Fox Gaden wrote:GENERAL FCF wrote:Caldari have 30/sec 1sec depleted delay. And that's without any mods. Stick some regulator mods and that sucker and your doing almost 100/sec?! But honestly people will just stack damage mods.
Gallante Sentinel's currently have 4/sec and that's less than 1/6 the rep rate of the Caldari. Anyone else see a discrepancy here?! I understand how the Caldari work and their rep rate but come on, the Gallante have been getting the left overs for a very long time now and is getting old....
The Gallente Sentinel should be given an additional
2 HP/Second for a total of 6 HP per second of native regen, and then it should be reevaluated.
The Gal Sent is only slightly behind the other Sentinel suits currently. Giving them 10 HP per second might tip the scales of balance the other way. Better to take smaller steps when things aren't far off of balance to start with.
The Gal Sent is not a bad suit as it is. It is just not quite as good as the other Sent suits. But the gap is narrow.
I used you as a study for sentinel use because I use to think that Cal was garbage until I really started to use it and I would wreak face in that suit and I wouldn't even use a regulator , I would use a complex reactive for the armor reps or the complex armor for the tank and stack krins with a ADV or complex energizer / charger , I did that because I play solo for the most part and I would be in games and some logistic players just don't rep and provide for anyone but those that are in their squad but that energizer would bring my shields right back up as long as I could last long enough for the depleted to activate , like I said .. the damage capabilities of that suit makes it the strongest to me by far and I would wreak Amarr sentinels because their tank would make them believe that they could just sit there and take punishment but when I entered the room , the first thing I would look for was the logistic players so my team would have a much easier time dealing with everyone else .
Gal's are cool to me because they have the rail and projectile defensive bonuses which are the best to me because people mostly run rails and combat rifles ( that will change now with the hotfix ) and the HMG is a projectile so while you don't have the tank , you more then likely are the first to get back in the fight without the help of a logi if your using armor reps , I think the Amarr is laser for the shields and plasma for the armor but it could be projectile as well ... I'm not on at the moment and I always forget these things and with one high it just can't dish out the power the other sentinels do even with all that tank , you almost have to rely on a logi to be the stonewall the suit was designed to be .
Mins are fast and agile and they have not so great defensive bonuses but like the Amarr they have one for the shields and one for the armor , maybe it's the Min that get's the plasma for the armor but with their high slot count and that mobility that suit isn't great but it isn't that bad either , you have to be on your toes when using the Min .
To me the Cal is a beast if you use it reasonably and not try to stone wall but more of a support system but I use to wreak face in that suit .
Fox you know what your talking about and I listen to you now , your not bias and you know your $h!t .
I still like to test theories though but it's always good to have someone who knows what their talking about speaking on issues .
I think the Gal is fine but obvious that's just me . Could it use something more .?. I guess you could say that about them all and to me the sentinel class is the most balanced class but again , that's just me .
They need to keep the ( defensive ) blast radius bonuses but I would like to see a resistance to explosives but I guess you make due with what you've got . People just don't give that bonus the credit it deserves .
Thank you Fox .