Proposal - IG t2 upgrade for sentinel

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Commissar Vocaloid
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Re: Proposal - IG t2 upgrade for sentinel

Postby Commissar Vocaloid » Sat 10 May, 2014 4:13 am

Bahamut wrote:
Commissar Vocaloid wrote:
I've found a Pred would probably not be able to solo 2 sentinels from my experience. Assuming someone has managed to maintain double sent's into T3, they're usually leveled (2 or 3) and pack an incredible punch in terms of AV. Tanks don't have good health pools to begin with, not to mention rear armor hits are a nightmare as well.

Edit: I forgot to mention ,I think they out range preds as well, and have faster speed on top of this.


I should have specified, a pred would almost solo 2 sentinels with the upgrade i'm proposing, since both the autocannon and the twinlinked lasscannon do full dmg to both heavy infantry and vehicle


Even with, it makes little difference I find from regular use. It survives an extra hit from each sentinel (assuming the 200 hp upgrade as well, versus a sentinel's 100 dmg per krak), but still doesn't account for the difference in speed and range. Well micro'd double sentinels will most definitely beat a pred, regardless of it's upgrades - assuming all other factors don't come into play (i.e assistance and support).
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Re: Proposal - IG t2 upgrade for sentinel

Postby Helios » Tue 13 May, 2014 4:28 pm

Btw, just how much of a possibility or how feasible would it be to create a whole new armor or damage type to put into the game, anyway?
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Re: Proposal - IG t2 upgrade for sentinel

Postby Indrid » Tue 13 May, 2014 4:34 pm

It's very easy to do.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Forestradio » Wed 14 May, 2014 12:03 am

There also might be existing damage types that are currently unused but fit the situation well.

For example, the "sniper_av" modifier was previously only used for the "Right in Me Crosshairs" K nob ability, but now the Vindicare Assassin's turbo rounds use it as well.

http://www.dawnofwar.info/elite/damaget ... =sniper_av
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Re: Proposal - IG t2 upgrade for sentinel

Postby Lulgrim » Wed 14 May, 2014 5:40 am

There's already an unused light vehicle armor type.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Lulgrim » Wed 14 May, 2014 5:57 am

Helios wrote:And why exactly is it unintuitive?

intuition noun 1. direct perception of truth, fact, etc., independent of any reasoning process; immediate apprehension.

It's unintuitive because you cannot know the Sentinel would take less damage than other units without specifically studying the meta. If you could, it would be intuitive. Can't see how this would be contested.

The point of having HP is that you can see the number and deduce how much damage the unit can take before dying. Invisible buff/debuff effects muddle that shit. There are already effects like that in the game and imo they are bad design. There must be a "reason" and a visual cue when base logic/rules are changed. The armor/damage system is complex enough without arbitrary wildcard effects on top.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Cheah18 » Wed 14 May, 2014 11:29 am

I think this is a good idea but it might be more feasible for tier 3. The missile launcher is really useful in tier 2 with the sent as it is, but becomes much less so in tier 3 as you'll start to see termies and knobs and stuff; The sentinel is now pretty much useless. I think an armour upgrade to vehicle and an autocannon (for focus fire) in tier 3 would be appropriate
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Re: Proposal - IG t2 upgrade for sentinel

Postby Helios » Wed 14 May, 2014 4:05 pm

Lulgrim wrote:
Helios wrote:And why exactly is it unintuitive?

intuition noun 1. direct perception of truth, fact, etc., independent of any reasoning process; immediate apprehension.

It's unintuitive because you cannot know the Sentinel would take less damage than other units without specifically studying the meta. If you could, it would be intuitive. Can't see how this would be contested.

The point of having HP is that you can see the number and deduce how much damage the unit can take before dying. Invisible buff/debuff effects muddle that shit. There are already effects like that in the game and imo they are bad design. There must be a "reason" and a visual cue when base logic/rules are changed. The armor/damage system is complex enough without arbitrary wildcard effects on top.


Ok, you're right. It is unintuitive, but that's what we have this site for. To inform and we can most certainly put it in the tooltips as well so they aren't hidden. And you're gonna worry about that now? A game chocked full of hidden passives like a banshee exarch giving the squad 50% ranged damage reduction with FoF active, Warlock/DA exarch decreasing ranged damage, a WSE increasing the energy regen by %50, or the fact that burna wielding slugga now does power melee damage? I never knew about any of those until I got the old retail Tooltips mod that outlined everything fully. But does that make them any less necessary for balancing those units?

We've already explained to you why more HP doesn't do us any good. And more HP doesn't solve everything. Sluggas get HP bonuses from both Nob and burnas and still bleed notoriously. If you're so against a hidden passive like that, what about that unused armor type? As I said, sents are a special case, even rhinos aren't so much of a problem since they transition to vehicle armor but sents do not, so give them special armor that doesn't scale horribly instead of an armor that was not meant for vehicles that can't get into cover or retreat.

And just out of curiosity, HAVE any of you given a "vehicle armor upgrade" for the sentinel any tests? I keep repeating that it's been suggested before and that Relic has probably already internally tested it and found out it wouldn't work, and the Elite team must have done the same, but i'm starting to think that no one has actually done so at any point because it's been assumed it would be too strong.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Lulgrim » Wed 14 May, 2014 5:44 pm

Like I said, I don't like the existing hidden effects like Shee FoF, Leman Russ defence etc.

As for Sentinel upgrade, no it hasn't been tested AFAIK, I don't know if Caeltos has given it serious thought or not.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Kvek » Wed 21 May, 2014 6:18 am

1. buy missile launcher
2. shoot from long range
3. profit
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Re: Proposal - IG t2 upgrade for sentinel

Postby viggih » Thu 22 May, 2014 12:07 am

Kvek wrote:1. buy missile launcher
2. shoot from long range
3.???????
4. profit


fix'd
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Re: Proposal - IG t2 upgrade for sentinel

Postby Nurland » Thu 22 May, 2014 1:32 pm

Doesn't really need the "???????" Even though it will make it a South Park reference. Sentinel missiles absolutely rape infantry and provide nice additional AV.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Cheah18 » Thu 22 May, 2014 2:13 pm

Nurland wrote:Sentinel missiles absolutely rape infantry and provide nice additional AV.


This is true, and I'd go even further and say that the AV they provide is integral to a lot of IG builds. Its conducive to choosing autocannons instead of lascannons, and thus grants far more flexibility in that respect, and the sentinel is superb and chasing after escaping vehicles who think they're safe.

I just want an autocannon tier 2 (or even 3) upgrade with Heavy armour because it allows for fire on move and focus fire for t3 units such as nobz. Not to mention more dps.
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Re: Proposal - IG t2 upgrade for sentinel

Postby BaptismByLoli » Thu 22 May, 2014 3:11 pm

Cheah18 wrote:I just want an autocannon tier 2 (or even 3) upgrade with Heavy armour because it allows for fire on move and focus fire for t3 units such as nobz. Not to mention more dps.


Please no...
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Re: Proposal - IG t2 upgrade for sentinel

Postby Nurland » Thu 22 May, 2014 3:46 pm

I really can't think of a good reason to make sentinels even more viable.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Kvek » Fri 23 May, 2014 5:56 am

viggih wrote:
Kvek wrote:1. buy missile launcher
2. shoot from long range
3.???????
4. profit


fix'd

thx
<3
anyway, sents are way too viable atm, there's not a reason NOT to get a sentinel, they provide too much even without the stomp(uh, 15 power for something that's not even needed :S)
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Re: Proposal - IG t2 upgrade for sentinel

Postby BaptismByLoli » Fri 23 May, 2014 6:18 am

The stomp is good during the first few parts of an engagement, especially when you're playing as the LG. After that, it's just the +100 HP that makes the investment worth getting.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Torpid » Fri 23 May, 2014 8:11 am

I really don't find the 100hp hp worth getting. That's cutting it way too close IMO, it should never be influential.
Lets make Ordo Malleus great again!
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Re: Proposal - IG t2 upgrade for sentinel

Postby BaptismByLoli » Fri 23 May, 2014 9:04 am

More of an early game thing IMO.. Loses its usefulness late game but it still shines in comparison to the 'Ground Pound' late game wise
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Re: Proposal - IG t2 upgrade for sentinel

Postby Kvek » Fri 23 May, 2014 11:27 am

Discreet wrote:More of an early game thing IMO.. Loses its usefulness late game but it still shines in comparison to the 'Ground Pound' late game wise

early game? you already have a gigantic advantage with the sentinels, buying the stomp for no reason (if your enemy isn't dumb he won't go full melee and thus you wont even want to charge into the enemy troops"
is pretty stupid, especially since it usually delays your catachans or w/e else
and anyway, i've forced a lot of nubies (these kind of players that buy the stomp without even thinking about it) just by standing next to their units with the sent, guess why

the only reason i'd ever get this are stormboys, shees or termies (storms and shees are viable vs ig, if you buy them in t2)
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Re: Proposal - IG t2 upgrade for sentinel

Postby Cheah18 » Fri 23 May, 2014 12:06 pm

Discreet wrote:Please no...


Why? I thought it was an idea at least worth considering, seeing as the sents scale badly and will now be taking up 15 pop
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Re: Proposal - IG t2 upgrade for sentinel

Postby Kvek » Fri 23 May, 2014 12:17 pm

Cheah18 wrote:
Discreet wrote:Please no...


Why? I thought it was an idea at least worth considering, seeing as the sents scale badly and will now be taking up 15 pop

A weapon that would kill everything on a super-mobile unit would be OP, there's a reason why its only on setup teams, and chaos termiez
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Re: Proposal - IG t2 upgrade for sentinel

Postby BaptismByLoli » Fri 23 May, 2014 1:11 pm

I'd rather talk about comparisons using decent players than noobs.

Sent from my GT-S5830i using Tapatalk 2
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Re: Proposal - IG t2 upgrade for sentinel

Postby Kvek » Fri 23 May, 2014 2:00 pm

Discreet wrote:I'd rather talk about comparisons using decent players than noobs.

Sent from my GT-S5830i using Tapatalk 2


a decent player wont let the sent die, and he also knows how to counter enemy melee without any problems, thus he doesnt need the stomp
the only time I've saw a IG main get it (ig main=someone like torpid, not a casual 3v3 scrub) is against two tac-asm builds
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Re: Proposal - IG t2 upgrade for sentinel

Postby BaptismByLoli » Fri 23 May, 2014 2:43 pm

So why did you bring up about noobs being forced off when you sent an unupgraded Sentinal to stand next to an enemy unit?

Completely irrelevant as it only as is not based of Gameplay/Meta/Statistics but rather, based on player skill. And that's not really how you judge a unit.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Cheah18 » Fri 23 May, 2014 4:10 pm

I find the stomp isn't a necessity so much as a useful tool, offensively and defensively.
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Re: Proposal - IG t2 upgrade for sentinel

Postby Cheah18 » Fri 23 May, 2014 4:33 pm

Kvek wrote:A weapon that would kill everything on a super-mobile unit would be OP, there's a reason why its only on setup teams, and chaos termiez


I can't imagine it would be much/any different from the Chaos Dread, which you didn't mention; sure its faster but it'll be far less tanky and have no melee capability (aside from stomp). You'd have to be super careful with it due to its low hp (assuming vehicle armour too)
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Re: Proposal - IG t2 upgrade for sentinel

Postby BaptismByLoli » Fri 23 May, 2014 4:54 pm

You want a mobile walker who has auto cannon dps and is fast? Not to mention that you can pretty much easily get 2 of those and just obliterate everything in your path?

Play a match as IG and use 1 or preferably 2 HWT and upgrade them with Autocannons. Then imagine if they were mobile, single model, Heavy Infantry Armour units that can FOTM.

Discreet wrote:Please no...
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Re: Proposal - IG t2 upgrade for sentinel

Postby Cheah18 » Fri 23 May, 2014 8:10 pm

You haven't taken into account upgrade costs, which could make it viable, and the fact that a speed decrease is also being considered in the vehicle armour upgrade. At its current speed what you say is true. And besides, who says the sent has to have an autocannon with the same dps? (idk is that the only way it can be done modding-wise?)
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Re: Proposal - IG t2 upgrade for sentinel

Postby Raffa » Sat 24 May, 2014 9:18 am

Autocannons on Sentinels. Seriously?

Lulz.

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