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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.25 13:55:00 -
[1] - Quote
CRO' OLACHAN wrote:The HMG is an effective CQC weapon, a great point defense weapon, and the aHMG is an amazing AV weapon. However, their is a horrible handicap.. The seize duration will kill even the most heavy of sentinels. There are many weapons that have skill books which greatly helps the disruption ratio of certain weapons. (A.E Combat rifles and assault rifles) I'm a GK.0 sentinel but I also run logi's and scouts. I am not just asking this for me but for all sentinels. Add a dispersion skill book (3% per level) or preferably something to help with the overheat. (2% reduction to heat build up or reduction of seize duration per level)
Discuss?
(Edit: 5% reduction to seize, taking it from 10 seconds to 7.5) The idea is not to overheat. With careful fire control you can avoid overheat even with the Burst HMG, although it is a challenge. The standard HMG is easy to manage your heat on compared to the Burst, just not mindlessly easy as it used to be. You just have to pause your fire for a second once in a while. Its a good time to slip behind cover.
That being said, I am not on top of my game all the time, and sometimes I do overheat (particularly because I use the Burst a lot), and although the seize time is quite long, I am supersized at how often I manage to survive just by walking behind cover.
Yes, the seize time is long, but it is meant to be a serious consequence for screwing up. It makes the HMG harder to use so that it is not easy mode for every lazy flavor of the month chaser. If the seize time is a constant problem for you, it is because you are not using the HMG correctly. If you seize up and don't die, you got lucky, and you should be thankful.
But for people who don't like a seize up, I think the Amarr Heavy Weapon should just do increasing damage to the user when it overheats rather than seizing.
I have not seen you over at The Bastion. Come join the rest of the Sentinel community.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.25 14:02:00 -
[2] - Quote
Megaman Trigger wrote:Hector Carson wrote:I believe HMG are balanced and should not be messed with but what they probably should do is reduce the damage to the Assault HMG against infantry just a tad and keep the same damage against vehicles. Agreed on the AHMG damage reduction, mostly because it outshines the HMG in CQC where it shouldn't. It also needs renaming to Breach HMG and the current HMG can be thr Assault variant. Maybe, but that nerf would need to be small. It would not take much to nudge the AHMG from being very effective against infantry to being completely under powered against infantry.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.08.25 14:12:00 -
[3] - Quote
CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved? If the Assault is smart about the fight, why shouldn't they be able to win? Because in Cqc, (10m or less) unless they are using a shotgun or there are multiple, a single proto assault shouldn't deal more damage than a proto sentinel. It just doesn't make sense. If that's the case, running anything except a freedom assault is just not as effective as slapping on an arr or other light weapon. Your misconception stems from your perspective of being able to "deal more damage".
You should be thinking along the line of which one can "apply more damage". If you can't hit an Assault suit which is jumping around, sprinting, and strafing, but that Assault player can hit you while they are jumping or strafing, then the Assault suit is able to apply more damage, even if you would deal more damage if he was considerate enough to stand still while you shot at him.
Sentinels have greater health, and deal more damage, but have less mobility. That lack of mobility can be used against us, but that is balance.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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