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Megaman Trigger
Beyond Gravity.OTF
20
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Posted - 2013.08.13 23:42:00 -
[1] - Quote
Both load outs have a few things in common; Both set-ups tend to suffer at the hands on Mass Drivers for one reason or another, either they're low health (mobile) or low speed (armour) works against them and Mass Drivers, being explosive, are very effective against armour. So once those shields go, the Heavy'll go in less than a clip. Worse, you can't be revived.
Another shared problem is the reload on the HMG; if you have to reload in a firefight, you can kiss your clone goodbye. The reload on the HMG, unless you max out the reload skill with a Proto Sentinel, is ridiculously slow. |
Megaman Trigger
Beyond Gravity.OTF
20
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Posted - 2013.08.14 00:29:00 -
[2] - Quote
Side arm is a must for a Heavy, either for when the HMG is reloading or is they get too close to a Forge Gunner. Scrambler Pistols are good if the Heavy is accurate and had time to aim, where as a SMG is better for up-close and personal/frantic combat. Nova Knives on a Heavy are a waste of a weapon, they'll never get used to full effect, and the Flaylock got hit hard by the Nerf-Mallet.
If you can get above a MD user, it becomes hell for them to aim correctly. |
Megaman Trigger
Beyond Gravity.OTF
21
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Posted - 2013.08.18 13:40:00 -
[3] - Quote
Lately I've been seeing an increase in Heavy suits carrying Assault Rifles or Assault Scrambler Rifles instead of Heavy weapons. For Assault players, I imagine the hike in Shields and Armour compared to Assault Suits is quite a draw.
Commando Suits still seem to be unloved, despite this increase in Pseudo-Heavy players. |
Megaman Trigger
Beyond Gravity.OTF
22
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Posted - 2013.08.19 23:01:00 -
[4] - Quote
Perhaps, but I do see the use of the Commando suit. It may have less slots, at Proto it only has two High and one Low, but you can still make it frightening to deal with.
For example; A Proto Commando with a Complex Armour Repair and two Complex Light Damage Modifiers, armed with a Swarm and an Assault Rifle and equipped with a Nanohive, would be a good A/V set-up that won't get caught out so easily by roaming Assaults.
A Commando with a Sniper and an Assault Rifle has the dame benefit as an anti-infantry, removing some of a sniper's vulnerability while moving or caught.
Plasma Cannon and Mass Driver would work just like a Flux Grenade/Mass Driver combo. |
Megaman Trigger
Beyond Gravity.OTF
22
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Posted - 2013.08.24 17:22:00 -
[5] - Quote
It's a shame that a Drop Suit gets overlooked like that. |
Megaman Trigger
Beyond Gravity.OTF
22
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Posted - 2013.08.26 22:55:00 -
[6] - Quote
I can't wait for the Gallente variants, I'm interested to see the bonus for them. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.28 02:23:00 -
[7] - Quote
We get something that can survive Mass Drivers. Well, survive a little longer anyways. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.28 02:32:00 -
[8] - Quote
I hear it'll be an anti-shield weapon, possibly a Heavy Laser Rifle. I would like a Heavy Plasma Cannon, but I guess that's what the Forge Gun is. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.28 02:45:00 -
[9] - Quote
I'm quite content taking out Snipers with my Mega Buster Forge Gun. My HMG, on the other hand, took down quite a few Heavies earlier today. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.29 01:10:00 -
[10] - Quote
Nothing makes you smile like getting a direct hit on an Assault charging you down. |
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Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.29 10:51:00 -
[11] - Quote
castba wrote:Megaman Trigger wrote:Nothing makes you smile like getting a direct hit on an Assault charging you down. I would agree, but as of last week I can name two things that satisfy more; 1. Clearing out 3 reds on a hack point then immediately moving to the nearby uplink and clearing out the 4 reds readying to push the same hack point with my AFG at ground level. Felt badass even if I am not 2. Sending an attacking Scout into oblivion mid leap with my AFG. Back on topic, getting Biotics up to level 5 gives heavies a 5.3 sprint speed without Kin Cats. Makes quite a difference. Can't wait for the armour buff on Monday to see how much difference it makes to the mobility of a tanked heavy.
So the armour buff is happening Monday with 1.4? From what I hear, it's both a buff to the HP bonus of plates and a nerf to the weight penalty. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.29 23:51:00 -
[12] - Quote
Given your playstyle, a mixed set-up of Plates and Cardiac Regulators would probably suit you well. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.30 00:09:00 -
[13] - Quote
I can't wait either. Hopefully this also goes part way to fixing the Tankers issues of Armour Tanking being inferior to Shield Tanking. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.30 00:31:00 -
[14] - Quote
Any fixes to the vehicle Armour and Shields balance should, in theory, also affect dropsuits and visa versa. |
Megaman Trigger
Beyond Gravity.OTF
23
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Posted - 2013.08.30 01:37:00 -
[15] - Quote
I doubt Tankers will ever be happy, as a group/role, with the Shield vs Armour thing. |
Megaman Trigger
Beyond Gravity.OTF
25
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Posted - 2013.08.31 00:52:00 -
[16] - Quote
I doubt Mobile Heavies will vanish, if anything the armour buff will make them harder. |
Megaman Trigger
Beyond Gravity.OTF
26
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Posted - 2013.09.01 23:19:00 -
[17] - Quote
Reactive Plates need sometime to make them a viable alternative to Armour Rep Modules, other than lower CPU.
Ferroscale, on the other hand, are good for mobility based suits (not just Heavies) since they have no weight penalty. A bigger boost to their HP bonus would help them a lot. |
Megaman Trigger
Beyond Gravity.OTF
26
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Posted - 2013.09.02 00:12:00 -
[18] - Quote
Armour plates don't have a stacking penalty, only a weight penalty. |
Megaman Trigger
Beyond Gravity.OTF
27
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Posted - 2013.09.02 10:55:00 -
[19] - Quote
Considering that just about everything else has a stacking penalty, Armour Reps being the only other exception I can think of right now, it was a valid assumption. |
Megaman Trigger
Beyond Gravity.OTF
27
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Posted - 2013.09.02 22:35:00 -
[20] - Quote
The buff to the Armour Plates' HP bonus is small, about 20HP per plate, but very welcome. The main point of excitement for an Armour Heavy is the decrease in speed penalty per plate. Complex plates are literally halved! That's going to make like SO much easier when moving on objectives. The turning speed buff will help a lot with the HMG's shortcomings.
The ammo bonus tweak for the Forge Gun is nice. +5 ammo? Yes please.
The change to the HMG bonus is kind of a mixed one for me; losing the heat build up bonus is going to mean adjusting how I fire, but the recoil reduction is MUCH needed for the HMG.
Thanks for covering the patch notes Bears. |
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Megaman Trigger
Beyond Gravity.OTF
28
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Posted - 2013.09.03 01:55:00 -
[21] - Quote
Miles O'Rourke wrote:Mega, I think he means the core Biotics skill.
Crap, I forgot about that skill. I only looked at the Cardiac/Kinetic etc Biotic skills |
Megaman Trigger
Beyond Gravity.OTF
28
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Posted - 2013.09.03 22:43:00 -
[22] - Quote
While the fitting is certainly interesting, and plays well to a Basic suits strengths, I'll be sticking to my high eHP fat suit. It lets me do my job better in my squad. |
Megaman Trigger
Beyond Gravity.OTF
32
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Posted - 2013.09.05 00:18:00 -
[23] - Quote
GET ATMESON wrote: 1. Moves faster for PC. PC battles are always changing. 2. You'll have the DPS 3. Can run from CORE's (saves my butt alot) 4. I'm not a slow moving target. 5. Every complex plate only adds 5 bullets. An AR shoots 5 in about .6 seconds.
I don't come across Core Locus grenades all that often, , so that's not been an issue. Even with lower tier Locus Grenades, being killed by those is rare. Then again, I don't go into PC just yet. The most common explosive for me to come across is the Mass Driver, usually the EXO-5, and I don't really struggle with anything except the Freedom when attacked from above (which mobility wouldn't really help me there)
GET ATMESON wrote:Yes having alot of EHP is nice for your squad to suck points of you but you cant move fast enough to get out of the way of the Core's killing you. When a 3-5 people are shooting at you the armor repair cant keep up if its just 1 logy healing you with the core repair. If you can run from that group of players you can run back to get healed. This prevents the logy or logy's from being killed.
Me personally I didn't like the EHP build. To many nades and with them doing +20% explosive damage to me it was poop(for nice words) I might give it a try again because the armor pen's have been lowered. Might just remove green battery and put a plate there insted
High eHP lets me hold down a point in Skirmish with minimal back-up. Logi support is great, especially with the Core Focused Rep Tool, but I've done well without it. |
Megaman Trigger
Beyond Gravity.OTF
33
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Posted - 2013.09.07 11:27:00 -
[24] - Quote
Been testing the 'new' Plates on my Heavy and my Alt's Logi suits and I have to say, the difference in speed is very noticeable.
I'd still recommend a Ferroscale Plate for anyone looking to maintain their mobility while getting a little more HP, since the speed drop might mean more to you than to me. |
Megaman Trigger
Beyond Gravity.OTF
33
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Posted - 2013.09.07 12:08:00 -
[25] - Quote
Bears Beets wrote:Megaman Trigger wrote:Been testing the 'new' Plates on my Heavy and my Alt's Logi suits and I have to say, the difference in speed is very noticeable.
I'd still recommend a Ferroscale Plate for anyone looking to maintain their mobility while getting a little more HP, since the speed drop might mean more to you than to me. To be honest, if you aren't going to use a plain armor plate, then I probably wouldn't use any at all. Even a complex Ferroscale plate will only give you 66 armor. That's about 2 militia AR bullets (without damage mods). At that rate, it might be more worth your SP, CPU, and PG to fit something like a Cardiac Regulator, Armor Repairer, or maybe even a Shield Regulator.
75HP, following the buff, not counting skill bonus. Complex Reactives give you 60HP and a 2HP regen for about the same as a Ferroscale, but have a 1% speed drop. |
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