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Terry Ronn
DUST BRASIL S.A Rise Of Legion.
0
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Posted - 2015.04.22 22:17:00 -
[1] - Quote
Sentinel's resistance bonuses are very specific, so i think a little increase would be good. |
Arkena Wyrnspire
Fatal Absolution Negative-Feedback
23382
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Posted - 2015.04.22 22:24:00 -
[2] - Quote
I'm going to go with no on this one.
Supreme Forum Warrior
Gallente Guide
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Terry Ronn
DUST BRASIL S.A Rise Of Legion.
0
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Posted - 2015.04.22 22:28:00 -
[3] - Quote
Arkena Wyrnspire wrote:I'm going to go with no on this one. Why?
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Text Grant
PIanet Express Smart Deploy
421
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Posted - 2015.04.22 22:51:00 -
[4] - Quote
I think damage specific resistance modules would be better.
Thermal 15% proto Kinetic 15% proto Explosive 15% proto EM 15% proto |
Terry Ronn
DUST BRASIL S.A Rise Of Legion.
0
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Posted - 2015.04.22 23:01:00 -
[5] - Quote
Text Grant wrote:I think damage specific resistance modules would be better.
Thermal 15% proto Kinetic 15% proto Explosive 15% proto EM 15% proto Every dropsuit would be able to use this module? |
Megaman Trigger
Ready to Play
285
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Posted - 2015.04.22 23:56:00 -
[6] - Quote
Terry Ronn wrote:Text Grant wrote:I think damage specific resistance modules would be better.
Thermal 15% proto Kinetic 15% proto Explosive 15% proto EM 15% proto Every dropsuit would be able to use this module? Guessing so, tho Sentinels might/should get a bonus to the modules.
Purifier. First Class.
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The Dark Cloud
The Rainbow Effect
4572
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Posted - 2015.04.23 02:15:00 -
[7] - Quote
Yes we deffo need to make sentinels even harder to kill as they allready are. Genius why hasnt anybody else gotten that idea yet? Oh i probs know why but it will cost you 200k ISK.
I make the scrubs scream and the vets cry.
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Scheneighnay McBob
And the ButtPirates
6171
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Posted - 2015.04.23 03:39:00 -
[8] - Quote
The Dark Cloud wrote:Yes we deffo need to make sentinels even harder to kill as they allready are. Genius why hasnt anybody else gotten that idea yet? Oh i probs know why but it will cost you 200k ISK. My thoughts exactly.
By the way, the last time I saw the amarr win a FW, you were driving an HAV in it. I set up my trololol useless REs in a chokepoint after having B, and you drove right over them. Surprisingly, you did the stupidest thing you could in that situation: stop and look around.
I mean, wtf? All I had to back that up was a party blower and some confetti, but any real AVer would have crushed you.
Some details can be ignored
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8185
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Posted - 2015.04.23 05:55:00 -
[9] - Quote
Terry Ronn wrote:Sentinel's resistance bonuses are very specific, so i think a little increase would be good. Dear God no.
In order to balance out sentinels without gimping them into the ground they need to lose one of the resistance sets in favor of a weapon bonus.
AV
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
23398
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Posted - 2015.04.23 06:07:00 -
[10] - Quote
Terry Ronn wrote:Arkena Wyrnspire wrote:I'm going to go with no on this one. Why?
Why, indeed?
"They're specific so we should increase them" doesn't hold much water as a valid reason when many suits have specific bonuses. Do you think sentinels are struggling massively with toughness? Are they suffering from particular weapons? Why should they be buffed in this manner?
Supreme Forum Warrior
Gallente Guide
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Genral69 death
Random Gunz Rise Of Legion.
176
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Posted - 2015.04.23 10:22:00 -
[11] - Quote
The Dark Cloud wrote:Yes we deffo need to make sentinels even harder to kill as they allready are. Genius why hasnt anybody else gotten that idea yet? Oh i probs know why but it will cost you 200k ISK. If you haven't noticed heavy's are not very useful at the moment. If the guy your shooting isn't 40 meterns in from of you you cant kill the guy. The Amar sentiel is what resistant to rail rifle? Now how often does a heavy caught you off guard when you have a rail rifle ? I'm saying never because he's easily scaned and you have range on him . So why no give him abit more resistance? As it is if you don't have a squad mate with ammo, or even reps your screwed
General limited: warming failure to pay, may lead to death,massive amount of pain or even lose of family. Since 1995
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5741
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Posted - 2015.04.23 10:45:00 -
[12] - Quote
Heavies are kinda crap.
I mean its my favored suit since closed beta but I won't even use it anymore. You have to do almost everything wrong for a heavy to be in an advantageous position against you.
Would rather just run assault and if I come up against heavies I'll either use jump mods to get high ground against them, or remote spam them to clear them out. They are one trick ponies and that trick only works when you don't bring any of the appropriate counters. And those counters are numerous.
But yea, you do run into a problem when you talk about buffing them. The question is, do you think heavies should be the ultimate DPS machines? Or do you think they should be the ultimate damage tanking machines?
Current design is that they should be both. I don't agree with that design unless Heavy suits are the absolute most expensive dropsuit out there. Under the current meta I personally feel they would be better served if they had an increase in defensive capability, a sharp reduction in HMG damage output, a reduction to heat buildup so they could spray almost the whole ammo belt and then an increase to range.
Usually banned for being too awesome.
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MINA Longstrike
Kirjuun Heiian
2717
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Posted - 2015.04.23 10:49:00 -
[13] - Quote
Genral69 death wrote:The Dark Cloud wrote:Yes we deffo need to make sentinels even harder to kill as they allready are. Genius why hasnt anybody else gotten that idea yet? Oh i probs know why but it will cost you 200k ISK. If you haven't noticed heavy's are not very useful at the moment. If the guy your shooting isn't 40 meterns in from of you you cant kill the guy. The Amar sentiel is what resistant to rail rifle? Now how often does a heavy caught you off guard when you have a rail rifle ? I'm saying never because he's easily scaned and you have range on him . So why no give him abit more resistance? As it is if you don't have a squad mate with ammo, or even reps your screwed
Amarr sentinels are also resistant to other HMG's. Furthermore sentinels are not meant to be killing things that are long distances away from them (although that's why plenty of sentinels favor bolt pistols), they're largely supposed to be 'heavy on the point' / 'heavy with a forge gun shooting at vehicles' not 'heavy that's invincible to all conventional arms fire when a single logi is attached to them'. Quite a few heavies can already hit 1500-1800 ehp *before* their respective resists.
But out of speculation, lets hear what *you* think should be appropriate resists for sentinels. Please keep in mind that you're likely to be laughed out of your own thread.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8187
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Posted - 2015.04.23 11:39:00 -
[14] - Quote
I personally believe heavies should be supporting their team, not being supported by the team.
Heavy weapons are never seen conceptually as the front-line of attack, even in scifi novels for the most part. Heavy weapons are always deployed as a support or specialist role traditionally with a narrow purpose, usually breaking open strategic hardpoints.
In DUST the playerbase has this bizarre notion that heavies are supposed to be the primary line, supported by lighter, squishier troops with less firepower is absolutely ass-backward.
As soon as we break that pattern, sentinels can be balanced properly.
AV
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MINA Longstrike
Kirjuun Heiian
2717
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Posted - 2015.04.23 11:45:00 -
[15] - Quote
Breakin Stuff wrote:I personally believe heavies should be supporting their team, not being supported by the team.
Heavy weapons are never seen conceptually as the front-line of attack, even in scifi novels for the most part. Heavy weapons are always deployed as a support or specialist role traditionally with a narrow purpose, usually breaking open strategic hardpoints.
In DUST the playerbase has this bizarre notion that heavies are supposed to be the primary line, supported by lighter, squishier troops with less firepower is absolutely ass-backward.
As soon as we break that pattern, sentinels can be balanced properly.
I do agree with you, but backwards gunna backwards. I really wish it were a bit more like tribes ascend where juggernauts were constantly raining plasma/fusion mortar shots on things from range & doombringers riddled things with their incredibly long range miniguns & missile launchers launchers. They softened targets (or protected a few vital things), while the medium equivalents did more 'raiding & assaulting' compared to the heavies 'bombarding & defending'. The light suits were oriented towards hit & run or recon.
Or even MW:O where the heavies & assaults carry all the majority of the firepower, but the mediums are great at support, and lights recon, flanking & support.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fox Gaden
Immortal Guides Learning Alliance
6383
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Posted - 2015.04.24 15:39:00 -
[16] - Quote
How about next time you post such ideas in The Bastion to get feedback from other Sentinels before posting this stuff where other classes will see it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5747
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Posted - 2015.04.24 17:40:00 -
[17] - Quote
MINA Longstrike wrote:Genral69 death wrote:The Dark Cloud wrote:Yes we deffo need to make sentinels even harder to kill as they allready are. Genius why hasnt anybody else gotten that idea yet? Oh i probs know why but it will cost you 200k ISK. If you haven't noticed heavy's are not very useful at the moment. If the guy your shooting isn't 40 meterns in from of you you cant kill the guy. The Amar sentiel is what resistant to rail rifle? Now how often does a heavy caught you off guard when you have a rail rifle ? I'm saying never because he's easily scaned and you have range on him . So why no give him abit more resistance? As it is if you don't have a squad mate with ammo, or even reps your screwed Amarr sentinels are also resistant to other HMG's. Furthermore sentinels are not meant to be killing things that are long distances away from them (although that's why plenty of sentinels favor bolt pistols), they're largely supposed to be 'heavy on the point' / 'heavy with a forge gun shooting at vehicles' not 'heavy that's invincible to all conventional arms fire when a single logi is attached to them'. Quite a few heavies can already hit 1500-1800 ehp *before* their respective resists. But out of speculation, lets hear what *you* think should be appropriate resists for sentinels. Please keep in mind that you're likely to be laughed out of your own thread. Himiko Kuronaga wrote: But yea, you do run into a problem when you talk about buffing them. The question is, do you think heavies should be the ultimate DPS machines? Or do you think they should be the ultimate damage tanking machines?
Current design is that they should be both. I don't agree with that design unless Heavy suits are the absolute most expensive dropsuit out there. Under the current meta I personally feel they would be better served if they had an increase in defensive capability, a sharp reduction in HMG damage output, a reduction to heat buildup so they could spray almost the whole ammo belt and then an increase to range.
You're looking at it a bit narrowly - they certainly can do both without the need to be the most expensive dropsuit. How can this be balanced? By the fact that inherently they have low reps and no equipment (and any equipment they might have had as a logi is immediately popped upon them switching to a sentinel suit) - An effective heavy requires team support to be at their best.
Yes, you're right. They absolutely do require team support to be at their best. And personally I think that's somewhat bad for them. No matter how formidable a heavy support blob is, the environmental hard counters and explosive hard counters don't really get affected by it. Only the assaults and lone shotgunner (who should be carrying remotes anyway, if we're being honest) feel any difference in the scenario.
What you end up doing when you reinforce a heavy with reps and scans is that the heavy becomes better in a head to head fight. But the problem is that the heavy was never losing in head to head fights anyway, was he? He was losing to trickery and alpha. Reps dont help with alpha, and scans don't help with damped gal scouts. Not in a realistic fashion.
Usually banned for being too awesome.
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Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
150
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Posted - 2015.04.24 17:41:00 -
[18] - Quote
I logi, heavy, scout, and assault again now.
Heavies need to get a place on the battlefield. The absolute blinding of the HMG has made their place very tough. I still see them out there and I have used them before on tight maps. They have 2 weapons to choose from so the weapon piece is done for.
This suggestion has merrit but it needs to see the major differences in the classes. CCP's nerf strategy of nerfing the most used weapon and their previous removal of the blast radius for the FG has made the heavy useless. Unless they give them a usable gun back, things won't change no matter how much damage the heavy can tank.
(BTW - I still use the HMG when I can, which is rare. The burst is just garbage. They ignored my statement about the heat build up never triggering the accuracy over time of fire equation. That is why so many heavies bailed after that slap to the face.)
From Logi, to Heavy, to Scout, now I am moving to ADS. Please stop balancing!
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