you brought up Forge Gun.
Damage mods is useless on the Forge unless you're a caldari fully stacking. You do not get enough added DPS to change how many shots it takes to kill a tank or ADS. /quote]
Would disagree and say damage mods are only useful on the BFG, no more than 2 due to stacking penalty, or if you plan to frag infantry. Breach? Mmm You know, I usually use the AFG, myself. On average of 3 clips, it pulls out way more over-all DPS then the other forges. Problem is aiming and practicality. When I tried the other forges I did so with the Amarr and Caldari. Caldari obviously steam rolling anything that dared be too big near it. But the thing I noticed is when it comes to forging - what matters more then which weapon you pick is positioning. Caldari, might hit hard, but it'll have a hard time getting to point A to B safely so that it can take out a tank trying to duck and cover behind nodes and doodads. Gallant can't possibly do it. Minmtar has success at it - but is underwhelming. The Amarr is just ridiculously good at this, having several different forge suit options that all increase survivability more then health would and the stamina to sprint all day. Forges can't kill tanks reasonably 1v1 without them running away - wish we had sticky nades :( I've had the opposite experience with the Cal and Gal; Cal's shield regen makes it great vs Missile ADS or popping in and out of cover vs HAVs, as well as being able to take punishment while moving and regen it in moments. The Gal Sent's second high lets me buff it's side arm with either two Krin's (if powering up the Forge too) or two side arm mods if I go base Forge, letting me fight back better. Might be slow and steady but, with Flux and Breach SMG, it hurts like hell. I've been able to move around with both and get into positions thanks yo either regen or side arm firepower. Or point blank forge shots. Why had I not thought about a regulator stacked caldari forge before?! I gotta give that a whirl - I bet it's a huge WP farmer. And you have a very interesting concept I never thought of before. Since damage mods on forges are mostly useless (to me, anyways) then putting side arm mods on instead to help fight infantry may indeed but a viable choice for the Gal. But that Caldari set up may be my next ground forge suit for PC matches - my Amarr Ground Forge suit is a city suit meant to beat anything but heavies 1v1 while keeping ADS from the skies - it's effective, especially because of the speed. But even when I 4 stack armor reps I'm still out of the fight for too long that the ADS can cause considerable damage. Regulators on a Caldari may be the answer I'm looking for.
I think you mean Rechargers or Energisers, as Regulators are low slot and the Cal only has one. Or do you mean Regulator stacked Gal?
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Posted - 2015.09.15 17:40:00 -
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Shadowed Cola wrote:Ops, yea, sorry, brain fart. Hope what I said is still understandable lol
I love the forge with all my <3 My favorite combo will always be an LAV, SMG, and Forge. The ultimately stomp combo. If you know your spots, you can hold pretty much every objective safely from a distance and no 1 person can handle you.
Only objectives inside buildings make my forge combo a bit sad - but long corridors often work out for it :)
Shield tanked LAV, harden it and hop out. Most tankers will go for it rather than the Sentinel, why gives you time to take shots from behind your mobile cover. Used to work well before the last tank tweak.
For the Sentinel, try two Rechargers, an Extender and a side arm or Krin's mod. Swap the Extender for another Recharger if you prefer.
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Posted - 2015.09.15 20:50:00 -
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Balistyc Farshot wrote:Megaman Trigger wrote:Shadowed Cola wrote:Ops, yea, sorry, brain fart. Hope what I said is still understandable lol
I love the forge with all my <3 My favorite combo will always be an LAV, SMG, and Forge. The ultimately stomp combo. If you know your spots, you can hold pretty much every objective safely from a distance and no 1 person can handle you.
Only objectives inside buildings make my forge combo a bit sad - but long corridors often work out for it :) Shield tanked LAV, harden it and hop out. Most tankers will go for it rather than the Sentinel, why gives you time to take shots from behind your mobile cover. Used to work well before the last tank tweak. For the Sentinel, try two Rechargers, an Extender and a side arm or Krin's mod. Swap the Extender for another Recharger if you prefer. I do this as well, but I like to do this with my bpo LAV. I call it in and use it as bait for tanks. just drop it in a field or street. As they come in, throw out your flux nade and hit it in the sweet spot before it can run. 2 shots and most HAVs are done for. HAVs can't resist blowing up a LAV as it comes in. Or sometimes I will see the reds hack it and get in, that is just funny as I drop the hammer!
So, I'm not the only Forge Gunner using Flux Grenades. I prefer them for tank hunting over AV Grenades, if I get the drop on a HAV.
One time, just burning Aurum gear I got from salvage, I booby trapped a BPO LAV and left it out in the open. Waited until it was hacked and loaded up, then blew the charges. Points and tears rolled in.
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Posted - 2015.09.16 14:29:00 -
[255] - Quote
Balistyc Farshot wrote:Megaman Trigger wrote:Balistyc Farshot wrote:Megaman Trigger wrote:Shadowed Cola wrote:Ops, yea, sorry, brain fart. Hope what I said is still understandable lol
I love the forge with all my <3 My favorite combo will always be an LAV, SMG, and Forge. The ultimately stomp combo. If you know your spots, you can hold pretty much every objective safely from a distance and no 1 person can handle you.
Only objectives inside buildings make my forge combo a bit sad - but long corridors often work out for it :) Shield tanked LAV, harden it and hop out. Most tankers will go for it rather than the Sentinel, why gives you time to take shots from behind your mobile cover. Used to work well before the last tank tweak. For the Sentinel, try two Rechargers, an Extender and a side arm or Krin's mod. Swap the Extender for another Recharger if you prefer. I do this as well, but I like to do this with my bpo LAV. I call it in and use it as bait for tanks. just drop it in a field or street. As they come in, throw out your flux nade and hit it in the sweet spot before it can run. 2 shots and most HAVs are done for. HAVs can't resist blowing up a LAV as it comes in. Or sometimes I will see the reds hack it and get in, that is just funny as I drop the hammer! So, I'm not the only Forge Gunner using Flux Grenades. I prefer them for tank hunting over AV Grenades, if I get the drop on a HAV. One time, just burning Aurum gear I got from salvage, I booby trapped a BPO LAV and left it out in the open. Waited until it was hacked and loaded up, then blew the charges. Points and tears rolled in. Man, those tears must have been delicious!
Best tears were shooting the driver out of a fast moving LAV, using a Breach Forge Gun.
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Posted - 2015.09.16 16:07:00 -
[256] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Best tears were shooting the driver out of a fast moving LAV, using a Breach Forge Gun.
Best tears I have gotten is when some guy with a Forge Gun on the other team shot my Squad mate's tank at point blank range, only to find out the hard way that I had left a remote explosive lashed to the side of the tank. I don't often play Logi... but when I do, things blow up!
That's one way to counter AV Scouts.
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Posted - 2015.09.16 16:17:00 -
[257] - Quote
Fox Gaden wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:Best tears were shooting the driver out of a fast moving LAV, using a Breach Forge Gun.
Best tears I have gotten is when some guy with a Forge Gun on the other team shot my Squad mate's tank at point blank range, only to find out the hard way that I had left a remote explosive lashed to the side of the tank. I don't often play Logi... but when I do, things blow up! That's one way to counter AV Scouts. Yeah, the original plan was for me to activate the Remote when the Scouts got too close. The Forge Gunner setting off the RE while standing in the blast radius was a total fluke, particularly since I was dead a the time and could not trigger it myself.
I had one last night were I was pushing the point on Dom, under the table top. Saw two Sentinels, both Dominus, and a Logi sat in the box, so I lobbed a Flux in to shake them up. Ended up setting off the Logi's RE, killing him and then Forge blapping both Dominus.
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Posted - 2015.09.16 17:18:00 -
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Georgia Xavier wrote:Boy, lot has happened since I got just a tad busy, gal sent still has no love from you guys huh?
I still use it and will continue to do so.
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Posted - 2015.09.16 18:57:00 -
[259] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Boy, lot has happened since I got just a tad busy, gal sent still has no love from you guys huh? I still use it and will continue to do so. Heck I don't mind the sentinels, I love them all really. Well maybe not the min sent, its a great sent but is minmatar
Bet you're conflicted over the HMG and Locus Grenades, both being Min.
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Posted - 2015.09.16 20:07:00 -
[260] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Boy, lot has happened since I got just a tad busy, gal sent still has no love from you guys huh? I still use it and will continue to do so. Heck I don't mind the sentinels, I love them all really. Well maybe not the min sent, its a great sent but is minmatar Bet you're conflicted over the HMG and Locus Grenades, both being Min. Using it against the many other amarr sentinels out there makes my heart bleed, yes. On the other hand I also kill minmatar with their own weapon so thats the good part. Yes, you're spot on
Guess that's the problem with trying to be an Amarr loyalist and and Sentinel; you don't have the Heavy Weapons available.
I'm a merc, I'll use whatever I think works best. Loyalty be damned, I'm a Sentinel first and foremost.
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Posted - 2015.09.16 20:21:00 -
[261] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Guess that's the problem with trying to be an Amarr loyalist and and Sentinel; you don't have the Heavy Weapons available.
I'm a merc, I'll use whatever I think works best. Loyalty be damned, I'm a Sentinel first and foremost.
One day there will be an Amarr heavy weapon, and on that day I will be blind to CCP's blunders up until that point. But alas, such is an ever-distant dream I hold onto so dearly......
The day I get the Sentinel equivalent of a Buster, or the Dust equivalent of an SG1 Staff Cannon, everything dies.
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Posted - 2015.09.16 20:29:00 -
[262] - Quote
Georgia Xavier wrote:Megaman Trigger wrote:Georgia Xavier wrote:Megaman Trigger wrote:Guess that's the problem with trying to be an Amarr loyalist and and Sentinel; you don't have the Heavy Weapons available.
I'm a merc, I'll use whatever I think works best. Loyalty be damned, I'm a Sentinel first and foremost.
One day there will be an Amarr heavy weapon, and on that day I will be blind to CCP's blunders up until that point. But alas, such is an ever-distant dream I hold onto so dearly...... The day I get the Sentinel equivalent of a Buster, or the Dust equivalent of an SG1 Staff Cannon, everything dies. Then how about a deal, IF we do get our racial weapons, how about we go on a hunt for each other?
By the time that happens, I'll probably be playing Eternal Crusade on PS4
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Posted - 2015.09.16 20:58:00 -
[263] - Quote
I've been wondering; does a damage mod really make much difference to a HMG 's DPS/damage output?
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Posted - 2015.09.16 21:40:00 -
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I was thinking about throwing a pair of side arm mods on a Breach SMG, rather than trying to boost the HMG, and seeing how that works.
Extenders on a non-Cal seem like a waste because of low regen rates, so they only seem good for one encounter. Oddly, I don't see Flux on many Sentinels. I swear by the things for Sent v Sent engagements.
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Posted - 2015.09.17 18:32:00 -
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Fox Gaden wrote:Megaman Trigger wrote:
By the time that happens, I'll probably be playing Eternal Crusade on PS4
At least you did not say PS5... you still have some optimism. Well EC was confirmed for PS4, just sometime after the PC launch.
Sentinel weapons for Dust? We'll see.
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Posted - 2015.09.18 15:03:00 -
[266] - Quote
Regnier Feros wrote:Megaman Trigger wrote:I've been wondering; does a damage mod really make much difference to a HMG 's DPS/damage output? Saw you in battle yesterday nice forge gunning XD My squadmates were like he can aim!!! they were freaking out XD
Cannot like enough.
I probably should try using a mouse for Forge work. I use the DS3 and having hipfire only makes aiming the AFG a pain sometimes.
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Posted - 2015.09.18 15:16:00 -
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Cross Atu wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:
By the time that happens, I'll probably be playing Eternal Crusade on PS4
At least you did not say PS5... you still have some optimism. Well EC was confirmed for PS4, just sometime after the PC launch. Sentinel weapons for Dust? We'll see. Eternal Crusade you say? Yum. I really should play that Alpha, I'm just left with such a bitter taste in my mouth about steam that I'm not sure it's worth it to me (especially considering I have almost no free time but in my theoretical dreams I can play it). Ah well, I'll try it out after release at the least. It has a lot of the elements - or is slated to have - that I've enjoyed about Guild Wars 2 world vs world play. On a more Sentinel related topic, have you guys checked out the shield thread? I've seen some scouts and logis in there but I'd love some more heavy voices as well. o7
I'll be last into the Alpha as I only have the warrior pack.
I've been checking the Shield threads, just haven't had much to add that hasn't already been added.
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Posted - 2015.09.18 18:26:00 -
[268] - Quote
Regnier Feros wrote:Megaman Trigger wrote:Regnier Feros wrote:Megaman Trigger wrote:I've been wondering; does a damage mod really make much difference to a HMG 's DPS/damage output? Saw you in battle yesterday nice forge gunning XD My squadmates were like he can aim!!! they were freaking out XD Cannot like enough. I probably should try using a mouse for Forge work. I use the DS3 and having hipfire only makes aiming the AFG a pain sometimes. When i first started forging i wanted to master the breach but I realized that I would've done better with the assault variant.
Breach, IMO, is the best at range because you have time, which you need. Assault is great as shorter ranges because of the charge time but requires better aim since you can't hold the shot.
I favour the vanilla for general play, use the BFG for first shot of an AV team strike and the AFG for solo AV.
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Posted - 2015.09.18 19:04:00 -
[269] - Quote
Cross Atu wrote:I'm working an an equipment overhaul at the moment. From my own play as I heavy I tend to adopt a "as long as I have reps and hives to feed on I don't care" experience. But I'd like to hear the input of my fellow sentinels as as not to overlook something. Presuming the nanites keep flowing are you folks worried about anything? Concerned you'll start getting scanned alot? (Oh wait, that's right ) On edge about how often you'll be able to run a Proxies, or REs? (oh, um... sorry, moving on) Outraged by the notion that you might not be able to carry all the nanohives you'll ever need on your own suit? (okay, gee, looks like I'm bad at this lol) Anyway, point being I don't want to assume. Give me your thoughts my FG and HMG toting kin Cheers, Cross
Scans aren't a concern, since we're practically perma-scanned anyway.
REs are less of an issue now, they don't get thrown around nearly as much.
My main thought as a Sentinel is ammo, reps are a secondary thought unless my HP is critical
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Posted - 2015.09.19 00:19:00 -
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Wishing I'd been able to get my hands on the Atlas Vx.1. I'd rather have an SMG than an Ion Pistol.
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Posted - 2015.09.19 13:14:00 -
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Taeyeon Seyun wrote:I have a question. I started using my burst hmg and I LOVE it. What side arm are you guys using with it? Normaly I use a bolt pistol for range with my hmg's. With the burst however, I have been using a breach smg. Since I am switching back and forth in cqc, to manage heat. Seems to work. Just wanted to get advice from my fellow Sents on their experience, and see if I am over looking a weapon.
Thank you
Lead with a Flux if you can, so your bursts don't have to hit the shields first. Squeeze of three bursts max then switch to your side arm.
Which suit are you using?
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Posted - 2015.09.21 15:19:00 -
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So I've been running my Gal Sent with an AFG and BSMG, with two side arm mods in the highs, and it's been holding up very well in CQC firefights. Using a Plate and two reps in the lows, giving me decent HP and rep rate while having enough firepower to defend myself while (slowly) moving into positions.
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Posted - 2015.09.22 17:40:00 -
[273] - Quote
Shadowed Cola wrote:VAHZZ wrote:Breakin Stuff wrote:Fox Gaden wrote:Shadowed Cola wrote:What exactly is the heavy counter, anyways? Plasma Cannon AScR and breach AR will do it. AScR is faster. PLC. Roden Sniper can one-shot your ass with a headshot. REs will still instagib any sentinel. Assault SMG and Breach SMG if you get the drop on the fatty and can strafe with any speed. Shotguns and NKs from behind. Scrambler Pistol headshots (fatties have a larger hitbox for the head) there's several ways to counter heavies. the problem is most heavies are either on a logi leash, or they have buddies running flanker. Yoooooo, locked immediately. I guess CCP can't handle the goon in me. Best CPM. Shotgun, RE, and NK are the bane of a heavies existence. They're hardly bane's of our existence when it requires getting into our optimal range to use against us. Those weapons are lucky to get the heavy kill if the heavy notices them
Plus even the APEX Sentinels have enough HP to live through a basic RE. Hardly anyone uses anything above basic REs, so we can hack a mine'd point without too much worry. I've lost count of the times I've been hacking a point in my Forge-wielding Shogun, had an RE go off and just kept hacking.
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Posted - 2015.09.22 19:05:00 -
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Breakin Stuff wrote:not true. Basic REs oddly will kill a heavy outright even though the math says otherwise. My Shogun and my normal Cal fits have been surviving Republic REs, so maybe that was resolved. That or just luck.
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Posted - 2015.09.22 19:44:00 -
[275] - Quote
VAHZZ wrote:Megaman Trigger wrote:Breakin Stuff wrote:not true. Basic REs oddly will kill a heavy outright even though the math says otherwise. My Shogun and my normal Cal fits have been surviving Republic REs, so maybe that was resolved. That or just luck. Or perhaps a nerf. If that's the case, Ratatti snuck that one in and no one noticed. Has there been a damage nerf?
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Posted - 2015.09.23 12:20:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Breakin Stuff wrote:not true. Basic REs oddly will kill a heavy outright even though the math says otherwise. My Shogun and my normal Cal fits have been surviving Republic REs, so maybe that was resolved. That or just luck. Well, the Cal Sent has the most shields. On top of the Sentinel's 25% resistance to Explosive damage, the Explosive damage profile means it does less damage to shields, so Cal Sent is likely the most resistant to Remote Explosives of any suit. Issue is that the resistance doesn't trigger with REs, possibly because the resistance is for weapons and REs are classed as equipment.
Shields resistance to splash damage still triggers by the look of things. Both my APEX Cal and Gal fits have just under 1250 total HP but can eat one basic/Republic RE blast and live.
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Posted - 2015.09.24 19:18:00 -
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Just seen the Hotfix info; anyone else concerned about the grenade damage or is it just me?
Also, did I read right and all explosive weapons, including Locus Grenades, will deal full damage vs vehicles? Might have to start carrying the Packed Locus if that's true.
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Posted - 2015.09.25 13:01:00 -
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Fox Gaden wrote:I discovered this morning that when the other team is going whiled with them Locus Grenades, switching to a Caldary Sentinel fit makes a BIG difference in your serviceability.
Big resistance and the regen kicks in between grenades.
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Posted - 2015.09.27 13:29:00 -
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Breakin Stuff wrote:My obsessive use of calsents and minsents is 99% of the reason I haven't been instagibbed by cores.
That and my assault armor suits rock around 1000 raw HP without shield mods
What do you run on your Gal Sent? I'm currently running a Plate and 2 Reps in the lows with two Side Arm mods in the highs, though I might try two Shield Extenders.
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Posted - 2015.09.28 12:32:00 -
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Fox Gaden wrote:Megaman Trigger wrote:Breakin Stuff wrote:My obsessive use of calsents and minsents is 99% of the reason I haven't been instagibbed by cores.
That and my assault armor suits rock around 1000 raw HP without shield mods What do you run on your Gal Sent? I'm currently running a Plate and 2 Reps in the lows with two Side Arm mods in the highs, though I might try two Shield Extenders. That would be a rocking fit if you are swinging a Burst HMG. But I suppose you are probably running a Forge with it. Definitely a good frontline forge fit.
I actually have that set for both my Forge and HMG fits on Gal Sent.
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Posted - 2015.09.28 14:20:00 -
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Thaddeus Reynolds wrote:Breakin Stuff wrote:I'll ask thaddeus to post them here.
but he confirms the AHMG is the lowest-DPS HMG variant.
He has a spreadsheet and everything that I forgot to link because he's poking at why the Burst HMG seems to be performing so poorly. HMG vs Post Fox-Four Plasma Rifles on L5 Gal-Assaults So only the TAR will out-DPS us? Does this take in to account heat management?
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Posted - 2015.09.30 23:09:00 -
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I was just looking through the Marketplace when I noticed that the Gallente Heavy (non-Sentinel) Frames still have the old 1/4 loadout, and the Amarr Heavy have the 2/3 from before they were swapped. Can't believe I missed that before.
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Posted - 2015.09.30 23:20:00 -
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Vitharr Foebane wrote:Megaman Trigger wrote:I was just looking through the Marketplace when I noticed that the Gallente Heavy (non-Sentinel) Frames still have the old 1/4 loadout, and the Amarr Heavy have the 2/3 from before they were swapped. Can't believe I missed that before. the original Amarr heavy was 2/3 and the original sentinel was 1/4 i do not consider them swapped only that the Amarr went back to what they were supposed to be
True, back when there was only one Sentinel (and how I hated those times.) However, after introduction, the Gallente Sentinel was 1/4 while Amarr Sentinel was 2/3. The slot layouts for those Sentinels were swapped later on while, it seems, the Heavy Frames weren't changed.
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Posted - 2015.09.30 23:31:00 -
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Vitharr Foebane wrote:I'm sure it's because the want the basics and sentinels to be different
Which doesn't really make sense if Heavy Frames are supposed to be the starting point on becoming a Sentinel. Wouldn't making the Basics have less slots, like with the Basic Mediums and the Assaults, make more sense? Plus the Caldari and Minmitar Heavy Frames have the same slot layout as the Sentinels.
I think someone goofed. Simple as.
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Posted - 2015.10.05 20:51:00 -
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With Swarms planned to get nerfs, anyone think we'll see an increase in Forge users hitting the field?
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Posted - 2015.10.05 23:58:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:With Swarms planned to get nerfs, anyone think we'll see an increase in Forge users hitting the field? Probably. Then people will realize that forge guns aren't an instant win butan, and that hitting that weakspot is a pain in the ass and then go back to swarms because tactical thought isn't particularly popular among dusties.
And Tankers will just say "Get gud." Probably cry if/when they get jumped by a full Forge squad and demand a Forge nerf.
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Posted - 2015.10.07 20:00:00 -
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Been running a few numbers in readiness for Foxfour and I realise that a trio of Proto BFGs have enough power to punch through a double hardened, double rep Madruger with full HP:
2300 + 5% ( damage mod) + 5% (Warbarge bonus) - 10% (vs Shields) deals 2282.175 damage. That would take out 1200 Shields with 1082.175 damage bleeding through to Armour. Apply two Hardeners (60.86% for both active) and that leaves 423.56
Remaining two BFGs work out as 2300 + 5% ( damage mod) + 5% (Warbarge bonus) + 15% (max Proficiency) + 10% (vs Armour) = 3207.72 each, or 6415.45
Factoring Hardeners in means 2511.01 damage applies to Armour. Add the bleed-through damage from the first BFG and the total is 2934.57 damage.
Two Hardeners and a Plate? Add another BFG. Two reps, a Hardener and a Plate? 3 BFG is enough.
Okay, so I'm late to party on seeing the gank potential of the BFG. If I made any mistakes, please feel free to correct them.
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Posted - 2015.10.09 11:21:00 -
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Seen quite a large increase in the number of Rail Rifles. Other than that, no real changes to how things go for me after only a day.
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Posted - 2015.10.09 19:16:00 -
[289] - Quote
Joel II X wrote:How are the heavies' survivability against Assault gk.0s with Creodron ARs? I feel as if the Forge Gun is the only reason to run heavy anymore.
All I've come across so far are Rail Rifles.
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Posted - 2015.10.10 17:28:00 -
[290] - Quote
Seen even more AHMG users out there, since the AHMG's range competes with the AR.
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Posted - 2015.10.13 23:59:00 -
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Breakin Stuff wrote:Megaman Trigger wrote:Seen even more AHMG users out there, since the AHMG's range competes with the AR. Pretty much. I tried standard HMGs a few times. I'm on the fence whether a shotgun would be better. At this point, Shotgun would probably be an improvement over the HMG.
Sometimes it feels like Sentinels are being sidelined while Assaults and Scouts do our jobs just as well as we can.
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Posted - 2015.10.15 23:31:00 -
[292] - Quote
If Sentinels change to be fire support, what changes are likely to be made to the suit and/or weapons?
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Posted - 2015.10.21 19:42:00 -
[293] - Quote
If we're going to become fire support specialists instead of CQC powerhouses, we'll definitely need more weapons.
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Posted - 2015.10.23 20:25:00 -
[294] - Quote
Luther Mandrix wrote:Megaman Trigger wrote:If we're going to become fire support specialists instead of CQC powerhouses, we'll definitely need more weapons. Heavys can use Forge /HMG - ALL Light weapons and all sidearms in Heavy weapon slot. So 50 weapons is not enough you want more? I run Rail Rifle all the time on my Heavy.Try different weapons with your heavy.They still can Rock and Roll.
What we want is more Heavy weapons because, let's be honest, if we're going to start using Light weapons on a Sentinel then we may as well respec into Commando suits.
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Posted - 2015.10.24 12:10:00 -
[295] - Quote
Georgia Xavier wrote:Regnier Feros wrote:Scrambler Lance? Plasma Mortar? ??? We won't get those even in our dreams Never say never. If Ratatti can get the Power Cores done, and trim the maps, that might free enough resources for an Amarr and Gallente Heavy weapon as well as a few other missing assets.
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Posted - 2015.11.05 11:19:00 -
[296] - Quote
There are only about 5 of us who regularly visit the thread. Are Sentinels that few in number or is the thread just overlooked?
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Posted - 2015.11.07 09:25:00 -
[297] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:There are only about 5 of us who regularly visit the thread. Are Sentinels that few in number or is the thread just overlooked? Sentinels aren't that common after the HMG nerf bat. Rarely see anything other than proto amarr or gallente suits when I am able to make the pss3 work
Gallente Assaults are definitely more common now.
Took a break from Dust and, when I came back, I found Cal and Min Assaults to be a nightmare with the HMG.
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Posted - 2015.11.09 11:39:00 -
[298] - Quote
Current team were left with one hell of a mess to try and clean up, and they're doing a great job give what they have to work with.
Shame most of the playerbase still screams "nerf" at the slightest thing.
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Posted - 2015.11.15 18:21:00 -
[299] - Quote
I'm expecting/hoping to see a lot of heavies around for the Logi event. Should be interesting.
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Posted - 2015.11.22 01:50:00 -
[300] - Quote
We would be a great, slow moving tide of death, destruction and doughnut chunks.
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Posted - 2015.11.22 14:56:00 -
[301] - Quote
I use CalSent for solo play and GalSent for squad play.
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Posted - 2015.11.27 21:33:00 -
[302] - Quote
Dragging this back to the top of the pile.
How's the event going for everyone? Getting Logis fighting over you yet?
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Posted - 2015.12.03 01:08:00 -
[303] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=222565&p=3
Discussion thread regarding Assaults, Scouts and Sentinels. Thought the fatties here might want to add their input.
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Posted - 2015.12.07 11:34:00 -
[304] - Quote
Going by the two current class buff/discussion threads, people seem to be okay with Commando and Scout buffs but are apparently terrified to buff Sentinels even slightly.
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Posted - 2015.12.07 22:48:00 -
[305] - Quote
Fristname Family name wrote:speaking of missing *cough cough* pilot suits *cough cough*
And racial SMG sidearms and racial light AV and Amarr grenades. Plus missing LP store stuff. List goes on.
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Posted - 2015.12.12 11:39:00 -
[306] - Quote
I've been thinking that CCP should introduce Sentinel-only Resistance mods; Shield in the highs and Armour in the lows so you can't stack HP and Resistance of the same type.
Mods would either be locked so only Sentinels can fit them or go the Cloak route and make them have very high fitting costs and give Sentinels a massive reduction so that only Sentinels can fit more than one.
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Posted - 2015.12.14 14:53:00 -
[307] - Quote
Thr weight could then affect speed and jumo.height, so brick tanked suits can't jump high etc.
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Posted - 2015.12.17 21:26:00 -
[308] - Quote
Soto Gallente wrote:Breakin Stuff wrote:VAHZZ wrote:Fox Gaden wrote: 2) Full Kin Cat/Myo fit Min Sent with Assault HMG (Fast and jumpy)
We must not tell him the secret to heavies! Also, i specced back into sentinel, the TacoSent(Matari) and i am having a blast *ahem* That's the Murder Gorilla. Get it right. Gal Sent looks more like a Gorilla.
Min Sent punches like one.
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Posted - 2015.12.18 16:36:00 -
[309] - Quote
XxWarlordxX97 wrote: Did you see the picture of the Cal heavy before it came out?
Looked like Mr Stay Puft
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Posted - 2015.12.21 16:02:00 -
[310] - Quote
Fox Gaden wrote:VAHZZ wrote:Joel II X wrote: It's only funny when a certain merc brings those up. You are not that merc.
I am sorry that my dik is not funny I wonder of Quafe makes clones... Would they be purple?
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Posted - 2015.12.26 23:38:00 -
[311] - Quote
How goes the 12 days of Dust for everyone?
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Posted - 2015.12.27 02:15:00 -
[312] - Quote
VAHZZ wrote:Megaman Trigger wrote:How goes the 12 days of Dust for everyone? The new Quafe C/1 is beautiful. Also, the return of forge gun vahzz wrecking **** with a mlt forge in a amarr heavy a-1..fun times, especially when you go 17/1 solo
I know that feeling. I use my State Shogun Apex for that. It's especially fun when you take out an Officer suit.
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Posted - 2015.12.27 04:09:00 -
[313] - Quote
VAHZZ wrote:Megaman Trigger wrote:VAHZZ wrote:Megaman Trigger wrote:How goes the 12 days of Dust for everyone? The new Quafe C/1 is beautiful. Also, the return of forge gun vahzz wrecking **** with a mlt forge in a amarr heavy a-1..fun times, especially when you go 17/1 solo I know that feeling. I use my State Shogun Apex for that. It's especially fun when you take out an Officer suit. I took out two today, i could just hear the rage, it was glorious. A Scots and a Rat
I only took out one, but it was an Archduke's.
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Posted - 2015.12.27 11:24:00 -
[314] - Quote
VAHZZ wrote:I feel guilty taking out a Archduke, because it is the best officer. But, then the forge calls to me....
Using anything officer is like painting a bullseye on themselves. The more officer they use at one time, the more. I'm going to try and annihilate them with the forge. I just love taking out full officer fits in one shot.
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Posted - 2015.12.28 01:00:00 -
[315] - Quote
Fox Gaden wrote:Megaman Trigger wrote:VAHZZ wrote:I feel guilty taking out a Archduke, because it is the best officer. But, then the forge calls to me.... Using anything officer is like painting a bullseye on themselves. The more officer they use at one time, the more. I'm going to try and annihilate them with the forge. I just love taking out full officer fits in one shot. Too bad we don't get kill mails. It would be fun to review the fits of the people we killed when the match is over. As it is, you only see the fits of they guys that kill you.
I'd love to get a "confirmed kill" list consisting of name, fitting and ISK value.
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Posted - 2016.01.13 22:05:00 -
[316] - Quote
Soto Gallente wrote:Fox Gaden wrote:Soto Gallente wrote:I would also add that the min heavy frame is probably more useful as a speed heavy fit since it has more speed than the sent. Interesting. That fact had escaped my notice. What is the speed of the Min Heavy Frame compared to the Min Sent? It escapes me, but I believe that I-Shayz-I has a video on it. You need to search up "Minmatar Heavy Frame". All Heavy Frames are faster than their Sentinel counterparts, IIRC, as a trade off for the Sentinel's HP and bonuses.
I can dig up base speed stats in a couple hours, when i get off shift
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Posted - 2016.01.13 23:39:00 -
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As promised. These are base status, without any skill bonuses, as listed in the marketplace.
Gallente Heavy Frame Gallente Sentinel
Movement: 4.00 m/s Movement: 3.85 m/s Sprint: 5.60 m/s Sprint: 5.39 m/s
Amarr Heavy Frame Amarr Sentinel
Movement: 3.80 m/s Movement: 3.65 m/s Sprint: 5.32 m/s Sprint: 5.11m/s
Caldari Heavy Frame Caldari Sentinel
Movement: 4.00 m/s Movement: 3.85 m/s Sprint: 5.60 m/s Sprint: 5.39 m/s
Minmitar Heavy Frame Minmitar Sentinel
Movement: 4.20 m/s Movement: 4.05 m/s Sprint: 5.88 m/s Sprint: 5.67 m/s
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Posted - 2016.01.13 23:53:00 -
[318] - Quote
The speed differences seem negligible; 0.15 m/s movement and 0.21 m/s Sprint difference between Heavy and Sentinel.
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Posted - 2016.01.14 00:59:00 -
[319] - Quote
danthrax martin wrote:Fox Gaden wrote:danthrax martin wrote:I made a pro cal basic frame meat grinder suit
4 dmg mods 1 plate Pro hmg of you choice 22% dmg bonus
I felt guilty at first, but the jumpers had to die! I hate to break this to you, but that fit only gets a damage bonus of 13.6105% and that 4th damage mod is only giving you +1.4135% due to diminishing returns. I would recommend dropping it to 3 damage mods for a damage bonus of 12.197% and putting something more useful in that 4th high slot. Damage bonus includes augmented ammo and is displayed in fitting screen. Fitting display was confirmed as bugged by CCP.
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Posted - 2016.01.14 12:16:00 -
[320] - Quote
Soto Gallente wrote:Actually: Caldari Heavy ck.0: 1 Complex Heavy Damage Mod 3 Krin's Damage Mods (no stacking penalty) Proficiency 5 5% warbarge bonus = 37% damage bonus
Proficiency is discounted since it only affects one side of the targets defence, not both.
If you include Proficiency, you're gonna have to make two totals, one for Armour and one for Shield, for the sake of accuracy.
Also, your math is slightly off since the bonuses are applied separately and, therefore, the bonuses stack to a slightly larger total.
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Posted - 2016.01.15 20:25:00 -
[321] - Quote
Flix Keptick wrote:I got a respec and used what was my vehicle SP to get a proto gal sentinel + hmg (along with sn assault and scout). It's a lot of fun, and probably my favorite suit to play with. I loved running heavy back in chromosome, and I see that it's still fun. I obviously still have a lot to learn though, and my aim still sucks (I'm rusty ok?), but I'll definitely keep playing as a heavy in Assault 514.
My proto fit is: 2x Comp heavy damage mod 2x Comp rep 1x comp plate Proto HMG (any type) SMG
Any tips would be greatly appreciated. Also, If someone could direct me to a good heavy tutorial I'd appreciate that as well.
I run similar, tho I dropped the heavy mods for sidearm ones.
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Posted - 2016.01.15 20:55:00 -
[322] - Quote
Flix Keptick wrote:Fox Gaden wrote:Genral69 death wrote:Personaly I'm not sure, perhaps very slightly increase its rate of fire. That or bring down the heat build up very slightly One or the other. They are both good suggestions. I supported the original heat nerf, but I believe damage was nerfed since then, so dropping the heat buildup by 2 points might be warranted. The strength of the base model is supposed to be sustained fire after all. I wonder how well inverting the spread mechanic would work. So basically, when you start firing the shots are very tightly grouped and the fire cone's radius increases as the gun is fired (perhaps only on the assault variant?). Considering how large the maps are and average engagement ranges, it would certainly give heavies more area denial than they currently do. In raw numbers the DPS of the HMG is superior to rifles. However, I'm pretty sure that it's the opposite in practice. The HMG misses most of its shots due to the spread, while the rifles have pinpoint accuracy, making their real dps a lot closer than it is on paper.
Tightening the initial dispersion might work too, so we don't need to waste as much heat and ammo.
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Posted - 2016.01.16 01:09:00 -
[323] - Quote
Breakin Stuff wrote:I'm not joking when I say hit detection is more forgiving to low RoF weapons. Increasing HMG RoF won't help.
Thaddeus did some work on the burst HMG. Bastard loses somewhere around 67%, sometimes pushing towards 80%, of it's DPS to misses.
Even with a reticle centered on the target.
That much DPS is lost?! No wonder the HMG feels so weak at times and is outperformed by the Breach HMG (that's what it is, not an Assault)
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Posted - 2016.01.16 01:23:00 -
[324] - Quote
Soto Gallente wrote:Megaman Trigger wrote:Breakin Stuff wrote:I'm not joking when I say hit detection is more forgiving to low RoF weapons. Increasing HMG RoF won't help.
Thaddeus did some work on the burst HMG. Bastard loses somewhere around 67%, sometimes pushing towards 80%, of it's DPS to misses.
Even with a reticle centered on the target. That much DPS is lost?! No wonder the HMG feels so weak at times and is outperformed by the Breach HMG (that's what it is, not an Assault) And that my phat friends, is why I crouch when I use the burst. I love it so much, about 2 weeks ago I went 42/7 with it soloing in a Amarr Heavy Frame ak.0 with no logi and a six kin burst along with a carthum Ascp. Of course, my team still somehow managed to lose I don't think crouching helps with hit detection issues.
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Posted - 2016.01.16 01:41:00 -
[325] - Quote
Soto Gallente wrote:Megaman Trigger wrote:Soto Gallente wrote:Megaman Trigger wrote:Breakin Stuff wrote:I'm not joking when I say hit detection is more forgiving to low RoF weapons. Increasing HMG RoF won't help.
Thaddeus did some work on the burst HMG. Bastard loses somewhere around 67%, sometimes pushing towards 80%, of it's DPS to misses.
Even with a reticle centered on the target. That much DPS is lost?! No wonder the HMG feels so weak at times and is outperformed by the Breach HMG (that's what it is, not an Assault) And that my phat friends, is why I crouch when I use the burst. I love it so much, about 2 weeks ago I went 42/7 with it soloing in a Amarr Heavy Frame ak.0 with no logi and a six kin burst along with a carthum Ascp. Of course, my team still somehow managed to lose I don't think crouching helps with hit detection issues. Not just that, but it helps all the bullets land on target, which means high alpha damage capable of two shotting (bursting?) a unaware heavy and one shotting almost all other suits.
If I go Heavy hunting, I prefer a close range Forge over a HMG right now, simply because of the hit detection issues meaning the HMG is outperformed where it should excel. That and Forge Guns are fun.
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Posted - 2016.01.17 18:08:00 -
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Genral69 death wrote: I find that the problem with all close range weapons, u get close enough to be in effective range when all of a sudden massive lag. Meaning u either miss your shots or are just immediately dead with relising yet
I think this is a problem at every range, it's just much more noticeable (and annoying) up close.
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Posted - 2016.01.17 18:39:00 -
[327] - Quote
Radiant Pancake3 wrote:Is... a self repping Min sent viable these days... or naw?
Probably less viable than a Cal Sent but not completely unusable.
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Posted - 2016.01.18 13:10:00 -
[328] - Quote
Radiant Pancake3 wrote:Genral69 death wrote:Joel II X wrote:Radiant Pancake3 wrote:Is... a self repping Min sent viable these days... or naw? It's even less so than a Gallente, I'd imagine, but the Gallente one is pretty bad as well. Try this fir for a fun gal sent 2 complex kincats 1 Enhanced Reactive plate Advanced Ass hmg BP No nades Krins damage mod Shield extenders Only has about 700 amor and about 10 reps but is fast funny and does great at short runs ...but...but...MinSent... I had a Gal Sent fit that was 2 reps, Regulator and 2 rechargers/energisers. Try that on a Min Sent and see how it works, then make changes from there.
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Posted - 2016.01.18 20:17:00 -
[329] - Quote
Genral69 death wrote:Radiant Pancake3 wrote:Genral69 death wrote:Joel II X wrote:Radiant Pancake3 wrote:Is... a self repping Min sent viable these days... or naw? It's even less so than a Gallente, I'd imagine, but the Gallente one is pretty bad as well. Try this fir for a fun gal sent 2 complex kincats 1 Enhanced Reactive plate Advanced Ass hmg BP No nades Krins damage mod Shield extenders Only has about 700 amor and about 10 reps but is fast funny and does great at short runs ...but...but...MinSent... Doesn't have the same bonus, and your more logi friendly Plus the sprint speed really comes in handy when retreating or closing in the gap Got any Min Sent fits for pancake?
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Posted - 2016.01.19 14:21:00 -
[330] - Quote
Sounds like Heavy suits are good but Sentinels are, more often than not, better thanks to their bonuses.
It's good to see this place alive with discussion.
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Posted - 2016.01.19 19:45:00 -
[331] - Quote
Fox Gaden wrote:Do the Heavy Frame suits have any other advantages over the Sentinel suits other than that piddly speed advantage? I remember that there was some reworking of the Basic Frame suits a while back, but I was not really paying attention at the time.
I think the only "advantages" Heavy suits have over Sentinels is the slightly higher speed and a lower ISK cost. Proto slot layout on Gal and Amarr is different too IIRC
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Posted - 2016.01.19 22:47:00 -
[332] - Quote
Soto Gallente wrote:Fox Gaden wrote:Do the Heavy Frame suits have any other advantages over the Sentinel suits other than that piddly speed advantage? I remember that there was some reworking of the Basic Frame suits a while back, but I was not really paying attention at the time. Actually, the heavy frames are better base stat wise (excluding bonuses) than the Sentinels in every way but base health. For instance, the Amarr Heavy Frame is better than the Sentinel in: Movement speed, Sprint speed, Shield Recharge Rate, Shield Recharge Delay, Shield Depleted Recharge Delay, Scan Precision, Scan Range, Scan profile, Hack Speed, and CPU. Meanwhile the Sentinel is better at: Health and PG
Does that hold true for all suits?
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Posted - 2016.01.21 19:30:00 -
[333] - Quote
Soto Gallente wrote:Megaman Trigger wrote:Soto Gallente wrote:Fox Gaden wrote:Do the Heavy Frame suits have any other advantages over the Sentinel suits other than that piddly speed advantage? I remember that there was some reworking of the Basic Frame suits a while back, but I was not really paying attention at the time. Actually, the heavy frames are better base stat wise (excluding bonuses) than the Sentinels in every way but base health. For instance, the Amarr Heavy Frame is better than the Sentinel in: Movement speed, Sprint speed, Shield Recharge Rate, Shield Recharge Delay, Shield Depleted Recharge Delay, Scan Precision, Scan Range, Scan profile, Hack Speed, and CPU. Meanwhile the Sentinel is better at: Health and PG Does that hold true for all suits? Not sure, I am only knowledgeable in the Amarr Heavy.
I think all Heavy suits have the old Shield stats from before the balance pass.
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Posted - 2016.01.27 09:07:00 -
[334] - Quote
General Vahzz wrote:Soto Gallente wrote:Breakin Stuff wrote:Nope.
Only the caldari sentinel shield stats are unchanged.
Heavy Frames weren't touched on that passthrough, but all the other sentinels and commandos got adjusted. We were talking about heavy frames. When I say heavy, I mean heavy frames. Heavy frames have no use in a thread about sentinels I think that decision is up to Fox.
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Posted - 2016.01.27 11:59:00 -
[335] - Quote
danthrax martin wrote: What more could a merc want?
Space bi*ches with great honkin' space boobs?
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Posted - 2016.01.27 19:41:00 -
[336] - Quote
Fox Gaden wrote:Pressing L3 to sprint is causing me to jump. Anyone else experiencing this? Jump is still mapped to the X button, and L3 still causes me to sprint most of the time, so I don't think the key mapping has been changed. It feels like a glitch. On the up side, if I don't expect to jump, the guys shooting at me probably don't expect me to jump either, so maybe it makes me harder to hit.
I used to get the problem when L3 would trigger the D-pad.
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Posted - 2016.01.30 14:32:00 -
[337] - Quote
Well, I'm back playing after a break and I'm quickly reminded how much I hate, and mean utterly loathe, MeleeManndo fits.
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Posted - 2016.01.30 14:38:00 -
[338] - Quote
Radiant Pancake3 wrote:Megaman Trigger wrote:Well, I'm back playing after a break and I'm quickly reminded how much I hate, and mean utterly loathe, MeleeManndo fits. Mega... there's a thread in Rookie grounds about sents... I linked him to this thread... but maybe you could give more insight other than him having to read fox's long guide... https://forums.dust514.com/default.aspx?g=posts&t=225306&find=unread I'll drop by and see what I can help with.
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Posted - 2016.01.30 14:56:00 -
[339] - Quote
Radiant Pancake3 wrote:Megaman Trigger wrote:Radiant Pancake3 wrote:Megaman Trigger wrote:Well, I'm back playing after a break and I'm quickly reminded how much I hate, and mean utterly loathe, MeleeManndo fits. Mega... there's a thread in Rookie grounds about sents... I linked him to this thread... but maybe you could give more insight other than him having to read fox's long guide... https://forums.dust514.com/default.aspx?g=posts&t=225306&find=unread I'll drop by and see what I can help with. Meanwhile, cannon fodder, I'm getting on now... I warn you, I'm out of practice.
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Posted - 2016.01.30 18:12:00 -
[340] - Quote
Not a problem, I don't mind waiting around. We've been wrecking today.
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Posted - 2016.01.30 18:18:00 -
[341] - Quote
Radiant Pancake3 wrote:Megaman Trigger wrote:Not a problem, I don't mind waiting around. We've been wrecking today. Anddddd its back... Getting back on. Grabbing some food, so i'll be a few
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Posted - 2016.01.31 01:05:00 -
[342] - Quote
Radiant Pancake3 wrote:147k more...
Looks like you covered a lot of ground today.
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Posted - 2016.01.31 15:22:00 -
[343] - Quote
Welcome to the club, have a donut or three.
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Posted - 2016.01.31 17:22:00 -
[344] - Quote
Soto Gallente wrote:Radiant Pancake3 wrote:General Vahzz wrote:Radiant Pancake3 wrote:As of 3:00 in the morning, Puncake has now became a Sentinel! Rejoice, because we have cake. CAKE! Tacos > Cake What if it's a taco cake?
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Posted - 2016.01.31 17:40:00 -
[345] - Quote
Soto Gallente wrote:Rejoice, because the great taco god GJR has saved us! Only if it's a cake made of tacos. If it's a taco made of cake, then what?
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Posted - 2016.01.31 20:54:00 -
[346] - Quote
Radiant Pancake3 wrote:Megaman Trigger wrote:
Gallente Heavy Weapon: I've said it before and I'll say it again; I'd love a reskinned Forge Gun to be used to make a Heavy Plasma blaster/cannon. Can't hold the charge, like the light version but fires like a Forge Gun.
When I read this I imagined a Forge Gun shooting like a Mass Driver.... except twice as fast. LOL...
Idea was more like the Staff weapons from Stargate SG1, specifically the Staff Cannon mounted on the Death Gliders.
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Posted - 2016.01.31 22:44:00 -
[347] - Quote
Radiant Pancake3 wrote:Megaman Trigger wrote:Radiant Pancake3 wrote:Megaman Trigger wrote:
Gallente Heavy Weapon: I've said it before and I'll say it again; I'd love a reskinned Forge Gun to be used to make a Heavy Plasma blaster/cannon. Can't hold the charge, like the light version but fires like a Forge Gun.
When I read this I imagined a Forge Gun shooting like a Mass Driver.... except twice as fast. LOL... Idea was more like the Staff weapons from Stargate SG1, specifically the Staff Cannon mounted on the Death Gliders. Meant ROF of the Mass driver... lele...
So, like a Kubo's Plasma Cannon
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Posted - 2016.02.03 12:57:00 -
[348] - Quote
This is the end, my friends
I say we go out fighting. Fatties til the end!
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Posted - 2016.02.03 14:53:00 -
[349] - Quote
It's been an honour slaying with you all.
On that note: Sentinel squad-up. For teh lulz.
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Posted - 2016.02.04 11:46:00 -
[350] - Quote
Radiant Pancake3 wrote:I have 2000 Arcchdukes... Let's do it! Running Officer 24/7 so... I also have Logibros to use!
To hell with it. I'll dump all my ISK into Proto suits and run nothing but Officer weapons for the final few days.
Going to take a screenshot of my favourite loadout, for the memories.
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Posted - 2016.02.04 14:12:00 -
[351] - Quote
Fox Gaden wrote:I guess it is time to put together some Proto fits. Might as well burn through that 90 million ISK. Immortal Guides (my Corp) and the Learning Coalition chat channel are both run by my EVE character. If the new game has a link to EVE, both these institutions will survive. I am hoping to keep my name, even if I loos all my stuff. Heck, it might be more fun starting from scratch anyway! I will be playing most weekdays just before downtime as long as the servers continue to run.
Guess I'll be getting at the crack of dawn from now until the end.
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Posted - 2016.02.06 14:45:00 -
[352] - Quote
Just took screenshots of my favourite fits; 2 gk.0s in Legacy and Intaki SKINs and 1 ck.0 wearing Kaalakiota SKIN. A reminder that they existed.
EDIT: And for the record, I just got MinSent level 5 JUST so I could wear an Officer suit and take part in the 'Killmail' 21 Gun Salute send-off.
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Posted - 2016.02.07 19:29:00 -
[353] - Quote
I very rarely aim in DUST, most of my shooting is hipfire.
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Posted - 2016.02.08 14:04:00 -
[354] - Quote
Fox Gaden wrote:Megaman Trigger wrote:I very rarely aim in DUST, most of my shooting is hipfire. I said aim, not aim down sights... I have trouble placing the dot on the enemy with those funky sticks.
The sticks might be bad, but try aiming using buttons instead of the R stick. Now that's hell.
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Posted - 2016.02.08 14:11:00 -
[355] - Quote
Soto Gallente wrote:Megaman Trigger wrote:Fox Gaden wrote:Megaman Trigger wrote:I very rarely aim in DUST, most of my shooting is hipfire. I said aim, not aim down sights... I have trouble placing the dot on the enemy with those funky sticks. The sticks might be bad, but try aiming using buttons instead of the R stick. Now that's hell. Y'all are scrubs. All the pros know you should be aiming with the L stick, not R stick.
I thought all the PC pros had bots for that.
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Posted - 2016.02.08 14:14:00 -
[356] - Quote
Soto Gallente wrote:Megaman Trigger wrote: I thought all the PC pros had bots for that.
Bots? Aimbot, or whatever that cheating crap is called.
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Posted - 2016.02.08 18:05:00 -
[357] - Quote
Soto Gallente wrote:Megaman Trigger wrote:Soto Gallente wrote:Megaman Trigger wrote: I thought all the PC pros had bots for that.
Bots? Aimbot, or whatever that cheating crap is called. Oh, I don't know if you can do that in this game, but I do know people use turbo controllers to make them fire as fast as possible. Turbo controllers wouldn't really be an issue on things like Scramblers if the heat build up had been per shot rather than per second.
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Posted - 2016.02.08 18:18:00 -
[358] - Quote
Soto Gallente wrote: The heat build up is per shot isn't it? At least it seemed that way to me for the couple months I was as an Amarr Commando.
It's listed as per second, same as with HMGs.
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Posted - 2016.02.10 16:24:00 -
[359] - Quote
What's everyone's fondest memory of being a Sentinel/Heavy?
Mine's either 1 shotting a HAV with a BFG, taking out a Proto sHAV solo using Flux Grenades and a AHMG or finishing off an aHAV (I think it was a Soma, maybe a Ruger) with a Militia Locus Grenade long before explosives did 100%
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Posted - 2016.02.12 15:42:00 -
[360] - Quote
Sentinel tournament
HMGs only and grenades only. No sidearms and no Officer.
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Posted - 2016.02.13 19:15:00 -
[361] - Quote
Ralden Caster wrote:Megaman Trigger wrote:What's everyone's fondest memory of being a Sentinel/Heavy?
Mine's either 1 shotting a HAV with a BFG, taking out a Proto sHAV solo using Flux Grenades and a AHMG or finishing off an aHAV (I think it was a Soma, maybe a Ruger) with a Militia Locus Grenade long before explosives did 100% Getting twenty some kills in a match with just a forge gun. Also, the time I managed to snipe an LLAV driver out of his LLAV with my forge gun while he drove by. Or maybe the time my team was redlined and I somehow snuck behind lines and took out all the enemy uplinks and took the point without them noticing. Overall, my best moments have been in a sentinel suit. Sentinels for life. Taking out a driver but not the vehicle is always hilarious. Same with taking out DS gunner.
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Posted - 2016.02.16 02:24:00 -
[362] - Quote
Ralden Caster wrote:I'm not good at setting up events, so I hope someone else can try and get this idea rolling.
I'm sure many of you have seen the many other event proposals to celebrate Dust's conclusion, like the Quafe battle. What I would be most interested in is if someone could try to organize a Forge Gun only battle. I'm talking full-on 16v16, Forge Guns only.
That. Is. Awesome.
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Posted - 2016.02.16 14:30:00 -
[363] - Quote
Ralden Caster wrote:Show of hands, who will be playing the new game on PC, and of those who will be speccing into the sentinel once more
If I play PC, I'll be going Sentinel so long as they don't screw it up.
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Posted - 2016.02.17 15:46:00 -
[364] - Quote
Fox Gaden wrote:General Vahzz wrote:XxBlazikenxX wrote:So I just killed a proto Amarr Sentinel and a proto Cal Logi in a head on fight with my Amarr Heavy Frame ak.0 and my Advanced Amarr Logi backing me up. Ok? Doesn't mean it is better. You can do the same with a Militia model. That is the great thing about DUST. If someone is a better player than you, you can even the playing field by getting better gear. If someone has better gear than you, you can beat them by being a better player. If someone has better gear than you, and is a better player than you, you can blame Lag!
Does hunting Sentinels with a Forge Gun count as "better gear" or "better player" for this?
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Posted - 2016.03.16 23:13:00 -
[365] - Quote
Any Sentinels still active?
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Posted - 2016.05.01 19:01:00 -
[366] - Quote
Fox Gaden wrote:I had to switch controllers. I think the controller I had been using had finally begun to ware out.
It was bad enough when my character jumped every time I started to sprint, but when I called in a tank and found myself switching seats in the middle of a tank battle without pressing triangle, that was too much.
I think we've all been there with worn controllers. I've got two worn to the point where sprinting can (and often does) trigger the D-Pad.
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Posted - 2016.05.29 16:56:00 -
[367] - Quote
If Project Nova uses the same stats as Dust514, I'll be sticking with the Gal Sent as my main suit and the Cal Sent for solo play.
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