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GENERAL FCF
Sentinels of New Eden
153
|
Posted - 2015.09.28 22:51:00 -
[1] - Quote
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.... |
CallMeNoName
PIXXXIE
91
|
Posted - 2015.09.28 23:08:00 -
[2] - Quote
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....
Caldari uses shields, which are vastly different from Gallente's armor tanking. Armor tankers have the benefits of repair tools, which I've seen go upwards of 100+ with no delay. The shield tank is also considerably weaker, due to the fact that total Shields on a Cal Sentinel is still lower than total Armor on a Gal.
Oh, also, did you ever hear an Amarr Sentinel whine about their 1-2 hp/s rep rate? Or their upcoming 10/s shield recharge? No? Good.
Core Nades can't melt Amarr Sentinels.
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GENERAL FCF
Sentinels of New Eden
153
|
Posted - 2015.09.29 03:05:00 -
[3] - Quote
CallMeNoName 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.... Caldari uses shields, which are vastly different from Gallente's armor tanking. Armor tankers have the benefits of repair tools, which I've seen go upwards of 100+ with no delay. The shield tank is also considerably weaker, due to the fact that total Shields on a Cal Sentinel is still lower than total Armor on a Gal. Oh, also, did you ever hear an Amarr Sentinel whine about their 1-2 hp/s rep rate? Or their upcoming 10/s shield recharge? No? Good. Yeah sure, use the best Sentinel (Amarr) as an example. GG... The Amarr are armor stacking kings(several hundred more ehp than any other race), they are pincushions excellent for logi-ing so armor reps are not pertinent here. So that statement is invalid. 10/sec shields are effecting Gallante too genius. Not every game you play has aa good* logi when you need them 24/7.
Just like I said earlier: I understand how the shield tanking works, here's the problem: shield tanking had zero movement penalty, has native high 30 reps/sec, 1 sec depleted delay, takes much less damage from explosives and has a crap load of modules for it: shield regulator, shield extenders, shield rechargers, and shield energizers! After you shield is gone unless amarr you're dead! Because practically everything in the game has armor damage bonuses. When your a Gallente you want your shields to stay up as much as possible otherwise your measly reps won't save you.
All Gallente have is armor repairers..... Armor Repairers.
Not an armor regulator or a armor repairer energizer, neither a base high armor rep.
Hell, the dropsuit core skills don't give any of the repping bonuses to reactive plates either! Shield tankers are not UP people just rather stack damage mods.
Save me your ranting antics and can somebody intellectually give some proper input?!
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Lost Apollo
Moose Knuckle Pros
102
|
Posted - 2015.09.29 03:28:00 -
[4] - Quote
GENERAL FCF wrote:CallMeNoName 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.... Caldari uses shields, which are vastly different from Gallente's armor tanking. Armor tankers have the benefits of repair tools, which I've seen go upwards of 100+ with no delay. The shield tank is also considerably weaker, due to the fact that total Shields on a Cal Sentinel is still lower than total Armor on a Gal. Oh, also, did you ever hear an Amarr Sentinel whine about their 1-2 hp/s rep rate? Or their upcoming 10/s shield recharge? No? Good. Yeah sure, use the best Sentinel (Amarr) as an example. GG... The Amarr are armor stacking kings(several hundred more ehp than any other race), they are pincushions excellent for logi-ing so armor reps are not pertinent here. So that statement is invalid. 10/sec shields are effecting Gallante too genius. Not every game you play has a good* logi when you need them 24/7. Just like I said earlier: I understand how the shield tanking works, here's the problem: shield tanking has zero movement penalty, has native high 30 reps/sec, 1 sec depleted delay, takes much less damage from explosives and has a crap load of modules for it: shield regulator, shield extenders, shield rechargers, and shield energizers! After your shield is gone ,unless amarr, you're dead! Because practically everything in the game has armor damage bonuses. When your a Gallente you want your shields to stay up as much as possible otherwise your measly reps won't save you. All Gallente have is armor repairers..... Armor Repairers. Not an armor regulator or a armor repairer energizer, neither a base high armor rep. Hell, the dropsuit core skills don't give any of the repping bonuses to reactive plates either! Shield tankers are not UP people just rather stack damage mods. Save me your ranting antics and can somebody intellectually give some proper input?!
Listen, you don't seem to understand.
1 - Armor sents gain the benefit of rep tools
2 - Armor repair, although slower than shield regen, is constant. Shield regen is not.
3 - Rechargers and Energizers do the same thing basically but the Energizers reduce your maximum shield hp.
4 - Toe to toe, shield vs armor, armor wins most of the time.
5 - Shield tankers first and only line of defense is fragile, at best.
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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Lost Apollo
Moose Knuckle Pros
102
|
Posted - 2015.09.29 03:30:00 -
[5] - Quote
I posted this is your other thread too...
I have to, respectfully, disagree here.
Hang on before anyone rages.
Yes the shield regeneration vs armor repair is really no comparison. Regen, clearly, goes to shields. It isn't enough though.
1. Once our shields are down, we have to retreat, quickly. We don't have the armor to stand and fight. Caldari only have one slot for armor (high slot?) and it should be used for a shield regulator. Well, in my opinion. anyway.
2. There are no rep tools that repair shields (yet). A repair tool can be hooked to armor sentinels and then armor repair far surpasses that of the shield regeneration. No amount of Energizers can get as high as prototype rep tools.
3. Armor repair works constantly, even under fire. Shield regeneration stops with any amount of damage received.
I'm not trying to start a war but if you have 4 (correct me if I am wrong) and you stack all complex armor repairers (which should equal 28?) then your repair can over come shield regeneration. You also have to remember that shields go first. They are the first barrier. Laser rifles and Scrambler rifles just plain melt shields damn near instantly.
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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Megaman Trigger
OSG Planetary Operations
794
|
Posted - 2015.09.29 10:58:00 -
[6] - Quote
Lost Apollo wrote:I posted this is your other thread too...
I have to, respectfully, disagree here.
Hang on before anyone rages.
Yes the shield regeneration vs armor repair is really no comparison. Regen, clearly, goes to shields. It isn't enough though.
1. Once our shields are down, we have to retreat, quickly. We don't have the armor to stand and fight. Caldari only have one slot for armor (high slot?) and it should be used for a shield regulator. Well, in my opinion. anyway.
2. There are no rep tools that repair shields (yet). A repair tool can be hooked to armor sentinels and then armor repair far surpasses that of the shield regeneration. No amount of Energizers can get as high as prototype rep tools.
3. Armor repair works constantly, even under fire. Shield regeneration stops with any amount of damage received.
I'm not trying to start a war but if you have 4 (correct me if I am wrong) and you stack all complex armor repairers (which should equal 28?) then your repair can over come shield regeneration. You also have to remember that shields go first. They are the first barrier. Laser rifles and Scrambler rifles just plain melt shields damn near instantly.
Just some corrections:
1) Armour mods goes in low slot, not high slot,, same with Regulators.
2) It is actually possible to get a Shield Regen fit that's as fast as a Core Focused Rep Tool, tho not a Core Focused on a Min Logi. It does require sacrificing some HP and using lower tier weapons. Probably could push near Min Logi levels but it would cost too much HP, not to mention the extreme fitting costs.
3) If you were to fit an Amarr Sentinel with 4 Complex Repairs, the mods would give you around 37.5HP/s on top of the suits base of 1.5HP/s for a total 39HP/s. Gallente Sentinels have a base rep of 4HP/s but only 3 Low Slots, so their total rep is 32HP/s (4HP/s + 28HP/s for 3 Rep mods)
It's point 3 that the OP is actually trying to fix (Gallente should have the highest Armour Repair potential of the Sentinels) but comparing Armour Repair to Shield Regen is the wrong way to do it.
Purifier. First Class.
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Lost Apollo
Moose Knuckle Pros
102
|
Posted - 2015.09.29 15:04:00 -
[7] - Quote
He had compared shield regen to armor repair. That is the only reason i even commented. I dont i'm strictly caldari. I dont know much on the armor side if things. He said shields, i know shields lol
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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501st Headstrong
Inner.Hell
2
|
Posted - 2015.09.29 17:13:00 -
[8] - Quote
Megaman Trigger wrote:Lost Apollo wrote:I posted this is your other thread too...
I have to, respectfully, disagree here.
Hang on before anyone rages.
Yes the shield regeneration vs armor repair is really no comparison. Regen, clearly, goes to shields. It isn't enough though.
1. Once our shields are down, we have to retreat, quickly. We don't have the armor to stand and fight. Caldari only have one slot for armor (high slot?) and it should be used for a shield regulator. Well, in my opinion. anyway.
2. There are no rep tools that repair shields (yet). A repair tool can be hooked to armor sentinels and then armor repair far surpasses that of the shield regeneration. No amount of Energizers can get as high as prototype rep tools.
3. Armor repair works constantly, even under fire. Shield regeneration stops with any amount of damage received.
I'm not trying to start a war but if you have 4 (correct me if I am wrong) and you stack all complex armor repairers (which should equal 28?) then your repair can over come shield regeneration. You also have to remember that shields go first. They are the first barrier. Laser rifles and Scrambler rifles just plain melt shields damn near instantly. Just some corrections: 1) Armour mods goes in low slot, not high slot,, same with Regulators. 2) It is actually possible to get a Shield Regen fit that's as fast as a Core Focused Rep Tool, tho not a Core Focused on a Min Logi. It does require sacrificing some HP and using lower tier weapons. Probably could push near Min Logi levels but it would cost too much HP, not to mention the extreme fitting costs. 3) If you were to fit an Amarr Sentinel with 4 Complex Repairs, the mods would give you around 37.5HP/s on top of the suits base of 1.5HP/s for a total 39HP/s. Gallente Sentinels have a base rep of 4HP/s but only 3 Low Slots, so their total rep is 32HP/s (4HP/s + 28HP/s for 3 Rep mods) It's point 3 that the OP is actually trying to fix (Gallente should have the highest Armour Repair potential of the Sentinels) but comparing Armour Repair to Shield Regen is the wrong way to do it.
^^^^ |
GENERAL FCF
Sentinels of New Eden
157
|
Posted - 2015.09.29 23:09:00 -
[9] - Quote
Listen, you don't seem to understand.
1 - Armor sents gain the benefit of rep tools
2 - Armor repair, although slower than shield regen, is constant. Shield regen is not.
3 - Rechargers and Energizers do the same thing basically but the Energizers reduce your maximum shield hp.
4 - Toe to toe, shield vs armor, armor wins most of the time.
5 - Shield tankers first and only line of defense is fragile, at best.[/quote]
I do understand because I use both, but you've stated in another thread you only use Caldari! I wish I could just use Gallante stuff to be efficient, so I'm glad you're able to at least run one specific race. Does me no good though.
Here's a copy n paste from a comment you made on another thread:
Point 1: I agree it isn't enough but our reps/sec isn't enough either! We don't want our shields to go down either and run away too, because after that, we get wasted almost instantly.
Point 2: Valid point, I hope shield rep tools come soon! Or a hybrid rep tool shield/armor. Although not every match not every single person has their own logi 24/7! Running solo is almost impossible (much easier with other races) with Gallente heavies.
Point 3: Armor reps do NOT work under fire and stop, the same as shields. Now if reps are coming from a logi then, They do work very well if the logi knows what they're doing. But passive reps stop when fired upon.
My question to your statement of matching reps with shields Is, why should I have to take up module slots to have relatively the same effective reps as a Caldari Sentinel with no modules?! Gallante suffer the same as Caldar, but worse. Lazer rifles melt us instantly too.
Which brings me back to my point: Gallante Sentinel reps should be at 10/sec base dropsuit stats, not 4. It is not enough. Caldari will/should have little to complain about after this next update. |
GENERAL FCF
Sentinels of New Eden
157
|
Posted - 2015.09.29 23:17:00 -
[10] - Quote
Megaman Trigger wrote:Lost Apollo wrote:I posted this is your other thread too...
I have to, respectfully, disagree here.
Hang on before anyone rages.
Yes the shield regeneration vs armor repair is really no comparison. Regen, clearly, goes to shields. It isn't enough though.
1. Once our shields are down, we have to retreat, quickly. We don't have the armor to stand and fight. Caldari only have one slot for armor (high slot?) and it should be used for a shield regulator. Well, in my opinion. anyway.
2. There are no rep tools that repair shields (yet). A repair tool can be hooked to armor sentinels and then armor repair far surpasses that of the shield regeneration. No amount of Energizers can get as high as prototype rep tools.
3. Armor repair works constantly, even under fire. Shield regeneration stops with any amount of damage received.
I'm not trying to start a war but if you have 4 (correct me if I am wrong) and you stack all complex armor repairers (which should equal 28?) then your repair can over come shield regeneration. You also have to remember that shields go first. They are the first barrier. Laser rifles and Scrambler rifles just plain melt shields damn near instantly. Just some corrections: 1) Armour mods goes in low slot, not high slot,, same with Regulators. 2) It is actually possible to get a Shield Regen fit that's as fast as a Core Focused Rep Tool, tho not a Core Focused on a Min Logi. It does require sacrificing some HP and using lower tier weapons. Probably could push near Min Logi levels but it would cost too much HP, not to mention the extreme fitting costs. 3) If you were to fit an Amarr Sentinel with 4 Complex Repairs, the mods would give you around 37.5HP/s on top of the suits base of 1.5HP/s for a total 39HP/s. Gallente Sentinels have a base rep of 4HP/s but only 3 Low Slots, so their total rep is 32HP/s (4HP/s + 28HP/s for 3 Rep mods) It's point 3 that the OP is actually trying to fix (Gallente should have the highest Armour Repair potential of the Sentinels) but comparing Armour Repair to Shield Regen is the wrong way to do it.
Perhaps you're right about the differences between comparing the two. My main point being: Gallante need worth while reps not just a spit extra of reps! The Amarr at least get an obvious several hundred more ehp when armor stacking which is cool! And I think Caldari should be up there too with shields but the Gallante Sentinel has literally the back end of all the ups* "left overs" as it is. I don't want the massive reps that we had before because that was OP! But changing the base rate to 10 or even 15 would not be over powered but give place to them being so-called a repping focus. |
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MrShooter01
Ustio Mercenary Squadron
1
|
Posted - 2015.09.29 23:19:00 -
[11] - Quote
Supporting this, not because of anything to do with shields, but because without some odd perk like this there's pretty much no reason to train Gallente Sentinel over Amarr Sentinel when the latter can match it in self-reps with the extra low slot while having more hp and more stamina to move around, as I've just discovered :( |
GENERAL FCF
Sentinels of New Eden
157
|
Posted - 2015.09.29 23:24:00 -
[12] - Quote
Finally! Thank you for an objective comment! You actually use both and experienced this for yourself. Valid point. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.30 04:23:00 -
[13] - Quote
There is already something in the works on this front. If/when it becomes a thing we will announce it at the appropriate time.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
|
Posted - 2015.09.30 07:35:00 -
[14] - Quote
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....
If you think the Gallente Sentinel is the one that needs help between Cal and Gal sentinels, then your perception of balance is off a bit. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
|
Posted - 2015.09.30 07:40:00 -
[15] - Quote
Lost Apollo wrote:I posted this is your other thread too...
I have to, respectfully, disagree here.
Hang on before anyone rages.
Yes the shield regeneration vs armor repair is really no comparison. Regen, clearly, goes to shields. It isn't enough though.
1. Once our shields are down, we have to retreat, quickly. We don't have the armor to stand and fight. Caldari only have one slot for armor (high slot?) and it should be used for a shield regulator. Well, in my opinion. anyway.
2. There are no rep tools that repair shields (yet). A repair tool can be hooked to armor sentinels and then armor repair far surpasses that of the shield regeneration. No amount of Energizers can get as high as prototype rep tools.
3. Armor repair works constantly, even under fire. Shield regeneration stops with any amount of damage received.
I'm not trying to start a war but if you have 4 (correct me if I am wrong) and you stack all complex armor repairers (which should equal 28?) then your repair can over come shield regeneration. You also have to remember that shields go first. They are the first barrier. Laser rifles and Scrambler rifles just plain melt shields damn near instantly.
RE #1: You SHOULD be using it for a shield regulator (though cardiac reg is pretty attractive for sentinel imo since it cranks their mobility up alot), but given the large armor pool and the abysmal reps, the Cal Sentinel is pretty much required to use a complex repair module to be effective over long term. So unless you are dying every other engagement anyway, you need a repair module. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.30 08:05:00 -
[16] - Quote
Vesta Opalus 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.... If you think the Gallente Sentinel is the one that needs help between Cal and Gal sentinels, then your perception of balance is off a bit. Both are alternately cited as the "worst" depending on who is talking.
Personally I find the galsent more situational than most of the others, but I still find it useful in spots where the amsent doesn't provide enough firepower and the calsent is too fragile.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.30 08:07:00 -
[17] - Quote
Vesta Opalus wrote:
RE #1: You SHOULD be using it for a shield regulator (though cardiac reg is pretty attractive for sentinel imo since it cranks their mobility up alot), but given the large armor pool and the abysmal reps, the Cal Sentinel is pretty much required to use a complex repair module to be effective over long term. So unless you are dying every other engagement anyway, you need a repair module.
Actually the regulator provides better long-term survivability on a calsent in my experience. The armor means jack all if you can't keep that shield buffer up. Getting it up and keeping it there as much as possible makes the calsent survivable. Armor reps are minimal value-adds at best and a misused low slot at worst.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
260
|
Posted - 2015.09.30 12:50:00 -
[18] - Quote
Only problem with armor reps in this game, is that their too functional, at 10 reps, you're looking at 30 reps a second (if you use 2 repair modules pro) which practically makes it into what the caldari is supposed to be, a long range suit, since your armor comes back as fast as shield does, that said, perhaps we should think of removing the "always active reps" and put it on a time based charging repair system.
Think, a system where the armor would increase in amount over time, allowing more armor to be repaired, for as long as their not in combat (or rather like shield, not getting shot or plinked). Should CCP decide to remove the broken and unfair constant armor repair system, it'll have to go that route, so that solo player's can not only use shield, but armor as well.
Note: The charging repair system only work's when you have a armor repair module on the suit, will note work with reactive's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
|
Posted - 2015.09.30 15:55:00 -
[19] - Quote
Breakin Stuff wrote:Vesta Opalus wrote:
RE #1: You SHOULD be using it for a shield regulator (though cardiac reg is pretty attractive for sentinel imo since it cranks their mobility up alot), but given the large armor pool and the abysmal reps, the Cal Sentinel is pretty much required to use a complex repair module to be effective over long term. So unless you are dying every other engagement anyway, you need a repair module.
Actually the regulator provides better long-term survivability on a calsent in my experience. The armor means jack all if you can't keep that shield buffer up. Getting it up and keeping it there as much as possible makes the calsent survivable. Armor reps are minimal value-adds at best and a misused low slot at worst.
Well you get 10ish reps per second with the armor repairer, and the regulator's contribution to your shield regen times is pretty trivial. Meanwhile the rep module prevents you from being in the situation where your effective health is now that of an assaults because the native reps on a Cal Sentinel are ****. But of course this is all a matter of opinion, and they both contribute to your survivability in different ways.
Breakin Stuff wrote:Both are alternately cited as the "worst" depending on who is talking.
Personally I find the galsent more situational than most of the others, but I still find it useful in spots where the amsent doesn't provide enough firepower and the calsent is too fragile.
The amarr sentinel is probably the best at the end of the day, you can tank it heaviest, it has strong resistance to enemy HMGs, and probably most important, it benefits the most heavily from a repair tool. Second after that would be Gal Sentinel, then Minmatar (not because its best 1v1 against other sentinels but because you can use it to speedstomp assaults and scouts), then Cal Sentinel at dead last.
When matched up against each other without support the Cal Sent would edge out the Min Sent, but otherwise largely the same, assuming we're in a heads up 1 on 1 and the Cal Sent is stupid and doesnt retreat to abuse his crazy regen, which is only better when rep tools are not in play anyway. Seriously can we just get some ******* shield support equipment already, as long as the rep tool exists and has no equipment on the shield side that has similar effectiveness, armor meta is going to be king. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
|
Posted - 2015.09.30 18:26:00 -
[20] - Quote
I disagree but that's personal opinion. I put them at Amarr, cal, min, gal in that order. But again, personal opinion. But there's very few habitual calsent players that skip the regulator, because unlike amsents and galsents, #1 priority is the shield buffer. As long as the shields are up, you're alive. If they go down you'remost likely dead anyway
And the 1 sec depleted isn't why you need the reg. The 4 sevond non-depleted is. Because you cant run away..
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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GENERAL FCF
Sentinels of New Eden
158
|
Posted - 2015.09.30 22:03:00 -
[21] - Quote
Breakin Stuff wrote:There is already something in the works on this front. If/when it becomes a thing we will announce it at the appropriate time.
(Sighs relief!) Thank you for that hope! |
GENERAL FCF
Sentinels of New Eden
158
|
Posted - 2015.09.30 22:14:00 -
[22] - Quote
Breakin Stuff wrote:I disagree but that's personal opinion. I put them at Amarr, cal, min, gal in that order. But again, personal opinion. But there's very few habitual calsent players that skip the regulator, because unlike amsents and galsents, #1 priority is the shield buffer. As long as the shields are up, you're alive. If they go down you'remost likely dead anyway
And the 1 sec depleted isn't why you need the reg. The 4 sevond non-depleted is. Because you cant run away.. Amen! ^^^^ Breakin Stuff's comments are from experience and that's why they're detailed and *objective*! It's what I have said before aswell, You see I have tried everything I have spoke about numerous times that's why I am so passionate about this subject.
Most of you people who replied are subjective and ranting! I made this post so passionate objective people could give useful input. Whether or not they agree I would've liked a solution rather a list of people saying "no, you're wrong".
Breakin Stuff, I see why you where elected. Not because you agree but because you're objective and provided,in a way, a solution! o7
Thread closed. |
Pokey Dravon
OSG Planetary Operations
6
|
Posted - 2015.10.02 06:09:00 -
[23] - Quote
Because I'm not on the CPM but like to feel useful, I built a tool to compare the regen rates of Sentinels (though I can set it up for other suits if requested).
There is some slight discrepancies in how the negative HP bonus on the Energizers is calculating but it's within a handful of HP which is close enough for this purpose. Likely rounding errors.
Additionally while it will only allow you to fit the appropriate amount of mods per rack, do not mix Energizers and Regulators...the stacking penalties wont calculate correctly.
https://docs.google.com/spreadsheets/d/1yzhnQ-Vasl1u6fL-MB6xXw4LLrJeTWj-XVXWZWWhQRo/edit?usp=sharing
Feel free to make a copy if you want to paly around with the values. Green Fields: Fitting - Safe to Edit Yellow Fields: Base Stats - Edit at your own risk (Base stats reflect FoxFour shield changes) Red Fields: Derived - Dont edit these
The graphs assume basically <1 armor HP and 0 shields and then calculates time to fully regenerate all of your armor and shields based off of base stats/fitting.
As you can see, with base stats alone, Gallente Sentinel will actually recover all of its HP significantly faster than the other Sentinels (part of why I actually prefer it).
"That little sh*t Pokey..." --CCP Rattati
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Haolo Geardreck
Calvary Won't Arrive
0
|
Posted - 2015.10.08 13:37:00 -
[24] - Quote
I run gallante sentinel in many variations, and its commando brother (17mil-SP). I'm by far not good at shooters, but I've played this suit enough to know..
1. Rep/regen is for the mobile soloist, no logos needed. But being an armor tank requires logo backup.
2. Amarr sentinels generally whoop my @$$ more than any other heavy and I dont remember many Caldari of Minmatar heavies on my kill screen.
3. The extra high slot can be useful for niche or purpose-built load outs, such as for extra PG on a cheaper suit.
4. Sentinels don't stand up to their title, they don't provide teammates with any protection.
And other irrelevant comments. |
Fox Gaden
Immortal Guides Learning Alliance
7
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Posted - 2015.10.08 14:21:00 -
[25] - Quote
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.
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 - 2015.10.08 14:27:00 -
[26] - Quote
There was a good discussion of the Gal Sent on Page 51 of The Bastion.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CeeJ Mantis
Mantodea MC
225
|
Posted - 2015.10.08 14:59:00 -
[27] - Quote
I think the gal sentinel needs 15hp/sec shield recharge rates like it had before. 487 shields is 13 less than a calmando, and 43% of your base HP. The 10hp/sec it has now is rather low, and is so low that it isn't really worth trying to modify with shield mods (not like anyone does that really). 52 seconds to regain shields is by far the worst shield turnaround time in dust, but the shield totals are rather significant. It had 15 before, and I thought it worked well. I think a slight buff is in order.
Longest plasma cannon kill: 236.45m
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Haolo Geardreck
Calvary Won't Arrive
0
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Posted - 2015.10.08 16:29:00 -
[28] - Quote
Another idea is boost the effectiveness of repair modules, as somebody mentioned before. But just for the G Sentinels. Aiming for a maximum of 40/s with all boosts maxed, perhaps. 3 complex repairers, 5 ranks in G Sentinel and armor rep systems, and the base rep value.
Also been toying with the idea of general job-based trees that are expensive AF and don't introduce new equipment, just a good boost to effectiveness of various things. The sentinel tree would focus on armor and shields. Kinda like proficiency for modules, but only accessible if you reach a certain rank in a specialized suit and that module type. |
Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
|
Posted - 2015.10.10 02:38:00 -
[29] - Quote
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 .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Megaman Trigger
OSG Planetary Operations
855
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Posted - 2015.10.10 08:27:00 -
[30] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: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 .
Just to correct the resistances: Amarr have resistance to Projectiles (3% per level) and rails (2% per level) vs Armour while Gallente have it the other way round (3% rail and 2% projectile) Min have Laser (3% per level) and Plasma (2% per level) vs Shields with Cal have 3% Plasma and 2% Laser.
Purifier. First Class.
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