the mortar is fine. the sentinel needs some work. here's what i would do:
the sent tries to be too many things at once. he should be a stalwart defensive unit, but it's very easy to gain momentum with him, to heavy cap/chase or to return to the enemy base to distract. he's also very easy to push away from a point he's trying to defend; a well-aimed mortar or properly used Overdrive sends him flying.
- increase mass
- decrease OD time
- increase OD impulse strength
- increase strength of upjet/downjet
He's supposed to be able to fend off cappers with his iOD, but when he collides in OD with an outrider who's also ODing, he gets batted away a large majority of the time. And if he OD's without spinning a 180 to get the full force or reach the full distance of the Overdrive, his momentum carries him far away from the flagstand and also dilutes the effect of any subsequent OD's (this effect, combined with badness, often results in the player ODing in circles around a flag or flagstand).
Rescaling the OD into a powerful but short burst would allow him to make surgical block maneuvers without sacrificing his positioning. Increasing his mass would make it harder to gain momentum or be pushed away, and increasing the strength of his vertical jets would allow him to maintain his defensive positions on maps with elevated flagstands without having to OD
too tired to write more. note: these are objective suggestions, i'm not complaining. and yes. these changes would make heavy O A LOT harder. that was on purpose.
Legions is a reactive game that rewards skill;
hence why we don't have 1 hit snipers like in COD.
Mortar spam? Damn, here I was thinking that the mortar had the longest reload time. And do people consider not being able to outrun a mortar capping now?
I can accept that but when you have 3 heavies all hiding on high ground and throwing mortars randomly at the flag stand from a distance I think the game is pretty much dead.
limiting the number of heavies per team could be the best option. I'm not sure if this could be implemented on servers but 2 per team seems the right number to me. 1 HOF and 1 HO problem solved
That solution is actually used in many competetive mods that I've heard of (in CoD for example). A limit to 1 sentinel per 4 players on a team would be a good one.That would be silly. So, are you ready to play Raider or OR if someone has picked the sent before you? You're pissing in your own bowl right there, you know?
The reload time has nothing to do with it. When you are on Frosty for instance and you have one enemy heavy on the hill behind you, another on the tower in front of you and a third on a hill to your right, all throwing mortars at the flag stand while your own team has two heavies also throwing mortars at the flag stand, then add to the mix another heavy having a bowl party in front of your base and yes, I would call that spamming. The mortars kill incoming cappers, the HoF, and all defence players thereby rendering any defence besides the mortar, useless. It also then breaks the flow of the game.
homing - the best way to balance classes is by adjusting their numbers, not by giving them things. it wouldn't make sent ez mode - it would make it harder to accomplish the annoying tactics (heavy O) and easier to accomplish the task it was (imo) created to do.
By reactive I hope you`re referring to shifting tactics; reflexively, it`s one of the least demanding games out there. You want skill-based, go play UT or something else that demands quickness
Legions doesn't have 1 hit snipers like in COD because its poor maneuverability (i.e., directional shifts) and open maps make for sniper bait.
-Nept
karnage - 57th is the ONLY reason besides jago that pubs have a problem with sentinels. you have no idea how irritating and destructive your 'tactics' are to pubs.