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Shruikan Iceeye
Brotherhood of Seals
48
|
Posted - 2013.09.19 20:46:00 -
[1] - Quote
That's all the heavy needs! Maybe add it as a new skill in "Dropsuit Upgrades" Or make it a bonus as part of the "Amarr Heavy Dropsuits" Skill Hey you could even just make it a standard bonus for every Heavy dropsuit Obviously there are many things to consider before implementing this no matter which route you take but hey thats your job
BTW Dust 514 is a fantastic game, congratulations. You guys probably dont hear that enough (especially on the forums lol) |
Dunk Mujunk
RestlessSpirits D.E.F.I.A.N.C.E
88
|
Posted - 2013.09.19 20:49:00 -
[2] - Quote
So 3% resistance to everything but turrets and other heavies? No bueno. How about you guys start running with logis like you used to do? |
Shruikan Iceeye
Brotherhood of Seals
49
|
Posted - 2013.09.19 21:06:00 -
[3] - Quote
Dunk Mujunk wrote:So 3% resistance to everything but turrets and other heavies? No bueno. How about you guys start running with logis like you used to do? Well i do mostly run with Logis. They can only heal you however. They cant make you the slow, plodding, minigun-wielding powerhouse that Heavies are advertised as on the Dust website:
HEAVY The Heavy dropsuit is designed to withstand concentrated small arms fire and protect the wearer from low-grade explosives. Its power-assisted exoskeleton lets the wearer use the heaviest weapons available.
What heavy dropsuits lack in mobility they make up for with incomparable defenses. Mercenaries wearing such armor have been known to survive going toe-to-toe with enemy vehicles.
|
Shruikan Iceeye
Brotherhood of Seals
49
|
Posted - 2013.09.19 21:08:00 -
[4] - Quote
Maybe even make it 2% Resistance to small arms fire/explosives per level |
7 Wolv
Intara Direct Action Caldari State
1
|
Posted - 2013.09.19 21:14:00 -
[5] - Quote
I like it |
Shattered Mirage
Intara Direct Action Caldari State
280
|
Posted - 2013.09.19 21:16:00 -
[6] - Quote
This will give us heavies some degree of survivability against the Assault Rifle.... |
Dunk Mujunk
RestlessSpirits D.E.F.I.A.N.C.E
91
|
Posted - 2013.09.19 21:19:00 -
[7] - Quote
Shruikan Iceeye wrote:Well i do mostly run with Logis. They can only heal you however.
Fair enough.
I don't run heavy suits, so I really don't know how it is. But I know if I see a heavy out in the opened that bastard is mine! Heavies seem to be best for holding down an area (objective, outpost, ect). My problem with resistance increases is the heavy will still be a sitting duck out in the open (where it's not suppose to be super effective), but it would start approaching the line of OP in the area of holding ground (its intended role). |
Shattered Mirage
Intara Direct Action Caldari State
281
|
Posted - 2013.09.19 21:22:00 -
[8] - Quote
Dunk Mujunk wrote:Shruikan Iceeye wrote:Well i do mostly run with Logis. They can only heal you however. Fair enough. I don't run heavy suits, so I really don't know how it is. But I know if I see a heavy out in the opened that bastard is mine! Heavies seem to be best for holding down an area (objective, outpost, ect). My problem with resistance increases is the heavy will still be a sitting duck out in the open (where it's not suppose to be super effective), but it would start approaching the line of OP in the area of holding ground (its intended role).
Not really.... It would only increase our TTK from three seconds at over 1,300 EHP to somewhere ~7 with 1,300 EHP with 10% passive resistance, hopefully. |
Shruikan Iceeye
Brotherhood of Seals
55
|
Posted - 2013.09.19 21:38:00 -
[9] - Quote
Dunk Mujunk wrote:Shruikan Iceeye wrote:Well i do mostly run with Logis. They can only heal you however. Fair enough. I don't run heavy suits, so I really don't know how it is. But I know if I see a heavy out in the opened that bastard is mine! Heavies seem to be best for holding down an area (objective, outpost, ect). My problem with resistance increases is the heavy will still be a sitting duck out in the open (where it's not suppose to be super effective), but it would start approaching the line of OP in the area of holding ground (its intended role). Yea Shattered Mirage is right. It is only an incremental adjustment and with two guns and a few grenades you could easily flush out a heavy.
I totally see your point about being vulnerable out in the open. Hopefully being a little tougher means youll have that much more time to get to cover. Also if CCP reduces the rate of damage falloff for the HMG, that might help mitigate the weakness. It would be something like at 30m you would be doing half the damage you do at 15m. currently you do almost none at 30m |
Pje251296
KILL ORDERS
128
|
Posted - 2013.09.19 21:42:00 -
[10] - Quote
My remote explosives will still kill you. |
|
Chunky Munkey
Amarr Templars Amarr Empire
1533
|
Posted - 2013.09.19 21:45:00 -
[11] - Quote
Shruikan Iceeye wrote:That's all the heavy needs! Maybe add it as a new skill in "Dropsuit Upgrades" Or make it a bonus as part of the "Amarr Heavy Dropsuits" Skill Hey you could even just make it a standard bonus for every Heavy dropsuit Obviously there are many things to consider before implementing this no matter which route you take but hey thats your job BTW Dust 514 is a fantastic game, congratulations. You guys probably dont hear that enough (especially on the forums lol)
Yup. Standard Sentinel bonus should be damage resistance. With a name like Sentinel they should be guards of important locations. |
Shruikan Iceeye
Brotherhood of Seals
55
|
Posted - 2013.09.19 21:54:00 -
[12] - Quote
Pje251296 wrote:My remote explosives will still kill you. Exactly, it wont make us fatguys OP |
Fist Groinpunch
Goonfeet Top Men.
63
|
Posted - 2013.09.19 21:54:00 -
[13] - Quote
What the heavy needs is less running around in the open and more hanging out near cover/enclosed spaces.
But that won't happen. I will continue seeing HMG heavies running around in the open areas of Manus Peak or the bridge map etc, where I will continue to gun them down with a TAR. And at first they will fire back, but then as I get them into armor while I'm still at 80% shields, they will try to run away. But they won't make it. Because they just don't get the class they chose to play as.
And then they will come here to post threads about heavies needing some love. And I will smile as I read them. |
Shattered Mirage
Intara Direct Action Caldari State
281
|
Posted - 2013.09.19 21:58:00 -
[14] - Quote
Fist Groinpunch wrote:What the heavy needs is less running around in the open and more hanging out near cover/enclosed spaces.
But that won't happen. I will continue seeing HMG heavies running around in the open areas of Manus Peak or the bridge map etc, where I will continue to gun them down with a TAR. And at first they will fire back, but then as I get them into armor while I'm still at 80% shields, they will try to run away. But they won't make it. Because they just don't get the class they chose to play as.
And then they will come here to post threads about heavies needing some love. And I will smile as I read them.
The thing is.... we don't have CQC maps so, we can't really do that... shocking, I know. |
Fist Groinpunch
Goonfeet Top Men.
63
|
Posted - 2013.09.19 22:09:00 -
[15] - Quote
Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives. |
Shruikan Iceeye
Brotherhood of Seals
55
|
Posted - 2013.09.19 22:12:00 -
[16] - Quote
Fist Groinpunch wrote:What the heavy needs is less running around in the open and more hanging out near cover/enclosed spaces.
But that won't happen. I will continue seeing HMG heavies running around in the open areas of Manus Peak or the bridge map etc, where I will continue to gun them down with a TAR. And at first they will fire back, but then as I get them into armor while I'm still at 80% shields, they will try to run away. But they won't make it. Because they just don't get the class they chose to play as.
And then they will come here to post threads about heavies needing some love. And I will smile as I read them. Players who do stupid things and get killed as a result but dont know why, and complain about it are a problem. I am not one of those. I am a player who understands that a heavy is slow and very easy to hit, and i react acordingly. I am also a player who understands that a heavy is slow for a reason. Because it is supposed to have high HP and be hard to kill. Currently the heavy isnt terribly hard to kill. |
Shattered Mirage
Intara Direct Action Caldari State
281
|
Posted - 2013.09.19 22:29:00 -
[17] - Quote
Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives.
Nowhere near enough though... |
Monkey MAC
killer taxi company General Tso's Alliance
578
|
Posted - 2013.09.19 22:33:00 -
[18] - Quote
Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives.
So on manus peak, heavies are just expected to wait at A or B, or hope a guy in a dropship, turns up and doesn't get shot out of the sky?
However consider this, a new type of plate heavy only provides a little less than current plates, but has a special effect.
Resistance of Armour increases per shot that hits the heavy, does that make sense? |
Shruikan Iceeye
Brotherhood of Seals
55
|
Posted - 2013.09.19 22:37:00 -
[19] - Quote
Monkey MAC wrote:Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives. So on manus peak, heavies are just expected to wait at A or B, or hope a guy in a dropship, turns up and doesn't get shot out of the sky? However consider this, a new type of plate heavy only provides a little less than current plates, but has a special effect. Resistance of Armour increases per shot that hits the heavy, does that make sense? No i think the topic name is really how it should be. It's the most logical and effective |
Monkey MAC
killer taxi company General Tso's Alliance
578
|
Posted - 2013.09.19 22:40:00 -
[20] - Quote
Shruikan Iceeye wrote:Monkey MAC wrote:Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives. So on manus peak, heavies are just expected to wait at A or B, or hope a guy in a dropship, turns up and doesn't get shot out of the sky? However consider this, a new type of plate heavy only provides a little less than current plates, but has a special effect. Resistance of Armour increases per shot that hits the heavy, does that make sense? No i think the topic name is really how it should be. It's the most logical and effective
Oh alright then, Ill just take my idea somewhere where it'll be more appreciated! |
|
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3615
|
Posted - 2013.09.19 22:48:00 -
[21] - Quote
Similar idea |
Fist Groinpunch
Goonfeet Top Men.
64
|
Posted - 2013.09.19 22:48:00 -
[22] - Quote
Monkey MAC wrote:Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives. So on manus peak, heavies are just expected to wait at A or B, or hope a guy in a dropship, turns up and doesn't get shot out of the sky?
If they want to avoid getting killed by even the worst player in the other team because he's got a gun with a longer range, then yes, heavies should stay near cover/buildings/bunkers.
You can't pick a class with the highest HP in the game and a gun that is a veritable bullet hose at short range and expect it to be good in a long range combat situation. I play an assault armed with a TAR, and I stay the hell away from CQC friendly areas and I do extremely well. Because I stay away from CQC areas.
You can't have your cake and eat it too. |
Monkey MAC
killer taxi company General Tso's Alliance
578
|
Posted - 2013.09.19 22:53:00 -
[23] - Quote
Fist Groinpunch wrote:Monkey MAC wrote:Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives. So on manus peak, heavies are just expected to wait at A or B, or hope a guy in a dropship, turns up and doesn't get shot out of the sky? If they want to avoid getting killed by even the worst player in the other team because he's got a gun with a longer range, then yes, heavies should stay near cover/buildings/bunkers. You can't pick a class with the highest HP in the game and a gun that is a veritable bullet hose at short range and expect it to be good in a long range combat situation. I play an assault armed with a TAR, and I stay the hell away from CQC friendly areas and I do extremely well. Because I stay away from CQC areas. You can't have your cake and eat it too.
Im not saying it should be able to long range, but it should at least be able to survive closing the gap a little, its current lack of speed is too much for the health it has!!
Heavies should be able to be at the front line as well! |
7 Wulf
Company of Marcher Lords Amarr Empire
0
|
Posted - 2013.09.20 02:46:00 -
[24] - Quote
I like the 2% idea |
Master Jaraiya
Ultramarine Corp
819
|
Posted - 2013.09.20 03:10:00 -
[25] - Quote
Shruikan Iceeye wrote:That's all the heavy needs! Maybe add it as a new skill in "Dropsuit Upgrades" Or make it a bonus as part of the "Amarr Heavy Dropsuits" Skill Hey you could even just make it a standard bonus for every Heavy dropsuit Obviously there are many things to consider before implementing this no matter which route you take but hey thats your job BTW Dust 514 is a fantastic game, congratulations. You guys probably dont hear that enough (especially on the forums lol) Having it as it's own new skill would defeat the purpose, by making it accessible to everyone. You wouldn't want to make this solely exclusive to the Amarr Sentinel, so that's out. I wouldn't agree with making it a standard bonus, one should have to skill up in it to reap the rewards.
It would be perfect as the Sentinel Role Bonus instead of reduction to weapon feedback damage. |
Tech Ohm Eaven
L.O.T.I.S.
741
|
Posted - 2013.09.20 03:17:00 -
[26] - Quote
Fist Groinpunch wrote:What the heavy needs is less running around in the open and more hanging out near cover/enclosed spaces.
But that won't happen. I will continue seeing HMG heavies running around in the open areas of Manus Peak or the bridge map etc, where I will continue to gun them down with a TAR. And at first they will fire back, but then as I get them into armor while I'm still at 80% shields, they will try to run away. But they won't make it. Because they just don't get the class they chose to play as.
And then they will come here to post threads about heavies needing some love. And I will smile as I read them.
And if the heavy has a Viziam? Laser operations five and proficiency five with two complex damage mods??
You. Are. Bacon. |
hackerzilla
Defenders of the Helghast Dream
282
|
Posted - 2013.09.20 03:50:00 -
[27] - Quote
either small arms or explosions. one or the other |
Shruikan Iceeye
Brotherhood of Seals
60
|
Posted - 2013.09.20 04:34:00 -
[28] - Quote
Master Jaraiya wrote:Shruikan Iceeye wrote:That's all the heavy needs! Maybe add it as a new skill in "Dropsuit Upgrades" Or make it a bonus as part of the "Amarr Heavy Dropsuits" Skill Hey you could even just make it a standard bonus for every Heavy dropsuit Obviously there are many things to consider before implementing this no matter which route you take but hey thats your job BTW Dust 514 is a fantastic game, congratulations. You guys probably dont hear that enough (especially on the forums lol) Having it as it's own new skill would defeat the purpose, by making it accessible to everyone.
Would'nt defeat the purpose. It could be called "Heavy Damage resistance" boom problem solved. |
Master Jaraiya
Ultramarine Corp
834
|
Posted - 2013.09.20 05:21:00 -
[29] - Quote
hackerzilla wrote:either small arms or explosions. one or the other Both |
Fist Groinpunch
Goonfeet Top Men.
67
|
Posted - 2013.09.20 05:32:00 -
[30] - Quote
Monkey MAC wrote:Fist Groinpunch wrote:Monkey MAC wrote:Fist Groinpunch wrote:Not entire maps no, but there are the outposts and facilities and bunker buildings where HMGs and shotguns dominate. The new maps in particular are very CQC friendly around the objectives. So on manus peak, heavies are just expected to wait at A or B, or hope a guy in a dropship, turns up and doesn't get shot out of the sky? If they want to avoid getting killed by even the worst player in the other team because he's got a gun with a longer range, then yes, heavies should stay near cover/buildings/bunkers. You can't pick a class with the highest HP in the game and a gun that is a veritable bullet hose at short range and expect it to be good in a long range combat situation. I play an assault armed with a TAR, and I stay the hell away from CQC friendly areas and I do extremely well. Because I stay away from CQC areas. You can't have your cake and eat it too. Im not saying it should be able to long range, but it should at least be able to survive closing the gap a little, its current lack of speed is too much for the health it has!! Heavies should be able to be at the front line as well!
I feel you man, I have no idea how you guys play as a heavy in the first place. It's easily the most boring suit to play in. It takes forever to get to the action, and you can forget about flanking anyone, because by the time your fat ass gets in that flanking position everyone is either dead or gone. So you compromise and run out in the open to save a few precious seconds. Sometimes you are lucky and make it across, but other times you get caught and die because you're too slow to get back into cover and your HMG doesn't reach. And on top of that you don't have an item slot so you can't even pack an active scanner to help you scope out the situation before taking a gamble like that! So in order to not die you're resigned to lurk in the shadows waiting for prey. |
|
7 Wulf
Company of Marcher Lords Amarr Empire
0
|
Posted - 2013.09.20 12:47:00 -
[31] - Quote
Master Jaraiya wrote:hackerzilla wrote:either small arms or explosions. one or the other Both Yea absolutely both |
Fizzer94
L.O.T.I.S.
201
|
Posted - 2013.09.20 14:01:00 -
[32] - Quote
It seems that heavies want to be able to take massive punishment, and I'm fine with that.
When I think of a heavy, I think of the Heavies in Killzone. They can take a stupid amount of damage. They can deal out a stupid amount of damage. But these enemies are balanced with a weak spot (fuel tanks on their back) and slow turning speed.
I think our heavies should be more like this. They could take only 30% damage from any light weapons, grenades, and sidearms (excluding the Plasma Cannon), but their backpack could be their weak point, and when they are shot there they take 150-200% damage from weapons like the AR, Sniper Rifle, ScR, Shotgun, SMG, ect... They would also still take the same amount of damage from vehicle mounted turrets (because that is another issue for a different time and place), but be very resistant to small arms fire.
This would require their turning speed to be nerfed to what it used to be(if not slower) so someone like a scout can get around them and place a shotgun round in their back for a OHK. This would make heavier the slaughter machines they want to be, while making them easier to kill for people that know to get around them for an easy kill. They might even need to be slower than they already are for this to be balanced.
TL;DR Make heavies more like the heavies in Killzone. |
Master Jaraiya
Ultramarine Corp
847
|
Posted - 2013.09.20 14:18:00 -
[33] - Quote
Fizzer94 wrote:It seems that heavies want to be able to take massive punishment, and I'm fine with that.
When I think of a heavy, I think of the Heavies in Killzone. They can take a stupid amount of damage. They can deal out a stupid amount of damage. But these enemies are balanced with a weak spot (fuel tanks on their back) and slow turning speed.
I think our heavies should be more like this. They could take only 30% damage from any light weapons, grenades, and sidearms (excluding the Plasma Cannon), but their backpack could be their weak point, and when they are shot there they take 150-200% damage from weapons like the AR, Sniper Rifle, ScR, Shotgun, SMG, ect... They would also still take the same amount of damage from vehicle mounted turrets (because that is another issue for a different time and place), but be very resistant to small arms fire.
This would require their turning speed to be nerfed to what it used to be(if not slower) so someone like a scout can get around them and place a shotgun round in their back for a OHK. This would make heavier the slaughter machines they want to be, while making them easier to kill for people that know to get around them for an easy kill. They might even need to be slower than they already are for this to be balanced.
TL;DR Make heavies more like the heavies in Killzone. Something like this would actually be quite balanced. I don't think they would need to be slower, or have less turn speed. If you are able to sneak up on a Heavy even now, with a MLT Shotty and no skills, 9/10 times that heavy is going down. Sneaking up on does not equate to running circles around. You should never be able to simpley strafe in circles around any opponent. |
HowDidThatTaste
Ancient Exiles
3630
|
Posted - 2013.09.20 14:21:00 -
[34] - Quote
Fist Groinpunch wrote:What the heavy needs is less running around in the open and more hanging out near cover/enclosed spaces.
But that won't happen. I will continue seeing HMG heavies running around in the open areas of Manus Peak or the bridge map etc, where I will continue to gun them down with a TAR. And at first they will fire back, but then as I get them into armor while I'm still at 80% shields, they will try to run away. But they won't make it. Because they just don't get the class they chose to play as.
And then they will come here to post threads about heavies needing some love. And I will smile as I read them.
I always love these kind of quotes. Yes the role you spent your Sp should be limited to 20% of the engagements on any map limiting your fun factor to minimal. However if you try to play" your role" any other way you get out ranged in the open.
First off this is a sandbox style game and who determined our role was to camp hallways Boring!? Honestly I hardly ever camp hallways cause most good players know how to throw grenades and spam mass drivers. Hence the OP's request to increase our resistance to Explosives.
Yes you can play in open areas it just takes some awareness to get from a to b or like most take a jeep, bring an AR friend to cover the open areas. The hmg suit combo needs something to be feared again.
I have mostly switched to AR and I tear up heavies in 1v 1 all day long even in CQC so I laugh at these post's too. |
Fizzer94
L.O.T.I.S.
201
|
Posted - 2013.09.20 14:42:00 -
[35] - Quote
Master Jaraiya wrote:Fizzer94 wrote:It seems that heavies want to be able to take massive punishment, and I'm fine with that.
When I think of a heavy, I think of the Heavies in Killzone. They can take a stupid amount of damage. They can deal out a stupid amount of damage. But these enemies are balanced with a weak spot (fuel tanks on their back) and slow turning speed.
I think our heavies should be more like this. They could take only 30% damage from any light weapons, grenades, and sidearms (excluding the Plasma Cannon), but their backpack could be their weak point, and when they are shot there they take 150-200% damage from weapons like the AR, Sniper Rifle, ScR, Shotgun, SMG, ect... They would also still take the same amount of damage from vehicle mounted turrets (because that is another issue for a different time and place), but be very resistant to small arms fire.
This would require their turning speed to be nerfed to what it used to be(if not slower) so someone like a scout can get around them and place a shotgun round in their back for a OHK. This would make heavier the slaughter machines they want to be, while making them easier to kill for people that know to get around them for an easy kill. They might even need to be slower than they already are for this to be balanced.
TL;DR Make heavies more like the heavies in Killzone. Something like this would actually be quite balanced. I don't think they would need to be slower, or have less turn speed. If you are able to sneak up on a Heavy even now, with a MLT Shotty and no skills, 9/10 times that heavy is going down. Sneaking up on does not equate to running circles around. You should never be able to simpley strafe in circles around any opponent. Their turn speed would have to be reduced for this to work. If this were implemented a heavy would be almost unkillable if they are facing you, but they would go down quickly if you were behind them. Their weak point would be the downside of using a heavy suit, a slow turn speed would be needed to make the weak point reachable for an shotgun user. A shotgun scout should be able to dodge around a heavy at extremely close ranges and kill a heavy, because shotgun scouts should be able to do that, against all enemies. |
Sgt Kirk
SyNergy Gaming EoN.
1875
|
Posted - 2013.09.20 15:16:00 -
[36] - Quote
I haven't seen a Logi follow a heavy in ages.
All I see are heavies roaming the country side by themselves when I roll up on them with a flux, AR combo.
Shield heavies are pathetic. |
General John Ripper
teamplayers EoN.
2587
|
Posted - 2013.09.20 15:41:00 -
[37] - Quote
I like this idea. This thread is now General John Ripper approved.
But I want this to affect all classes... not just heavies... |
THUNDERGROOVE
ZionTCD
175
|
Posted - 2013.09.20 15:41:00 -
[38] - Quote
Dunk Mujunk wrote:So 3% resistance to everything but turrets and other heavies? No bueno. How about you guys start running with logis like you used to do? Because all the logis are running around just going for kills/easy WP or don't run a good enough rep tool. You can't keep a heavy alive with a standard rep tool. They need to stop being cheap-asses and at least pay a bit for a BDR-8 |
Shruikan Iceeye
Brotherhood of Seals
64
|
Posted - 2013.09.20 15:44:00 -
[39] - Quote
Guys, take into account that 15 percent resistance to small arms fire and explosives (at LVL5!) isnt all that much.. You put a complex damage mod on your gun and that reduces the net resistance of the heavy to 5%.. not that crazy. This new skill I'm suggesting is just something to balance out how slow heavies move and how easy they are to hit. It is a logical bonus for a heavy to have. If you look at the dust514 website, it describes heavies as "being designed to withstand small arms fire/explosives". A stooopid amount of extra HP could accomplish this, however i think damage resistance would be less OP, and would better fit the heavies anti-infantry design logically |
7 Wolv
Intara Direct Action Caldari State
2
|
Posted - 2013.09.20 16:19:00 -
[40] - Quote
General John Ripper wrote:I like this idea. This thread is now General John Ripper approved.
But I want this to affect all classes... not just heavies... How's that fair? |
|
Shruikan Iceeye
Brotherhood of Seals
64
|
Posted - 2013.09.20 16:24:00 -
[41] - Quote
Can a Dev please look at this and just give me your thoughts? |
Fist Groinpunch
Goonfeet Top Men.
68
|
Posted - 2013.09.20 16:25:00 -
[42] - Quote
HowDidThatTaste wrote:Fist Groinpunch wrote:What the heavy needs is less running around in the open and more hanging out near cover/enclosed spaces.
But that won't happen. I will continue seeing HMG heavies running around in the open areas of Manus Peak or the bridge map etc, where I will continue to gun them down with a TAR. And at first they will fire back, but then as I get them into armor while I'm still at 80% shields, they will try to run away. But they won't make it. Because they just don't get the class they chose to play as.
And then they will come here to post threads about heavies needing some love. And I will smile as I read them. I always love these kind of quotes. Yes the role you spent your Sp should be limited to 20% of the engagements on any map limiting your fun factor to minimal. However if you try to play" your role" any other way you get out ranged in the open. First off this is a sandbox style game and who determined our role was to camp hallways Boring!? Honestly I hardly ever camp hallways cause most good players know how to throw grenades and spam mass drivers. Hence the OP's request to increase our resistance to Explosives. Yes you can play in open areas it just takes some awareness to get from a to b or like most take a jeep, bring an AR friend to cover the open areas. The hmg suit combo needs something to be feared again. I have mostly switched to AR and I tear up heavies in 1v 1 all day long even in CQC so I laugh at these post's too.
CCP did. Sentinels are for point defense. They built the class specifically for it. |
7 Wulf
Company of Marcher Lords Amarr Empire
0
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Posted - 2013.09.20 18:13:00 -
[43] - Quote
Devs??? |
Master Jaraiya
Ultramarine Corp
849
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Posted - 2013.09.20 18:16:00 -
[44] - Quote
Fizzer94 wrote:Master Jaraiya wrote:Fizzer94 wrote:It seems that heavies want to be able to take massive punishment, and I'm fine with that.
When I think of a heavy, I think of the Heavies in Killzone. They can take a stupid amount of damage. They can deal out a stupid amount of damage. But these enemies are balanced with a weak spot (fuel tanks on their back) and slow turning speed.
I think our heavies should be more like this. They could take only 30% damage from any light weapons, grenades, and sidearms (excluding the Plasma Cannon), but their backpack could be their weak point, and when they are shot there they take 150-200% damage from weapons like the AR, Sniper Rifle, ScR, Shotgun, SMG, ect... They would also still take the same amount of damage from vehicle mounted turrets (because that is another issue for a different time and place), but be very resistant to small arms fire.
This would require their turning speed to be nerfed to what it used to be(if not slower) so someone like a scout can get around them and place a shotgun round in their back for a OHK. This would make heavier the slaughter machines they want to be, while making them easier to kill for people that know to get around them for an easy kill. They might even need to be slower than they already are for this to be balanced.
TL;DR Make heavies more like the heavies in Killzone. Something like this would actually be quite balanced. I don't think they would need to be slower, or have less turn speed. If you are able to sneak up on a Heavy even now, with a MLT Shotty and no skills, 9/10 times that heavy is going down. Sneaking up on does not equate to running circles around. You should never be able to simpley strafe in circles around any opponent. Their turn speed would have to be reduced for this to work. If this were implemented a heavy would be almost unkillable if they are facing you, but they would go down quickly if you were behind them. Their weak point would be the downside of using a heavy suit, a slow turn speed would be needed to make the weak point reachable for an shotgun user. A shotgun scout should be able to dodge around a heavy at extremely close ranges and kill a heavy, because shotgun scouts should be able to do that, against all enemies. Or you could do something other than run straight at the Heavy, and try to rely on your strafing to get behind him.
You could sneak around through cover, sneak up right behind him. This isn't that difficult. |
Rogatien Merc
Red Star. EoN.
1223
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Posted - 2013.09.20 18:26:00 -
[45] - Quote
Can't wait till CCP just says "Fuckit" and gives heavies 4 highs and 5 lows at the proto level. |
7 Wolv
Intara Direct Action Caldari State
2
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Posted - 2013.09.20 21:38:00 -
[46] - Quote
This needs to be seen |
SgtDoughnut
M.E.R.C. Elite
143
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Posted - 2013.09.20 21:45:00 -
[47] - Quote
Honestly heavies should have the most slots, and have access to damage resistance mods. This way they can be absolute tanks but incredibly slow. |
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