Sent overdrive options

DOS4/GW

Member
What do you guys think about giving Sents an additional loadout choice between its usual instant OD and the OD used for the other classes (88 speed required, sustainable)? There would be balancing considerations, of course, but it might make the class a bit more of a viable option for capping or chasing.

Thoughts?
 

Disci

Old man
Like... You say it can't cap or chase properly already? :(

I thought iOD is way unbalanced on certain maps if sent is even little bit skilled.
 

SeymourGore

Flatulent Cherub
Yar, I dunno about this. Perhaps the Raider could have access to both OD-types (but less powerful versions of each), this would make the Raider more versatile, but probably not as effective as a dedicated Sent HoF (with its increased health and powerful Burst OD), nor as effective as a Outrider chaser (with its increased speed and access to a more powerful stream OD). Basically, it would make the Raider even more of a 'Jack of all trades, Master of none' armour-type.

And I agree with Disci on iOD, it's really unbalanced on certain maps, I don't really want to call for a nerf on it, but perhaps a change in its mechanic or assets/weapons that would address the agility/speed of Sentinels on smaller maps.
 

DOS4/GW

Member
I personally don't see a problem with certain maps being more favorable to a certain class or armor.
 

jago

Member
Like... You say it can't cap or chase properly already? :(

I thought iOD is way unbalanced on certain maps if sent is even little bit skilled.
but overall on all maps it balanced fine on some maps we sents have the advantage but on others its the capper that has the advantage the game is fine as it ise="DOS4/GW, post: 57544"]What do you guys think about giving Sents an additional loadout choice between its usual instant OD and the OD used for the other classes (88 speed required, sustainable)? There would be balancing considerations, of course, but it might make the class a bit more of a viable option for capping or chasing.

Thoughts?[/quote]
good sents like Pullute can do all of the above i mean do i have to remind you of the skills of Trooper in any position using sent or Karnage if u take the time and learn to use sent correctly u will be able to do all of the above and do it very well oops almost forgot application1 ask any of these for advice i'm sure they would be willing to help
 

Propkid

Member
Sents with normal OD...
-1
Imagine an elephant with rocket jets attached to it being launched at you. These things would be used to clear enemy flagstands before the capper comes in and grabs the flag like if there's nobody at base ;/
 

jago

Member
Sents with normal OD...
-1
Imagine an elephant with rocket jets attached to it being launched at you. These things would be used to clear enemy flagstands before the capper comes in and grabs the flag like if there's nobody at base ;/
i laughed as i read this
 

Karnage

Private Tester
Yar, I dunno about this. Perhaps the Raider could have access to both OD-types (but less powerful versions of each), this would make the Raider more versatile, but probably not as effective as a dedicated Sent HoF (with its increased health and powerful Burst OD), nor as effective as a Outrider chaser (with its increased speed and access to a more powerful stream OD). Basically, it would make the Raider even more of a 'Jack of all trades, Master of none' armour-type.

And I agree with Disci on iOD, it's really unbalanced on certain maps, I don't really want to call for a nerf on it, but perhaps a change in its mechanic or assets/weapons that would address the agility/speed of Sentinels on smaller maps.
Frankly, Sent is slow already and especially if you consider that skilled players in light suits now have the equivalent of iOD with the boost option. If you nerfed the IOD I don't see anyone playing Sent to be honest. It is the only thing that makes it viable. Sure you have mortars now but take away the IOD option and even the mortars won't be able to make players choose Sent. This game is about speed. Also, consider that for the Sent to get those speeds it costs him a lot with iOD or rocket jumps. It's not his speed that is the problem on those maps IMO but his armour. He doesn't travel faster than the chasers but they don't manage to kill him before he gets to base. It's a complex issue. I would not suggest any nerfing.
 

SeymourGore

Flatulent Cherub
Frankly, Sent is slow already and especially if you consider that skilled players in light suits now have the equivalent of iOD with the boost option. If you nerfed the IOD I don't see anyone playing Sent to be honest. It is the only thing that makes it viable. Sure you have mortars now but take away the IOD option and even the mortars won't be able to make players choose Sent. This game is about speed. Also, consider that for the Sent to get those speeds it costs him a lot with iOD or rocket jumps. It's not his speed that is the problem on those maps IMO but his armour. He doesn't travel faster than the chasers but they don't manage to kill him before he gets to base. It's a complex issue. I would not suggest any nerfing.

Yar, I wouldn't necessarily want to see a nerf either. I'm thinking more along the lines of a change in mechanics, there's an Ellismore thread where the idea of a Overdrive gauge would come into play. Basically it would be a bar (not unlike the current energy bar) that would give a visual as to when you could perform a full OD again. Paired with an Energy Core, the rate of burst OD would be the same as it is now (though with a more defined 'half/full burst' timing). Also, weapons could affect the regeneration rate of Overdrive. Crap, I'm supposed to be having lunch with the wife right now, I'll explain it better when I get back! Forgot about this thread, and now Seymour's lost his motivation to post! I think the idea is more properly described in that Ellismore thread anyhow.

http://forums.legionsoverdrive.com/threads/overdrive-idea.3008/
 
But instant OD is what makes the Sent unique:p And they can cap just fine as long as they have the Plasma gun in hand. Good idea though, but I'd love to see some Sentinal vairety while keeping its uniqueness.
 

DOS4/GW

Member
Sents aren't made to be used for capping. End of story.

I'm reading the sequel ATM. It's quite good.

good sents like Pullute can do all of the above i mean do i have to remind you of the skills of Trooper in any position using sent or Karnage if u take the time and learn to use sent correctly u will be able to do all of the above and do it very well oops almost forgot application1 ask any of these for advice i'm sure they would be willing to help

I'm well aware of the Sent's capabilities, and I never said that capping or chasing cannot be done with the class. I've seen it done, and done well.

However, there are things not even the best Sent players can fully overcome. Gaining and maintaining speed takes a lot of forthought. If anything happens during a route or chase that you didn't anticipate at least a few seconds in advance, the chances are good that things will go south.

Regular OD might give chasing/capping Sents just a bit more freedom in this area. If the OD damage were high enough-maybe about the damage Raiders take or possibly more-I don't think if would be that huge of an advantage, especially considering that you'd be sacrificing the ability to use iOD.

Work or not, it would be interesting at least to see how it would change things in the game.

I agree, but why make them prefer those certain classes even more?
Seeing as how these maps favor the Sent with its current abilities, using a loadout with iOD would probably be preferable to a loadout with regular OD. In that case, the Sent really wouldn't be gaining more of an advantage that it already has.

Probably, anyway. Choosing regular OD might end up to be the better option. Who knows.
 

Immanent

Member
Sents aren't made to be used for capping. End of story.
Ask the original developers of what they have in mind. But they sure as hell can be used by a small percentile of players for pretty much unstoppable capping. *Cough* TROOPER *COUGH*
 

Karnage

Private Tester
To be honest, I noticed that all these complaint/suggestion threads about the heavy started up since the mortar. Having played with it for a while now I would personally like to see the mortar nerfed. I am a heavy first and foremost and trust me, for me to say this takes a lot, but I just think it's OP at the moment. It's breaking the flow of the game and changing the entire strategy. Of course I am talking about Pubs now and I doubt it would be a problem in a proper match but seeing as Pubs are pretty much all we have at the moment I am referring to them. I would like to see a slightly less powerful mortar that detonates on impact. That would be awesome. Same trajectory and distance but just a little less powerful (perhaps just lower than a one shot kill?) and with no timer. There are way too many heavies in game now and they spend all their time spamming mortars in the enemy base or 'bowl partying'. Then there are those on 'defence' who spam mortars on the flag stand even when it isn't necessary, thereby necessitating that everyone (including other heavies) vacate the stand and that the defence rely entirely on mortars for stopping incoming cappers. It is just not fun anymore. I am starting to prefer the old days when there were only a few specialist heavies. Not sure that this is the appropriate thread for this post but didn't want to start another heavy complaint thread.
 
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