Pages: 1 2 3 4 5 [6] 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
2006
|
Posted - 2013.10.23 17:41:00 -
[151] - Quote
Eh, I'm all for giving the heavy more HP while slowing it down to terminator speeds. I still say that they need a stagger and shake effect on their gun more than they need additional DPS though.
A heavy suit should have a psychological impact on the enemy when they are confronted 1v1. A couple of patches ago, the mass driver had this psychological impact because after the first shot the camera rocked all over the damn place and you couldn't re-acquire your target. This was somewhat fixed when aim assist got put in.
The mass driver never really needed that benefit though. It was already epic area denial and did ridiculous amounts of damage to armor. What does need that benefit is the HMG.
When you introduce camera shake and stagger you give the heavy the psychological advantage. NOBODY wants to engage a gigantic terminator at a range where he can effectively disable your ability to aim, strafe, or properly retreat.
More importantly, it also sends a clear message to nooblets. When all of their motor functions get scrambled under HMG fire they will know immediately that this is a situation they have to avoid. It is one of those instinctual things that will tell them to play smarter and accept that this is a force to be reckoned with. When you don't do this and instead opt for just a boatload of damage, nooblets won't always get the message and they will keep trying to butt heads with the heavy. This results in lower skilled players simply rage quitting because they can't wrap their head around the situation.
Damage is something that is too universal, and isn't recognize as a suit-specific danger. Lots of noobs don't even recognize where its coming from. Stagger would make it very obvious what is killing them and make them play smarter. |
Slag Emberforge
Immortal Retribution
66
|
Posted - 2013.10.23 17:45:00 -
[152] - Quote
lithkul devant wrote:I'm going to say some controversial things in my post, I know many of you won't agree with them and that is fine. The heavy as it is sucks, it has no purpose, it can be out Ehped by other classes which is fricking ridiculous, the HMG can be out dpsed at close range by other guns, yeah I know paper stats it is the best, until you factor in that other guns get 2xto 3x the amount of headshots that the HMG will ever be able to deliver. Along with the fact that the HMG has a spin up time which really isn't supposed to be there if you read the description of the weapon, least on some of them. The heavy is pathetic in close quarters combat, medium combat, and especially long range combat, except for the forge gun, which every heavy is starting to use now even those that wish they could keep to the HMG. All this being said I will now bullet point my suggestions.
-All heavy suits should get at least a 25% increase in shield and armor, at advanced-proto level it should take 2 hits from a forge gun to kill a heavy (How stuipid is it that a milita gun, can kill a fully decked out proto heavy in 1 hit, that is literally saying a gun costing less then 1k of isk can smash a proto costing more then 400k in one hit consistenly)
-All heavies should have their speed reduced by 25-30%, this is a lumbering suit of death it isn't made to be fast, it is made to be a terrifying beast of war, that can "take on tanks"
-Small weapon damage, should do 10-20% less damage to heavies
-Explosive weapons, should do 20% less damage
-HMG's should do 2x the damage they currently do and have 10m additional range from what they have currently, spread keeps the same as it is to avoid being to powerful. HMG should also take up both weapon slots, from how powerful and heavy it is. As in real life, movies, etc, this needs to be a terrifying gun that people run away from that can mow down entire groups of people who are stuipid enough to frontal assault this weapon. With how slow the heavy is, this should easily be able to be countered with speed and good tactics, the HMG would become a crowd control gun and objective defense.
-repair tools do 15-25% extra to heavy suits, this is so that the repair tool can do the intended focus it was made for and allow for true tanking by shield or armor.
This is all for now please comment as you see fit.
Heavies definitely need love, but that's a bit over the top Your list: +25% eHP +10-20% DR +15-25% Healing from repair tool HMG - 2x damage +10m effective
So they have massively more health and they gain an additional 12.5 to 25 equivalent of go by damage resist. This takes them to 1.375 - 1.5 current standings meaning they could easily have over 2k ehp and since the HMG is now massively effective due to enhanced range and close proximity people would die almost instantly. But that's ok they still can use effective line of sight with explosives nope damage nerfed, ok how bout head shots with a sniper rifle? Nope it'll take steady three shots with a charged sniper rifle or four otherwise.
Which won't work at all if he has a rep.
Ok so now the only counter for Hmg heavies are FG heavies. Too much.
For heavy to fill its roll I would recommend a modest 10-15% eHP buff and a 20% reduction in dispersion which by itself would give the HMG a decent range. Done. |
Fox Gaden
Immortal Guides
1374
|
Posted - 2013.10.23 17:54:00 -
[153] - Quote
Prius Vecht wrote:Goric Rumis wrote:Himiko Kuronaga wrote:CCP Rattati wrote:There are many ways to fix some of the issues you mention, heavy being more resistant to small arms fire, or the heavy armor shields better from headshots, etc. I'll leave that to the designers but I assure you, we are always listening (and measuring) to what works in PC and what doesn't, so keep the feedback flowing.
A strong resistance skill would go a long way, but even if that gets put in it won't fix the HMG issue. It will just make the heavy suit the favorite suit for using a rifle. There are a lot of ways to fix the HMG. Some people want more damage, some people want greatly decreased dispersion. Some people want a "stagger" effect when the HMG hits their target which slows them down and cripples their targets ability to aim. I could actually get on board with that one for the simple fact it would be a hilariously trolling tool and completely unique. Heavies need a philosophy. Right now they resemble slow, tanked assault suits with no equipment. I've heard "point defense" before, but point defense isn't a philosophy. My view is that heavies are for controlling the flow of battle. They can be used by field commanders to create walls and chokepoints, but lack the mobility to strike. You can rout your enemies toward your heavies, or you can simply block them off and shoot them down like fish in a barrel. This is why heavies work for point defense: they create a mobile wall in front of a point. But they're not just set-and-forget point defenders, they're actually critical components of any sophisticated battlefield tactics. They're the anvil to the assault's hammer. From that standpoint, strengthening the suit against small arms fire and headshots would be great, but you do hit the nail on the head when it comes to the gun: in order for the heavy suit to be truly balanced, it should have drawbacks that mean it's rarely used except with a heavy weapon. That means the heavy weapons have to be powerful enough to counter drawbacks in the suit. They have to be fearsome enough to keep medium suits from standing out in front of heavies and shooting them down. A heavy should be able to engage three assaults--not to kill them in a 3-on-1 engagement, but a smart heavy should be able to hold them off for a decent amount of time. I think giving some kind of disruptive abilities to the heavy weapons could go a long way toward making that happen. The assaults should take cover, maybe throw some grenades and try to flank. A smart heavy controls the terms of engagement, prevents flanking and keeps enemies in front of him. Maybe heavies only get the headshot safety in the front? All this has to be balanced by considering how the proposed heavy combo would play outside its role. A whole team of indestructible heavies is unquestionably a bad thing. I think this is already fairly well balanced by the heavy's mobility and range (a heavy out in the open will always be easy to drop), but it's something to watch. ^this guy gets it. i'm not even a heavy and this is exactly how they should work. more defense vs small arms fire but in the same vein it doesnt make sense to have them with solid movement. I think the scouts should be speed up a tad and heavies slowed down just a little. On second thought maybe make it hard for them to speed up...biotics that make movement faster should only have a 25% effect on them. Some heavies will be faster (minmatar, gallente) but not fast per se. Kinetic Catalysers increase speed by a percentage. The base speed on a heavy is very low, so the effect of Kinetic Catalysers on a Heavy is already much reduced compared to the effect of Kinetic Catalysers on a Medium or Light frame suit. To reduce it more would make them completely useless for Heavies. (200% of 3 is 6 while 200% of 5 is 10. 6 is a lot less than 10, and not much more than 5.)
Also, to make use of Kinetic Catalysers a Heavy has to give up the HP they would otherwise get from equipping armour. So a speed heavy (Sports Turtle) has much less health than a Defensive slow heavy.
If a Heavy Shield tanks then they give up Damage ModGÇÖs, so they may have more HP, or normal HP + slight speed increase, but they do less damage.
I think this is all very well balanced. Why cry for a nerf of the Sports Turtle? You are a mean person! |
Reigning Shotz
CoRp KiLLeRz
3
|
Posted - 2013.10.23 17:58:00 -
[154] - Quote
For heavy to fill its roll I would recommend a modest 10-15% eHP buff and a 20% reduction in dispersion which by itself would give the HMG a decent range. Done.[/quote]
^^^^^ Ill take it~ .. lol ^^^^^
fact is .. in chromosome .. my heavy was 1320 max hp .. n I killed 40% more mercs & died 50% less than I do today. if I had my skills maxed out then as I do now ( all lvl 5 for hmg, except optimization) I would have been "unstoppable" ... but we are in uprising 1.5 .. and that's not the case. idc about being slow .. because theres are vehicles for that.. my thing is why is it that .. a face to face battle with a medium .. can go either way when im letting off 425 shots in a clip to his maybe 80 shot clip? makes no sense... at a distance I get it .. face to face .. fuk no! .. plus theyre hopping around n moving . n my fat boy is a wider target with 1/2 the speed .. NOT FAIR.~ |
Fox Gaden
Immortal Guides
1374
|
Posted - 2013.10.23 18:07:00 -
[155] - Quote
Tolen Rosas wrote:give the HMG a damage buff inside 15m too. thats their killbox
if ur that close to a heavy ur doing it wrong. They donGÇÖt need a damage buff, they need a damage application buff.
Reduce the spread and more bullets will hit = damage buff without changing damage on paper.
Add the same Sharp Shooter Skill that SMG has. It reduces spread, which extends itGÇÖs optimal range in a manner of speaking, but does not actually increase the theoretical range of the weapon.
Essentially this would buff the HMGGÇÖs applied damage at ranges beyond 5m without any damage increase being mentioned in the patch notes, so the AR users would not get riled up. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
174
|
Posted - 2013.10.23 18:08:00 -
[156] - Quote
We have a The HMG that melt at range, It's the Burst. Cmon CCP take my range,keep it as it now. But in exchange raise the Burst variant DMG to 20 and lower it's spread (As i dont gain precision over time)
If i'm meant for point defense, let me do point defense. And hope that my ISP keep low the lag. |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
2009
|
Posted - 2013.10.23 18:10:00 -
[157] - Quote
Fox Gaden wrote:Tolen Rosas wrote:give the HMG a damage buff inside 15m too. thats their killbox
if ur that close to a heavy ur doing it wrong. They donGÇÖt need a damage buff, they need a damage application buff. Reduce the spread and more bullets will hit = damage buff without changing damage on paper. Add the same Sharp Shooter Skill that SMG has. It reduces spread, which extends itGÇÖs optimal range in a manner of speaking, but does not actually increase the theoretical range of the weapon. Essentially this would buff the HMGGÇÖs applied damage at ranges beyond 5m without any damage increase being mentioned in the patch notes, so the AR users would not get riled up.
.... or just put in the stagger and shake effect. |
Fox Gaden
Immortal Guides
1376
|
Posted - 2013.10.23 18:17:00 -
[158] - Quote
Lance 2ballzStrong wrote:Dusters Blog wrote:some very good discussions here. linked it to the new EP and some other devs on twitter. next up is retuning the scout which is almost just as bad off. dont be a person who supports the class you use but could care less about anything else.
if ur a fan of this game at all and its balance u should be posting in the scout thread as well. no true dust fans wants to dominate with anything besides his skill. we want things balanced and operating as intended so that we can have a good experience even when the other guy wins. Hopefully they look at heavies again. SoTa said that scouts will be getting attention before heavies. That's cool, but why can't both classes get attention at the same time? Both are in a pretty bad spot Honestly Heavies are easier to fix. Reducing the dispersion of the HMG would go a long way to improving our situation without having to change anything else. There are other things I would like to see, but they could start with that and then focus Development time on fixing the Scout's problems. |
Fox Gaden
Immortal Guides
1376
|
Posted - 2013.10.23 18:20:00 -
[159] - Quote
CCP Rattati wrote:Fox Gaden wrote: Actually Rattati, what do you do at CCP?
Hey Fox/Himiko, I am the global head of FP&A at CCP, currently based in Iceland, and relocating with my family to Shanghai in January to help our efforts on Dust 514, joining CCP Rouge and the team there. Given that I am also a fanatic player, you might call me a true believer in Dust 514 and its potential. Or a true Champion on the inside for our causes.
Hey, it will be good to have an active poster in the Shanghai office. We will give you lots of ideas you cant talk to the other DevGÇÖs about in the lunch room. |
Fox Gaden
Immortal Guides
1376
|
Posted - 2013.10.23 18:48:00 -
[160] - Quote
Thor Odinson42 wrote:GET ATMESON wrote:Thor Odinson42 wrote:
Without a doubt. Lots of the anger toward the HMG would be solved with a sharpshooter skill.
For the vets it's strange to see people run toward heavies. In closed beta the HMG was feared. They should be a force again. It'll take another slot for a plate and a buff to the HMG for it to happen.
I wouldn't mind them having a built in armor rep as well.
Just make them more expensive like they used to be, but make them godly.
Not goldy just fixed Well closed beta heavy compared to what we have now would be godly. Closed Beta Heavies would be considered Over Powered by Assault Rifle users who would cry for nerfs, and we would end up back where we are now.
We need to be somewhere between Chromosome and now, so that we are respected and feared, but not enough for everyone to cry for nerfs. Also, being the FTM class sucks. You donGÇÖt get any respect!
|
|
Fox Gaden
Immortal Guides
1376
|
Posted - 2013.10.23 18:52:00 -
[161] - Quote
calvin b wrote:I quit the HMG heavy build and went AR assault months ago. I am still on strike and do not see myself going back. I was a heavy since beta and I cant believe the A** ream CCP gave us. Give up, move on and spec into something else. Just not scouts because they are CCP's 2nd b**** behind the heavy. I am angry beyond words over 3 Million into one build, I want my SP back. I have had bad luck when it comes to this game. Spec into heavy/hmg then its nerfed, spec into Cal Logi before the QQ and it was nerfed, went sniper got distant rendering and hit detection issues, now I went AR and Gal assault and now I am reading AR is soon to be nerfed. I am a basic rifle or HMG person I do not like ScR, Laser rifle not willing to go there just yet, shotgun has problems like HMG, not much more peaks my interest. I am going to save my SP and hope that a weapon comes that is balanced and will not be nerfed by CCP. Still holding my breath You are doing it wrong.
If you want to be successful, skill into the weakest class and wait for the buff. |
Disturbingly Bored
The Strontium Asylum
836
|
Posted - 2013.10.23 19:02:00 -
[162] - Quote
Fox Gaden wrote:If you want to be successful, skill into the weakest class and wait for the buff.
Plasma Cannon+Nova Knives Gallente Scout? |
Fox Gaden
Immortal Guides
1377
|
Posted - 2013.10.23 19:09:00 -
[163] - Quote
Calroon DeVil wrote:CCP Rattati wrote: Absolutely, you have to almost double tab the crouch button but it makes at least playing the heavy viable in many games.
There are many ways to fix some of the issues you mention, heavy being more resistant to small arms fire, or the heavy armor shields better from headshots, etc. I'll leave that to the designers but I assure you, we are always listening (and measuring) to what works in PC and what doesn't, so keep the feedback flowing.
Great derail without adressing anything. You got the right skills for Dust 514, I'll give you that. Guess you can't say anything about heavy dropsuits either, figured. Sometimes you guys are a real joke. Be glad that you're working in the game industry; at this standard. Lay off Rattati. He isnGÇÖt a Dev. He is a high level Accountant. But he reads our threads and can whisper our sweet nothings in the appropriate Dev ears, so make him feel welcome! |
Fox Gaden
Immortal Guides
1377
|
Posted - 2013.10.23 19:19:00 -
[164] - Quote
Apison Valusgeffen wrote: Add the Carthum Scrambler to the list of rifles that out damage the Boundless HMG within it's optimal range. Had it happen twice in the same corridor in the same match. Duvolles and GEKs I've known about for a while. And I know all of you AR users will just see this as Heavy QQing which is fine. See it however you like. When things are tipped in your favor, it's just human nature to defend that status quo. Most of you have never touched the Heavy or HMG so it's not your problem, so long as you continue to get your kills. You just know that it's fine, and we need to stop complaining about it. So I understand that I'm not going to convince you of anything. That is not my intent. I do hope however that CCP will take this and other feedback into consideration and at least attempt to address this issue that affects many in their player base.
I also understand now why this is sometimes referred to as AR 514. I didn't before. It was frustrating losing confrontations that I thought I should have won simply because my opponent danced around a little bit, or jumped, still landing pinpoint accurate shots, or sometimes just simply stood there and out damaged me (like in the corridor mentioned above), or somehow because hits just stopped registering for some reason. I chalked it up to just needing to skill up more, but no, it still happens with proto gear, complex mods, complex armor and the like. Rifles in this game just seem to out class a very broken HMG in situations that the HMG was supposedly made for.
As I've said in other posts, I've had some success with the HMG, but there are some situations where things seem very off kilter... very unbalanced.
Scrambler Rifle has a bonus to Head Shot damage. Heavies have a head the size of a microwave. Therefore Scrambler Rifles are generally more effective against Heavy suits than they are against other suits.
|
Zero Roamero
NaphBlade
17
|
Posted - 2013.10.23 19:19:00 -
[165] - Quote
Lance 2ballzStrong wrote:Zero Roamero wrote:.........So you haven't already seen the damage the heavy machine gun CAN ALREADY do then. lol... Oh you mean the POTENTIAL DPS.Guess you haven't fired an HMG huh? If you did you would have noticed the huge amount of bullet spread making the numbers game useless. The DPS on your screen is accurate if every bullet hits, and lol at every bullet from the HMG hitting. The AR / SR has a better representation of their DPS as they're accurate weapons. The more you know
Yes, I have. And there are people who troll with those things. It's called a HEAVY machine gun. Of course, it's not gonna be easy to use. Big guns never really are, no matter how unrealistic the developers make them. |
Lance 2ballzStrong
SyNergy Gaming EoN.
4224
|
Posted - 2013.10.23 19:21:00 -
[166] - Quote
Reigning Shotz wrote: ^^^^ LOLL Are u kidding? My heavy suit has over 1600 hp .. add a duvolle assault or tac ... no medium in the world has a shot ~ Us heavies want a laser hmg , a plasma hmg ... or something close to that We need more variety asap
eHP means nothing when there's medium suits that can tank 1000+ eHP and have FAR better mobility + equipment slots
|
Lance 2ballzStrong
SyNergy Gaming EoN.
4224
|
Posted - 2013.10.23 19:30:00 -
[167] - Quote
Zero Roamero wrote:Lance 2ballzStrong wrote:Zero Roamero wrote:.........So you haven't already seen the damage the heavy machine gun CAN ALREADY do then. lol... Oh you mean the POTENTIAL DPS.Guess you haven't fired an HMG huh? If you did you would have noticed the huge amount of bullet spread making the numbers game useless. The DPS on your screen is accurate if every bullet hits, and lol at every bullet from the HMG hitting. The AR / SR has a better representation of their DPS as they're accurate weapons. The more you know Yes, I have. And there are people who troll with those things. It's called a HEAVY machine gun. Of course, it's not gonna be easy to use. Big guns never really are, no matter how unrealistic the developers make them.
smfh
People who "troll" with HMGs...riiiiiight. Which is obviously the same thing as me trying to make the class competitive in a competitive environment right? Lemme guess, you used a militia heavy suit and HMG and killed a couple people and said to yourself "This class is fine!!!! I don't know why people say it's bad! They must be noobs!"
Your logic = big gun = hard to control
gotcha! |
Fox Gaden
Immortal Guides
1377
|
Posted - 2013.10.23 19:35:00 -
[168] - Quote
Rei Shepard wrote:Apison Valusgeffen wrote:snip It was frustrating losing confrontations that I thought I should have won simply because my opponent danced around a little bit, or jumped, still landing pinpoint accurate shots snip
Just because your weapon should be better at cqc engagements on paper does not mean a whole lot if you cannot hit your intended target, ive got a friend who is extremely bad at FPS games, he gets extremely frustrated each time an opponent strafes and dances around evading his gunfire and to him, everyone should just stand still so he can kill them.... Ive had on multiple occasions because of multiple long engagements overheated my SCR like a scrub, Heavy ambushes me, i jump, get stuck in a rock unable to move, served like a Proto Pinata ona silver platter...heavy unleaches everything he has on me ...for a whole 5 seconds...while i am superheated, overheat ends and the heavy dies, he did not even manage to hit me in those 5 seconds and i was like right there unable to move.... I mean ....how bad can you get ? And while there are good heavies, most heavies are very bad players thinking the extra armor and HMG can save them from people who have 90%+ Accuracy Ratings... Not gonna happen... I base my estimation of the effectiveness of the HMG vs an Assault Rifle on those instances where I had the little dot at the center of the aiming circle placed squarely on their chest or head, and they still gunned me down without moving or strafing.
As far as I can tell the HMG has the advantage at 5m but by the time you get to 10m the AR does more damage. This is different when crouched, but then when crouched the heavy is a sitting duck.
I don't base my comparison between the HMG and the AR on situations where I miss. And yes, there are plenty of those situations. It is those few situations when I had the clear advantage, had the shot lined up, and still died, that I base my evaluation on. |
lithkul devant
Legions of Infinite Dominion
112
|
Posted - 2013.10.23 20:45:00 -
[169] - Quote
Slag Emberforge wrote:lithkul devant wrote:I'm going to say some controversial things in my post, I know many of you won't agree with them and that is fine. The heavy as it is sucks, it has no purpose, it can be out Ehped by other classes which is fricking ridiculous, the HMG can be out dpsed at close range by other guns, yeah I know paper stats it is the best, until you factor in that other guns get 2xto 3x the amount of headshots that the HMG will ever be able to deliver. Along with the fact that the HMG has a spin up time which really isn't supposed to be there if you read the description of the weapon, least on some of them. The heavy is pathetic in close quarters combat, medium combat, and especially long range combat, except for the forge gun, which every heavy is starting to use now even those that wish they could keep to the HMG. All this being said I will now bullet point my suggestions.
-All heavy suits should get at least a 25% increase in shield and armor, at advanced-proto level it should take 2 hits from a forge gun to kill a heavy (How stuipid is it that a milita gun, can kill a fully decked out proto heavy in 1 hit, that is literally saying a gun costing less then 1k of isk can smash a proto costing more then 400k in one hit consistenly)
-All heavies should have their speed reduced by 25-30%, this is a lumbering suit of death it isn't made to be fast, it is made to be a terrifying beast of war, that can "take on tanks"
-Small weapon damage, should do 10-20% less damage to heavies
-Explosive weapons, should do 20% less damage
-HMG's should do 2x the damage they currently do and have 10m additional range from what they have currently, spread keeps the same as it is to avoid being to powerful. HMG should also take up both weapon slots, from how powerful and heavy it is. As in real life, movies, etc, this needs to be a terrifying gun that people run away from that can mow down entire groups of people who are stuipid enough to frontal assault this weapon. With how slow the heavy is, this should easily be able to be countered with speed and good tactics, the HMG would become a crowd control gun and objective defense.
-repair tools do 15-25% extra to heavy suits, this is so that the repair tool can do the intended focus it was made for and allow for true tanking by shield or armor.
This is all for now please comment as you see fit.
Heavies definitely need love, but that's a bit over the top Your list: +25% eHP +10-20% DR +15-25% Healing from repair tool HMG - 2x damage +10m effective So they have massively more health and they gain an additional 12.5 to 25 equivalent of go by damage resist. This takes them to 1.375 - 1.5 current standings meaning they could easily have over 2k ehp and since the HMG is now massively effective due to enhanced range and close proximity people would die almost instantly. But that's ok they still can use effective line of sight with explosives nope damage nerfed, ok how bout head shots with a sniper rifle? Nope it'll take steady three shots with a charged sniper rifle or four otherwise. Which won't work at all if he has a rep. Ok so now the only counter for Hmg heavies are FG heavies. Too much. For heavy to fill its roll I would recommend a modest 10-15% eHP buff and a 20% reduction in dispersion which by itself would give the HMG a decent range. Done. If stagger was introduced I'd be ok with a compromise of dispersion/maximum distance increase but it should not have the same effective range as an AR, especially if you factor in a "shake" or jarring effect
Alright, a 10-15% eHP buff would be effective, the main reason behind the Hit point buff I suggested is so that heavies can survive 1 Forge gun blast, 2nd forge gun blast is death. While listing in my reasons I also suggested a massive reduction in movement speed, making it so that the heavy if out in the open or not using any cover at all is going to have problems, very slow, very lumbering. Also, your information about the HMG is incorrect about the range values, even if it was buffed up 10m the HMG would not have the same firing range or capacity as a AR, an AR can effectively kill people from over 100 yards away, reference the Duoville Assault Rifle.
The whole point in the build of the heavy I am suggesting is that it does in fact take 2-3 or perhaphs 4 people to kill the heavy, however, the heavy can't move fast, it can't chase and if it is in a bad position it is dead. The whole purpose of such a unit would be crowd control and objective guarding or a heavy push to an objective. Without support these units will die to scouts as they currently do, especially if the scouts are using RE's or shotguns. Also, a heavy machine gun is something in real life that is capable of killing tanks, I am not suggesting that this be a cheap suit, I would actually be insisting on a price increase.
Other counters to the heavy build is, gernades (can't move out of the way), mass drivers (can't move out of the way, can arch shots), sniper rifles (easy head shots), tanks, plasma cannon, Asault Rifle at a distance. The reason the assault rifle would still be better at a distance is because of the included dispersion factor that is left in the HMG, a heavy is basically like a minature tank that can walk, it is even made to look that way.
25%-30% move decrease as the standard, this is a great equalizer, especially when if you are to add additional armor, it's going to get to be hugely slow even if you are spriting someone could walk away from you and be faster then you. |
Lance 2ballzStrong
SyNergy Gaming EoN.
4224
|
Posted - 2013.10.23 20:51:00 -
[170] - Quote
lithkul devant wrote:
Alright, a 10-15% eHP buff would be effective, the main reason behind the Hit point buff I suggested is so that heavies can survive 1 Forge gun blast, 2nd forge gun blast is death. While listing in my reasons I also suggested a massive reduction in movement speed, making it so that the heavy if out in the open or not using any cover at all is going to have problems, very slow, very lumbering. Also, your information about the HMG is incorrect about the range values, even if it was buffed up 10m the HMG would not have the same firing range or capacity as a AR, an AR can effectively kill people from over 100 yards away, reference the Duoville Assault Rifle.
The whole point in the build of the heavy I am suggesting is that it does in fact take 2-3 or perhaphs 4 people to kill the heavy, however, the heavy can't move fast, it can't chase and if it is in a bad position it is dead. The whole purpose of such a unit would be crowd control and objective guarding or a heavy push to an objective. Without support these units will die to scouts as they currently do, especially if the scouts are using RE's or shotguns. Also, a heavy machine gun is something in real life that is capable of killing tanks, I am not suggesting that this be a cheap suit, I would actually be insisting on a price increase.
Other counters to the heavy build is, gernades (can't move out of the way), mass drivers (can't move out of the way, can arch shots), sniper rifles (easy head shots), tanks, plasma cannon, Asault Rifle at a distance. The reason the assault rifle would still be better at a distance is because of the included dispersion factor that is left in the HMG, a heavy is basically like a minature tank that can walk, it is even made to look that way.
25%-30% move decrease as the standard, this is a great equalizer, especially when if you are to add additional armor, it's going to get to be hugely slow even if you are spriting someone could walk away from you and be faster then you.
Slowing down the heavy anymore will nullify the HP buff. Why bother increasing the HP by only 10-15% when you move slower?
So instead of 1 nade killing you, it'll take 2 nades? Heavies are the ones that suffer most from general spam in this game. Anything that's being spammed, heavies can't dodge. So buffing HP by so little and slowing them down more = the same thing we have now.
2 steps fwd, 2 steps bck.
if you're suggesting heavies need 2-4 to kill, then the HP has to increase by 50-100% AT LEAST. At that kind of HP buff then I can see slower movement speed needed for balance. |
|
Magpie Raven
ZionTCD Public Disorder.
233
|
Posted - 2013.10.23 21:05:00 -
[171] - Quote
Yes the HMG really does need a massive buff. Yesterday I was hacking an objective and when I finished I turned the corner right into a heavy. I should have been blown away. He didnt hesitate or anything but somehow i managed to take the hits and still kill him. I strafed abit but I ran into a wall and was for the most part right in his kill box. That would never have happened in earlier builds.
I used to be heavy until the lack of any and all content drove me to ARs. I might go back if they made heavy weapons viable again |
crazy space 1
Unkn0wn Killers
1897
|
Posted - 2013.10.23 21:08:00 -
[172] - Quote
XxGhazbaranxX wrote:SO MUCH TEXT
listen here's my suggestion, as a game designer myself... Just add ramp up time before the gun starts firing and you can justify making it stronger. Also you can have the brust HMG play a more important and powerful role as it's attack is instant and more powerful than a standrd HMG making it great at CQC while the HMG has to be careful to go around courners becuase he can't attack right away.
Finally a super long spin -up time, long range variant that does supession damage. Meaning it can't kill at long range unless you just sit there, but if you are out in the open or run you will get hit. The trade off being you have to wait 3-5 seconds before the gun starts to fire. But overheating should be slow on that gun.
My point is add spin up time and everything gets more interesting. Look at the 100 of HMGs TF2 has. |
crazy space 1
Unkn0wn Killers
1898
|
Posted - 2013.10.23 21:29:00 -
[173] - Quote
Lance 2ballzStrong wrote:lithkul devant wrote:
Alright, a 10-15% eHP buff would be effective, the main reason behind the Hit point buff I suggested is so that heavies can survive 1 Forge gun blast, 2nd forge gun blast is death. While listing in my reasons I also suggested a massive reduction in movement speed, making it so that the heavy if out in the open or not using any cover at all is going to have problems, very slow, very lumbering. Also, your information about the HMG is incorrect about the range values, even if it was buffed up 10m the HMG would not have the same firing range or capacity as a AR, an AR can effectively kill people from over 100 yards away, reference the Duoville Assault Rifle.
The whole point in the build of the heavy I am suggesting is that it does in fact take 2-3 or perhaphs 4 people to kill the heavy, however, the heavy can't move fast, it can't chase and if it is in a bad position it is dead. The whole purpose of such a unit would be crowd control and objective guarding or a heavy push to an objective. Without support these units will die to scouts as they currently do, especially if the scouts are using RE's or shotguns. Also, a heavy machine gun is something in real life that is capable of killing tanks, I am not suggesting that this be a cheap suit, I would actually be insisting on a price increase.
Other counters to the heavy build is, gernades (can't move out of the way), mass drivers (can't move out of the way, can arch shots), sniper rifles (easy head shots), tanks, plasma cannon, Asault Rifle at a distance. The reason the assault rifle would still be better at a distance is because of the included dispersion factor that is left in the HMG, a heavy is basically like a minature tank that can walk, it is even made to look that way.
25%-30% move decrease as the standard, this is a great equalizer, especially when if you are to add additional armor, it's going to get to be hugely slow even if you are spriting someone could walk away from you and be faster then you.
Slowing down the heavy anymore will nullify the HP buff. Why bother increasing the HP by only 10-15% when you move slower? So instead of 1 nade killing you, it'll take 2 nades? Heavies are the ones that suffer most from general spam in this game. Anything that's being spammed, heavies can't dodge. So buffing HP by so little and slowing them down more = the same thing we have now. 2 steps fwd, 2 steps bck. if you're suggesting heavies need 2-4 to kill, then the HP has to increase by 50-100% AT LEAST. At that kind of HP buff then I can see slower movement speed needed for balance.
Why not just give heavies a passive damage resistance to explosives? say 50-60% still wouldn't stop a remote mine but it'll take nades |
lithkul devant
Legions of Infinite Dominion
112
|
Posted - 2013.10.23 22:21:00 -
[174] - Quote
crazy space 1 wrote:Lance 2ballzStrong wrote:lithkul devant wrote:
Alright, a 10-15% eHP buff would be effective, the main reason behind the Hit point buff I suggested is so that heavies can survive 1 Forge gun blast, 2nd forge gun blast is death. While listing in my reasons I also suggested a massive reduction in movement speed, making it so that the heavy if out in the open or not using any cover at all is going to have problems, very slow, very lumbering. Also, your information about the HMG is incorrect about the range values, even if it was buffed up 10m the HMG would not have the same firing range or capacity as a AR, an AR can effectively kill people from over 100 yards away, reference the Duoville Assault Rifle.
The whole point in the build of the heavy I am suggesting is that it does in fact take 2-3 or perhaphs 4 people to kill the heavy, however, the heavy can't move fast, it can't chase and if it is in a bad position it is dead. The whole purpose of such a unit would be crowd control and objective guarding or a heavy push to an objective. Without support these units will die to scouts as they currently do, especially if the scouts are using RE's or shotguns. Also, a heavy machine gun is something in real life that is capable of killing tanks, I am not suggesting that this be a cheap suit, I would actually be insisting on a price increase.
Other counters to the heavy build is, gernades (can't move out of the way), mass drivers (can't move out of the way, can arch shots), sniper rifles (easy head shots), tanks, plasma cannon, Asault Rifle at a distance. The reason the assault rifle would still be better at a distance is because of the included dispersion factor that is left in the HMG, a heavy is basically like a minature tank that can walk, it is even made to look that way.
25%-30% move decrease as the standard, this is a great equalizer, especially when if you are to add additional armor, it's going to get to be hugely slow even if you are spriting someone could walk away from you and be faster then you.
Slowing down the heavy anymore will nullify the HP buff. Why bother increasing the HP by only 10-15% when you move slower? So instead of 1 nade killing you, it'll take 2 nades? Heavies are the ones that suffer most from general spam in this game. Anything that's being spammed, heavies can't dodge. So buffing HP by so little and slowing them down more = the same thing we have now. 2 steps fwd, 2 steps bck. if you're suggesting heavies need 2-4 to kill, then the HP has to increase by 50-100% AT LEAST. At that kind of HP buff then I can see slower movement speed needed for balance. Why not just give heavies a passive damage resistance to explosives? say 50-60% still wouldn't stop a remote mine but it'll take nades
2 posts were not included on this topic, scroll up and read, what I had originally suggested was 25% more armor and shields, along with damage resistance and to balance this a speed decrease. This was also paired up with a power upgrade and range upgrade to the HMG. The topic that is being refernced to is a followup, where a modest 10-15% Ehp buff was suggested and various reasons for disagreement with what I had said. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2014
|
Posted - 2013.10.23 22:24:00 -
[175] - Quote
Lance 2ballzStrong wrote:Gotta love the lack of care for the heavy coming from CCP. Seriously, just take the class out of the game. Like the dropships and Marauder tanks, just take it out til it's actually useful. It's pathetic that after a year and a half the heavy class still only has 1 anti infantry weapon specific to its class. DUST is about diversity I was told... LOL! Only diversity in this game is who can spam proto nades the best. This game is about medium suits + Assault rifles. Everyone is a slayer. Scout is almost useless, and heavies defending is laughable because they're a proto hipster glorified camper now. I say it again, heavies will soon become a dinosaur. Extinct and a distant memory. What a joke. From being a feared, and well respected class to being a joke in DUST Well done.
Well i do Use some Heavy fits with Light Weapons....but i guess tahts not the point.... |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
2011
|
Posted - 2013.10.23 22:46:00 -
[176] - Quote
Zero Roamero wrote:Lance 2ballzStrong wrote:Zero Roamero wrote:.........So you haven't already seen the damage the heavy machine gun CAN ALREADY do then. lol... Oh you mean the POTENTIAL DPS.Guess you haven't fired an HMG huh? If you did you would have noticed the huge amount of bullet spread making the numbers game useless. The DPS on your screen is accurate if every bullet hits, and lol at every bullet from the HMG hitting. The AR / SR has a better representation of their DPS as they're accurate weapons. The more you know Yes, I have. And there are people who troll with those things. It's called a HEAVY machine gun. Of course, it's not gonna be easy to use. Big guns never really are, no matter how unrealistic the developers make them.
Heavy does not mean difficult to use. It means heavier than light. As in, deals heavier fire power. Not heavy as in "holy **** i can't lift this thing". |
crazy space 1
Unkn0wn Killers
1900
|
Posted - 2013.10.23 22:48:00 -
[177] - Quote
CCP Rattati wrote:Himiko Kuronaga wrote:CCP Rattati wrote:I have been practicing my heavy in anticipation of my Gallente heavy soontm.
I love the idea of an armored beast with an HMG so I began skilling slowly into it but it was going terribly for weeks. Going head to head with mediums at optimum (that I thought) ranges for me, had me losing half of the time, or more.
I did not like it and did not understand how to make it work, blaming my lack of specilaization or general UP of the heavy, and cursing the gods.
But then I had an eye opening moment, seing the Dark cloud come into a random pub and go 24/0 in a heavy/hmg, in the midst of the firefight the whole time, something I had just thought not possible.
So I struggled on.
And then I crouched.
And the angels sang.
It's a weird crutch (I am used to it from my old AQ2 days), and I don't think the heavy is by no means perfect as it is, but tactical crouching with the hmg literally melts faces like no other weapon I have used (except for OHK's)
Problem is that it doesn't work in PC. It essentially makes you a stationary target, and most of the incoming shots will hit your head which kills you that much faster. When everybody is using proto they have too much HP to kill effectively with that tactic. But their accuracy is absolutely perfect, and they get the ability to strafe to dodge your shots. You will get dropped instantly. Absolutely, you have to almost double tab the crouch button but it makes at least playing the heavy viable in many games. There are many ways to fix some of the issues you mention, heavy being more resistant to small arms fire, or the heavy armor shields better from headshots, etc. I'll leave that to the designers but I assure you, we are always listening (and measuring) to what works in PC and what doesn't, so keep the feedback flowing.
you know a nice small change would be heavies being immune to head shots. That alone might be enough. |
crazy space 1
Unkn0wn Killers
1900
|
Posted - 2013.10.23 22:50:00 -
[178] - Quote
lithkul devant wrote:crazy space 1 wrote:Lance 2ballzStrong wrote:lithkul devant wrote:
Alright, a 10-15% eHP buff would be effective, the main reason behind the Hit point buff I suggested is so that heavies can survive 1 Forge gun blast, 2nd forge gun blast is death. While listing in my reasons I also suggested a massive reduction in movement speed, making it so that the heavy if out in the open or not using any cover at all is going to have problems, very slow, very lumbering. Also, your information about the HMG is incorrect about the range values, even if it was buffed up 10m the HMG would not have the same firing range or capacity as a AR, an AR can effectively kill people from over 100 yards away, reference the Duoville Assault Rifle.
The whole point in the build of the heavy I am suggesting is that it does in fact take 2-3 or perhaphs 4 people to kill the heavy, however, the heavy can't move fast, it can't chase and if it is in a bad position it is dead. The whole purpose of such a unit would be crowd control and objective guarding or a heavy push to an objective. Without support these units will die to scouts as they currently do, especially if the scouts are using RE's or shotguns. Also, a heavy machine gun is something in real life that is capable of killing tanks, I am not suggesting that this be a cheap suit, I would actually be insisting on a price increase.
Other counters to the heavy build is, gernades (can't move out of the way), mass drivers (can't move out of the way, can arch shots), sniper rifles (easy head shots), tanks, plasma cannon, Asault Rifle at a distance. The reason the assault rifle would still be better at a distance is because of the included dispersion factor that is left in the HMG, a heavy is basically like a minature tank that can walk, it is even made to look that way.
25%-30% move decrease as the standard, this is a great equalizer, especially when if you are to add additional armor, it's going to get to be hugely slow even if you are spriting someone could walk away from you and be faster then you.
Slowing down the heavy anymore will nullify the HP buff. Why bother increasing the HP by only 10-15% when you move slower? So instead of 1 nade killing you, it'll take 2 nades? Heavies are the ones that suffer most from general spam in this game. Anything that's being spammed, heavies can't dodge. So buffing HP by so little and slowing them down more = the same thing we have now. 2 steps fwd, 2 steps bck. if you're suggesting heavies need 2-4 to kill, then the HP has to increase by 50-100% AT LEAST. At that kind of HP buff then I can see slower movement speed needed for balance. Why not just give heavies a passive damage resistance to explosives? say 50-60% still wouldn't stop a remote mine but it'll take nades 2 posts were not included on this topic, scroll up and read, what I had originally suggested was 25% more armor and shields, along with damage resistance and to balance this a speed decrease. This was also paired up with a power upgrade and range upgrade to the HMG. The topic that is being refernced to is a followup, where a modest 10-15% Ehp buff was suggested and various reasons for disagreement with what I had said.
wouldn't adding 3 more slots to the suits give them enough room to increase their hp with plates? |
Donwalis
BIG BAD W0LVES
1
|
Posted - 2013.10.23 23:32:00 -
[179] - Quote
I'm a assault. I'm also called the chubby chaser IE( Heavy killer) of my corp i would love for heavies to be buffed. and to add more weapons to make the engagement more fufillingand to be more of a two way battle. right not the only weapon you guys have is the six kin HMG and i'm finding the engagements to be quite rewarding you win some but still lost most hopefully CCP will show you guys some love . |
Slag Emberforge
Immortal Retribution
74
|
Posted - 2013.10.23 23:48:00 -
[180] - Quote
Good lord walls of text.
Here's my two cents on the survivability improvement. - I don't think even heavies should survive more than one direct hit, but even if I did a massive speed nerf would make lining up the shot painfully easy and that eHP would not account for much of anything, if anything it would prevent getting into cover and ensure more enemy shots land on you, in the long run.. I don't see much gain.
- Base improvement on eHP this needs to be addressed, not for forge guns just for being able to actually take a hit
- I do think heavies need just a bit more, frankly I'm a bit confused why there is no passive armor regeneration, with such an expansive suit it would only make sense that they would have some repair built in as they are unable to carry hives to rep
|
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 9 :: one page |
First page | Previous page | Next page | Last page |